We’re going on a Pokéhunt: The community behind Pokémon Go

 

ABSTRACT: With the advent of Internet-related technology and computer-mediated communication, the way that communities come together and interact with each other has changed radically. We now have infinite online mediums, used to chat, find support or make friends. The community surrounding the casual mobile game Pokémon Go is a great example of a community that comes together both online and offline. This paper will examine the ways in which the Pokémon Go community form a ‘third space’, both on and offline, and look at the civic, social and health opportunities that can arise from such a community.

KEYWORDS: Pokémon Go, casual mobile games, third space, computer-mediated communication, online community, online games, weak ties


Pokémon, of Nintendo fame, is a hugely influential franchise. With over 20 years of history including numerous video games on Nintendo’s many platforms, anime shows and movies, a popular trading card game and more, Pokémon is set in a modern fantasy world, filled with creatures that players can capture and train as they travel about the world. The Pokémon franchise has remained successful with the July 2016 release of Pokémon Go, a ‘location-based augmented reality game where players explore their actual surroundings to capture and evolve creatures in the real world (Niantic, Inc., 2016). Pokémon has always been designed with a community spirit in mind, be it through trading creatures or battling against another player. These elements of the original Pokémon games are present in Pokémon Go. Players can gather at areas frequented by Pokémon, battle gyms or complete raids together. Communication between players is mediated by platforms such as Facebook groups or Discord channels, and, as players become closer to each other, personal online chats and messaging. As Mims (2016) points out, the game is a ‘stealth social’ game – while not explicitly for bringing people together, it does so anyway as those playing it share ideas, tips and progress. This paper will argue that the Pokémon Go is a great example of both a virtual and physical ‘third place’, and that the game has the ability to move a virtual and online communities offline and into a physical setting. It will examine the definition of a third place and how it relates to both the community and the vehicle of the game itself, and how the game can help bring community together and provide civic, social and health opportunities. The game has the possibility to provide great community support and strength.

As a group that engages via computer-mediated communication (CMC), as well as offline and in ‘real life’, the Pokémon Go community can be seen as inhabiting a virtual ‘third space’. Sociologist Ray Oldenburg introduced the concept of the third space in 1999 as a way “to describe the public spaces used for informal social interaction outside of the home and workplace” (Soukup, 2006, p421). These include cafés, churches, parks, hair salons, libraries and clubs.

Oldenburg (1999) describes some key features of third places, which are as follows:

  1. They are on neutral ground;
  2. They are a leveler;
  3. Conversation is the main activity;
  4. They are accessible;
  5. They have ‘regulars’;
  6. They have a low profile;
  7. They are a home away from home; and
  8. The mood is playful.

It can be seen that most of these characteristics are represented within the CMC of the Pokémon Go community, as well as within the gameplay itself.

  1. Neutral ground
    Steinkuehler and Williams (2006, p890) identify games as being “neutral grounds in the sense that there is no default obligation to play”. Unless a player enters into a legal, financial or otherwise agreement (such as in e-sports, an activity not typically linked to casual games such as Pokémon Go) they can start up and quit the game, or leave the community space, as they please.
  2. Leveler
    As is the case in the vast majority of games, all players of Pokémon Go, regardless of social or financial status, previous Pokémon playing experience, start the game on an equal level. An initial player has no Pokémon, no in-game currency and they begin at level 1.
  3. Conversation
    Players talk to each other through such mediums as online grassroots network The Silph Road (Geraghty, 2017) as well as other platforms such as Facebook, Discord and Reddit. The entire purpose of these platforms is to share conversation with other users.
  4. Accessibility
    Virtual communities such as those mediated by Discord, Facebook or Reddit are perpetually accessible, given their online nature. They are accessible directly via one’s home, or on the go via a mobile device or laptop and Internet. The game itself is also playable at any time, and players can go geographically almost anywhere with it.
  5. Regulars
    Whilst the game was very popular when it initially came out, and has gained over 750 million downloads (Carter, 2017) in its first year, users began to report a lack of game content and buggy servers. Despite this, nearly two years later as Geraghty (2017) says, it has retained a ‘surprisingly loyal fanbase’ of about 60 million players. A lot of these players participate in forums such as The Silph Road, Reddit or local Facebook groups, and no doubt form a core group of ‘regulars’ that frequently enjoy playing the game with each other. 
  6. Low profile
    While Pokémon Go might have a bright, colourful and sometimes intense game design, and not fit the low profile criterion visually, the social function of its environment does. The social atmospheres are informal and without pretension, and are not mediated by any kind of official Pokémon organisation.
  7. Home away from home
    Trepte, Reinecke and Juechems (2011) report finding “online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities”. This is definitely true of a game such as Pokémon Go, with its offline activities (such as hunting for Pokémon or battling gyms together) extending from the interactions that happen online (for example, planning such activities).
  8. Playful mood
    In his seminal text Homo Ludens, the Dutch theorist Huizinga (1955) defines play as “a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious,’ but at the same time absorbing the player intensely and utterly”. Pokémon Go and its communities fit neatly into this definition, with players discussing strategies, ideas and other relevant information within groups, whilst maintaining an understanding of friendliness and lightheartedness.

As demonstrated above, it can be seen that the Pokémon Go community’s computer-mediated communication can be classified as a third space. But what about its offline communication, and the way players come together when there is nothing virtual except the game itself, played on mobile devices? Sessions (2010, p376) defines a ‘meetup’ as “local, face-to-face gatherings of online community members”. This definition fits Pokémon Go communities well, as they are indeed local due to the geographic element of the game (and players in different suburbs or cities might organize their own personal meetups based on the geographic placement of its community members). Her study shed light on the social implications of virtual community meetups. She notes, “It should not be assumed that meetups are beneficial to the community … in these cases, such communities may lose the benefit of weak ties, and the exchange of resources with weak social ties may be sacrificed” (Sessions, 2010, p376). These weak ties are essential to such a community because they provide diversity to the players. In addition, Constant, Sproull & Kiesler (1996) found that weak ties are essential because information providers gave advice and solved the problems of information seekers, “despite their lack of a personal connection with the seekers”. This technical advice is reflective of the way that players most often interact in forums and groups online, seeking advice and ideas from other players such as where there is an abundance of a certain Pokémon, or if anyone else is experiencing a specific glitch in the game. However, Sessions (2010) goes on to suggest that ‘multiplex’ relationships – which are relationships that are maintained both online and offline – make attendees of such meetups engage more with the online community as a whole, and contributes to creating social capital. Additionally, Trepte, Reinecke and Juechems (2011) suggest “beneficial effects of online gaming on online social capital and offline social support are particularly likely the more users interact both in online and offline settings”. So, whilst not with abandon, players should (and do) continue to ‘meetup’ in offline settings, hunting for Pokémon and battling gyms together.

Pokémon Go also has an effect on the wider community. As Perry (2016) wrote for Business Insider, “The other night, I put down a lure module on a PokéStop (which lures more Pokémon to the stop) in the park across from my apartment. At 10 p.m., with a slight drizzle coming down, several people showed up within minutes.” This is representative of the type of community engagement and spirit that people were playing the game with. Kagi (2017) reported that a visitation to King’s Park, a popular park in Perth, Western Australia, improved 12.5% on the previous year and was the highest visitation on record. This was largely due to the Pokémon Go craze, and players flocked to concentrated areas after rare Pokémon became available in the area. This ‘offline’ use of a digital game reflects the strength of the in-game community.

It can also bring isolated people together, and bring them into the community. One such health phenomenon that Pokémon Go could address is that of the condition hikikomori, of Japan – a severe social withdrawal documented amongst teenagers and adults who experience fear, anxiety and a sense of refusal (Tateno, Park, Kato, Umene-Nakano & Saito, 2012). Individuals who experience hikikomori become recluses in their own homes or rooms. This is almost directly correlated with the availability of the Internet and a growing incidence of Internet addiction. However, with the release of Pokémon Go, there are reports of gamers becoming less sedentary and having improvements in depression and anxiety through physical activity (McCartney, 2016). Tateno et al. (2016) indicate that for some cases of hikikomori, Pokémon Go could provide a rehabilitation opportunity, and suggest placing PokéStops at hikikomori support centres to serve as an adjunct to other psychiatric interventions. This is just one example of how gamification of a community resource could provide advances in care.

There is an ever-increasing amount of discourse about whether or not video games have a positive or negative impact on people’s social lives. Pokémon Go is absolutely beneficial to players for health reasons, due to them getting outside and moving about while playing the game, but it is also beneficial for their social experience as well. As Kaczmarek et al. (2017) found in their study, “Pokémon Go also provides an opportunity for players to interact face-to-face with each other and socialize, which has emerged as a social factor that has been related to greater engagement in games”. The successful gamification of activity brought on by Pokémon Go has allowed people to join strong and welcoming communities they would not otherwise have known existed. Within the community everyone has at least one shared interest – their interest in Pokémon Go – and because of this their social capital is increased. Once social capital has been established amongst the virtual community, it then spills over into offline social capital, as members begin to meet up and play the game together. Gross, Katz and Rice (2003) state 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.” Players talk to each other from across the world as well as locally, creating communities virtually and then taking them offline. As Soukup (2006) states, “the virtual third place should feel like a place that is integrated seamlessly into the existing textures and details of our lived communal experiences.” The communication that occurs in the community spaces takes place in oft-used digital spaces such as social media, further cementing the game and its community as a third space.

References

Carter, C. (2017). Pokémon Go has made $1.2 billion to date, surpasses 750 million downloads. Retrieved from https://www.destructoid.com/pokemon-go-has-made-1-2-billion-to-date-surpasses-750-million-downloads-446609.phtml

Constant, D., Sproull, L. & Kiesler, S. (1996). The kindness of strangers: the usefulness of weak ties for technical advice. Organization Science, 7(2), 119-135.

Geraghty, L. (2017). Pokémon Go no longer has the hype of 2016, but a loyal fanbase remains. Retrieved from http://theconversation.com/pokemon-go-no-longer-has-the-hype-of-2016-but-a-loyal-fanbase-remains-80438

Gross, M., Katz, J., & Rice, R. (2003). Social Consequences of Internet Use: Access, Involvement, and Interaction. Contemporary Sociology, 32(6), 691.

Huizinga, J. (1955). Homo ludens; a study of the play-element in culture. Boston, USA: Beacon Press.

Kagi, J. (2017). Pokémon Go craze drives extra 790,000 visitors to Kings Park in Perth. Retrieved from http://www.abc.net.au/news/2017-09-16/spike-in-kings-park-visitor-numbers-after-pokemon-go-craze/8950482

Kaczmarek, L. D., Misiak, M., Behnke, M., Dziekan, M. & Guzik, P. (2017). The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon Go use. Computers in Human Behavior, 75, 356-363. https://doi.org/10.1016/j.chb.2017.05.031

McCartney, M. (2016). Margaret McCartney: Game on for Pokémon Go. BMJ, 354, 4306. https://doi.org/10.1136/bmj.i4306

Niantic, Inc. (2016). Explore! | Pokémon Go. Retrieved from http://www.pokemongo.com/en-au/explore/

Oldenburg, R. (1999). The Great Good Place: cafés, coffee shops, bookstores, bars, hair salons and other hangouts at the heart of a community. Cambridge, USA: Da Capo Press.

Perry, A. (2016). The 3 best things about ‘Pokémon GO’. Retrieved from http://www.businessinsider.com/the-3-best-things-about-pokemon-go-2016-7

Siegal, J. (2017). Four out of five ‘Pokémon Go’ users have quit. BGR. Retrieved from http://bgr.com/2017/04/03/pokemon-go-popularity-2016-users/

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. http://dx.doi.org/10.1177/1461444806061953

Steinkuehler, C. A. & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as ‘‘Third Places’’. Journal of Computer-Mediated Communication, 11, 885-909. http://dx.doi.org/10.1111/j.1083-6101.2006.00300.x

Tateno, M., Park, T.W., Kato, T.A., Umene-Nakano, W., Saito, T. (2012). Hikikomori as a possible clinical term in psychiatry: a questionnaire survey. BMC Psychiatry, 12, 169. http://dx.doi.org/10.1186/1471-244X-12-169

Tateno, M., Skokauskas, N., Kato, T. A., Teo, A. R., Guererro, A. P. S. (2016). New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry Research, 246, 848-849. http://dx.doi.org/10.1016/j.psychres.2016.10.038

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The Impact of Web 2.0 on Online Dating Communities

Abstract

This paper explores the changes in online technologies that have helped facilitate growing online communities and their subsequent effects on online dating. The advancements of Web 2.0 technologies have allowed Web users to easily and more efficiently participate and collaborate in online communities. Platforms such as social networking sites encourage users to share content and form connections with other users of similar interests (Cormode & Krishnamurthy, 2008). This has helped propel online dating as virtual communities provide a better suited romantic network for people of either isolated communities or of small romantic possibilities, such as those looking for specific qualities. Even though dating, whether online or offline, is one-to-one, the affordances of Web 2.0 and communities allow Web users to meet and communicate with a far greater romantic network than they would be by offline dating practices alone. This can be seen by the abundance of online dating sites that encourage the formation of weak ties within online communities to create a bigger dating pool, so that Web users can better find a romantic match. This includes growing niche dating sites such as JDate and Christian Mingle, operated by Spark Networks, which aim to bring together people of the same faith who are seeking long-term relationships. It encourages the formation of weak ties online as users are willing and wanting to meet people outside of their offline romantic network.

Keywords: Web 2.0, communities, online dating, network, weak ties

Impact of Web 2.0 & Communities on Online Dating

The impact of Web 2.0 on the growth of online dating communities is the opportunity to forego face-to-face communication and spacial proximity when it comes to looking for a romantic partner. Web users from all over the world and of different ethnicities, religions, and sexual orientations can meet a new network of romantic possibilities as a result of changing Web 2.0 technologies. Specifically, it has changed the way people can find information and communicate with other people of interest online. Prior to the facilitation of online dating, people would generally look within their community to find a partner but are now empowered as a result of the Internet to look beyond spacial proximity and face-to-face communication to do so. Instead, users can find suitable interest communities provided by leading online dating networks such as Spark Networks. Spark Networks provides users with niche dating sites to help create weak ties among other users as they encourage similar people to come together on the same site; such as popular JDate and Christian Mingle bringing together users of the same religion. Weak ties refer to the bridges made between strangers or friends-of-friends, and is the first stage of cultivating any friendship, and help online dating site’s such as JDate to excel by providing a common community for people to meet.

Affordances of Web 2.0 on Community

Web 2.0 can be characterised by technological advancements that facilitate a more “socially connected Web” where everyone is able to add to and edit the information space (Cormode & Krishnamurthy, 2008); a result of standards produced from people working on Web 1.0 (Berners-Lee cited by Anderson, 2007). Users of the Web have moved from mostly content consumers to now content creators; where niche groups can exchange content of any kind to people from anywhere (Cormode & Krishnamurthy, 2008). Certain features that have come to be associated with ‘Web 2.0’ include participation, user as contributor, and richer user experiences, and should be seen as a consequence of a more fully implemented Web (Anderson, 2007). Sir Tim Berners-Lee, creator of the World Wide Web, believes Web 2.0 is what the Web was supposed to be all along; an interactive and collaborative global information workspace all about connecting people (cited by Anderson, 2007). The ability that Web users can create and share content to anyone is a result of a series of technologies such as blogs, wikis, and social networking sites, that enable greater user participation and collaboration. Cormode and Krishnamurthy believe the important site features of a Web 2.0 platform include first class entities and prominent profile pages; ability to form connections between users; ability to post content in many forms, such as photos, videos, and comments; and other more technical features, such as third-party enhancements, rich content types, and communication with other users (2008). These features allow Web users to greater organise content and communication online, and thus encourage users to interact with the Web as a result of the ease of access and use of online platforms. More importantly, the ability to control Web 2.0 technologies has encouraged the formation of online communities; where users of the same interest and of same social networks can participate and collaborate together, opening the door for endless possibilities of online communication.

Online communities, as defined by Tedjamulia et al., are a social network of users who share similar interests and practices and who communicate regularly over a common communication medium (as cited by Liu et al., 2014). The abilities for online communities are therefore endless as they allow anyone with access to a common communication medium to interact, and have been found useful for knowledge sharing, building relationships, sharing experiences, buying and selling, having fun, and creating new personalities, environments, or stories (Armstrong and Iii, as cited by Liu et al., 2014). The rise in social networking sites, however, has propelled online communities as a result of their collaborative nature. As defined by Boyd & Ellison, a social network site should allow individuals to: (1) construct a public or semi-public profile within a bounded system, (2) articulate a list of other users with whom they share a connection, and (3) view and traverse their list of connections and those made by others within the system (as cited by Porter, 2015). Thus the structure of social networking sites means mutual information sharing is central in creating online communities, as it provides connection, communication, and privacy management capabilities (Porter, 2015). Just by participating in the structure of social networking sites, Web users are automatically creating and engaging in an online community fuelled by users with similar interests. This can be seen with the rise of online communities, ranging from social, professional, interest, and dating communities.

Online dating communities, in particular, are a growing industry aimed at providing a communication channel for Web users all over the world, tailored specifically to users who are looking for a romantic partner, connection, or encounter (Quesnel, 2010). As a result of growing Web 2.0 technologies, social networking sites such as JDate and Christian Mingle have allowed Web users to better find a dating community suited to different dating needs. In particular, it has seen the rise in ‘interest communities’ where spacial proximity is not a necessary condition as it instead involves people with common interests communicating with each other (Averweg & Leaning, 2012). For example, Jewish people looking for a Jewish partner in a small community will benefit from using Jdate as it provides a central online community of varying Jewish singles looking for long-term relationships. Even though dating in these examples is one-to-one, community is an important element of online dating as it encourages similar people to come together in hopes of finding a romantic partner.

Impact of Web 2.0 & Communities on Online Dating

Ortega & Hergovich explain that dating in the past hundred years has been a result of ‘weak ties’ which serve as bridges between close friends and other clustered groups, allowing people to connect to the global community in several ways (2017). This phenomenon means that people were more likely to marry a friend-of-a-friend or someone they coincided with in the past, such as through work or educational institutions (Ortega & Hergovich, 2017). The way Web 2.0 and online communities have revolutionised dating is by connecting users “to meet and form relationships with perfect strangers, that is, people with whom they had no previous social tie” (Rosenfeld & Thomas, as cited in Ortega & Hergovich, 2017). The affordances of the Internet have brought people together from all over the world and of varying differences to better find a suited romantic network. Subsequently, people are no longer bound to geographical locations and community barriers as online dating serves as a bridge between strangers and users to meet people outside of said barriers. Online dating creates a larger dating pool for Web users as it brings people from outside their known social circle, creating connections with ‘strangers’ of similar interests in hopes of forming solid relationships. It also allows users to make weak ties with even more people and bridge over to even more communities as online dating creates a virtual community space, allowing users with a desire to connect to strengthen ties with other users (Ortega & Hergovich, 2017).

Why Interest Communities are Important for Online Dating

Above all, the importance of online communities is its ability for Web users to establish ties with people whom they would have of otherwise had no connection to. For online dating, its main attraction is to expand the romantic network for people seeking a romantic partner. Interest communities can help speed up the process by creating a central (virtual) location for people of similar orientations, ethnicities, and other qualities to easily meet online. Spark Networks does this by providing users with a portfolio of premium niche dating sites that all aim for singles seeking serious relationships (“Global Leader in Online Dating”, 2018). CEO of Spark Networks Adam Berger explains ‘niche dating’ as a tight-knit community, where “people instantly feel comfortable and know they’re among people who are just like themselves in many different ways” (as cited in Alfonsi & Thompson, 2010). By creating a narrower and shallower dating pool, niche dating sites connect people “by their beliefs, their backgrounds, and their passions” (Berger, as cited in Alfonsi & Thompson, 2010). By following Boyd & Ellison’s structure of a social network site, Web users would create a public or semi-public profile within niche dating sites in order to articulate a list of other users with whom they share a connection (as cited by Porter, 2015). By creating a profile and answering a questionnaire Web users can easily identify with whom they already share similar qualities, such as Berger’s examples of beliefs, backgrounds, and passions. For example, users of Spark Network’s can create a public or semi-public profile, articulate a list of users with similar beliefs and passions, and view and create connections with suitable users. This new dating pool will be specifically tailored to each user and will subsequently increase their romantic network possibilities as it allows them to meet suitable people outside of their offline community.

Online Dating Today

CEO of Spark Networks Adam Berger believes by catering different dating sites to specific qualities of different individuals, people are more likely to feel comfortable with online dating as they are already in a community that they would want to associate themselves with. This can be seen by the success of Spark Network’s most popular niche dating site ‘JDate’ which is the “leading online community for Jewish singles and [is] responsible for more Jewish marriages than all other online dating sites combined” (“Global Leader in Online Dating”, 2018). This proves the argument that even though dating is one-on-one, online communities are a necessity and extremely influential in the online dating realm. Compared to finding a partner solely in face-to-face communities, people now have the luxury to find a better suited romantic network of people as a result of varying niche dating sites. For example, people in a small Jewish community can expand their network by using JDate to find more Jewish partners in other surrounding communities. This helps to cancel out all people the Web user is not interested in, much like in real life, as the aim of niche dating sites is to bring together similar people. Spark Network’s has other popular sites such as Christian Mingle, aimed for people who practice Christianity; Elite Singles, for educated and successful singles; and eDarling, for European users seeking long-term relationships, under their repertoire. By providing a bundle of different niche dating sites, Spark Networks increases the potential to meet the perfect partner by decreasing and specifying various dating pools. Instead of users jumping into a dating site of millions of people, they have the opportunity to find a better suited romantic network based on their own interests and qualities in a much more personal pool.

Conclusion

To conclude, the affordances of Web 2.0 allows Web users to greater organise content and communication online and encourages users to interact with the Web and with each other. Greater interaction is the result of growing interest communities and communication platforms where groups of similar people can come together online for a myriad of reasons, such as for educational, professional, and social purposes. The success of online dating in particular is the result of the increase in social networking sites, such as Spark Networks, which encourage similar people to communicate and create meaningful connections online. Interest communities and niche dating sites have helped propel online dating as they provide users with a more suitable and personal online dating pool, bringing together people of similar qualities and interests by creating public or semi-public profiles. Without the ease of Web 2.0’s platforms, people would look within their offline community and within their weak ties to find a romantic network but are now empowered as a result of online dating sites. Instead of looking just within a geographical community, users can find various online dating communities based on beliefs, backgrounds, and passions, and are able to meet people with whom they otherwise have no connection to — only increasing their romantic network.

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References

Alfonsi, S., & Thompson, V. (2010, June 18). As Dating Pool Shrinks, Love Matches Grow. abcNews. Retrieved from http://abcnews.go.com/Nightline/Broadcast/spark-networks-niche-dating-web-site/story?id=10909280

Anderson, P. (2007). What is Web 2.0? Ideas, technologies and implications for education. JISC Technology and Standards Watch. Retrieved from http://21stcenturywalton.pbworks.com/f/What%20is%20Web%202.0.pdf

Averweg, U. R., & Leaning, M. (2012). Social media and the re-evaluation of the terms ’community, ’virtual community’ and ’virtual identity’ as concepts of analysis. i-Manager’s Journal on Information Technology, 1(4), 12. Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/1671518035?rfr_id=info%3Axri%2Fsid%3Aprimo

Cormode, G., & Krishnamurthy, B. (2008). Key differences between Web 1.0 & Web 2.0. First Monday 13(6). Retrieved from http://firstmonday.org/ojs/index.php/fm/article/view/2125/1972

Liu, L., Wagner, C., & Chen, H. (2014). Determinants of Commitment in an Online Community: Assessing the Antecedents of Weak Ties and Their Impact. Journal of Organizational Computing and Electronic Commerce, 24(4), (pp. 271-296). Retrieved from https://www-tandfonline-com.dbgw.lis.curtin.edu.au/doi/abs/10.1080/10919392.2014.956609

Ortega, J., & Hergovich, P. (2017). The Strength of Absent Ties: Social Integration via Online Dating. Retrieved from https://arxiv.org/abs/1709.10478

Spark Networks SE. (2018). Global Leader in Online Dating. Retrieved from https://www.spark.net/about-us/company-overview/

Porter, C. E. (2015). Virtual communities and social networks. In L. Cantoni & J. A. Kanowski (Eds) Communication and Technology (pp. 161-181). Retrieved from https://books.google.com.au/books?id=AhxpCgAAQBAJ&printsec=frontcover#v=onepage&q&f=false

Quesnel, A. (2010). Online Dating Study: User Experiences of an Online Dating Community. Inquiries Journal/Student Pulse LLC, 2(11), 3. Retrieved from http://www.inquiriesjournal.com/articles/323/online-dating-study-user-experiences-of-an-online-dating-community

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

 

Fortnite: The Viral Success of Socially Competitive Online Multiplayer Games and their Communities

Abstract

This paper aims to investigate the power social capital holds in cross-platform online gaming communities, and argues that socially completive multiplayer games are more popular because of their development of social capital. Fortnite: Battle Royale, although a relatively new game, is a prime example of how the cross-platform communities have resulted in the viral success of a game. This paper explores the theory of communities, both online and offline, and their relationship to socially competitive multiplayer gaming.  It will discuss the different types of gaming communities and how they span across numerous different platforms. It will also discuss the social capital that is held by members of the Fortnite: Battle Royale (Fortnite) community and how the community has grown since the game’s first release.

Fortnite: The Viral Success of Socially Competitive Online Multiplayer Games and their Communities

The transition from Web 1.0 to Web 2.0 has led to the creation of a more collaborative and interactive Internet. Web 2.0 is about the development of communication and content that was not possible in Web 1.0 (Davis, 2009). Online multiplayer games are a development of Web 2.0 that have been able to combine console gaming systems (such as the PlayStation 4) with the Internet to create a unique online experience. This paper aims to discuss how the popularity of socially competitive online multiplayer games have impacted on the cross-platform communities surrounding the games and the social capital these communities hold. We will be examining online multiplayer games that are considered to be competitive but are also used for social interaction between players. These online multiplayer games have resulted in the formation of communities that exist outside the gaming consoles and games itself, and can be found across multiple different platforms online. These communities that are formed around a game create social capital that both individuals and the community hold. Katz defines social capital as a set of shared values and expectations that a community holds. It is about the power people hold through their social networks and the value that is placed on that power (Katz 2004). Social capital is especially important in gaming communities as it revolves around trust and cooperation. This paper will discuss how the popularity of an online socially competitive multiplayer game can result in social capital that spreads across communities that are established in different platforms across the Internet. Using the free-to-play online game ‘Fortnite: Battel Royale’ (Fortnite) as an example of a socially competitive online multiplayer game that players have formed communities in, not only, the game platform itself (PlayStation 4) but across multiple other platforms as well (Twitter, YouTube, Instagram etc.). Fortnite: Battle Royale is a third-person shooter, survival game. It involves up to 100 players (who can play solo or in squads of two or four) that compete to be the last man standing (“Epic Games’ Fortnite”, n.d.).   The game involves a vast selection of weapons that are scattered across the map and a constantly shrinking safe zone that executes lethal damage to player’s health when caught outside it. Building aspects incorporated into the gameplay elevates this game above similar games within the genre. Players can destroy objects in the environment to collect materials that allow them to build defenses to protect themselves or to help them travel (“Epic Games’ Fortnite”, n.d.).

Community Theory and Practice

Community is a social system. It relies on the social interaction, common ties and psycho-cultural bonds that link people together (Katz, 2004). A community is a network of people whose social interactions have formed a group of likeminded people who support one another. Communities can exist in both the physical and virtual environments, sometimes switching between the two. Online communities can break through barriers that physical communities may have, like geographical location, gender, race, ethnicity and age (Katz & Rice, 2002). The absence of these barriers allows for the online space to create communities that thrive on the diversity of common interests and goals that create a sense of belonging for an individual. Katz discusses four types of communities: traditional communities, imaginary communities, pseudo communities and social networks (Katz, 2004).  Traditional communities are closely linked with the design of physical communities. They promote the ideas of co-dependency and commonness, achieving a collective purpose. Social networks are about the communities formed online, they are about individuals and their personal networks; what communities they choose to be a part of. This type of community provides a sense of belong for the individual who has now become the center of their own community (Katz, 2004). Imagined communities are formed online but are still linked to the physical world (Katz, 2004). These communities encompass the ideas of social networks while creating an imagined form of sentiment in the physical world (Katz, 2004). And lastly, pseudo communities have very similar characteristics to that of a traditional community but, are formed virtually rather than in a physical geo-graphical location (Katz, 2004). Fortnite: Battle Royale can be considered a social network, because the majority of the communities surrounding the game are only present online, and focuses on the individual experience within that community. However, smaller Fortnite communities could also be considered imagined communities. These imagined communities can be seen where smaller communities are formed in the physical world to play together, and discuss the game.

Virtual communities are often seen to produce what are known as ‘weak ties’. Weak ties describe distant or casual relationships (Porter, 2015). Typically formed online, weak ties link individuals to a plethora of information across social networks and communities. This information exchange within communities can be important in online gaming communities as it can help players to advance in the games and facilitates player-to-player interaction. Communication is a key part of communities and often results in weak ties converting into stronger, more personal ties. The compelling nature of online gaming communities is that a community focused around one specific game does not have to live within the confides of that gaming platform. The social aspect of gaming has allowed for communities to form outside of the parameters of an online multiplayer game. For example, the communities centered around Fortnite are not only distributed between the platforms of the gaming console such as forums and chats but appear on other online platforms. These platforms range from streaming and video content on Twitch (a live video streaming platform) and YouTube, to microblogging sites like Twitter and discussion websites like Reddit. Each of these platforms contribute to a much larger overarching community solely dedicated and invested in Fortnite. These communities allow players to form social connections and Koivisto argues that it is the reason why players continue to play a game (Koivisto, 2003). Communities allow players to express themselves, and create discussions and their own content surrounding a game. This is also closely linked with the social capital surrounding online gaming communities and the power it can hold.

Social Capital and Online Multiplayer Gaming

The popularity of online multiplayer games is based on its social aspects.  Games, such as Fortnite, can become very competitive but still facilitate sociality through head-set conversations and online multiplayer team battles. Social capital has become an import concept in the formation of social interactions and relationships online (Trepte et al., 2012). It has many effects on communities and the individual members in that community. Social capital builds support, trust, and cooperation (Trepte et al., 2012). It helps participants to solve collective problems, widens the awareness of interconnectivity between people, increases trust and aids the process of communication (Putnam, 2000). Examples of the significance of social capital is demonstrated in cross-platform communities around Fortnite, and the value the communities place in members of that community. Twitter, YouTube, Instagram, Reddit, Facebook, Twitch and numerous other platforms have facilitated the creation of these communities. To show the scale of these communities you can look at the follower size of Fortnite on Twitter and Twitch. The official Twitter account of the game has over 2.2 million followers and connects with players by providing them with updates, news and replying to the community’s queries and questions (“Fortnite (@FortniteGame)”, n.d.). On Twitch, there are over 10.4 million followers of Fortnite streams and videos.  On platforms such as Twitch, and YouTube, a video sharing platform, have created Fortnite communities around popular content creators. The number one Twitch streamer, ‘ninja’, has been claimed as a “god” in the Fortnite community (Nattrass, 2018). With an unprecedented 108 million channel views and over 4.4 million subscribers, ninja has established himself as an esteemed member of the Fortnite community. YouTubers such as ‘Ali-A’, ‘elrubiousOMG’, ‘Willyrex’ and ‘ninja’ (again) are also prominent with between 6-28 million subscribers apiece (“Top 250 YouTubers games Channels”, 2018). These gamers have built their social capital around the Fortnite community. Their popularity is not just equated to the entertainment they provide, but also the sense of belonging and support other players subscribe to. These cross-platform communities are the reason why socially competitive online multiplayer games are so virally popular.

Popularised Online Multiplayer Games

In 2018 PlayStation released statistics of their top ten downloaded games. This includes Call of Duty: WWII, Grand Theft Auto V, NBA 2K18 and Rocket League (Massongill, 2018). Each of these games involve both an offline single player and/or multiplayer mode, as well as an online peer-to-peer multiplayer mode. However, the second highest downloaded game of 2017, Horizon Zero Dawn, only supported an online-only multiplayer mode, rather than offline single player and multiplayer modes. The popularity of these games may be contributed to a multitude of factors, but it is the sociability of the online multiplayer aspects that become a highlighting factor. PlayStation consoles offer a chat system they call ‘party’. Creating a party allows for individuals to voice and text chat with their PlayStation friends, and other players, whilst in a game or using other PlayStation applications (“About parties”, n.d.). Parties are an important aspect of gaming as it allows players to socialise with their friends and the wider gaming community. Players can connect with each other, and this facilitates the manifestation of relationships outside the limitation of geographical location. This social side of gaming is one of the strongest motivators for players to continue playing a game, and forms both pseudo communities and social networks (Trepte et al., 2012).

The success of Fortnite has been swift. It’s accessibility and competitiveness has led to its rise as one of the most popular online socially competitive multiplayer games. On February 4th 2018 Fortnite’s servers crashed when the game hit a peak of 3.4 million concurrent players (Nunneley, 2018). This rapid scale of growth since the game was released in September 2017 was unimaginable for the game developers. With over 45 million players it has stood out against other popular games. It has been labelled as a “relationship building, strategic masterpiece of warfare”, as it has enabled social bonding and team building that isn’t as possible in other online multiplayer games (Fortnite: An exploration of a cultural phenomenon, 2018). These statistics show that it is clear that the game is widely popular and the communities have a large span, but it is also important to acknowledge the smaller communities that form inside these larger ones. Individuals may only participate in their own personal social networks. They may only talk to people that they already know offline and do not want to socialise with players that they do not know. These smaller communities may not come in participate directly with the larger communities but by association they are contributing to the overarching community of Fortnite, and online multiplayer gaming communities as a whole. However, some scholars note that these gaming communities can result in an increase in anti-social behaviour (Trepte et al., 2012). It can form addictions, increase isolation and deteriorate offline relationships between players and their peers (Trepte et al., 2012).

Conclusion

Communities are a key part of humanity. They create networks of individuals who have come together to bond over their common interests and connect with people.  The support and security they provide were once limited to geographical location but now, with the arrival of Web 2.0, communities span across all areas of life. People can find their own space within the Internet that celebrates their interests with other like-minded individuals. Gaming communities are just one example of the vast network of communities that exist online. The pseudo communities provide support for gamers and creates relationships between players that may not have existed otherwise. Online socially competitive multiplayer games promote sociability and builds social capital between gamers. Players are able to converse not only through the game itself but across different platforms on the Internet. Through livestreams, gamers like ‘ninja’ and ‘Ali-A’ are able to showcase their abilities and provide help and insight into the games they play. The popularity of socially competitive games are tied to the online multiplayer aspect they provide. Games like Fortnite: Battle Royale have become viral because of the community that has formed around the game. The players have found something that they love to play and are sharing that with the people around them, both online and offline.

References

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

Massongill, J. (2018). PlayStation Store: The Top Downloads of 2017. PlayStation.Blog. Retrieved from https://blog.us.playstation.com/2018/01/05/playstation-store-the-top-downloads-of-2017/

Nattrass, J. (2018). Ninja: Everything you need to know about the Fortnite God and Twitch star. Metro.co.uk. Retrieved from http://metro.co.uk/2018/03/16/who-is-fortnite-god-ninja-and-just-how-is-this-twitch-megastar-making-at-least-350000-from-gaming-7391914/

Nunneley, S. (2018). Fortnite hit 3.4M concurrent players last weekend and the servers couldn’t handle the pressure. VG247. Retrieved from https://www.vg247.com/2018/02/08/fortnite-3-4-million-concurrent-players-servers-crashed/

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Header image retrieved from: Alpha Coders

© 2018 Briana Marino. All Rights Reserved.

Did you hear? Word-of-mouth advertising is more effective than traditional advertising

Did you hear? Word-of-mouth advertising is more effective than traditional advertising

Shannon Wells

Curtin University

Abstract

This conference paper explores the relationship between social media influencers and their followers, and how they become a community. It explores how followers are more prone to trust a social media influencers opinion on products or places because of their weak tie. This results in companies using this to their advantage by sending their products to social media influencers for them to post a review to their followers. This is called word-of-mouth advertising and companies do this because it is a cheaper way of getting their products across, and it has a more instant effect. Word-of-mouth advertising is becoming more popular than traditional advertising. Though there are still reasons as to why traditional advertising is still needed and this is due to the companies target audience, and people not having complete access to the internet. This paper uses Emily Davies, a social media influencer from Perth, as an example as to how communities can be online and offline, and how she communicates to her followers. It also uses Davies as an example on how companies use social media influencers to advertise their brands.

key words: Community, Social media influencer, Word-of-mouth advertising, weak ties.

 

Did you hear? Word-of-mouth advertising is more effective than traditional advertising

Introduction

The rise of technology and the Internet has provided a lot of opportunities for companies to advertise their products to a large amount of people (Trusov, Bucklin & Pauwels, 2009, pp. 90). It has also opened up a lot of avenues for people to communicate with others who have the same interests that they do, and this helps form communities (Rice et al, 2004, pp. 4). People can do this on a variety of different social network platforms, some of these being Instagram, Facebook, Snapchat, and blogging sites. They are able to access these sites through a range of different technologies, primarily being mobile phones and laptops. Users on these websites can post a range of different things to their friends and followers instantly. Some people choose to use these social media platforms to post their opinions on places they’ve been to, products they’ve tried or brands they’ve bought, and have gained a large number of followers by doing so. This results in these users becoming social media influencers. Companies recognise the influence these users have on their followers and choose to take advantage of this by sending them their products to promote online (Uzunoglu & Misci Kip, 2014, pp. 592.). This is called word-of-mouth advertising and it is becoming more effective than traditional advertising as it reaches people faster, and it has a lower cost (Trusov, Bucklin & Pauwels, 2009, pp. 90). Social network sites help people with similar interest’s form communities online and social media influences help bring these people together, which creates a following. The followers trust the social media influencers opinion and companies take advantage of this by getting them to participate in word-of-mouth advertising, as they know it will reach a large amount of people.

Discussion

Social media influencers are able to form communities through social networks which offer online and offline social ties. Social media influencers are users on social media websites who share their interests to a large number of followers (Freberg et al, 2011, pp. 90). Social media influencers update their social media profiles regularly to inform their followers on what they are doing, what products they’re using, what brands they’re wearing, and what places they like to go to. A community is formed by doing this, the term community branches out from not only solidarity groups of close friends and neighbours, but also social networks of people who don’t live close by (Wellman & Gulia, 1997, pp. 2). Social networks communities are created through social interactions, common interests and experiences, and through a variety of different social networks (Rice et al, 2004, pp. 4). Their followers will see their posts on the places they’ve been to and the products they like, and this usually results in them going out and experiencing or buying the same products. This is where the social media influencer name comes from as followers are being influenced to do buy or do these things. This creates a weak tie between the influencers and the followers. A weak tie is when users choose to follow and trust another person’s opinion even though they might’ve never met or don’t really know each other (Wellman & Gulia, 1997, pp. 8). Though many communities online do connect offline as well, whilst still being able to keep the weak tie in place (Wellman & Gulia, 1997, pp. 13). Communities do this by meeting up with each other to enjoy their specific interests together, for example if the interest was a certain breed of dog, they would all come together in the park to walk their dogs. This keeps the weak tie relationship as they’re only gathering together for one common thing. Users are more likely to trust the opinion of someone they have a weak tie with, then those they have a strong tie with, which is their close circle of friends or family (Wellman & Gulia, 1997, pp. 13). This is because it is exposing them to different opinions and point of views then those that are close to them, who may always have the same ones. This is why users are more attracted to a social media influencers opinion as it is different to the opinions of those in their close circle (Wellman & Gulia, 1997, pp. 13).

An example of a social media influencer who demonstrates a community network is Emily Davies who uses Instagram, Snapchat and YouTube to communicate with her followers. Davies is a fashion blogger who lives in Perth and has 143,000 followers on Instagram (Davies, 2018). Davies offers a weak tie with her followers as she shares with them her opinions on products, places and brands. Davies primarily uses Instagram to post photos of her favourite outfits to show her followers, and to promote the brands she’s wearing (Davies, 2018). Davies uses the Snapchat application on Instagram to inform her followers when she has a new post up, and to also show her viewers all the new clothes she has been sent (Davies, 2018). Davies has also just released her first vlog on YouTube which shows her followers the process she goes through when getting ready for a festival (Davies, 2018). Davies social networks also offers an offline relationship as well as an online one. The social media influencer recently just had her own pop up store at the Little Market Place in Perth where her followers from Perth could come meet her, and buy some of the clothes brands she always promotes. This shows how a weak tie can also be offline, as all her followers came together for one specific interest, and that was her clothes and sense of fashion. Davies also mentions at the end of her vlog that she loves meeting her followers, and that whenever they see her at a festival to come have a chat with her (Davies, 2018). This shows the followers how much she loves and cares for them and will result in her followers always supporting her and maintaining the weak tie.

Companies use social media influencers to promote their brands and they do this through word-of-mouth advertising. Word-of-mouth advertising is when businesses choose specific social media influencers who align with their brand, to promote their products as they know it will reach a large amount of like-minded people (Trusov, Bucklin & Pauwels, 2009, pp. 90). Marketers are turning more towards word-of-mouth advertising as it is proving more effective than traditional advertising (Trusov, Bucklin & Pauwels, 2009, pp. 90). This is because the cost is lower, and the message can be received faster as a post on a social media website can be uploaded instantly (Trusov, Bucklin & Pauwels, 2009, pp. 90). Companies will send their products to social media influencers for free, and the social media influencer will post their views, preferences, or experiences on the product to their followers (Trusov, Bucklin & Pauwels, 2009, pp. 90).  Social media influencers do this by uploading photos, videos, or written posts on their chosen social media platform. These posts contain a tag to the company’s page, or a link to the specific product to make it easier for the followers to buy if they choose to. Companies know that followers will be influenced by these particular posts and will be more likely to buy it because they trust the social media influencers opinion (Uzunoglu & Misci Kip, 2014, pp. 592.). Word-of-mouth advertising is also more attractive because it offers a way to advertise their products in a different and not so obvious way, this is effective because followers don’t feel like the posts are direct advertisements from the company. Companies can do this by holding a competition with a social media influencer, or by even sponsoring their outfit for a day out as they know it will get a lot of attention.

Emily Davies uses Instagram and Snapchat to promote specific beauty and fashions brands. Davies does this by always tagging the clothes brand she is wearing in her Instagram posts, and by presenting the photo in an attractive way to show followers her specific style (Davies, 2018). Davies also uses Instagram’s snapchat application to post photos of the clothes she has been sent fresh out of the package, and always tags the brands that send them to her (Davies, 2018). Davies also uses Instagram’s snapchat application to talk to her followers in a series of Snapchat videos about her thoughts on some of the products she uses and her recommendations (Davies, 2018). The brands she promotes then reuse her photos by either posting it or sharing it to their profile, for their followers to see so it reaches a larger amount of people. Davies will also participate in competitions with specific brands, Davies will post a photo which informs her followers on what they will win and will caption it with what they need do to win it. This usually includes having to follow her, follow the brand and tagging a friend in the comments which are all things that will help the post reach more people. Davies is also being sponsored by a clothing brand who is paying for her trip to Coachella where she will wear the brands clothing for the festival, this will prove to followers her support for that specific brand.

Counter-argument

Traditional advertisements are still an effective way to advertise in society today. This is because not everyone has access to the Internet or have social media accounts where social media influencers could have an impact on them (Tater, 2016). Therefore, their source of advertisements would come from print, television or radio (Tater, 2016). Also depending on what the target audience is, depends on which type of advertising the company chooses to use (Tater, 2016). If the company is going for an older demographic, they would use traditional advertising methods as they know that would be more effective (Tater, 2016). Whereas if the company is advertising to a younger demographic they would use word-of-mouth advertising, as it is more likely they would see or be affected by advertisements on their social media websites (Tater, 2016).

Conclusion

Social media influencers have become the new advertisers for companies. Social media influencers have many followers on their social network sites, and these followers have come to care and trust what they say. This forms a weak tie between the influencer and the follower, which can be online and offline in some cases. Industries recognise the power social media influencers have over their followers and have chosen to use this to their advantage. They do this by sending their products to social media influencers who then write a post or upload a photo or video giving their opinion on the product. This forms a community as there is a whole group of people who are being influenced because they all have the same interests, and want to be using the same products or going to the same places. Emily Davies is a good example of how a community can be formed through common interests, as she has over 140,000 followers on Instagram. These followers participate in an online and offline relationship as Davies communicates with them regularly online, but also offers chances for them to meet her offline. Davies is also a good example of how brands use social media influencers to promote their products. Davies does this by wearing their clothing, uploading a stylistic photo and then tagging the brands so her followers can see and be inspired. The rise of technology and the obsession of social network sites has resulted in word-of-mouth advertising being more effective as users create weak ties with social media influencers who promote a wide range of products and places.

Reference list

Davies, E. (2018, March 19). EM DAVIES GRWM Festival Edition // FIRST EVER VLOG?! // Hidden. Retrieved from https://youtu.be/z2nKAK55vR8

emdavies__. (2018). Emily Davies (Instagram page). Retrieved from https://www.instagram.com/emdavies___/

Freberg, K., Graham, K., McGaughey, K., & Freberg, L. (2011). Who are the social media influencers? A study of public perceptions of personality. Public Relations Review, 37(1), 90-92. http://dx.doi.org/10.1016/j.pubrev.2010.11.001

Goehring, R. (2016). 3 Tips to Encourage Word of Mouth Advertising today. Retrieved from https://rewardstream.com/blog/3-tips-encourage-word-mouth-marketing-today/ 

Rice, R., Katz, J., Acord, S., Dasgupta, K. & David, K. (2004). Personal Mediated Communication and the Concept of Community in Theory and Practice. Annals of the International Communication Association, 28(1), 315-371. DOI: 10.1080/23808985.2004.11679039

Tater, M. (2016). Why Traditional Marketing is Still Effective. Retrieved from https://www.entrepreneurshiplife.com/traditional-marketing-effective/

Trusov, M., Bucklin, R., & Pauwels, K. (2009). Effects of Word-of-Mouth versus Traditional Marketing: Findings from an Internet Social Networking Site. Journal of Marketing, 73(5), 90-102. Retrieved from http://www.jstor.org/stable/20619048

Uzunoğlu, E., & Misci Kip, S. (2014). Brand communication through digital influencers: Leveraging blogger engagement. International Journal Of Information Management, 34(5), 592-602. http://dx.doi.org/10.1016/j.ijinfomgt.2014.04.007

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.

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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

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

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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

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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

 

Dachshunds and Web 2.0: The successful coexistence of online and offline communities.

Abstract

This paper discusses the relationship between communities and Web 2.0. Characteristics of both online and offline communities are discussed as well as how these characteristics are limiting or enhancing. The academic resources in this conference paper support the discussion of online communities as broadly supportive (Wellman and Gulia, 1997), weak ties that are created through an online community (Thompson, 2008), and social media platforms being ubiquitous (Porter, 2015, p.161). The example used is a Facebook group called Long Dogs WA. This is a specialised group for owners of dachshunds and has both online and offline elements. This example has aided in the discussing and supporting the main argument that online and offline communities strengthen one another when working together.

Keywords:

Online, offline, communities, Web 2.0, weak ties.

Introduction

The rise of Web 2.0 as a participatory and communicative platform has created a space for users to collaborate online and stimulated the formation of online communities. As social media and virtual platforms have become a prominent aspect of everyone’s life (Porter, 2015, p.161), so too have online communities. The traditional sense of community of being village-like and in-person is no longer sufficient to describe the ever-changing world of Web 2.0. Physical communities are often bound to limitations such as geographical location, race, age and gender, while virtual communities encourage the breaking of these limitations and allow people of all demographics to communicate online (Katz, Rice, Acord, Dasgupta and David, 2004, p. 326). Online communities differ from those offline as they are formed as a result of a shared interest, rather than a physical connection and provide members with “companionship, emotional support, services and a sense of belonging,” (Wellman and Gulia, 1997). This paper will discuss how online and offline communities influence each other, if they pose limitations on one another or allow for growth, and ultimately how they successfully coexist. Although this paper will explore a counter-argument, it will present the conclusion that online and offline communities strengthen one another. The example to be used is a Facebook group that I am a member of called Long Dogs WA (2018); this is a specialised group for dachshund owners that possesses both online and offline aspects. This example along with an in-depth discussion of how Web 2.0 has influenced communities will put forward the argument that the combination of both online and offline communities strengthen one another.

Discussion

Relationships are very rarely maintained solely with face-to-face communication, which is where Web 2.0 communities play a major role in our lives. Although it is difficult to define community due to the various forms, for the purposes of this discussion it will be defined as a group of members that share a common interest and interact with each other as they “actively refine the domain of their shared interests,” (Porter, 2015, p. 162). The elements of an online community include members who possess a shared interest, the voluntary and varied extent of participation of members (Aguiton and Carson, 2007), and an online platform where these communications take place. However, offline communities are based around physicality and people being together, and the defining characteristic is face-to-face communication. Offline communities are more structured as they have regular meetings and someone who facilitates these meetings, meaning that their communication is arranged and directed. Due to the voluntary participation in online platforms, the discussion is fluid, unstructured and can consist of people from different geographical regions, leading to the idea from Wellman and Gulia (1997) that online communities are often broadly supportive. Everyone’s personal community is different, and whether that consists of family, friends, colleagues, or acquaintances, it is very unlikely that these people will all know each other, which is why we join online communities (Wellman and Gulia, 1997). I argue that we cannot classify online communities as solely broadly supportive or narrowly specialised, as most communities are one or the other, if not a combination of both. Wellman and Gulia (1997) state,

“If the Net were solely a means of information exchange, then virtual communities played out over the Net would mostly contain only narrowly, specialized relationships,”

however, as information is only part of the reason for online communities, they can also be described as broadly supportive as “emotional therapy itself is explicitly provided through the Net, “ (Wellman and Gulia, 1997). Online communities create an opportunity to connect with others, which may not be possible for a community that was constructed offline. In the case of Long Dogs WA, it was my narrowly specialised interest that lead me to become a member of a broadly supportive group. For example, if I were to post on my personal Facebook profile asking a question about the dachshund breed, it is unlikely I would get a helpful response if any at all. However, if I were to post on the Long Dogs WA Facebook group which has over 3,000 dachshund owners and enthusiasts, I am more than likely to get a response from someone who has experienced first hand what I am asking about or who has helpful information. Online communities are a space for support, advice, comforts, or discussions, which is the exact reason I am a member of Long Dogs WA.

 

The Long Dogs WA community has characteristics of both online and offline communities that work together to strengthen one another. The Long Dogs WA community possesses characteristics of an offline community such as face-to-face interaction, a facilitator and arranged meetings, as they meet for walks once a month, hold fundraising events, and often members will meet in small groups for play-dates with their dachshunds. However, an online community breaks all these barriers that define an offline community. An online community can “create and preserve ties among people who are physically separate,” (Katz et al, 2004, p. 326). Online communities allow one to create an online persona, express themselves in a way they may not usually in person, and communicate with people from all over the world. Members of the Long Dogs WA Facebook group often post photos in the group of their dachshunds, ask questions about behaviour, ask to meet for play-dates to socialize their dogs, advice on medical issues, and sometimes even for support when they are going through a difficult time with their pets. All of these online interactions create a network within the community and strengthen Wellman and Gulia’s (1997) ideas surrounding broadly supportive online communities.

There are geographical limitations to the online group, which I have discussed as a characteristic of an offline community, however, this limitation is set in place due to the offline community meet ups. For example, to be a member you must live in Perth, as that is where all the events and meet-ups are held. Although the online community would thrive with members from all over Australia contributing, it would be difficult to conduct offline interactions with such a large group and geographically diverse members. Although this Facebook group possesses characteristics of both the offline and online communities, it is evident that the combination of virtual and face-to-face interactions strengthen one another by increasing connections. It is likely that an offline Long Dogs community existed before the online element, which contradicts my initial argument, but the prominence of Web 2.0 as a communication tool has lead the group to transition into a very active online community.

I argue that the offline community could not be possible without the online community as this is where all of the offline activities are organised. Most of the online conversation is constructed around the offline community, so although the online community would still be possible without the offline element, I argue that it would be a less-active community. All of the offline activities are organised via the Facebook group, and to be part of the online community, you must first do something offline – be an owner of a dachshund. I would never have known about, and joined, the online community if the offline presence did not exist. I first found out about this online community while talking to someone as I was walking my dachshund, this person encouraged me to join and spoke about the benefits of the group. The Long Dogs WA group has both online and offline communities that both contribute to the successfulness of the group.

 

For some, the willingness of people to communicate online outweighs the willingness of face-to-face communication. Many people prefer to be members of online communities rather than offline communities as they have more options in the way of how they communicate (Gulia and Wellman, 1997). One of the appeals of online communities is that relationships and communications do not have to be instantaneous. The virtual element allows users to take time constructing a response, delay conversations, or choose to not participate in conversation at all. Being a member without contributing anything is described by Nonnecke, Andrews and Preece (2006) as ‘lurking’. Lurking allows one to have an insight into other peoples’ lives without having direct contact. Although one can join a common purpose online community, such as Long Dogs WA, simply being part of a social networking site allows you to be a member of an online community (Thompson, 2008). Many of the people that associate with one another online, whether that is a friendship or mutual follow, are considered to be weak ties. Weak ties are those one would not consider a close friend but an acquaintance, yet are associated on social media. Thompson (2008) estimates that only 20 people on her social media sites are what she considers close friends or family, and the rest are acquaintances that she has acquired over a few years, which she considers to be her weak ties. For example, members of Long Dogs WA whom I do not know in my offline-life but have contact with them through this online community. Having weak ties in your online community can greatly benefit your offline community and life. For example, “If you’re looking for a job and ask your friends, they won’t be much help; they’re too similar to you, and thus probably won’t have any leads that you don’t already have yourself. Remote acquaintances will be much more useful because they’re farther afield, yet still socially intimate enough to want to help you out,” (Thompson, 2008). Having a number of weak ties, who you do not have to be directly in contact with, can also better help one understand their own community surrounding them. As a result of being part of the Long Dogs online community I have met people that are willing to pet-sit my dachshund, Charli, and as dachshunds can have specific needs and issues it is important to me to have someone look after Charli who has previous experience with dachshunds and knows the breed well. Creating weak ties through Long Dogs has allowed me to feel comfortable leaving Charli with another member if I go away, and is an example of the offline relationships that can be built through online communities, strengthening the initial argument.

Conclusion

Online and offline communities coexist together as they have different strengths and properties that attract members. Offline communities are commonly formed due to geographical location, but are often limited by age, race and gender, whereas online communities are free from these limitations and formed on the basis of a mutual interest. Due to this, online communities are not narrowly specialised, as that would rely on solely an exchange of information, they are broadly supportive. In the discussion of Long Dogs WA, a narrowly specialised interest lead me to be a part of a broadly supportive community, which provides me with support, advice, comfort and discussions. The elements of online and offline communities work together to strengthen one another and provide different levels of engagement to suit all members. Some offline communities would not thrive without the online element, for example the Long Dogs WA community. The online community allows for conversation and organisation around the offline society, yet still provides all the aspects of an online community, “companionship, emotional support, services and a sense of belonging,” (Gulia and Wellman, 1997). The flexibility of online communities encourages users to maintain weak ties within their online society. Weak ties are useful to our offline lives as they give us access to people that we may not normally communicate with face-to-face. Offline communities would often not be successful without an online element for communication purposes. The discussion in this paper has provided an argument that examines the ways that offline communities are strengthened by Web 2.0 and online communities. Web 2.0 is such a prominent aspect of almost everyone’s life that voluntary participation in online communities has become a necessity to strengthen offline relationships.

 

References

Aguiton, C., & Cardon, D., 2007. The Strength of Weak Cooperation: An Attempt to Understand the Meaning of Web 2.0. Communication & Strategies. 65(1). 51-65. Retrieved from https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1009070

Katz, J., Rice, R., Acord, S., Dasgupta, K., & David, K. 2004. Personal Mediated Communication and the concept of Community in Theory and Practice. Annals of the International Communication Association, 28(1), 315-371. Retrieved from https://www.tandfonline.com/doi/abs/10.1080/23808985.2004.11679039

Long Dogs WA. [ca. 2018]. Facebook group. Retrieved from https://www.facebook.com/groups/77155173945/

Nonnecke, B., Andrews, D., & Preece, J., 2006. Non-public and public online community participation: Needs, attitudes and behaviour. Electronic Commerce Research, 6(1), 7-20. Retrieved from https://link.springer.com/article/10.1007%2Fs10660-006-5985-x

Porter, E., 2015. Virtual Communities and Social Networks. In L. Cantoni & J. A. Danowski (Eds). Communication and Technology. 161-179. Retrieved from https://books.google.com.au/books?id=AhxpCgAAQBAJ&lpg=PA161&ots=bZIat75i-L&dq=online%20virtual%20communities%202015&lr&pg=PA161#v=onepage&q&f=false

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

Wellman, B., & Gulia, M., 1997. Net Surfers Don’t Ride Alone: Virtual Communities as Communities. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.28.4435&rep=rep1&type=pdf

Celebrities Online Self-Disclosure of Information Reinforces the Parasocial Relationship.

Posted on 04/05/2018 By Joanne Liew

Abstract

This paper explores the parasocial, or one-sided, relationships between celebrities their and fans through social networking sites (SNS), using Lady Gaga as an example. These relationships occur due to the self-disclosure of information on the platforms. Also, this article uses Twitter and Instagram and different celebrities as examples to analyse how self-disclosure of information helps to reinforce the parasocial relationships between the celebrities and fans. Moreover, it refers to Katz (2014), who suggests that community is the individual who gathers in a space in order to receive their needs through sharing the same interest. Within the community, there are weak ties which help to connect the people with the strong ties. Followed by analysing the concept of online “friends” which associated with the idea of weak ties.

Keywords: Parasocial relationship, Community, Weak ties, Online “friends”

 

In the age of the Internet, social media has become dominant in our everyday lives. With growing accessibility to the Internet, social media plays an important role in providing people networking services, entertainment or online communication support. Social media is more important to celebrities as they mainly use social media sites to interact and communicate with their fans. Moreover, online engagement with fans assists the appearance of parasocial relationships. As Adam and Sizemore (2013, p.14) suggested that parasocial relationships are one-sided relationships which people usually feel strong friendships with the people who they have never met before, especially the celebrities who have an extensive fan base. Hence, celebrities such as Selena Gomez, currently one of the Instagram’s most popular users, actively uses social media sites to interact with her fans and build relationships often occur the parasocial relationships. According to Marwick and Boyd, social media has changed the relationship between the celebrity and fans as there is an expectation of continuous interaction (as cited in Click, Lee, and Holladay, 2013, p.366). In fact, in order to adapt this engagement, celebrities mostly decided to disclose their personal information online. Thus, the main argument for this essay will be celebrity’s online self-disclosure of information reinforces the parasocial relationships between the fans through the use of social media. This essay will examine how celebrity’s online disclosure of information results on the parasocial relationships, followed by the analysis of how social media forms as a whole in constructing a community, as well as examine the weak ties and ‘friends’ within the community.

 

Background of Social Media with the Celebrities

Social media networking sites are an online space which people could create a self-descriptive profile as well as building a personal connection through making friends with others (Donath and Boyd, 2004, p.2). Social media networking sites such as Facebook, Instagram, and Twitter are the social media for those users who seek for friends, and entertainment. Although social media is facilitating the connection between the people, it is used extensively by celebrities. As it could say, social media has broadened the capacity in helping the celebrities to reach out to their fans in an easier way. Instead of promoting their works in person, they could now utilize the social media to promote their latest works or manage their appearance to the public without any limitation. To gain a higher popularity, celebrities tend to update their status through posting their personal information including photo and video on the social media. Having said that, Selena Gomez, who currently has the most followers on Instagram actively uses social media to interact with fans. As same as the other celebrities, Gomez chooses Instagram as a tool to reveals her personality and personal information such as daily life and relationship to the public. As Selena Gomez has already gained a high popularity, her self-presentation on Instagram will be reviewed by the millions of followers. As it could say, Selena Gomez reveals her relationship status through uploading the video of her boyfriend and the selfie of them on the Instagram (Jessica, 2017). Besides, Gomez even unfollowed her ex-boyfriend on the social media platform. The personal information that Selena Gomez has disclosed helps her to gain a higher popularity, as she provides the information which the fans would like to receive. Self-disclosure of personal information attracts the fans to explore more about the celebrity. Moreover, due to self-disclosure of information, a new phenomenon which known as the parasocial relationship has occurred between the celebrities and fans.

 

Parasocial Relationship

Parasocial relationship refers to an imaginary relationship or imaginary friendship which an “ideal self-image” that the fans wish to discover (Caughey, as cited in Click, Lee, and Holladay, 2013, p.362). Within the parasocial relationship, the celebrity is expected to play different characteristics such as friend and leader which could provide their fans mentally support, heal their physical wound, or confidence. Thus, fans mainly describe the imaginary relationship with the actual figures such as ‘mother’ and ‘friend’. In other words, a parasocial relationship is conducted by one person who has an illusive face-to-face relationship with the media character. This phenomenon mostly happens between the celebrities and fans. As it could say, social media provides an additional opportunity for the fans to interact and engage with the celebrity. Through the online engagement, fans are able to get closer to the celebrity as they could now access the latest update from the celebrity within a process. Furthermore, Fraser and William (2002) found that “fans drive to develop relationships with celebrities is ‘based on the need to enhance self-esteem through identification with certain values’” (as cited in Click, Lee, and Holladay, 2013, p.364). People with low self-esteem will commonly seek for the celebrity who is similar to their ideal selves. The parasocial relationship offers the people an opportunity to experience enhancing self-esteem and feel closer to their actual selves. To describes that, the parasocial relationship provides the fans they do not receive in the real relationship as well as an additional opportunity to feel close to the celebrities. For instance, Lady Gaga uses social the media platform to build a community and play different roles within the parasocial relationships.

 

Lady Gaga Self-disclosure of Information on Twitter Reinforces the Parasocial Relationship

Twitter is one of the social media platforms that help to tighten the distances between the celebrities and fans. Hence, a majority of celebrities choose to use social media to enlarge their fan base. One of the examples is Lady Gaga uses Twitter to share her personal information and daily life with her fans in order to maintain and strengthen the fan-celebrity relationship. Also, Lady Gaga tends to reply to her fan’s post by providing different pieces of advice and encouragement. This interaction makes the fans feel more intimate with Lady Gaga as she uses the strategy of self-disclosure to attract more followers to participate in her personal life (Click, Lee, and Holladay, 2013, p.375-376). As it could say, social media enables the fans to participate in the celebrity’s daily life through comments and likes on their posts. The fans tend to comments and likes on the celebrity’s post although it is not much possible to get the response from the celebrity (Ding and Qiu, 2017, p.159). However, fans could still experience the feeling of getting closer to the celebrity within the one-sided interaction.

 

Additionally, the lines between the “real” and “imaginary” relationship have blurred as Lady Gaga utilizes Twitter to self-disclose her personal information reinforces the parasocial relationship (Click, Lee, and Holladay, 2013, p.367). Lady Gaga uses social media to communicate rather than promoting her music online. Therefore, fans feel like they really know her as they know her daily schedule. Self-disclosure of information assists the fans to know more about Lady Gaga’s daily routine; Fans feel to be a part of Lady Gaga’s life as they consider they know everything about her. Yet, everything within the parasocial relationship is based on the imaginary. As Jeremy and Jimmy (2009) argued that “although online relationships and conversations between the celebrities and fans remain mediated, fans increasingly experience them as real and authentic, reinforcing their feelings of truly ‘knowing’ celebrities” (as cited in Click, Lee, and Holladay, 2013, p.366). Social media allows the fans to communicate with the celebrity and construct a close bond. Therefore, fans believe that they are having a same online space with the celebrities and they truly “know” about them. However, a parasocial relationship is one-way interaction and it is based on the imaginary. Due to the long-term of one-sided interaction, it introduces the concept of parasocial relationship. Social media helps to transform an “imaginary” relationship into a more “real” relationship, thus, fans would feel more “realistic” in the parasocial relationship. On the one hand, social media helps to form a community between the fans and celebrity.

 

Community

Based on the different interests, fans could have followed different celebrities on the social media. Regarding the followers, the different groups of people build up an online community. As it could say, Morgan (1942) suggested that community is individuals who share the same interests, habits, or custom gather in a group in order to meet their needs (as cited in Katz et al., 2004, p.330). The people who share the same interest mostly follow the similar genre of celebrities on the social media. Using Lady Gaga as a case study, within the community, her fans are named as “Little Monsters” and Lady Gaga plays the role of “Mother Monster” in giving support, confidence, and counseling to the fans. In the online community, Lady Gaga deepens the fan identification by using the name of “little monster” to encourage the fans not to be afraid and avoid being judgmental (Click, Lee, and Holladay, 2013, p.369). According to Click et al., (2013, p.370), they suggested that through involving in the community, Lady Gaga gives the fans a positive point in finding the strength through associated with the other monsters. Moreover, social media connects the members from across the world, who have never met each other in the “real” world into a virtual community (Vitak, 2008, p.40-41). Although the members of the community do not know each other, they gather in an online space to build relationships and exchange the information. Furthermore, community boosts the fans to heal either their physical or mental wound and strengthen the confidence through placing Lady Gaga into the family role, such as “the mother of the community”. Taking the role of the mother figure, Lady Gaga provides the “little monster” a place to strengthen themselves through building up a community.

 

Weak Ties and ‘Friends’ Online

Weak ties refer to the members of the network who are able to reach the information through the pathways with the connection of the bridges (Granovetter, 1973, as cited in Vitak, 2008, p.19). As it could say, there are many weak ties within a community which helps to link the members together and form strong ties. The people within the community exist the weak ties as the people might not know each other but they share the same interest. As Wellman (1992) stated that weak ties consider providing the informational resources rather than supporting. Thus, it is more important than strong ties (as cited in Carroll, Kavanaugh, Reese, and Rosson, p.120). Having said that, weak ties would likely do more damage to the network as weak ties are the main bridges that supporting the strong ties. Strong ties will be collapsed once the weak ties are being removed. Moreover, Vitak (2008) stated that “weak ties connect an individual to people with whom he has little in common and would likely not be able to connect with through strong ties, such as high-status individual” (p.19). The people might not know each other’s in real life but they could be “friends” online. In addition to this, Vitak (2008) suggested that “offline acquaintances consist of weak ties, those people with whom one may consider as friend, but do not reside within one’s inner circle of friends” (p.78). Social networking sites allow the acquaintances to update their daily life through online profiles, following use the simple form of interaction to maintain the connections such as likes and comments. Through the use of social media, everyone is able to become “friends” by pressing the button of “add” or “follow”; The weak ties could also be removed when they choose to “unfriend” and “unfollow”.

 

Conclusion

The way celebrities disclose their personal information online reinforces the development of a parasocial relationship between the celebrity and fans. Also, through using the social media platforms such as Instagram and Twitter to share a celebrity’s daily life and personal information helps to develop an engagement with the fans. The lines between the “real” and “imaginary” relationship have blurred as the fans could now access the information of a celebrity in anytime. Thus, the relationship between the celebrity and fans are more realistic. Yet, a parasocial relationship is based on one-way interaction and it is what the fans wish to explore. Moreover, social media helps to form a virtual community as the followers within the community share the same interest and receive the similar information at the same time. The concept of weak social ties appears between the people which they do not know each other but share the same idea. Also, social media provides an opportunity for everyone to become online “friends”, whereas this is considered as weak ties and it could be removed in anytime. Overall, the social media is facilitating the development of the parasocial relationship and virtual community.

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