Gaming Communities in and beyond Game Worlds

Gaming Communities in and beyond Game Worlds (Click for PDF)

Zachary Riordan

Curtin University: Bentley

Correspondence: Zachary.Riordan@student.curtin.edu.au

Abstract

This paper discusses many of the most important aspects of community in gaming, within and beyond the game world. This includes: how communities form in online games and how activities centred around gaming facilitate online communities. The paper argues that games, and online subsidiary activities centred around them, provide social benefits to participants that compliment off-line social interaction by promoting the growth of communities both within and beyond the game world. More specifically, this paper analyses and explores: game worlds, “third place”, flow, hallucination of the real, text-based messaging, Voice over Internet Protocol, playing with friends, social media content creation, and “modding”; and relates these aspects to social benefits including: bridging and bonding social capital, agency, social proximity, familiarity, and weak and strong ties.

Keywords: community, gaming, social capital, weak and strong ties.

Gaming Communities in and beyond Game Worlds

The social benefits of game play and communities created within games have been extensively researched (Trepte, Reinecke, and Juechems, 2012). In the context of 2018, communities not only thrive within games themselves but also the secondary activities surrounding the games. This paper argues that: games, and online subsidiary activities centred around them, provide social benefits to participants that compliment off-line social interaction by promoting the growth of communities both within and beyond the game world. This paper will firstly discuss how communities form within game worlds and the types of communities created. Then it will explore how these, and new, communities form and prosper via subsidiary online activities that centre around games. These subsidiary activities include, but are not limited to, social media content creation and modifying games. Throughout the paper I will also analyse the social benefits that players and participants attain because of the communities they become a part of.

In-Game Communities and Immersive Game Worlds

Online gaming has developed over multiple decades, with video games dating back over 45 years (Leaver, 2018). The realism, expansiveness and detail in video games has, obviously, increased extensively over this time. This, and the number of participants is likely to continue to increase in future years (Leaver, 2018; Kim, Lee, Thomas, and Dombrowski, 2009). Far from the likes of static games such as “Pong”, these games are detailed enough for players to express themselves within the game (Leaver, 2018). Furthermore, because of technologies such as the World Wide Web, players can interact with not only the game world but other players. This interaction, as well as communication, forms the basis for online communities to develop and grow (Steinkuehler, and Williams, 2006). As detailed below, player interaction occurs within games and using other platforms such as social media.

Many games have enough detail that immersive worlds are created, where players are, at-least for the most part, solely focused on what is happening in the game. Frostling-Henningsson (2009), describes this state of being as “flow”. Sufficiently detailed games can take multiple forms and include multiple genres of games. However, game genres such as Massively Multiplayer Online Role-Playing Games (MMORPGs) are the most profound examples of online game worlds. These games can be described as “Third places”, which are “crucial… for civic interaction” (Williams, Ducheneaut, Zhang, Yee, and Nickell, 2006; Oldenburg, 1997). This is because of the extensiveness of the game and the actions available to the player (Williams and Ducheneaut, et. al., 2006). There are many roles a player can play, hence role-playing game, and no one player can be a master of everything. Therefore, to prosper in these “worlds” (Frostling-Henningsson, 2009) players should not only communicate but also cooperate with each other (Williams and Ducheneaut, et. al., 2006). This cooperation leads to communities forming within the game. Katz, Rice, Acord, Dasgupta, and David (2004) describe this type of community as a “pseudo-community”. This does not mean that the community is not real, but rather the community is based in a virtual world and has a group focus. The community type “Social Network” could also apply for some players or groups who exhibit individual centred attributes (Katz, et al., 2004). Furthermore, common goals and ongoing communication lead to partnerships, friendships and strong ties developing in the game (Williams and Ducheneaut, et. al., 2006; Domahidi, Festl, and Quandt, 2014).

One well researched game is popular MMORPG “World of Warcraft”, which at its peak had twenty million monthly paid players (Leaver, 2018). This game’s popularity can largely be attributed to the communities around and in the game that were developed because of the immersive, detailed, and continuing world centred around engaging gameplay (Williams and Ducheneaut, et. al., 2006). Game mechanics, such as an in-depth virtual economy and levelling system, lead to a “hallucination of the real” (Frostling-Henningsson, 2009) where new personas, personalities and lifestyles are created and/or expressed.

The state of “flow” and the “hallucination of the real” are both ways of describing the level of immersion games facilitate. This does not only occur in MMORPGs but also First-Person Shooters (FPSs). In these games, players are looking through the eyes of a soldier that they control. Online gameplay is centred around fighting against, and with, other players. Candy (2012) describes his level of extreme focus on trying to keep himself but more importantly, his teammates alive. With games such as “Counter Strike: Global Offensive” (CS: GO) a team of players work together to fight against another team. Much like a virtually violent sport (Williams and Ducheneaut, et. al., 2006). Candy (2012) states that the level of cooperation and fast paced nature of the games lead to strong friendships being formed. This can be described as bonding social capital which develops into strong ties (Steinkuehler, and Williams, 2006). These players turn their team into a community, one of which, the members are very close. Even so much so that once virtual friendships expand past their initial “third place” into the offline world (Candy, 2012).

As stated above, being able to communicate is obviously a key driver in forming social bonds and communities. There are many ways in which games facilitate and promote communication between players. The simplest way many games facilitate online communication, is through in-game chat. This allows players to communicate using text-based messages. However, this is crude by 2018’s standards. The time taken to create a message causes a delay between when the producer wants to communicate the message and when the viewer receives it. The, relatively, long time that the message takes to create, means that this form of communication is less often used in fast paced games and/or is often limited to use for greetings when gameplay is slower. This limits the ability for players to acquire bonding social capital or develop strong ties through using in-game, text-based messaging alone. In saying this, the messenger’s in-game name is associated with the message, meaning social proximately, familiarity, and bridging social capital is created using in-game chat (Trepte, Reinecke, and Juechems, 2012).

In many online FPSs, like “CS: GO”, Voice over Internet Protocol (VoIP) is a feature that allows players to speak to other players while in the game. VoIP within the game can facilitate the communication between players who are not friends. In the case of “CS: GO”, in-game VoIP is commonly used when matchmaking with-out friends. This means the players who become part of your team are not players that you personally know. VoIP allows these new teammates to strategize, give “call outs”, or simply communicate in real time. Strategizing or simply giving good call outs result in social capital and a sense of agency for the communicator and would not be possible with-out the use of Voice over Internet Protocol (Candy, 2012). Real time communication also promotes a sense of “flow”, develops the game into a “third place”, and encourages players to form communities (Frostling-Henningsson, 2009; Williams and Ducheneaut, et. al., 2006; Candy, 2012).

Games have also used other ways of connecting players with each other. A standard feature in any online game in 2018, the ability to create a list of friends and easily join each other’s games, should not be overlooked as the most important aspect of facilitating social gameplay. The widespread inclusion is likely due to social reasons being the main cause of gameplay (Frostling-Henningsson, 2009; Domahidi, Festl, and Quandt, 2014) and the exclusion of this feature, and therefore social gameplay, would be essentially unacceptable for many gamers.

In some cases, game features connect existing players with their friends whom may not play the game. Social games, or games based on social networking platforms, have used this technique for many years (Di Loreto, and Gouaich, 2010). More games, and games of different genres, are starting to utilize this technique. A recent example (2017/2018) is “Fortnite” (Bedford, 2018). When a player is not in a game of “Fortnite” they are firstly prompted to invite other friends that are online. However, players are also prompted to link their game account to Facebook. This is a clear example of “Fortnite” utilising in-game features, and other digital networking technologies, to extend the gaming community for the specific player and to increase the size of “Fortnite’s” community. This results in bonding social capital being created between existing friends who were Facebook friends but can now easily game together and strengthen their bond.

Communities in Subsidiary Activities Centred Around Gaming

Being part of a gaming community can offer much more than just playing a game. As detailed above, very strong sub-communities can form within a game itself. However, arguably to benefit most from the community around a specific game, the player should participate in multiple aspects of the community. This includes many subsidiary activities that centre around a game but are beyond gameplay. The biggest activity, in terms of active participants, is being involved in social media based on the game. The social media coverage of games is very large and complex (Minguez, 2014). The communities formed on social media platforms are not necessarily the same as the ones formed within games, but any content created by, from, or about a game is still centred around that game and connects to the game itself. Social media coverage of a game and any communities that form because of this are extensions of the game and the communities it promotes.

The media created based on games is essentially infinite and impossible to analyse in its entirety. Due to the shear amount of content, social media content about games, or a specific game, should be broken down into three groups: non-professional user-generated content, professional user-generated content, and industry generated content. Furthermore, where there is a group of participants that can share commonalities, there is a community (MacQueen, et al., 2001). This means that the members of each of these groups can be classified as a community. For example, a group of social media marketers working for a company would be considered a community.

Communities also interact with each other on social media. For example, industry members often promote professional content-creators’ work. This shares some of the industry’s agency with the content creator as a gift for creating content on their game. Specifically, “Fortnite” representatives often use their institutional authority to share and promote video content made by aspiring content creators (Fortnite, 2018). Industry members also “like” or “favourite” non-professional user-generated content. This gives the player social capital and agency in several sub-communities such as their friends or other players. Both actions, and others not mentioned, create mutual benefits and provide motivation for all parties.

Another important subsidiary activity based on gaming, is “modding” or modifying games. “Mods” or modifications to a game are quite commonplace in certain single player games such as “Fallout” (Bailey, 2018). Communities around “mods” or certain “modders” (modifiers) are also quite extensive. Because of the advancement in hardware and software used to create “mods” and the large number of people interest in games, many “mods” have been made. However, the ability to create useful, or even professional, “mods” is highly respected in the gaming community. This has meant “modders”, especially the best ones, receive a large amount of agency and social capital within their sub-community, and even the gaming community in general.

“Mods” can range in size from very small, to whole new games created in a different game engine (Bailey, 2018). The small “mods” can be made by one person, however, the largest “mods” are made by a team. This team requires large amounts of cooperation and collective problem solving. Furthermore, a team of “modders” can spend many years creating a “mod” without guaranteed financial compensation. Because of this, and the passion required to undertake such a task, the group can form a strong community based on gaming. Social capital is created within the community and received from beyond the “modding” community as detailed above. Furthermore, the feeling of belonging and accomplishment, and the friendships developed are just some of the social benefits that occur because of this subsidiary activity of gaming (Koivisto, 2003).

Conclusion

The communities formed within and beyond games can provide large social benefits to the participants. This includes but is not limited to, bridging and bonding social capital, agency, and social proximity and familiarity. All, or some, of these benefits combine and allow participants of gaming communities to create and develop friendships and belong to their community(s). This can occur within the game world or outside of it, through online subsidiary activities. However, both are centred around gaming and the communities that occur because of it.

The concept of communities, even within a gaming stream, is very large. Moreover, gaming as a stream is very broad and complex. This has meant this paper cannot, and has not, explored all aspects of community within gaming. More specifically, aspects including: e-sports, cosplay, gaming events, gaming lounges, and more, have not been discussed. Also, greater depth in the aspects discussed could occur if the focus of the paper was narrower. However, this paper has discussed many of the most important aspects of community in gaming, including: game worlds, “third place”, flow, hallucination of the real, text-based messaging, VoIP, playing with friends, social media content creation, and “modding”.

References

Bailey, D. (2018, January 3). This mod brings all of Fallout: New Vegas into the Fallout 4 engine. PC Games N. Retrieved from https://www.pcgamesn.com/fallout-4/fallout-4-new-vegas-mod

Bedford, J. (2018, February 2). Fortnite: Battle Royale – How to link friends on Facebook. Metabomb. Retrieved from https://www.metabomb.net/fortnite-battle-royale/gameplay-guides/fortnite-battle-royale-how-to-link-friends-on-facebook

Candy, G. (2012). In video games we trust: High-speed sociality in the 21st century. Fast Capitalism, 2012. Retrieved from http://www.uta.edu/huma/agger/fastcapitalism/9_1/candy9_1.html

Di Loreto, I. & Gouaich, A. (2010). Social Casual Games Success is not so Casual. Research Report, University of Montplellier – CNRS. Retrieved from http://hal.archives-ouvertes.fr/docs/00/48/69/34/PDF/FunAndGames2010-03-22.pdf

Domahidi, E. Festl, R. and Quandt, T. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behaviour, 35. 107 – 115. Retrieved from https://www.researchgate.net/publication/260947110_To_dwell_among_gamers_Investigating_the_relationship_between_social_online_game_use_and_gaming-related_friendships

Fortnite. (2018, March 31). Laugh along with @TSM_Hamlinz as he pilots his way to a win [Tweet]. Retrieved from https://twitter.com/FortniteGame/status/980095979608268800

Frostling-Henningsson, M. (2009). First-Person Shooter Games as a Way of Connecting to people: “Brothers in Blood” Cyberpsychology & Behaviour 12(5). Retrieved from http://web.b.ebscohost.com.dbgw.lis.curtin.edu.au/ehost/detail/detail?vid=0&sid=9bb6b4f6-443f-4f88-ab26-15331092aa85%40sessionmgr102&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#AN=44564372&db=bth

Katz, J. E., Rice, R. E., Acord, S., Dasgupta, K., & David, K. (2004). Personal Mediated Communication and the Concept of Community in Theory and Practice. In P. Kalbfleisch (Ed.), Communication and Community: Communication Yearbook 28 (pp. 315-371). Retrieved from http://www.comm.ucsb.edu/faculty/rrice/A80KatzRiceAcordDasguptaDavid2004.pdf

Kim, J., Lee, E. Thomas, T. & Dombrowski, C.  (2009). Storytelling in new media: The case of alternate reality games, 2001-2009. First Monday, 4(6). Retrieved from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/2484/2199

Koivisto, E. (2003). Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design. Digital Games Research Association Conference. Retrieved from http://www.digra.org/dl/db/05150.48442.pdf

Leaver, T. (2018). Web Media: Gaming Media Convergence [iLecture]. Retrieved from https://lms.curtin.edu.au/webapps/blackboard/content/contentWrapper.jsp?course_id=_80670_1&displayName=iLectures&href=%2Fwebapps%2Fblackboard%2Fexecute%2Fblti%2FlaunchPlacement%3Fblti_placement_id%3D_40_1%26course_id%3D_80670_1%26mode%3Dview%26wrapped%3Dtrue

MacQueen, K. M., McLellan, E., Metzger, D. S., Kegeles, S., Strauss, R. P., Scotti, R., Blanchard, L., and Trotter, R. T. (2001). What Is Community? An Evidence-Based Definition for Participatory Public Health. American Journal of Public Health91(12), 1929–1938. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1446907

Minguez, K. (2014, November 7). The Merging of Social Media and Gaming. Social Media Today. Retrieved from https://www.socialmediatoday.com/content/merging-social-media-and-gaming

Oldenburg, Ray (1997). The great good place: cafés, coffee shops, community centres, beauty parlours, general stores, bars, hangouts, and how they get you through the day. Retrieved from http://illinois-online.org/krassa/ps410/Readings/Third%20Places/Oldenburg-Vanishing%20third%20places%201997.pdf

Steinkuehler, C. & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as “Third Places”. Journal of Computer Mediated Communication, 11(4). Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/j.1083-6101.2006.00300.x/full

Trepte, S. Reinecke, L. and Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behaviour, 28. 832 – 839. Retrieved from https://www.researchgate.net/publication/233489327_The_social_side_of_gaming_How_playing_online_computer_games_creates_online_and_offline_social_support

Williams, D., Ducheneaut, N., Zhang, L., Yee, N., & Nickell, E. (2006). From Tree House to Barracks: The Social Life of Guilds in World of Warcraft. Games & Culture, 1(4), 338-361. Retrieved from http://journals.sagepub.com.dbgw.lis.curtin.edu.au/doi/abs/10.1177/1555412006292616

 

What impact do Instagram influencers have on the community?

 

The effect of social capital on Instagram

 influencers audiences

Nicola Roque

Curtin University

 

Abstract

This paper will discuss the strong ties that are formed in the involved communities of social media influencers, using the social media platform Instagram as an example. One Instagram influencer who has a large Instagram following is Tammy Hembrow; she involves and engages with different social groups in her audience. This range of demographics involved in Tammy’s audience has created social capital held by Tammy over many different kinds of people. With the use of this influencer as an example, this paper discusses the ties formed between the influencer and the audience, the ties formed between the audience members and other audience members and the balance between financial gain and creating strong ties within the community.

Keywords: Weak ties, Strong ties, Instagram Influencers, Social Capital.

 

The effect of social capital on Instagram

 influencers audiences

The social capital held by social media influencer’s significantly impacts on the ties formed in involved communities. Many people use social media to connect with communities, create networks and create social ties with people with similar interests. Networks within this social media context refer to these connections that are made between people with similar interests. Strong and weak ties can be created with members of these networks, and often these ties can be influenced by people who hold social capital. One platform that has many social media influencers who hold social capital is the social media site Instagram. “The top 50 Instagram influencers total 3.1 billion followers.” (Influencer Marketing Hub, 2018). These large amounts of followers often are interested in the niche markets that are presented by the Instagram influencers such as fitness, health and beauty, gaming, lifestyle, motherhood or sports and many other topics. The connection of interests held between the followers of each influencer community can create social ties. In this paper, I will argue that the social capital held by social media influencer’s significantly impacts on the ties formed in involved communities. I will be backing up this argument by looking into three main points that show the impact of this social capital on involved people. Firstly I will be discussing the relationships formed between the influencer and the audience, being strong ties with regard to the influence that these influencers have over their audience. Secondly I will discuss the relationship formed between the audience and other audience members as being strong ties due to the connection of similar interests between audience members. Thirdly I will be discussing the balance between product promotion/ financial gain and creating strong ties in the involved community. I will be discussing these points with reference to the Instagram influencer Tammy Hembrow; an Australian based fitness, health and beauty influencer and Mother.

Social capital

Social Capital refers to “The ability of actors to secure benefits by virtue of membership in social networks.” (Portes, 1998; Mu, J., Peng, G., & Love, e. 2008). Ties formed in communities refer to the weak and strong relationships formed in communities online and offline. These ties can be between social media influencers and their audience and/or between the audience members themselves. Social ties in this context can refer to a strong friendship- like relationship or to the ability of a social media influencer to influence an audience member due to the respect held by an audience member for that influencer, even though these two parties may have never engaged in conversation before.  Macpherson et al (2006) argues that “Using communication technology may weaken social ties, increasing the prevalence of social isolation throughout society.” (McPherson et al, 2006; Boase, J. 2008). This communication technology referring to any technology being used to communicate with others, such as smartphones. In the context of this argument communication technology could be further defined as social media tools that are used by people to communicate.

The argument of McPherson et al. on the weakening of social ties is relevant to this argument as social ties may have been weakened within influencers and their audience’s due to the lack of actual conversation between the influencer and each audience member. However strong ties may also be created due to the use of social media communication technologies, between influencers and their audiences and between the audience members. The majority of studies however suggest that people utilise different kinds of social media communication technologies in order to fit their lifestyles and social needs. (Boase, J. 2008). The majority of people use social media to connect with others and grow their communities, in turn decreasing the amount of social isolation within society. (McPherson et al, 2006; Boase, J. 2008).

 

Relationships between the influencer and audience

Tammy Hembrow is an Instagram influencer who has created a community involving different social groups and members; mothers, fashion and beauty lovers and fitness lovers. Tammy Hembrow’s different range of interests and talents allows for a large audience of different demographics. Tammy has over 8 million Instagram followers, with an average of 5 thousand followers per day. (Social Blade, 2018). Instagram influencers such as Tammy Hembrow that reach a large audience, often feel a range of benefits from their jobs such as receiving money, free products and potentially being able to make influencing their main occupation. “Networking is the ostensible purpose of these sites – using one’s chain of connections to make new friends, dates, business partners, etc.”  (Donath, J., & Boyd, D. 2004). Networking for an influencer like Tammy, means making money and is absolutely imperative to making her brand flourish. Growing these communities is essential to influencers, using the chain of connections to find new followers with similar interests. Tammy creates and keeps these connections strong with her audience members by replying to comments made by audience members and by speaking on her Instagram story, answering questions for her audience. She also has other active social media accounts such as Twitter, Snapchat and Youtube. Using these different platforms allows her audience members who have found her images on Instagram and want to find more information on the topics that she covers (i.e: motherhood, fashion, fitness etc) to follow links to each of her social media accounts and find what they are looking for. By using this chain of social media communication technology platforms Tammy has created a larger audience for herself, reaching different types of audience members on each platform. This has created multiple social ties between herself and each of her audience members.

The social capital held by influencers like Tammy creates strong ties with their audience members due to the ability that they have to influence audience members. This includes the ability to influence audience members to purchase promoted products, to try activities promoted by the influencers and to follow other brands or influencers that are connected to the influencer. Social network influencers are seen as “A trusted tastemaker in one or several niches.” (Veirman, D, M., Cauberghe, V., & Hudders, L. 2017). These influencers are seen as trusted due to the high number of followers that they obtain, making audience members feel that if other people of similar demographic to themselves, trust, respect and follow the information that these influencers put forward, that it is suitable for them to do so too. This social capital held by these influencers therefore impacts on the social ties created by the influencer and their audience members by allowing Instagram influencers to have some power and influencer over their audience, which shows a strong tie between these audience members and the influencer.

 

Relationship between audience and other audience members

“Underlying all the networking sites are a core set of assumptions: that there is a need for people to make more connections, that using a network of existing connections is the best way to do so, and that making this easy to do is a great benefit.” (Donath, J., & Boyd, D. 2004). Finding new connections is easier when a preconceived group of individuals with similar interests has already been created. Audience members know where to go to find people to make connections with. Social media sites allow users to meet strangers, but they also “Enable users to articulate and make visible their social networks. This can result in connections between individuals that would not otherwise be made. (Boyd, D., & Ellison, N. 2007). Often social media influencers allow for connections to be made within audience members that usually would not connect, potentially due to differing geographic location or differing demographics. Using Tammy Hembrow’s following as an example, many traditional followers of beauty and fashion bloggers on Instagram are young women around the ages 13-25, however the fact that Tammy is a young mother brings in a new set of audience members; mothers. This range of followers allows for audience members who may not have connected before to connect online.

Counter argument

Danah M. Boyd and Nicole B. Ellison argue that although social network sites do allow strangers to meet online, the main reason for people using social media sites is in order to articulate their pre-existing social networking connections, this could be relationships that have been formed on other social networking sites previously or offline. Boyd & Ellison argue that these meetings between people over social media are often due to “latent ties”, that are existent between people that have met offline before. (Boyd, M. D., & Ellison, B. N. 2007). This counter argument is relevant in that often people on some social media sites have met offline, however in the context of the social media site Instagram, people post images that capture their brand image or something that they want to present about themselves, creating an identity for themselves online. This encapsulate the idea behind the platform, putting forward an identity you want to be received by others, through the use of images and videos. Due to this being the main purpose of Instagram, it makes sense that people who do not know each other offline would meet online and follow each other, perhaps for inspiration or because they share similar interests. This creates strong ties between audience members of influencers as they have never met before but still come together due to similar interests.

 

Balance between product promotion/ financial gain and creating strong ties in the community

Many Instagram influencers are paid by companies to promote products due to their large range of audience members. “Instagram influencers receive payments ranging from free products to $1 million per post.” (Influencer Marketing Hub, 2018). They are paid by these company’s due to the influence that they have over their audience. This means “These endorsements are likely to be interpreted as highly credible electronic word of mouth (eWOM) rather than paid advertising as they are often seamlessly woven into the daily narratives influencers post on their Instagram accounts”. (Abidin. 2016; Veirman, D, M., Cauberghe, V., & Hudders, L. 2017). Influencers audiences feel as though they relate to the influencers they follow, to them the influencer is almost a friend or guide to finding the best clothes, makeup, fitness techniques etc. It is easy for an influencer to incorporate a paid advertisement into their feed without it seeming like they are just trying to manipulate their audience into purchasing products because they are trusted as being an expert in a niche market. “People will ignore ads, but they won’t ignore posts, mentions and blogs by influencers who they have willingly followed and routinely engage with. (Ghidotti, N. 2017).

The impact of a social media influencer not finding the balance between keeping and creating meaningful connections with people in their involved communities and product promotion/ financial gain can lead to a loss of trust between influencers and their audiences. “Celebrity endorsements, however, tend to be expensive and are sometimes viewed as untrustworthy because the stars are motivated by money and not by sharing honest opinions and experiences”. (Morgan, N. 2017). When audience members lose trust in their Instagram influencer it leads to the job of the influencer; to influence their audience into buying products that they enjoy themselves, being very hard to do. Audience members lose trust and don’t believe that the influencer is promoting a product or brand because they truly enjoy it and are only promoting it for financial gain. This can occur due to the size of the influencers audience; the larger their audience the more famous the influencer is, which can make the audience feel as though the influencer is less relatable. This can also occur because the influencer is promoting something seemingly very different to what they usually promote or doesn’t seem to align with the influencers beliefs, likes or interests in the audience’s mind.

This balance between product promotion/ financial gain, which is necessary to find due to the social capital held by the influencer, impacts on the ties formed between the influencer and the audience by potentially weakening social ties if balance is not found.

Conclusion

From the research supplied it can be said that for the most part the social capital held by social media influencers, impacts significantly on the social ties held by involved communities by creating strong ties between; the influencer and their audience and the audience members and other audience members. If a balance is found between product promotion/ financial gain and retaining a trustworthy, respectful relationship with audience members then social ties are strengthened between the influencer and the audience. By using a famous Instagram influencer such as Tammy Hembrow for reference it is evident that this argument is relevant.

 

References

Mu, J., Peng, G., & Love, E. (2008). Interfirm networks, social capital, and knowledge flow. Journal of Knowledge Management, 12, 86-100.

https://doi.org/10.1108/13673270810884273

 

Boase, J. (2008). Personal networks and the personal communication system. Information, Communication & Society, 11.

https://doi-org.dbgw.lis.curtin.edu.au/10.1080/13691180801999001

 

Influencer Marketing hub. (2018). 15 Mind Blowing Instagram Statistics You Don’t Know. Retrieved from: https://influencermarketinghub.com/15-instagram-influencer-statistics/

 

Social blade. (2018). Instagram Statistics Summary for Tammy Hembrow. Retrieved from:

https://socialblade.com/instagram/user/tammy%20hembrow

 

Donath, J., & Boyd, D. (2004). Public Displays of Connection. BT Technology Journal, 22 (4), 71-82.

http://smg.media.mit.edu/papers/Donath/socialnetdisplay.draft.pdf

 

Boyd, D., & Ellison, N. (2007). Social Network Sites: definition, History, and Scholarship. Journal of Computer-Mediated Communication, 13 (1).

https://doi.org/10.1111/j.1083-6101.2007.00393.x

 

 

Veirman, M., Cauberghe, V., & Hudders, L. (2017). Marketing through Instagram influencers: the impact of number of followers and product divergence on brand attitude. International Journal of Advertising, The Review of Marketing Communications. 36(5), 798-828.

https://doi-org.dbgw.lis.curtin.edu.au/10.1080/02650487.2017.1348035

 

Ghidotti, N. (2017, March 1). Snapchat, Instagram and Influencers, How to Know What’s Best for Your Brand. Public relations Tactics. Retrieved from: http://web.a.ebscohost.com.dbgw.lis.curtin.edu.au/ehost/pdfviewer/pdfviewer?vid=1&sid=76a4db91-6749-4475-86d1-b8926ff2660c%40sessionmgr4006

 

Morgan, N. (2017). Instagram Influencers: The Effects of Sponsorship on Follower Engagement With Fitness Instagram Celebrities. (Doctoral dissertation). Retrieved from https://search.proquest.com/docview/2014469958?pq-origsite=primo

Oberlo. (2018). How to do Instagram influencer marketing [Image]. Retrieved from:

How to Do Instagram Influencer Marketing

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Subconsciously Absorbing Information Via Snapchat

Snapchats Success in Facilitating and Maintaining

Ambient Awareness in Users

Jenelle Miles

Curtin University

Abstract

The social media application Snapchat facilitates ambient awareness and actively maintains it in several aspect of the app. Facebook’s position as the leading social network for ambient awareness information has declined and Snapchat is now the main facilitator and maintainer on any social networking platform. This paper explains how Snapchat engrains features in its application to actively maintain ambient awareness, such as; best friends, streaks, filters, stories and Snap Map. The paper will argue these features are vital in the applications success in creating a forum that relies purely on users being interested in the ambient information they receive from other users.

Keywords: Snapchat, ambient awareness, weak ties, strong ties

Introduction 
Many academic articles associate ambient awareness with the social networking site Facebook (Levordashka & Utz, 2016). This paper aims to prove the use of Facebook as a social networking site has changed to one where people are consciously aware of their audience and post less mundane information of their day. Ambient awareness still exists heavily in social media, however the application Snapchat is now the main facilitator and maintainer of this information. Snapchat has introduced many features to promote daily usage of the application and contact between users. The application uses these features to create a sense of community between the users who are connected within the network (Ahmed, 2016) and encourages users to uphold strong ties and heightens the possibility of strengthening weak ties (Kramer, et al. 2014).

 

Discussion

Ambient Awareness is a term associated with the psychology behind social networking sites. Ana Levordashka and Sonja Utz define it as “the awareness social media users develop of their online network in result of being constantly exposed to social information(Levordashka & Utz, 2016, p. 147). This awareness of users online posts slowly works to create a strong connection between the user and their online friends. The term online friend is general because friendship is used on social media sites as a way to classify people users are connected to online. Online friendships represent a “binary, static, and symmetric relationship of equal value between all the directly connected users, which provide only a coarse indication of the nature of the relationship” (Ahmed, 2016, p. 496). This relationship or online friendship can grow stronger if each friend chooses to interact with each other online on a regular basis. A 2008 article in The New York Times highlighted the creation of ambient awareness through Facebook posts, in which small uninformative posts by Facebook friends are often “insignificant on its own, even supremely mundane” (Thompson, 2008, pp. 16). But taken together over time the small unimportant information works together to create an informative set of details about a users life (Thompson, 2008, pp. 16). Thomson writes that ambient awareness was not possible before social media and the way “updates are all visible on a single page in a big row” (Thompson, 2008, pp. 16, 23) means updates aren’t necessarily directed at each individual that is friends with said poster on social media, however each online friend will see the update and mentally catalogue it, whether they consciously realise they are doing it. Thompsons’ article introduced ambient awareness, however its argument that Facebook is the main site for the consumption of ambient information has severely changed since 2008. The concept of ambient awareness is kept alive through social media and the online communities it creates. Online communities are the basis of social networking sites and “require a technological infrastructure with tools and applications to enable user interaction and communication” (Wang, et. al, 2012, p. 782). To uphold online communities users maintain a sense of membership and influence with integration and fulfilment of needs and a shared emotional connection with other users of the same online platform (Blanchard & Markus, 2002, p. 2). Creating ambient awareness while using a social media site works to create a sense of community. It encourages people to share information on a particular platform.

Snapchat is a particular social media platform that relies on ambient awareness existing between users, which create a sense of online community between users of the social media application and the use of the platform itself.
Snapchat is a social media network created in 2011 (Vaterlaus, et al. 2016, p. 595) its existence relies on facilitating and maintaining ambient awareness. Unlike Facebook where posts stay on the site unless users actively delete them, Snapchat users can share snaps (i.e., pictures and short videos that can include text and drawings) with friends that ‘disappear—forever—in a matter of seconds” (Vaterlaus, et al. 2016, p. 595) where “the sender can determine how long the viewer can view the Snap” (Vaterlaus, et al. 2016, p. 595). The application encourages these pictures to be of users everyday activities and mundane tasks and relies on creating ambient awareness between friends. The 187 million users daily (Aslam, 2018)is proof of the platforms popularity. Users can take visuals of what they are currently doing and can add ‘creative tools’ to the image as a way to add supplementary information in which viewers can soak up. These tools include the current weather, location and stickers to convey mood. Each tool appears mundane but can provide adequate information to the photo. Unless a screenshot is taken of a ‘snap’ pictures, messages and videos sent between friends will not be permanently saved and this is a large part of what keeps ambient awareness and therefor Snapchat alive. The applications ability to let users choose who to send data to “has been conceptualized as a more private form of communication and is an escape from the public one-to-many communication that is the default on Facebook” (Vaterlaus, et al. 2016, p. 595). This may encourage users to share mundane images that others may enjoy as they are aware it is not permanent or available for thousands of online friends to view and is likely it will not impact on their personal or professional life.  Snapchat encourages one-to-one conversation between friends because there is less pressure to ensure users are representing themselves in the same way they would do so on Facebook or Twitter where posts reach a larger audience of online friends. Protecting ones reputation online is important even for low profile issues, such as a woman who used Facebook “to make fun of ugly scarves sold in the gift shop she worked in” (Mortiz, 2017, pp. 1). Many tweets that do not align with company values can result in a user being fired from their job due to social media use. Snapchat acts as a ‘safer’ social media platform, where users know their photos and opinions will almost only be shared with a select group of friends of their choosing and not on a Facebook feed.

 

Snapchats popularity as a highly personalised social media application enhances its ability to maintain a strong level of ambient awareness between users and the photos they share. Users may be more likely to share information about their daily life if they know they are only sharing information with a select group and not appearing on a newsfeed style network like Facebook. Snapchat encourages sharing between certain friends by labelling users who connect with each other on the application as ‘friends’ and ‘best friends’ emojis are placed next to each friends name to rank the strength of their Snapchat ‘friendship’ based on how often two people communicate with each other using the application. Users can have up to eight Best Friends, and they’re featured front-and-centre on the ‘Send To’ screen” (Snapchat, 2018, pp. 1) this automatically prompts people to continue an online relationship with the same few users, maintaining the connection and promoting ambient awareness. This division of ‘friends’ and ‘best friends’ creates strong and weak ties between users of the application. Snapchat ‘friends’ can be categorised as weak ties as they provide informational support but are often colleagues or acquaintances (Kramer, et al. 2014, pp. 1), whereas the ‘best friends’ category on Snapchat can be a source of strong ties that provide “both emotional and informational support” (Kramer, et al. 2014, pp. 1) between the users. A study on Snapchat behaviours in 2016 found “research indicates that young adults are motivated to use snap chat and stay connected with family and friends” (Vaterlaus, et al. 2016, p. 596) the ‘best friends’ feature of the app promotes this connection, which maintains online connections and ambient awareness. Ambient awareness is only able to exist when a user is viewing updates, posts or photos from another user on a regular basis, Snapchat ensures ambient awareness is coexistent within the application with ‘streaks’. Snapchats website defines streaks as when two users have Snapped each other within 24 hours for more than three consecutive days”(Snapchat, 2018, pp. 2) as each twenty four hour period passes the number between two people consecutively snapping increases, with the aim to continue the streak. A theme found in the study saw Snapchat is used “to enhance the connection in existing relationships” (Vaterlaus, et al. 2016, p. 598) and streaks are used to do this with the number acting as literal relationship tally. Streaks are a clear promoter of ambient awareness and means at least once a day, everyday for as long as the user is committed to the streak they are receiving a piece of information about a person. This not only promotes ambient awareness but can also encourage online connections even between weak ties. Snapchats ‘stories’ feature allows for ambient awareness to develop between weak ties. “A Story is a collection of Snaps that play in the order they were taken. You and your friends’ Stories cover the last 24 hours, so you can see the day unfold” (Snapchat, 2018, pp.1) this is useful in maintaining ambient awareness between users because even through they may not have sent a direct photo, they can upload a photo to their story for all of their Snapchat friends to see in the twenty four hour period. This story setting acts almost as a newsfeed and means if two people don’t directly Snapchat but view each other’s posts on their story they are still creating ambient awareness between each other. Stories are enablers of online relationships and turning weak ties into strong ties as people can directly reply to a story and if Snapchats are consistent between the two users a streak can begin and daily intake of ambient awareness about each other will occur. When a user uploads a story the option to upload it to our story exists, which enables people from all over the world to see the story they uploaded from their specific region, and if a user is regularly watching ‘our stories’ on a specific part of the world they are gaining information about the culture without consciously realising so.

 

The applications use of ‘my stories’ encourages ambient awareness on a global scale, particularly when it introduced geofilters such as Snap Map.  Snap Map allows users to share their location with one another (Snapchat, 2018, pp. 1). Users have the option of making their location public on Snap Maps, they will appear at the exact street and location they are when active on the app and can choose wether to be seen to all of their Snapchat friends, a select few or none at all. This personal use of Snap Maps actually encourages ambient awareness. Users being able to view where others are during the day is essentially useless information, but over time someone can start to learn daily movements of a friend. As The New York Times article mentioned, ambient awareness was originally coined by how people used Facebook, Facebook is now deemed as too public for users to be constantly posting about their day. Because of this change in sharing, Snapchat is able to facilitate ambient awareness at a private level, as users perceive the app as “reserved for private conversation, rather than a large social network” (Vaterlaus, et al. 2016, p. 600) and they may feel more comfortable sharing their location on a social media application with a slightly smaller online friends base than on a network with a wider audience. Geo filters and submissions to Our Story means users can see what is happening across the world and can create a connection with places they have never physically visited. Users are able to view “sporting events, celebrations, breaking news, and more” (Snapchat, 2018, pp. 1) from their phones, this can be “useful for publishers who often compile reaction lists or for journalists who get a feel for a scene by looking at Snap Maps” (Carman, 2018, pp.4). Snap Maps creates ambient awareness of events and the cultures of different places. It also works to create an ambient awareness connection between users and celebrities via its ‘discover’ section, where users can “keep up to date with breaking news, the big game or your favourite celebs” (Snapchat, 2018, pp1). As prominent figures post content to their stories users can learn more about the figure and a connection is formed because of ambient awareness, even if what he celebrity is doing is mundane, users are still taking in information about them. Author Amanda McClain argues that “social media permits an ostensible link between celebrities and audience members” (McClain, 2013, p. 67) this link creates weak ties between celebrity and user. In one twenty four hour period, the American celebrity Kourtney Kardashian posted a video of her cooking breakfast and two pictures of herself with her children, the weak tie is exists because the user is viewing her posts and ambient awareness is created because they are taking in basic information about her daily life, however the “relationships between celebrities and audience members do not truly exist” (McClain, 2013, p. 67) because the viewing of mundane content, is only a one way relationship. Viewers may forge a connection with the celebrity, however this type of ambient awareness cannot create strong ties as information is only being received one way between the two Snapchat users.

Counter arguments

Arguments to the paper may include the understanding that all types of social media networks allow for the consumption of ambient awareness and there are many other social networking applications that do facilitate and maintain ambient awareness. A 2018 research study estimated “Facebook will lose 2 million users under 25 this year” (Guynn, 2018)and Snapchat will “add 1.9 million users”(Guynn, 2018) in the same age group. This research indicates ambient awareness is maintained in Snapchat because of people in younger age groups, however ambient awareness may still exist heavily on Facebook only with older Internet users facilitating the information.

Conclusion

Snapchats’ introduction of different features into the application such as ‘best friends’ streaks and My Story, encourages users to participate and be daily active users of the application. The point of the network is to create a sense of ambient awareness; weak ties do exist within the application and have the ability to be shaped into strong ties (except in the case of celebrities). Taking in information about others on a regular basis is the definition of ambient awareness and users appear to prefer Snapchat to larger social networking sites such as Facebook because their posts are broadcast on a private level and this actually increases the level of ambient information a user is willing to send and receive. Snapchat appears to be the main contributor to the production and consumption of ambient awareness across all social networking sites

 References

Ahmed , J. (2016).A Semantic Model for Friend Segregation in Online Social Networks. Web Engineering, 16, 495-500. Retrieved from https://link-springer-com.dbgw.lis.curtin.edu.au/chapter/10.1007%2F978-3-319-38791-8_36

 

Aslam, S. (2018). Snapchat by the numbers: Stats, Demographics & Fun Facts. Retrieved from https://www.omnicoreagency.com/snapchat-statistics/

 

Blanchard, A., & Markus L. (2002). Sense of Virtual Community- Maintaining The Experience of Belonging. Proceedings of the 35th Hawaii International Conference on System Sciences. Retrieved from https://ieeexplore-ieee-org.dbgw.lis.curtin.edu.au/stamp/stamp.jsp?tp=&arnumber=994449&tag=1

 

Carman, A. (2018). You can now watch Snap Maps on the web. Retrieved from https://www.theverge.com/2018/2/12/17003486/snapchat-maps-online-snap-maps

 

Guynn, J. (2018). Snapchat snapping up young users fleeing Facebook. Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/2001302697/fulltext/FBD94AC24C354978PQ/1?accountid=10382

 

Kramer, N., & Rosner, L., & Eimler, S., & Winter, S., & Neubaum, G. (2014). Let the Weakest Link Go! Empirical Explorations on the Relative Importance of Weak and Strong Ties on Social Networking Sites. Socities,4, 785-809.  doi:10.3390/soc4040785

 

 

Levordaska, A., & Utz, S. (2016). Ambient Awareness: From random noise to digital closeness in online social networks. Computers in Human Behaviour, 60, 147-154. http://dx.doi.org/10.1016/j.chb.2016.02.037

 

McClain, A. (2013). Keeping Up the Kardashian Brand: Celebrity, Materialism andSexuality. Retrieved from https://ebookcentral.proquest.com/lib/curtin/reader.action?docID=1524038&ppg=66

 

Moritz, K. (2017). These Social Media Posts Can Get You Fired. Retrieved from https://www.rewire.org/work/social-media-fired/

 

Snapchat. (2018). About Snap Map. Retrieved from https://support.snapchat.com/en-US/article/snap-map-about

 

Snapchat. (2018).Best friends. Retrieved from https://support.snapchat.com/en-US/a/best-friends

 

Snapchat. (2018). Discover. Retrieved from https://support.snapchat.com/en-US/a/discover

 

Snapchat. (2018). Snapstreaks. Retrieved from https://support.snapchat.com/en-US/a/snapstreaks

 

Snapchat. (2018). About Stories. Retrieved from https://support.snapchat.com/en-US/a/about-stories

 

Thompson, C. (2008). Brave New World of Digital Intimacy. Retrieved from http://www.nytimes.com/2008/09/07/magazine/07awareness-t.html?_r=1

 

Vaterlaus, J., & Barnett, K., & Roche, C., & Young, J. (2016). “Snapchat is more personal”: An exploratory study on Snapchat behaviours and young adult interpersonal relationships. Computers in Human Behaviour, 62, 594-601. http://dx.doi.org/10.1016/j.chb.2016.04.029

 

Wang, H., & Chung, J., & Park, N., & McLaughlin, M.. & Fulk, J. (2012). Understanding Online Community Participation: A Technology Acceptance Perspective. Communication Research, 39, 781-801. DOI: 10.1177/0093650211408593