This paper will examine how communities form in Massive Multiplayer Online Real Player Games (MMORPGs) through the formation of alliances/guilds. An argument will be put forward that the strength of communities in MMORPGs can be measured by how well they withstand the undermining influence of spies/moles working to destroy them. Strong and weak community ties will both be examined along with the role and importance of each type within a community. The reasons people try and destroy these communities will be considered and the effectiveness of this undermining force on different types of communities will be discussed. First we will start with a crucial definition of community.
There is no precise definitive definition for online community; rather the definitions available are varied in their complexity and specifics. Many authors define it as the sense of strong reciprocal camaraderie, empathy and support amongst members (Preece & Maloney-Krichmar, 2005). Other authors consider online communities to be groups with shared goals (Katz, Rice, Acord, Dasgupta & David, 2004, p315-328; Wellman & Gulia, 1997, p.1-3). Specifically for the purpose of this paper Roberts (1998) definition of community will be utilised. Roberts (1998, p361) describes online community as having various properties including cohesion or a sense of belonging, members giving and receiving help, where group members form individual relationships, a specialised language exists and the group self regulates. This describes the sort of community that exists in MMORPGs
The design of MMORPGs usually includes a background story and goals for players that provide a common goal for communities within the game to work towards (Koivisto, 2003; Rice, 2006). In most MMORPGs players need to band together in groups called alliances or guilds in order to be able to achieve the game’s goals or succeed in quests. This is the case for games like ‘World of Warcraft’, ‘Travian’ or ‘Everquest’. As a result of these game structures alliances/guilds form where a group achieves cohesion by working towards a common goal, members help each other out with goal attainment, use language related to the game, and members both self regulate and form more complex individual relationships. Additionally the game design in MMORPGs normally has features that allow for players to band together into self run groups or communities (Koivisto, 2003; Rice, 2006). As such it can be seen that these alliances or guilds are in fact communities. For the remainder of this paper the word community will be used to refer to guilds or alliances within MMORPGs
Communities within MMORPGs can vary greatly in size from small groups with less than 10 members through to massive groups with over 150 members (Williams et a;, 2006, p343). The purpose of individuals becoming members of these communities varies from socialisation (with those groups which last more than a month having members develop a caring relationship towards each other) through to goal attainment, with goals often being centered around the war like elements of the game such as battling or raiding other players (Williams et al. 2006, p.344-346). Furthermore the goals of the community would often be multiple and include aspects of social and war outcomes, with the most common reason individuals become members of MMORPG communities being to achieve game goals (Williams et al. 2006, p.346). This shows that the communities in MMORPGs form for a variety of reasons, and as such have varying levels of longevity and strength within the community.
These communities will often have explicitly stated goals as well as utilise recruitment and exclusion procedures (Williams et al. 2006, p.348). These recruitment procedures contribute towards the growth of the community and often result in players joining the community after an existing community member invites the player into the group. Often when a player becomes part of a community, the game becomes secondary to the community and the community itself is what keeps the player online (Koivisto, 2003). In some groups the sense of community becomes that strong that players will move between games or onto new servers in the same game as a group, with individuals conforming to whatever allows them to be a continued member of the community rather than selecting modes of play that are the best for their own personal needs (Pargman & Erissson, 2005, p.6). As a result it can be seen that for many of these communities the strength of communities ties become stronger then the needs of individuals within the community.
According to Rheingold (1988, p6) words on a screen can create strong emotions that lead to the creation of community amongst those who were previously strangers. The strength of ties between individuals within that community can be described as strong or weak. Weak ties involve less investment and are more prevalent online where strong ties usually reinforce existing beliefs and are less prevalent (Götzenbrucker & Köhl, 2009, p.312). According to Wellman and Gulia (1997, p.7-8), weak ties online are an important means for sharing information and the variety of backgrounds of people within the group is more important in determining the quality and quantity of information than the number of people. For this reason it is conceivable that smaller communities with a variety of people will be better at reaching community goals than larger communities full of like minded individuals. Due to these differences in how the strength of ties can affect the types of relationships within a community it can be seen that the strength of ties within a community is related to the durability of the community.
Weak ties can allow individuals to receive more varied and higher quality resources than strong ties due to the ability of weak ties to reach a wider social network than strong ties (Katz et al. 2004, p.349). Individuals support the formation of numerous weak ties by making their efforts online public or possible for others to see, thus allowing others to initiate assistance and start the formation of a weak tie (Aguiton & Cardon, 2007, p.51). Sometimes weak ties can develop further into strong ties. Strong ties “encourage frequent, companionable contact and are voluntary” (Wellman & Gulia, 1997, p.10), furthermore these ties have a reciprocal nature, provide mutual support and often include long-term contact. When people know each other in multiple contexts strong ties form more readily, however the formation of these strong ties online can take longer than offline, due largely to the asynchronous nature of much online communication (Katz et al. 2004, p.352). In MMORPGs often the ties within a community are strengthened through help and support, beginning as weak ties initially and only becoming strong ties through shared experiences over time. As a result communities that have been together for a long time are more likely to have a lot of strong ties between members.
Wellman and Gulia (1997, p.9) argue that while many individuals are less inclined to offer help and support to others in an online environment, especially to those with who they only have weak ties, many other individuals will still assist others in this situation for purposes such as improving self-esteem and gaining respect and status. Rehingold (1988, p.8) further argues that within a community those who freely give assistance to others find that when they require assistance they receive it more quickly and more thoroughly than those that do not assist others freely. Wellman and Gulia (1997, p.11) go on to discuss how over time weak ties between those in a community strengthen and become strong ties. So even though the community may be made up of predominately weak ties, reciprocity of assistance emerges and helps to strengthen the community as a group. As a result of ties strengthening with longevity of a community, those MMORPG communities that have been together for longer should have stronger ties that are harder to break apart than newer communities. Williams et al (2006, p.340) states that with ongoing play many people favour working with those they come to know as they learn they can depend on them and predict their actions. As such those communities with strong ties should be harder for dissenting forces to tear apart.
As a community grows in size the types of ties within the MMORPG community usually become a mix of strong and weak ties. In groups that are too large for players to know each other well, players tend to form subgroups within the larger group, where the overall community works towards game play related goals, yet the subgroups have stronger and more social ties amongst members (Williams et al. 2006, p.346). Pargman and Erissson (2005, p.5) also state that players can form smaller groups with strong ties while still being part of a larger community with weak ties between themselves and members that are not part of their small group. In these groups community members most commonly see the community as a blend of strong and weak ties, with positive feelings towards most other members of the community yet only strong attachment to some of the other community members (Williams et al. 2006, p.351). As a result of this dissenting forces may at times destroy a large community, while leaving smaller nodes or groups within that community intact, therefore not destroying all relationships within a community.
Furthermore ties are generally stronger across the whole group in small communities than in large communities with these smaller groups often being more selective about community membership (Williams et al. 2006, p.347). As a result of this more selective process, undermining forces would have more difficulty penetrating the smaller MMORPG communities and as such would often have to work on destroying these communities from the outside, a much trickier proposition.
Many MMORPG communities fall apart and do not last more than a month due to the players leaving. One reason for this is that some groups are only created to serve a temporary purpose and as such these shorter lasting groups can not always be considered to be communities (Koivisto, 2003). In groups that are not temporary, the reasons for newer groups falling apart are largely social and include things like social distance, the group being too serious or not serious enough, and conflict within a group (Williams et al. 2006, p.349). When groups fall apart this quickly they have not had enough time together for strong ties to form.
In MMORPGs there are often those who try and destroy communities that are established either for personal gain, or to help another community that they are part of. This is especially the case in those MMORPGs where users can not micromanage battles as information becomes an important part of winning battles and meeting game objectives. For communities in these situations propaganda, deception, infiltration and other forms of information warfare become central to how the community works towards it goals (Chamberlain, 2008). Chamberlain (2008) further states communities try and place spies or agents into other communities help with undermining the communities they are in opposition to. Those seeking to destroy or undermine a community are a destructive force within the community and the impact of this destructive force within a community can vary depending on the strength of the ties within the community.
The work of those trying to undermine online communities is made easier by the ease at which misunderstandings arise in the online environment. According to Rheingold (1988, p.9) the ambiguity of online communications, due to the lack of physical signals such as body language and facial expressions, means that misunderstandings arise far more readily than through other modes of communication, and these misunderstandings escalate far more readily. Further “the asynchronous nature of most conversations hinders the immediate repair of damages” (Wellman & Gulia, 1997, p.12). As such an undermining force can sometimes destroy a community through only placing the seeds of a problem and then allowing the issue to fan its own fire, growing into rifts within the community with little further help from the person trying to destroy the community.
When a hostile force emerges within a community those community members who have the most valuable contributions to make will often keep silent and not participate freely within the community (Rheingold, 1988, p.8). This is especially true in communities with very few strong ties between members and often the contributors who become silent are the ones who would have had the best chance at repairing the dissent before it tears the community fully apart. However when these key people do not remain silent as is the case in larger, strong communities, they often utilise propaganda as a tool within the group to help steer off undermining forces by improving group cohesion, keeping morale and sense of purpose high and to also create doubt amongst those creating the problems (Chamberlain, 2008). Therefore the strength of ties within a community can be used to predict the impact of destructive forces within that community.
In summary, players in MMORPGs form into communities with common goals where those in the community work towards the same end goal. Each community can be made up of a mix of strong and weak ties and the mix of ties varies dramatically from one community to the next. These communities stay together for varying lengths of time from very short durations through to years, with the enduring communities having more significant strong ties between their members. When the communities fall apart it can sometimes be because the community is no longer needed by its members, however most of the time it is due to dissenting forces undermining these community ties. The undermining can come from players outside the community placing doubt into the minds of some community members or also by spies/moles working their way into the community and undermining the community ties from within. Communities with many significant strong ties tend to hold up to this undermining effect far more readily than those with only weak ties, even though the community with strong ties will also often have weak ties between some members. As such the strength of the strong ties within a MMORPG community can be determined by how well the community holds up to the undermining forces of those trying to destroy the community.
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