Madison Matta
Abstract
Gaming communities have radically changed the way people interact with one another and its instant nature, allows people to interact and also escape in a way they could never do offline. Although online gaming has been questioned over whether it’s a legitimate community, we see that it has many similar attributes of a physical community and also many advantages, such as no geographical boundaries. Gaming communities can be seen as a ‘third place’ in which people interact in a way that they are unable to in their first place (home) and second place (work). All these concepts will then be explored in the Massively multiplayer online game World of Warcraft, a game which has substantial communities within the game and uses other mediums. It will also explore how gaming capital can directly translate to social capital and what it means to have ‘gaming capital’.
Gaming Communities changing the way we interact
Gaming communities have radically changed the way people interact online and its instant nature for people globally allows people to interact and ‘escape’ in a way they could never do offline. There have been many arguments against the legitimacy of gaming communities and whether they should be classified as ‘real communities’. Critics of online communities write that “life on the net can never be meaningful or complete because it will lead people away from the full range of in person contact. Or, conceding half the debate, they worry that people will get so engulfed in a simulacrum virtual reality, that they will lose contact with “real life’ (Wellman & Gulia,1997). This paper will argue that gaming communities are genuine communities which allow gamers to engage with each other in ways that offline communities never could, creating an ‘escape’ for those who struggle with being a part of offline communities.
Gaming as a community
For a long time, there was questions over the legitimacy of online communities and their realness from scholars, “while all this razzle-dazzle connects us electronically, it disconnects us from each other, having us “interfacing” more with computers and TV screens than looking in the face of our fellow human beings’ (Fox, 1995, p. 12). This is simply untrue, and just like in a real life community we see different types of virtual communities are emerging and at the forefront of these is the gaming community. There are many elements that make up a gaming community, A community is a group of people who come together to share similarities and interests. Preece defines online communities as “people who interact socially as they strive to satisfy their own needs to perform special roles. They also have a shared purpose, an interest or need, information exchange, or service that provides a reason for community. A community has policies, rituals, protocols and laws that guide people’s interactions. Computer systems support and mediate the online communities.” (Preece, 2000). All of these elements Preece associates with online communities, particularly the shared purpose and interest, are integral parts of the gaming community. People who are part of online gaming communities all have the shared interest of the game and the games proved a reason for community. These are all factors that make up the vast world that is the gaming community.
How gaming communities differ from offline communities
The major differences of gaming communities when compared to offline communities are what makes them such a popular alternative for people who struggle fitting into physical communities For example, being able to interact with someone from the other side of the world in a game, or being able to switch off and stop interaction whenever they want and being able to find people with shared interests because you have so much more reach. Within each game there is a community of people with at least one common interest, the game itself, and the community is only limited by a person’s access to that game. With no physical space needed to form the community gamers socialise with each other through the medium of the game, many games encouraging communication from players and teamwork to succeed. With no real restrictions on members of the gaming community they “attempt to break through some of the boundaries of race, gender, ethnicity, and geographic location established in physical communities” (Gross, Katz and Rice, 2003). Gaming communities are absent of any real institutional authority and emerge from technology, compared to offline communities which will often have institutional authority and have physical borders and exclude people gaming has a voluntary participation by its members (Katz et al., 2004). This voluntary participation from members and no physical borders are the main reasons the gaming community allows people to interact in a way they could never do in a physical community. People from all different parts of the world, from all walks of life, are brought together in way they never could before, and use these new formed relationships to engage with the game by playing, chatting and connecting with other platforms created by the game.
Gaming as ‘Third Place’
‘Third Place’ refers to the social surrounding which is different to your two usual surroundings, those usually being home (first place) and work (second place). Ray Oldenburg’s book ‘The Great Good place’ talks about the theory of Third Place stating that “individuals may belong to several formal organizations but if they have a third place it is apt to make them feel more a part of the community than those other memberships” (Oldenburg, 1999). The gaming community provides a ‘Third Place’ for its members and allows interactions with it fellow members in a way that communities at home and work cannot. In the reading ‘Online games as ‘third places’’ they explore gaming as the ‘third place’ in Massively multiplayer online video games (MMO). They explore how “By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new “third place” for informal sociability much like the pubs, coffee shops, and other hangouts of old.” (Steinkuehler and Williams, 2006). All of Oldenburg (1999) criteria of the third place are met by online games, such as a neutral ground, communication, easy access and a home away from home. Although there are arguments against a game being a ‘place’ it is a space where people can come together to interact and a form a community and that’s why gaming is an example of a ‘third place’ for so many people around the world.
World of Warcraft
If we now look specifically at the game World of Warcraft (WoW) and how it changed the way people interact and allows people to interact in a way they could never do offline. ‘World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide’ (Ducheneaut Yee, Nickell & Moore, 2006), players can play against the environment or they can play against one another, players can also choose to role-play. The journal article ‘the social life of guilds in World of Warcraft’ explored the social dynamics of the game and its players. There studies discovered that “players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the game’s mechanic, which encourages some kinds of interactions while discouraging others.” (Williams et al., 2006). This shows that MMO such as WoW are so popular not just because of the gameplay but because of the relationships they can facilitate through the games mechanics. When people of shared interest are coming together to discuss create and play, they are fulfilling the elements scholars define to be what is needed for a community. Which further proves how games are radically changing the way people interact. When studying the relationships within the guilds, they found that they meant far more then the functional purposes they posses in the game (Williams et al., 2006). The studies found that “In nearly every social guild that lasted more than a month, members and leaders were aware of the need for a certain level of maturity, responsibility, and player welfare. This level of what can only be described as caring is remarkable given that the game is centred ostensibly around functional, not psychological or social goals. It is clear that social guilds go well past the game’s goals in creating and maintaining communities.” (Williams et al., 2006). All their findings found the MMO of WoW to be a game where the games format encouraged interaction and successfully developed relationships and attributes of a community. Concluding that “WoW is in fact a vibrant third place, populated with a range of social experiences ranging from ephemeral impersonal groups to sustained and deep relationships that extend offline.” (Williams et al., 2006).
Online gaming and Social Capital
Social capital is a form of cultural capital where social networks and groups are central to your influence. Social capital, is an integral part of analysing relationships and personal interactions and can be seen in gaming communities like World of Warcraft. The gaming mechanics for MMO affects how important it is for the players to co-operate and compete with others and how useful it is to form different kinds of sub-communities with people of greater ability establishing a higher social capital in the gaming communities. This bridging of social capital into the online gaming communities can be have positive affects on an individuals overall social capital. The journal article “Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games” looks at gaming social capital and “Theorizes that gamers who develop ties and work together with a community of fellow gamers build gaming social capital, one’s sense of belonging to and participating in a gaming community which can be leveraged for individual benefit or collective good. In other words, the concept of social capital recognizes that there is some value inherent in one’s connections to other community members” (Molyneux, Vasudevan & Gil de Zúñiga, 2015) This further proves the value of being in a gaming community and why online gaming is a ‘third place’ for people to interact and react to others, with the study finding that “multiplayer video games are indeed associated with forming social ties within a community of gaming peers, a concept we call gaming social capital. This concept is distinct from but theoretically and empirically related to broader face-to-face social capital. Results suggest that gamers who develop gaming social capital are likely to develop face-to-face ties with others in their real-world community. Thus we observe a spill over effect from gaming social capital to social capital in the real world.” (Molyneux, Vasudevan & Gil de Zúñiga, 2015) This development of face-to-face ties and a spill over of social capital in the physical world shows how influential the interactions which take place online in video games can be.
Online Gaming communities have radically changed the way people can interact with one another and allows people to network in a way they could never do offline. Although there are arguments against the value of virtual communities and its ‘razzle dazzle’ from scholars such as Fox, its been proven that the attributes of a virtual gaming community have many advantages over physical communities, such as successfully breaking down boundaries of race, gender, ethnicity, and geographic location established in physical communities” (Gross, Katz and Rice, 2003). Gaming is a ‘third place’ for many people and it allows people to interact in a way that there first place (home) and second place (work) don’t allow. The MMO game World of Warcraft is an example of a third place and the interactions that take place. The way these gaming communities grow as a ‘third place’ then begins to establish an order of social capital within its members.
This work is licensed under a Creative Commons Attribution 4.0 International License.
References
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2006). Building an MMO With Mass Appeal. Games And Culture, 1(4), 281-317. doi: 10.1177/1555412006292613
Fox, Robert. 1995. “Newstrack.”communications of the ACM 38 (8): 11-12.
Gross, M., Katz, J., & Rice, R. (2003). Social Consequences of Internet Use: Access, Involvement, and Interaction. Contemporary Sociology, 32(6), 691.
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). Mahwah, NJ: Erlbaum.
Molyneux, L., Vasudevan, K., & Gil de Zúñiga, H. (2015). Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games. Journal Of Computer-Mediated Communication, 20(4), 381-399.
Oldenburg, R. (1999). The great good place: Cafés, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community. New York: Marlowe: Cambridge, MA : Da Capo Press.
Preece, J. (2000). Online Communities: Designing Usability, Supporting Sociability. 100(9), pp.459-460.
Steinkuehler, C. & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as “Third Places”. Journal of Computer Mediated Communication, 11(4), article http://onlinelibrary.wiley.com/doi/10.1111/j.1083-6101.2006.00300.x/full
Wellman, B., & Gulia, M. (1999). Net Surfers Don’t Ride Alone: Virtual Communities as Communities. In P. Kollock, & M. Smith (Eds.), Communities and Cyberspace. New York: Routledge.
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.
Hi Madison,
I found your conference paper really interesting, and although I myself am not a gamer and do not often play games I could really understand where you were coming from in your argument. I do agree with what you are arguing in the fact that gaming communities are actual communities and people do in fact log onto their gaming communities with one thing in common – the game, and just as you would attend any offline community such as the gym, hobby based classes, fishing etc. everyone still goes to the same place with the same interests in mind.
From reading your conference paper I can understand that many enjoy gaming communities as it gives them the chance to escape from the real world. Do you think that by escaping from the real world gamers fall out of touch with offline communities and aren’t as social in offline situations and social events? Or do you think that mayber gamers gain confidence and social skills for communication so much online with those that they don’t know?
Overall gaming communities sound like they are providing positive interactions online around the world and are giving gamers the opportunity to socialise with those they can relate to.
Really great paper, if you get a chance to read mine please do.
– Lauren
Hey Lauren! I myself am not a gamer either but find the gaming community really fascinating. To answer your question, I think that if you consider the social capital involved with games and gamers, both in and out of the game, that it can actually improve how people interact in offline situations. Not only that, many gaming communities often extend into offline events and social groups!
Hey Madison,
Your paper was a really cool read. As someone who hasn’t really explored the gaming community I felt like your paper illustrated the positive aspects associated with online gaming really well. I especially thought your discussion of using games as a more involving and vibrant ‘third place’ than a real life space was interesting, because I often associate real life ‘third places’ with the element of human interaction than the actual space in which this interaction is performed, and your discussion highlighted the fact that online gaming actually does facilitate this kind of communication and interaction, just in a different way and in an entirely unique space that drastically differs from real life settings.
Related to that, do you think that sometimes this participation in a space that completely differs from real life (which could be dull or distressing) and allows performance of identity and interaction with others in a way that borders on fantasy, lends itself to gaming becoming a form of escapism?
Hi Madison,
I found your paper really interesting. After reading your paper, I think the stigma around online gaming really is quite wrong. Some people see online gamers as anti-social and unable to facilitate ‘real-life’ communication, however your argument has provided grounds for us to believe that online communities are just as ‘real’ as offline communities.
I always believed the connections we made online to be less meaningful compared to those we create in traditional communities. however, I think that the gaming community is an exception in that the space in which they connect, offers a space for those with true similar interests and therefore similar personalities.
With friends who choose to participate in the online gaming community over ‘real-life’ has always made me wonder, why? But your paper has truly convinced me that the connections made in gaming communities can be just as meaningful as those made offline. With my paper being about negative connections over communities in Web 2.0, I think my judgement was originally clouded to believe online connections could not be meaningful.
Do you think there are any negative aspects to online gaming communities?
– Abbey
Hey Abbey!
To answer your question
Yes I absolutely think there are negative aspects to online gaming communities. Not every game offers the same player engagement and community aspects that a game like World of Warcraft offers. So if a gamer is constantly playing a game which has no player v player interactions and is involved in no external gaming communities, for that game, then they are essentially cutting themselves off from meaningful offline communities.
Thank you Ananya!
In regards to your question, If I had more time to expand on my paper I would have included the argument that indeed gaming as a third place is a form of escapism. Many games offer such a different experience from your typical first and second places. I think people use games to ‘escape’ not only because they struggle with social interactions offline, but because it offers a form of interaction different to anything else we experience in ‘real life’ communities.
Hi Madison,
I really enjoyed reading you paper, well done!
I completely agree that gaming communities are a great way to bring people together who have similar unique interests. It is very interesting that in todays world, you can almost put yourself in the position of something completely different within a gaming community. For example, if you are interested in medieval, you can play a medieval themed game (RuneScape was a very popular one from memory). It is like bringing a part your imagination to life. I do believe that this can be expanded beyond gaming however. For example, if someone is interested in reading and writing, a platform such as Wattpad (https://www.wattpad.com) would be a beneficial place for people to interact. This isn’t a gaming website but it still ties to your point where people can find something in common with others online. There are so many ways for people to share their interests with others around the world in today’s society.
Very insightful paper! If you get a chance to read mine, please do.
Jack
Thanks Jack!
Hi Madison,
I enjoyed reading your paper very much. As someone who has not played a video game in over 20 years, I struggled to see what people see in online gaming today. What I thought was quite fascinating was that your research seemed to discover many of the same things I found when research for my own paper that looked at why people over-share online. Firstly, that many skeptics thought it was impossible to form close relationships online. Secondly, that the online world gave people who struggle with social confidence to express themselves. While my research was on social media platforms such as Facebook, it was interesting to see that you found the same when looking at online gaming. As I reflect on your paper I remembered that one of my work colleagues is a very keen gamer, and I remember him telling me that he regularly has social events at his house with friends he has made through World Of Warcraft. I think he is proof these online communities can translate into great offline relationships, and confirms your remarks about online games ability to create social groups offline in the ‘first place’. Clearly the games give people confidence to build relationships within the gaming community. A common theme I am seeing across many papers including yours is that search for belonging drives us all.
I know online games such as World Of Warcraft are all about creating your own avatar and world. Do you think much of a gamers true character is reflected in their avatar? It would be interesting to know when these gaming communities meet in person how different members are to their avatar?
Great work!
Hi Julian,
There’s a lot of research been done into avatars and the way that players represent themselves in-game, especially with the difference between men and women – I’ll direct you towards this article for some more in-depth information https://doi-org.dbgw.lis.curtin.edu.au/10.1080/14680777.2015.1006652.
Cheers,
Claire
Thanks Claire and Julian!
There is so much more to explore with this topic especially in terms of avatars and the concept of ‘escapism’. It will be interesting to see what the future of gaming communities holds!
Hello Madison,
first of all, good job. As someone who hates gaming whether online or offline, you persuaded me through the ‘Third Space’ explanation. I am surrounded by addict gamers and i wasn’t able to understand this till now. We all have some activities out of home or work, whether a sport, music and so on. For others, it’s gaming. I now understand that this is more than just a game. I can relate my brother when he is playing, he is always talking etc… this is a way for him to evacuate and at the same time creating relationships with other members of this online community.
One point that I want to put forward is by taking an example of my brother, he became completely anti-social though. When he came back home, he switches on the laptop and starts playing till very late at night. No Conversation within the family. I understand that this is a way to release the morning stress but this is not completely good for people with who he is living.
But overall, i really appreciated your paper. I had been attracted by your title and i don’t regret reading it.
Good job 🙂
Hey Mary!
Thanks for the comment,
In regards to your brothers gaming habits I must say that not every game offers the same player engagement and community aspects that a game like World of Warcraft offers. So if a gamer is constantly playing a game which has no player v player interactions and is involved in no external gaming communities, for that game, then they are essentially cutting themselves off from meaningful offline communities (your family time). I think gaming is a great ‘third place’ but maybe not a great ‘first place’ which seems to be how your brother treats his game.
Hey Madison!
I thoroughly enjoyed reading your paper and agree with the majority of what you have written. I do believe the videogames are able to provide individuals with a unique reach and scope that help form communities, and this is very apparent with your example of World of Warcraft.
Why do you think that there is such a stigma towards online communities? I understand the worry of getting ‘lost’ in such a VR world, but do you think these concerns are valid?