The Symbiotic Relationship Of Online Gaming and Community Building

Written by Callum Duffy, Curtin University

 

Abstract: This paper largely focuses on the relationship between Online Gaming and the various Communities formed because of it. Specifically analysing communities found by using ‘Overwatch’ as a prime example, the main argument presented is that various communities focused on a single, core aspect unifying them all are more or less interconnected individuals with similar general interests in regards to this core aspect, and thus have the potential for collaboration and dialogue between each other.

 

The relationship between communities and online gaming is, at its very core, a relationship that is symbiotic in nature. In relevance to this, this conference paper will focus primarily on the formation of communities in regards to online gaming, the variation of interests within formed communities and how these vary and diverge into different niche communities, the formation of friendships between members existing within the same community, and how these communities still relate to one another in regards to a singular, dynamic interest. For this conference paper, we will specifically be looking at the various communities that are brought together by the popular FPS game produced by Blizzard entertainment, ’Overwatch’.

 

A community, as defined by Gusfield (1975) focuses on two primary concepts when defining community, The first of these concepts focusing on the geographical sense of community, etc. neighbourhood, town, city. The second is relational, concerned with quality of character of human relationship, without reference to location (p. xvi). In regards to online gaming, the second definition of community provided by Gusfield is an accurate definition as to what an online gaming community is, as the relationships formed through online gaming isn’t limited by the boundaries of geographical location, as the online medium allows player to connect with each other and form relationships/communities with one another. In relation to this, Overwatch allows players from all over the world to play against one another as it isn’t limited by geographical restrictions, this allowing players to connect and as a result allowing the formations of communities, regardless of geographical location. Overwatch itself particular is a game with various communities that have been formed from it’s large, generalised community of those who play the game. I will focus on 3 different communities within the generalised player community, these being the casual, competitive and e-sport based Overwatch communities. It’s important to note that these 3 chosen communities do not accurately represent the different niche groups that exist with the generalised Overwatch player base community, rather, they represent the shift in community based priorities in relevance to Overwatch as a whole, and the interests that each group prioritises.

 

There are various communities within the game Overwatch that cater to the various players that play Overwatch. The casual Overwatch community represents the approximate majority of those who play Overwatch, and those involved within this community simply play the game for relaxation and enjoyment within their leisure time, and build friendships with the players that they meet in game, or through other communication mediums that allow members of this community to collaborate and share information. With this in mind, the primary methods of communication for those in this community are either the in-game voice chat, where individual players can speak to other players on their team, or Youtube comment sections, where they can leave comments under videos that appeal to them and their interests in relation to Overwatch. The ‘competitive’ Overwatch community focus primarily on the competitive game modes that Overwatch offers, where players get ranked based on their skill level. These players seek to improve their skills in playing a particular character, or acquire better game sense through more playtime and experience. More often than not, individuals that associate themselves with this community in particular diverge into different, niche communities that focus on the fundamental principles that the members of this community share. For example, if a player involved in the competitive community plays a particular character mores than others, he/she may also be involved in a sub-community that focuses on playing that particular character, certain exploits that players can use to better play that character, or a generalised appreciation community focusing on that character. The competitive Overwatch community uses a variety of ways to communicate, including the aforementioned methods that the casual community uses to communicate with. However, a difference in the communication side to this community in particular focuses on the application of the official Overwatch forums. These forums allow players to commentate on the state of the game overall, communicate with game developers and ask/answer questions, and communicate with like-minded players on specified topics. Finally, Overwatch’s e-sports community focuses on the ‘professional’ side of play, with professional Overwatch players receiving sponsorships, business deals in the form of contracting to an e-sports team, and being a general figurehead/role model for all Overwatch players. This community represents a minority within the Overwatch community, as the majority of Overwatch players do not associate themselves with the professional side of the game.

 

E-sports in particular, is arguably the most niche of communities that Overwatch offers. E-sports in itself is defined as “an area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies” (Wagner, 2006). Individuals can be associated with E-sports as a competitor or more often than not, simply an observer. This is where the divergence of communities within the game Overwatch begin to reassemble into an amalgamate of individuals with similar interests. Namely, the aforementioned competitive community begins to shift towards a larger involvement in the e-sports community, be it as a spectator or an actual competitor. Overwatch itself has its very own e-sports tournament labelled ‘Overwatch League’, this league hosts various international teams, and has a central presence within the game itself. Overwatch allows player to purchase cosmetic items that represent these teams in game, in a fashion similar to that of a football jersey. With this in mind, this further strengthens the idea of merging different communities within Overwatch, as casual players have access to e-sports related cosmetics, and resources allowing them to further explore the professional Overwatch league.

 

The casual community found within Overwatch however, is the broadest of these communities that the vast majority of the player base fits into. Where casual players might play the competitive modes that Overwatch offers, they still see it as just a game, and don’t necessarily focus on the same aspects the the competitive communities of Overwatch may focus on. The formation of online friendships between individuals within this community are genuine and are capable to exist in an offline setting also. As said by Domahidi, Festl and Quandt (2014), “ Players with a pronounced motive to gain social capital and to play in a team had the highest probability to transform their social relations from online to offline context. We found that social online gamers are well integrated and use the game to spend time with old friends—and to recruit new ones”. With this in mind, the idea that communities are capable of bringing likeminded individuals together  is solidified and proven. This is regardless of how niche a community may be, as for example, a casual player may be persuaded to become a part of a competitive community via friendships made online, or a simply change in opinion towards the game as a whole.

 

With the aforementioned in mind, the various communities that are found within Overwatch are capable of interacting with each other through various different means. Specifically mentioned before were the official Overwatch forums as a large medium used by those involved within the competitive Overwatch community. Youtube however, is the biggest way for the general Overwatch community members to gather information. Be it through the official PlayOverwatch account that posts official trailers, development updates and short animated films, or fan accounts that post game commentaries, professional game analysis or funny meme montages; Youtube is a medium that allows the vast majority of the generalised Overwatch community to interact with one another. Specifically, Youtube is a medium that connects well with younger audiences that have grown up in a digital era, specifically teenagers, which in itself can be considered a sub-community of Overwatch. Youtube content creators can be seen as social influencers that shape the foundation of the decision making process of their audiences, and there is no better example of this than the relationship between these social influencers and their teenage audience. As put by Chua & Banerjee (2015) “personal opinions and experiences have become one of the most valuable sources of information to assist users in their purchase decision-making process”. When the opinions of a professional Overwatch player is shared through Youtube, and reaches the screen of a fan of said influencer, there is a great chance that said fan will copy and follow the personal opinion and review of the influencer in question. Once again we see the merge between communities found within the general Overwatch community, in this case we see the casual, teenage audience form their own opinions and ideas on a particular idea based on the influence of a social influencer, more often than not in this case a competitive, celebrity figure that belongs to a niche community of Overwatch entertainers.

 

Thus, we are presented with a correlation between the various niche communities that belong to the generalised Overwatch community as a whole. This correlation is that the various niche communities influence one another, to the point where the divergence of these communities merge back together into a singular entity. This singular community is characterised and stereotyped to have specific traits shared amongst the members of this community, and with Overwatch in particular this generalised trait would be toxic gameplay that certain players bring to the table. This is recognised even by the developers of the game in question. In a video posted to the PlayOverwatch Youtube account, lead developer Jeff Kaplan addressed the audience about the increased negative social interactions that occur between player of the game, and the steps that the team are taking to rid toxicity from the game. In the video, Kaplan states, “We have taken disciplinary action against over 480,000 accounts, and 340,000 of those were a direct result of players using the reporting system. So you can see, the vast majority of actions we take are because players have said hey, there’s another player here doing something very bad and I want to see some action” (PlayOverwatch, 2017). In regards to this video, we can see that the Overwatch community are characterised by being toxic in game. However, we can also see that this is a big problem that many individuals both inside and outside of this community want to see be dealt with.

 

We can see that Youtube is the primary medium being used to address the various Overwatch communities in question. The social influencer of the video being lead developer Jeff Kaplan is a figurehead that the majority of the player base look up to, and hearing him say that reporting toxic behaviour in Overwatch is a good step to ridding the toxicity problem in Overwatch makes the communities in question listen to this, and thus form their own opinions and ideas behind this. This in turn changes the overall attitude and behaviour within the various communities found in Overwatch into an attitude that is committed to neutralising and reducing bad player behaviours within the game. This video and the reactions of the individuals within the specific Overwatch communities that this video targets is a clear cut example of how various, niche communities still relate to one another via a singular purpose, and how the power of social influence has the ability to change specific attitudes and form opinions within communities.

 

Overall, there is a distinct correlation between online gaming, and the formation of communities and the individuals that associate themselves with online games. The various opinions, thoughts and values that are shared between members of online game communities are generally shared, with a few principle outlying values creating certain niche communities within a generalised community focusing on an online game. These opinions, thoughts and values are subject to change with the input of social influencers altering these already existing opinions, thoughts and values, and thus influence which type of community an individual may choose to associate themselves with. However, the already underlying thoughts, values and opinions that represent the entire, generalised community still exist between various niche groups, and thus allow collaboration and unity between these groups whilst retaining a sense of uniqueness present in the various niche groups found within a community.

 

 

  • Chua, A. Y., & Banerjee, S. (2015). Understanding Review Helpfulness as a Function of Reviewer Reputation, Review Rating, and Review Depth. Journal of the Association for Information Science & Technology, 66(2), 354-362.
  • Domahidi, Emese & Festl, Ruth & Quandt, Thorsten. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, 35, 107–115. 10.1016/j.chb.2014.02.023
  • Gusfield, J. R. (1975). The community: A critical response. New York: Harper Colophon.
  • McMillan, D. W., & Chavis, D. M. (1986). Sense of Community: A Definition and Theory. Journal of Community Psychology, 14, 6-23. Retrieved from https://pdfs.semanticscholar.org/e5fb/8ece108aec36714ee413876e61b0510e7c80.pdf
  • PlayOverwatch (Official Game Development Youtube Account). (2017, September 13). Developer Update | Play Nice, Play Fair | Overwatch [Video File]. Retrieved from https://www.youtube.com/watch?v=rnfzzz8pIBE
  • Wagner, Michael. (2006). On the Scientific Relevance of eSports. 437-442. Retrieved from https://www.researchgate.net/publication/220968200_On_the_Scientific_Relevance_of_eSports
  • Warmelink, H., & Siitonen, M. (2011). Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research. Proceedings of the 2011 DiGRA International Conference: Think Design Play, 6, 1-21. Retrieved from https://pdfs.semanticscholar.org/3acd/d7a7402cf8c517350f9f6041c29e4b0f34ed.pdf

 

Competitive FPS communities; An analysis of the types of communication that occurs in the third place and the emergence of esports in mainstream society

Abstract

Communities play an important role in acknowledging different groups of people who have similar interests. Within these communities, candidates facilitate different methods of communication with applications, evident through the progression in new emergent technologies. This paper first explores the concept of ‘third place’. It then reviews the concept of online games, delving into the specific First-Person Shooter (FPS) community. From here, a precedence for online games is established. The paper then caters towards discussing how online games become competitive through the realm of ‘esports’. Various contemporary examples of ‘esports’ competitions will be looked upon from game titles such as Overwatch and Call of Duty. Each game provides various types of communication, aiding gamers within a competitive environment. Finally, I will transition to the importance of communication in offline events whilst looking at the proliferation of ‘esports’ becoming more evident in contemporary society for viewers as well as players who participate.

Introduction

Over the years, online games have provided an avenue for a variety of people to escape realism and pressures of the ‘real world’. These spaces are often considered as separate to those experienced in real life, donned as a ‘third place’. Soukup (2006) explores the research of sociologist Ray Oldenburg to which identifies the Third Place as “public spaces used for informal social interaction outside of the home and workplace”. Oldenburg specifies the characteristics of these spaces which are a good starting point in identifying and providing a discussion around this community. From Soukup (2006), he argues that third places:

  • Are on neutral ground;
  • Are a leveller;
  • Conversation is the main activity;
  • Are accessible;
  • [Are a] home away from home, they have ‘regulars’; and
  • [Have a playful mood]

‘Third place’ is situated and considered as an extension of ordinary life. In this paper, I’ll be identifying online games within this space, specifically First-Person Shooters (FPS’). The online gaming community is far too big to identify; therefore, the main scope of this paper will primarily cater towards this specific niche in the gaming community. For those that are unaware, the competitive environment is currently on the rise and is referred to nowadays as ‘esports’. Seo and Jung (2014) explore this as “an area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies”. Expanding media platforms have promoted this ever-changing phenomenon with it becoming more than just an activity but rather a more inclusive participative activity through spectatorship. With its rapid increase in popularity, “online computer gaming leagues and locally networked events have offered players a place to engage in serious or career competition” (Seo & Jung, 2014, p.636). With ‘esports’ occurring both online and in offline settings, communication between players is vital to achieve success. This paper will investigate the FPS community and how it creates a competitive environment and promotes a larger level of communication within the third place. Examples such as Overwatch and Call of Duty will be discussed regarding online and offline settings to further explore the notion of a competitive environment. Finally, I will look at communication at ‘LAN’ events and its importance in an offline environment whilst pursuing the ideal of ‘esports’ and its relevance in contemporary society through its growth through viewership and participation of ‘esport’ ‘athletes’.

Third Place and its relationship with Online Games

As previously mentioned, scholars such as Oldenburg have defined ‘third place’ as a “public space[s] used for informal social interaction outside of the home and workplace” (Soukup, 2006, p. 421). Contrasting from what’s usually considered as ‘normal life’, video games offers further social interaction and a platform whereby consumers can escape from reality. According to Wadley et al. (2003) companies such as Sony and Microsoft were the first of many to pioneer this. It is said that “Sony and Microsoft appear to have similar visions for online console gaming: a global network connecting millions of users, who not only play videogames with each other, but also socialise online” (Wadley et al., 2003, p.238).

Online games come in many different forms, whether it’s through multiplayer against other individuals, or cooperative play whereby players team up with others to perform a certain set of tasks. ‘Third places’ are often regarded to be on ‘neutral ground’ and are ‘accessible’. However, in some cases this is not always possible. With a gap in technology, not all people have access to platforms whereby third places occur, in this case, online games. Scholar Papacarissi argues that “the fact that online technologies are only accessible to and used by, a small fraction of the population contributes to an electronic public sphere that is exclusive, elitist and far from the ideal” (Soukup, 2006, p.430). The ‘leveler’ and ‘accessibility’ arguments that are initially enforced by Oldenburg are under scrutiny, conflicting with the ideal of being available to all.

While this seems to be the case, ‘social capital’ helps to support Oldenburg’s views. Robert Putnam defines social capital to be the “connections among individuals – social networks and the norms of reciprocity and trustworthiness arise from them” (Soukup, 2006, p.430). Moreover, while “connectedness might foster equality, it is not necessarily ‘distributed’ evenly…not all people are equally connected with other members of their communities” (Soukup, 2006, p.430). In the case of online games, it provides members a platform to communicate and to meet others, but in some cases, not evenly. The significance of the third place and online games offer and “provide greater opportuni[ties] for diverse people to acquire social capital” (Soukup, 2006, pp. 430-431) as an extension from daily life.

How do Online Games become Competitive? The concept of ‘Esports’ and its rise within contemporary society

An aspect of online games that has become profoundly more popular over the years is the concept of ‘esports’ or more commonly referred to as ‘competitive video games’. Seo and Jung (2014) explain its concept with the ideal being based around “the emergence of professional and semi-professional tournaments, where consumers have been able to celebrate organised and competitive gaming practices”. It’s progression has seen the creation of “leagues and locally networked events [which] have offered players a place to engage in serious or career competition” (Seo & Jung, 2014, p.636). Industry body Electronic Sports League (ESL) reported that in 2012 there were “3.6 million registered users in Europe” (Seo & Jung, 2014, p.642). South Korea has been regarded as the hub of ‘esports’ for many years. In its early stages there were “more than 430 professional ‘athletes’ in South Korea who make a living from playing computer games, and the 2013 WCG – an ‘eSports’ tournament comparable to the Olympic Games for traditional sports – saw 400 computer game players attend from 40 different countries” (Seo & Jung, 2014, p.642). The scalability of this phenomenon is quite remarkable. Team-based titles such as Overwatch and Call of Duty are that of which are subject to current competitions produced on global level with the Overwatch League as well as the Call of Duty World League. At the highest level, and even in online matches, communication is an important aspect that can influence the sequence and result of events in-game. Next, it’ll be critical to analyse the types of communication each title makes use of, showing its relevance and how it helps gamers in a competing environment.

Types of Communication experienced within an Online setting

Text Communication vs. Voice Communication – and the addition of non-verbal in-game tools

Fig 1. Overwatch in-game text-based chat channels between team members (blue) and everyone in the match (orange). (Overwatch Chat, 2016).

Overwatch utilises different modes of communication, the first being text oriented. Players can communicate with their teammates using in-game tools such as ‘pinging’ which notifies their team when their abilities will be available. Following this, gamers can also initiate text-based conversations with their team. Figure 1 shows an example of the text chat in action. The players highlighted with the orange text display their disliking towards a players skill within their match. On the other hand, players are also able to communicate via the voice chat system. This is by far the more preferred way of communicating with team members being able to co-ordinate strategies and plays much more efficiently. The ‘competitive’ playlist is a place where the nature and testing of skill is created through Overwatch. Players are presented with a rank based on how they play against one another. A change in rank or ‘skill rating’ (SR) is a result of either winning or losing a match. Levels of communication are therefore required to be very efficient for teams to focus on obtaining specific objectives or eliminating the appropriate targets. Online games that offer something at stake or worth playing for creates value and frames the game as being competitive. To be successful in this environment, communication plays a pivotal role in crafting the way a team plays as well as adjusting to situations as they happen.

Types of Communication experienced through offline events – competing in a ‘LAN’ environment

Communication is not only conducted in an online setting but also through an offline environment at events or more commonly known as ‘LANs’ (Local Area Network). A LAN is a social event whereby “gamers link their PCs…in order to play together” (Jansz & Martens, 2005, p.335). This social setting is very common for those participating in ‘esports’ with major competitions hosted in this environment. The example makes mention to PCs being linked but console games, such as Call of Duty and Halo, have also been subject to LAN events over the years. LAN events commonly offer something tangible for those who win. The offline setting of LAN events creates a different essence of competitiveness. Communication plays a very important role at LAN events with so much more at stake in comparison to an online setting. Previously, I mentioned that communication was used to co-ordinate specific plays by teams to win in certain situations. Communication is much different in this environment with many gamers often subject to performance anxiety or lack of communication under a much stressful setting.

Fig 2. Call of Duty ‘esports’ stars OpTic Gaming take out the 2017 Call of Duty World Championship with a $600,000 USD prize and title of the best team ever. (Fletcher, 2018).

The tangibility of the prize money, trophy, as well as non-tangible aspects such as reputation is something often creates a competitive environment amongst gamers. Tangibility creates a drive “to win or surpass others…to accomplish levels that one’s friends cannot” (Jansz & Martens, 2005, p.337). Winning an event or any competition for that matter enables gamers to hold a reputation over others that haven’t completed the same feat; this is one of the main drivers that promotes competitiveness in an offline setting. Gamers such as those from OpTic Gaming would have been inclined to use a high level of communication between one another for processes in-game to be a lot more effective, and as a result, helped them to successfully win the tournament. Therefore, LAN events are an amalgamation of both online games as well as a social space for competitive gamers. For what was once regarded as a ‘third place’, this is one of the many concepts that are starting to blur the lines of becoming a much more evident part of the ‘real world’.

‘Esports’ viewership rivalling that of traditional sports and the future for ‘esport’ ‘athletes’

The viewership of traditional sports in comparison to that which is generated from ‘esports’ is something quite interesting. With the introduction of streaming platforms, such as Twitch and YouTube, it has lessened the barriers of entry into the realm of esports. According to Lack (2017) “Streaming platforms like Twitch (launched 2011) acted as growth catalysts for eSports”. Moreover, these platforms “provided the stage for tens of millions of viewers to watch their favourite teams and players live without traveling from their bedrooms. In doing so, they have allowed audience numbers to compete, and even outcompete, with traditional sporting competitions” (Lack, 2017).

Fig 3. Shows the finals viewership comparing NBA and MLB finals against the finals for League of Legends on the streaming platform Twitch. (Lack, 2017)

Viewership of ‘esports’ online can also be replicated in an offline setting at live events. One of the prime examples of this was at the League of Legends World Championship Final in Seoul, South Korea. It was said that “40,000 fans crowded…where huge opening and closing ceremonies featured bands like Imagine Dragons” (Lack, 2017). The viewership of ‘esports’ has transcended from preceding years. Twitch has pioneered a movement allowing for everyday consumers to delve into the concept of ‘esports’ online. The growth rate of the industry is remarkable with “Corporate sponsorship, audiences, and prize funds start[ing] to grow at a rapid rate” (Lack, 2017). Not only this, but “tournament regularity; from the year 2000 to the year 2010, the annual frequency of tournaments increased by 2600%” (Lack, 2017). The progression of this phenomenon is something that needs to be taken seriously with games like Dota 2 which has “awarded little short of $90,000,000 in prizes, with $20,000,000 given out in one tournament alone” (Lack, 2017). Following this even “Colleges and universities are cultivating ‘eSports’ teams” (Lack, 2017). For people that show a high interest in this field, one that was considered traditionally to be a hobby, can now look at ‘esports’ in a way that blends into ‘contemporary’ life as possible job prospects.

Limitations

There are a few limitations that need to be considered regards to the contents discussed in this paper. These include:

The scalability of Online Games. The online gaming community is far too broad to explore for the sake of this paper. The research conducted is only limited to that of the First-Person Shooter community and does not make many ties to extended gaming genres.

Examples identified. The examples of Overwatch and Call of Duty only offer a small insight into the realm of ‘esports’ and shouldn’t be reflective of the whole industry.

Accuracy of statistics. The statistics regarding ‘esports’ viewership should be reviewed more closely from various sources and should not be regarded as an accurate representation unless reflected in similar cases.

Conclusion

In summary, Online Games offer a range of benefits towards consumers exposed to its many intricacies. For many, games are a part of a third place which is identified by Soukup (2006) as “public spaces used for informal social interaction outside of the home and workplace”. Games within a third place offer an increased level of social capital as people learn to create relationships and form friends as an extension of everyday life. However, it must be noted that not all consumers have access to such technologies, making it somewhat exclusive. There’s also an aspect whereby games become competitive. I explained the concept of ‘esports’ and how competitiveness is stemmed contrasting to casual play amongst consumers. For those seeking to succeed in such a diverse and competitive environment the use of communication is vital. From here, the methods of communication experienced in First-Person Shooter titles are referred to, ultimately aiding gamers perform their best competitively. The paper transitioned to communication at ‘LAN’ events and how it differs from its online counterpart. Finally, the concept of ‘esports’ events from a viewership perspective are explored and how it’s becoming more evident as a part of contemporary society with an increase in esports tournaments online and at live events; ultimately rivalling those of traditional sports.

 

References

Fletcher, A. (2018). Top 5 Largest Esports Games & Their Prize Pools. Retrieved from
http://www.xygaming.com/content/top-5-largest-esports-games-prize-pools/

Jansz, J., & Martens, L., (2005). Gaming at a LAN event: the social context of playing video games. New Media & Society, 7(3), 333-355. https://doi.org/10.1177/1461444805052280

Lack, A. (2017). A Comprehensive History of Esports. The Good, The Bad, and The Atari 1976 Space Invaders Tournament [Blog post]. Retrieved from https://www.adspreemedia.com/blog/comprehensive-history-esports-good-bad-and-atari-1976-space-invaders-tournament

Overwatch Chat. (2016). Chat Example. Retrieved from https://twitter.com/overwatch_chat/status/773348692640227328

Seo, Y. & Jung, S-U. (2014). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655. https://doi.org/10.1177/1469540514553711

Soukup, C. (2006). Computer-mediated communication as a virtual third place: building Oldenburg’s great good places on the world wide web. New Media & Society, 8(3), 421-440. https://doi.org/10.1177/1461444806061953

Wadley, G., Gibbs, M., Hew, K., & Graham, C. (2003). Computer supported cooperative play, “third places” and online videogames. In S. Viller and P. Wyeth (Eds.), Proceedings 2003 Australasian Computer Human Interaction Conference (OzCHI 2003), Ergonomics Society of Australia, Canberra. https://www.researchgate.net/profile/Martin_Gibbs3/publication/251747173_Computer_Supported_Cooperative_Play_Third_Places_and_Online_Videogames/links/5625617c08aed3d3f137129f.pdf