gaming & sociability

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GAMING & SOCIABILITY NOORAIZAH ABDULLAH 8958007 KHOO JIA LIN 8946432

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Page 1: Gaming & Sociability

GAMING & SOCIABILITY NOORAIZAH ABDULLAH 8958007

KHOO JIA LIN 8946432

Page 2: Gaming & Sociability

OUTLINE

INTRODUCTION

HISTORY

CONCLUSION

FINDINGS

Page 3: Gaming & Sociability

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”

Page 4: Gaming & Sociability

THE HISTORY OF MMOs

20042004200320032002200220002000

19981998 199919991993199319781978

Page 5: Gaming & Sociability

New form of “third place” for informal sociability?

Social interactions occur in MMORPGs games?

Their potential functions in terms of “Bridging & Bonding” social capital?

Page 6: Gaming & Sociability

Project 2

Ethnography Study

Project 1Media Effects Theory

Page 7: Gaming & Sociability

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?

Page 8: Gaming & Sociability

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

Page 9: Gaming & Sociability

(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

Page 10: Gaming & Sociability

(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

Page 11: Gaming & Sociability

(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”

Page 12: Gaming & Sociability

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

Page 13: Gaming & Sociability

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!

Page 14: Gaming & Sociability

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

Page 15: Gaming & Sociability

REFERENCES