gaming & sociability
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TRANSCRIPT
GAMING & SOCIABILITY NOORAIZAH ABDULLAH 8958007
KHOO JIA LIN 8946432
OUTLINE
INTRODUCTION
HISTORY
CONCLUSION
FINDINGS
INTRODUCTION
“FULLY DEVELOPED MULTIPLAYER UNIVERSES WITH AN ADVANCED AND
DETAILED VISUAL & AUDITORY WORLD IN WHICH PLAYERS CREATE AN
INDIVIDUALISTICS CHARACTER”
“FULLY DEVELOPED MULTIPLAYER UNIVERSES WITH AN ADVANCED AND
DETAILED VISUAL & AUDITORY WORLD IN WHICH PLAYERS CREATE AN
INDIVIDUALISTICS CHARACTER”
THE HISTORY OF MMOs
20042004200320032002200220002000
19981998 199919991993199319781978
New form of “third place” for informal sociability?
Social interactions occur in MMORPGs games?
Their potential functions in terms of “Bridging & Bonding” social capital?
Project 2
Ethnography Study
Project 1Media Effects Theory
MMOs as ‘Third Places’
Provide spaces for social interaction & relationships in virtual environments and function as new third places similar like real social hangouts
People enjoy playing alone/ “pseudo-social” fashion
Function of MMOs?
Characteristics of ‘Third Places’?
(2) Leveler
Equal distribution of opportunities regardless of social status in reality
Offline Status – No immediate responses
Oldenburg (1999)(1) Neutral Ground
Freedom of movement & absence of “entangling obligations”
Virtual ‘Avatars’ – responses in role-projection/escapism
(4) Accessibility & Accommodation
Free to log on & off anytime
Players presence at any hour
Barriers: requires powerful computer or console system/
expensive games
( 3) Conversation Is the Main Activity
Multiple – threaded conversation
Cement social bonds between users
Conversation styles; Competitive/Collaborative or both
(6) A Low ProfileCharacterized as homely once the latest ‘in’
game released
(5) The Regulars
2 types of in-game regulars;
A. Guild Members
Set tone of sociability & daily mood
Share knowledge & skills
b.Squatters in specific virtual territories of the game world
(7) The Mood is Playful
Light-hearted atmosphere
More verbal word play & fun
(8) A Home Away From Home
Home-like quality; mutual caring, concern on welfare
Create shared sense of home, support & warmth that lack in “real world”
Bridging or Bonding in MMOs?
Is online communities large, weak network (bridging) or small, strong ones (bonding)?
MMOs appear best as bridging mechanisms in terms of relationships and behaviours especially in games with vibrant social scene
HOWEVER, bonding mechanisms is also existed but rare – bonds formed within long-term guilds & over long period of time due to player’s geographic dispersion and the nature of the third places
No of hours spent depends on the age
The most popular MMORPG is World of Warcraft (WoW)
Made good friends within the game
Majority enjoyed playing with real-life friends and family
Safely environment to discuss sensitive issues
Met with online friends in reality – facilitates social activity
Emotionally Attracted with other players
Players felt “more themselves” during game play
Game design towards more women orientedADDICTION!ADDICTION!
CONCLUSIONMMOs are the new “third places” for informal sociability & well-suited to the formation of bridging social capital
MMORPGs can be goal oriented or casual depending on player’s desire
It can be extremely social games
The Virtual World – allows gamers to express themselves comfortably
Teamwork, Encouragement & Fun experience
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