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Gaming and Sociability
SOCY20241 New Media
Yue Xu
Understanding MMOs
• ‘‘massively multiplayer online games’’
• MMOs are graphical two-dimensional (2-D) or three-dimensional (3-
D) videogames played online, allowing individuals, through their self-
created digital characters or ‘‘avatars,’’ to interact not only with the
gaming software but with other players.
A shared theoretical framework for
understanding
• (a) the extent to which such virtual worlds are structurally similar to
‘‘third places’’ (Oldenburg, 1999) for informal sociability,
• (b) their potential function in terms of social capital (Coleman, 1988;
Putnam, 2000).
Research methods and goals
• The methods used were a combination of survey research and
experimental design, with first-time MMO players given a free copy of the
game or placed in a control group that did not play the game (Williams, in
press). Seven hundred and fifty participants populated the two groups. The
changes among the treatment group players were contrasted between the
two groups and presented statistically to demonstrate the ‘‘effects’’ of
game play vs. no game play.
• This ‘‘thick description’’ (Geertz, 1973) included 24 months of participant
observation in the game (eight months averaging eight to 12 hours of
gameplay daily, the remaining months averaging 20-40 hours per week)
• The goal of this project was to explicate the kinds of social and intellectual
activities in which gamers routinely participate, including individual and
collaborative problem solving, identity construction, apprenticeship, and
literacy practices.
MMOs as Third Places
(Oldenburg’s (1999) eight defining characteristics of third places)
• Neutral Ground
• Leveler
• Conversation is Main Activity
• Accessibility & Accommodation
• The Regulars
• A Low Profile
• The Mood is Playful
• A Home Away from Home
Figure 2 Transcription of roughly two minutes of multiple-threaded conversation during
a regular evening in Lineage I
MMOs as Third Places
(Oldenburg’s (1999) eight defining characteristics of third places)
• Neutral Ground
• Leveler
• Conversation is Main Activity
• Accessibility & Accommodation
• The Regulars
• A Low Profile
• The Mood is Playful
• A Home Away from Home
Figure 3 Screenshot from Asheron’s Call II that shows two players standing outside of town
center exchanging healing ‘‘buffs’’ (beneficial spells cast on oneself or other people’s avatars)
MMOs as Third Places
(Oldenburg’s (1999) eight defining characteristics of third places)
• Neutral Ground
• Leveler
• Conversation is Main Activity
• Accessibility & Accommodation
• The Regulars
• A Low Profile
• The Mood is Playful
• A Home Away from Home
Figure 5 Excerpt from a guild
conversation in Lineage II illustrating
the kind of verbal play
that is characteristic of MMOs
MMOs as Third Places
(Oldenburg’s (1999) eight defining characteristics of third places)
• Neutral Ground
• Leveler
• Conversation is Main Activity
• Accessibility & Accommodation
• The Regulars
• A Low Profile
• The Mood is Playful
• A Home Away from Home
Bridging and Bonding in MMO Third Places
• According to Putnam,
• bridging social capital is inclusive. It occurs when individuals from
different backgrounds make connections between social networks,
functioning as a kind of sociological lubricant.
• bonding social capital is exclusive. It occurs when strongly tied
individuals, such as family and close friends, provide emotional or
substantive support for one another, functioning not as lubricant but
more as a kind of social superglue.
Conclusions
• MMOs confirm this pattern:Virtual worlds appear to function best as bridging
mechanisms rather than as bonding ones, although they do not entirely preclude social
ties of the latter type.
• while such bridging was frequent, it was more likely to lead to potential resources or new
information within the longer-term groups such as ‘‘guilds’’ than within the temporary
‘‘pick up’’ groups that band together for short-term goals.
• Perhaps it is not that contemporary media use has led to a decline in civic and social
engagement, but rather that a decline in civic and social engagement has led to
retribalization through contemporary media (McLuhan, 1964).
• However, for the individual seeking emotional and substantive support, they are far less
socially useful—at least in the short term.
Reference
• Cole, H. & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role- playing
gamers. CyberPsychology & Behavior, 10(4), 575-583.
• Steinkuehler, C. A. & Williams, D. (2006). Where everybody knows your (screen) name: Online
games as “third places”. Journal of Computer‐Mediated Communication, 11(4), 885-909.
• Cherny, L. (1999). Conversation and Community: Discourse in a Social MUD. Stanford, CA: CSLI
Publications.
• Holland, D., & Quinn, N. (Eds.). (1987). Cultural Models in Language and Thought. Cambridge:
Cambridge University Press.
• Griffiths, M., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of
• online gaming. CyberPsychology & Behavior, 6(1), 81–91.
• Gygax, G., & Arneson, D. (1973). Dungeons and Dragons (1st ed.). Lake Geneva, WI:
• TSR, Inc.
• Hammersley, M., & Atkinson, P. (1986). Ethnography: Principles in Practice (2nd ed.).
• London: Routledge.

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Gaming and sociability

  • 2. Understanding MMOs • ‘‘massively multiplayer online games’’ • MMOs are graphical two-dimensional (2-D) or three-dimensional (3- D) videogames played online, allowing individuals, through their self- created digital characters or ‘‘avatars,’’ to interact not only with the gaming software but with other players.
  • 3. A shared theoretical framework for understanding • (a) the extent to which such virtual worlds are structurally similar to ‘‘third places’’ (Oldenburg, 1999) for informal sociability, • (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000).
  • 4. Research methods and goals • The methods used were a combination of survey research and experimental design, with first-time MMO players given a free copy of the game or placed in a control group that did not play the game (Williams, in press). Seven hundred and fifty participants populated the two groups. The changes among the treatment group players were contrasted between the two groups and presented statistically to demonstrate the ‘‘effects’’ of game play vs. no game play. • This ‘‘thick description’’ (Geertz, 1973) included 24 months of participant observation in the game (eight months averaging eight to 12 hours of gameplay daily, the remaining months averaging 20-40 hours per week) • The goal of this project was to explicate the kinds of social and intellectual activities in which gamers routinely participate, including individual and collaborative problem solving, identity construction, apprenticeship, and literacy practices.
  • 5. MMOs as Third Places (Oldenburg’s (1999) eight defining characteristics of third places) • Neutral Ground • Leveler • Conversation is Main Activity • Accessibility & Accommodation • The Regulars • A Low Profile • The Mood is Playful • A Home Away from Home
  • 6. Figure 2 Transcription of roughly two minutes of multiple-threaded conversation during a regular evening in Lineage I
  • 7. MMOs as Third Places (Oldenburg’s (1999) eight defining characteristics of third places) • Neutral Ground • Leveler • Conversation is Main Activity • Accessibility & Accommodation • The Regulars • A Low Profile • The Mood is Playful • A Home Away from Home
  • 8. Figure 3 Screenshot from Asheron’s Call II that shows two players standing outside of town center exchanging healing ‘‘buffs’’ (beneficial spells cast on oneself or other people’s avatars)
  • 9. MMOs as Third Places (Oldenburg’s (1999) eight defining characteristics of third places) • Neutral Ground • Leveler • Conversation is Main Activity • Accessibility & Accommodation • The Regulars • A Low Profile • The Mood is Playful • A Home Away from Home
  • 10. Figure 5 Excerpt from a guild conversation in Lineage II illustrating the kind of verbal play that is characteristic of MMOs
  • 11. MMOs as Third Places (Oldenburg’s (1999) eight defining characteristics of third places) • Neutral Ground • Leveler • Conversation is Main Activity • Accessibility & Accommodation • The Regulars • A Low Profile • The Mood is Playful • A Home Away from Home
  • 12. Bridging and Bonding in MMO Third Places • According to Putnam, • bridging social capital is inclusive. It occurs when individuals from different backgrounds make connections between social networks, functioning as a kind of sociological lubricant. • bonding social capital is exclusive. It occurs when strongly tied individuals, such as family and close friends, provide emotional or substantive support for one another, functioning not as lubricant but more as a kind of social superglue.
  • 13. Conclusions • MMOs confirm this pattern:Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type. • while such bridging was frequent, it was more likely to lead to potential resources or new information within the longer-term groups such as ‘‘guilds’’ than within the temporary ‘‘pick up’’ groups that band together for short-term goals. • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964). • However, for the individual seeking emotional and substantive support, they are far less socially useful—at least in the short term.
  • 14. Reference • Cole, H. & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role- playing gamers. CyberPsychology & Behavior, 10(4), 575-583. • Steinkuehler, C. A. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer‐Mediated Communication, 11(4), 885-909. • Cherny, L. (1999). Conversation and Community: Discourse in a Social MUD. Stanford, CA: CSLI Publications. • Holland, D., & Quinn, N. (Eds.). (1987). Cultural Models in Language and Thought. Cambridge: Cambridge University Press. • Griffiths, M., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of • online gaming. CyberPsychology & Behavior, 6(1), 81–91. • Gygax, G., & Arneson, D. (1973). Dungeons and Dragons (1st ed.). Lake Geneva, WI: • TSR, Inc. • Hammersley, M., & Atkinson, P. (1986). Ethnography: Principles in Practice (2nd ed.). • London: Routledge.