{"id":232,"date":"2018-05-05T12:18:00","date_gmt":"2018-05-05T04:18:00","guid":{"rendered":"https:\/\/networkconference.netstudies.org\/2018Bentley\/?p=232"},"modified":"2018-05-05T15:11:45","modified_gmt":"2018-05-05T07:11:45","slug":"competitive-fps-communities-an-analysis-of-the-types-of-communication-that-occurs-in-the-third-place-and-the-emergence-of-esports-in-mainstream-society","status":"publish","type":"post","link":"https:\/\/networkconference.netstudies.org\/2018Bentley\/2018\/05\/05\/competitive-fps-communities-an-analysis-of-the-types-of-communication-that-occurs-in-the-third-place-and-the-emergence-of-esports-in-mainstream-society\/","title":{"rendered":"Competitive FPS communities; An analysis of the types of communication that occurs in the third place and the emergence of esports in mainstream society"},"content":{"rendered":"<div style=\"margin-top: 0px; margin-bottom: 0px;\" class=\"sharethis-inline-share-buttons\" ><\/div><h3><strong>Abstract<\/strong><\/h3>\n<p>Communities play an important role in acknowledging different groups of people who have similar interests. Within these communities, candidates facilitate different methods of communication with applications, evident through the progression in new emergent technologies. This paper first explores the concept of \u2018third place\u2019. It then reviews the concept of online games, delving into the specific First-Person Shooter (FPS) community. From here, a precedence for online games is established. The paper then caters towards discussing how online games become competitive through the realm of \u2018esports\u2019. Various contemporary examples of \u2018esports\u2019 competitions will be looked upon from game titles such as <em>Overwatch <\/em>and <em>Call of Duty<\/em>. Each game provides various types of communication, aiding gamers within a competitive environment. Finally, I will transition to the importance of communication in offline events whilst looking at the proliferation of \u2018esports\u2019 becoming more evident in contemporary society for viewers as well as players who participate.<\/p>\n<p><strong>Introduction<br \/>\n<\/strong><br \/>\nOver the years, online games have provided an avenue for a variety of people to escape realism and pressures of the \u2018real world\u2019. These spaces are often considered as separate to those experienced in real life, donned as a \u2018third place\u2019. Soukup (2006) explores the research of sociologist Ray Oldenburg to which identifies the Third Place as \u201cpublic spaces used for informal social interaction outside of the home and workplace\u201d. Oldenburg specifies the characteristics of these spaces which are a good starting point in identifying and providing a discussion around this community. From Soukup (2006), he argues that third places:<\/p>\n<ul>\n<li><em>Are on neutral ground;<\/em><\/li>\n<li><em>Are a leveller;<\/em><\/li>\n<li><em>Conversation is the main activity;<\/em><\/li>\n<li><em>Are accessible;<\/em><\/li>\n<li><em>[Are a] home away from home, they have \u2018regulars\u2019; and<\/em><\/li>\n<li><em>[Have a playful mood]<\/em><\/li>\n<\/ul>\n<p>\u2018Third place\u2019 is situated and considered as an extension of ordinary life. In this paper, I\u2019ll be identifying online games within this space, specifically First-Person Shooters (FPS\u2019). The online gaming community is far too big to identify; therefore, the main scope of this paper will primarily cater towards this specific niche in the gaming community. For those that are unaware, the competitive environment is currently on the rise and is referred to nowadays as \u2018esports\u2019. Seo and Jung (2014) explore this as \u201can area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies\u201d. Expanding media platforms have promoted this ever-changing phenomenon with it becoming more than just an activity but rather a more inclusive participative activity through spectatorship. With its rapid increase in popularity, \u201conline computer gaming leagues and locally networked events have offered players a place to engage in serious or career competition\u201d (Seo &amp; Jung, 2014, p.636). With \u2018esports\u2019 occurring both online and in offline settings, communication between players is vital to achieve success. This paper will investigate the FPS community and how it creates a competitive environment and promotes a larger level of communication within the third place. Examples such as <em>Overwatch<\/em> and <em>Call of Duty<\/em> will be discussed regarding online and offline settings to further explore the notion of a competitive environment. Finally, I will look at communication at \u2018LAN\u2019 events and its importance in an offline environment whilst pursuing the ideal of \u2018esports\u2019 and its relevance in contemporary society through its growth through viewership and participation of \u2018esport\u2019 \u2018athletes\u2019.<\/p>\n<p><strong>Third Place and its relationship with Online Games<\/strong><\/p>\n<p>As previously mentioned, scholars such as Oldenburg have defined \u2018third place\u2019 as a \u201cpublic space[s] used for informal social interaction outside of the home and workplace\u201d (Soukup, 2006, p. 421). Contrasting from what\u2019s usually considered as \u2018normal life\u2019, video games offers further social interaction and a platform whereby consumers can escape from reality. According to Wadley et al. (2003) companies such as Sony and Microsoft were the first of many to pioneer this. It is said that \u201cSony and Microsoft appear to have similar visions for online console gaming: a global network connecting millions of users, who not only play videogames with each other, but also socialise online\u201d (Wadley et al., 2003, p.238).<\/p>\n<p>Online games come in many different forms, whether it\u2019s through multiplayer against other individuals, or cooperative play whereby players team up with others to perform a certain set of tasks. \u2018Third places\u2019 are often regarded to be on \u2018neutral ground\u2019 and are \u2018accessible\u2019. However, in some cases this is not always possible. With a gap in technology, not all people have access to platforms whereby third places occur, in this case, online games. Scholar Papacarissi argues that \u201cthe fact that online technologies are only accessible to and used by, a small fraction of the population contributes to an electronic public sphere that is exclusive, elitist and far from the ideal\u201d (Soukup, 2006, p.430). The \u2018leveler\u2019 and \u2018accessibility\u2019 arguments that are initially enforced by Oldenburg are under scrutiny, conflicting with the ideal of being available to all.<\/p>\n<p>While this seems to be the case, \u2018social capital\u2019 helps to support Oldenburg\u2019s views. Robert Putnam defines social capital to be the \u201cconnections among individuals \u2013 social networks and the norms of reciprocity and trustworthiness arise from them\u201d (Soukup, 2006, p.430). Moreover, while \u201cconnectedness might foster equality, it is not necessarily \u2018distributed\u2019 evenly\u2026not all people are equally connected with other members of their communities\u201d (Soukup, 2006, p.430). In the case of online games, it provides members a platform to communicate and to meet others, but in some cases, not evenly. The significance of the third place and online games offer and \u201cprovide greater opportuni[ties] for diverse people to acquire social capital\u201d (Soukup, 2006, pp. 430-431) as an extension from daily life.<br \/>\n<strong><br \/>\n<\/strong><strong>How do Online Games become Competitive? The concept of \u2018Esports\u2019 and its rise within contemporary society<br \/>\n<\/strong><br \/>\nAn aspect of online games that has become profoundly more popular over the years is the concept of \u2018esports\u2019 or more commonly referred to as \u2018competitive video games\u2019. Seo and Jung (2014) explain its concept with the ideal being based around \u201cthe emergence of professional and semi-professional tournaments, where consumers have been able to celebrate organised and competitive gaming practices\u201d. It\u2019s progression has seen the creation of \u201cleagues and locally networked events [which] have offered players a place to engage in serious or career competition\u201d (Seo &amp; Jung, 2014, p.636). Industry body Electronic Sports League (ESL) reported that in 2012 there were \u201c3.6 million registered users in Europe\u201d (Seo &amp; Jung, 2014, p.642). South Korea has been regarded as the hub of \u2018esports\u2019 for many years. In its early stages there were \u201cmore than 430 professional \u2018athletes\u2019 in South Korea who make a living from playing computer games, and the 2013 WCG \u2013 an \u2018eSports\u2019 tournament comparable to the Olympic Games for traditional sports \u2013 saw 400 computer game players attend from 40 different countries\u201d (Seo &amp; Jung, 2014, p.642). The scalability of this phenomenon is quite remarkable. Team-based titles such as <em>Overwatch<\/em> and <em>Call of Duty<\/em> are that of which are subject to current competitions produced on global level with the <strong><em>Overwatch League<\/em><\/strong> as well as the <strong><em>Call of Duty World League<\/em><\/strong>. At the highest level, and even in online matches, communication is an important aspect that can influence the sequence and result of events in-game. Next, it\u2019ll be critical to analyse the types of communication each title makes use of, showing its relevance and how it helps gamers in a competing environment.<\/p>\n<p><strong>Types of Communication experienced within an Online setting<\/strong><\/p>\n<p><strong>Text Communication vs. Voice Communication &#8211; and the addition of non-verbal in-game tools<\/strong><\/p>\n<figure id=\"attachment_235\" aria-describedby=\"caption-attachment-235\" style=\"width: 438px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-235\" src=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-1-300x202.jpg\" alt=\"\" width=\"438\" height=\"295\" srcset=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-1-300x202.jpg 300w, https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-1.jpg 518w\" sizes=\"auto, (max-width: 438px) 100vw, 438px\" \/><figcaption id=\"caption-attachment-235\" class=\"wp-caption-text\">Fig 1. Overwatch in-game text-based chat channels between team members (blue) and everyone in the match (orange). (Overwatch Chat, 2016).<\/figcaption><\/figure>\n<p><em>Overwatch<\/em> utilises different modes of communication, the first being text oriented. Players can communicate with their teammates using in-game tools such as \u2018pinging\u2019 which notifies their team when their abilities will be available. Following this, gamers can also initiate text-based conversations with their team. <em>Figure 1<\/em> shows an example of the text chat in action. The players highlighted with the orange text display their disliking towards a players skill within their match. On the other hand, players are also able to communicate via the voice chat system. This is by far the more preferred way of communicating with team members being able to co-ordinate strategies and plays much more efficiently. The \u2018competitive\u2019 playlist is a place where the nature and testing of skill is created through <em>Overwatch<\/em>. Players are presented with a rank based on how they play against one another. A change in rank or \u2018skill rating\u2019 (SR) is a result of either winning or losing a match. Levels of communication are therefore required to be very efficient for teams to focus on obtaining specific objectives or eliminating the appropriate targets. Online games that offer something at stake or worth playing for creates value and frames the game as being competitive. To be successful in this environment, communication plays a pivotal role in crafting the way a team plays as well as adjusting to situations as they happen.<\/p>\n<p><strong>Types of Communication experienced through offline events \u2013 competing in a \u2018LAN\u2019 environment<\/strong><\/p>\n<p>Communication is not only conducted in an online setting but also through an offline environment at events or more commonly known as \u2018LANs\u2019 (Local Area Network). A LAN is a social event whereby \u201cgamers link their PCs\u2026in order to play together\u201d (Jansz &amp; Martens, 2005, p.335). This social setting is very common for those participating in \u2018esports\u2019 with major competitions hosted in this environment. The example makes mention to PCs being linked but console games, such as <em>Call of Duty<\/em> and <em>Halo<\/em>, have also been subject to LAN events over the years. LAN events commonly offer something tangible for those who win. The offline setting of LAN events creates a different essence of competitiveness. Communication plays a very important role at LAN events with so much more at stake in comparison to an online setting. Previously, I mentioned that communication was used to co-ordinate specific plays by teams to win in certain situations. Communication is much different in this environment with many gamers often subject to performance anxiety or lack of communication under a much stressful setting.<\/p>\n<figure id=\"attachment_236\" aria-describedby=\"caption-attachment-236\" style=\"width: 394px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-236\" src=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-2-300x169.jpg\" alt=\"\" width=\"394\" height=\"222\" srcset=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-2-300x169.jpg 300w, https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-2.jpg 633w\" sizes=\"auto, (max-width: 394px) 100vw, 394px\" \/><figcaption id=\"caption-attachment-236\" class=\"wp-caption-text\">Fig 2. Call of Duty \u2018esports\u2019 stars OpTic Gaming take out the 2017 Call of Duty World Championship with a $600,000 USD prize and title of the best team ever. (Fletcher, 2018).<\/figcaption><\/figure>\n<p>The tangibility of the prize money, trophy, as well as non-tangible aspects such as reputation is something often creates a competitive environment amongst gamers. Tangibility creates a drive \u201cto win or surpass others\u2026to accomplish levels that one\u2019s friends cannot\u201d (Jansz &amp; Martens, 2005, p.337). Winning an event or any competition for that matter enables gamers to hold a reputation over others that haven\u2019t completed the same feat; this is one of the main drivers that promotes competitiveness in an offline setting. Gamers such as those from OpTic Gaming would have been inclined to use a high level of communication between one another for processes in-game to be a lot more effective, and as a result, helped them to successfully win the tournament. Therefore, LAN events are an amalgamation of both online games as well as a social space for competitive gamers. For what was once regarded as a \u2018third place\u2019, this is one of the many concepts that are starting to blur the lines of becoming a much more evident part of the \u2018real world\u2019.<\/p>\n<p><strong>\u2018Esports\u2019 viewership rivalling that of traditional sports and the future for \u2018esport\u2019 \u2018athletes\u2019<\/strong><\/p>\n<p>The viewership of traditional sports in comparison to that which is generated from \u2018esports\u2019 is something quite interesting. With the introduction of streaming platforms, such as <em>Twitch<\/em> and <em>YouTube<\/em>, it has lessened the barriers of entry into the realm of esports. According to Lack (2017) \u201cStreaming platforms like Twitch (launched 2011) acted as growth catalysts for eSports\u201d. Moreover, these platforms \u201cprovided the stage for tens of millions of viewers to watch their favourite teams and players live without traveling from their bedrooms. In doing so, they have allowed audience numbers to compete, and even outcompete, with traditional sporting competitions\u201d (Lack, 2017).<\/p>\n<figure id=\"attachment_237\" aria-describedby=\"caption-attachment-237\" style=\"width: 411px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-237\" src=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/graph2-300x168.png\" alt=\"\" width=\"411\" height=\"230\" srcset=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/graph2-300x168.png 300w, https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/graph2.png 640w\" sizes=\"auto, (max-width: 411px) 100vw, 411px\" \/><figcaption id=\"caption-attachment-237\" class=\"wp-caption-text\">Fig 3. Shows the finals viewership comparing NBA and MLB finals against the finals for League of Legends on the streaming platform Twitch. (Lack, 2017)<\/figcaption><\/figure>\n<p>Viewership of \u2018esports\u2019 online can also be replicated in an offline setting at live events. One of the prime examples of this was at the <em>League of Legends World Championship Final<\/em> in Seoul, South Korea. It was said that \u201c40,000 fans crowded\u2026where huge opening and closing ceremonies featured bands like Imagine Dragons\u201d (Lack, 2017). The viewership of \u2018esports\u2019 has transcended from preceding years. <em>Twitch<\/em> has pioneered a movement allowing for everyday consumers to delve into the concept of \u2018esports\u2019 online. The growth rate of the industry is remarkable with \u201cCorporate sponsorship, audiences, and prize funds start[ing] to grow at a rapid rate\u201d (Lack, 2017). Not only this, but \u201ctournament regularity; from the year 2000 to the year 2010, the annual frequency of tournaments increased by 2600%\u201d (Lack, 2017). The progression of this phenomenon is something that needs to be taken seriously with games like Dota 2 which has \u201cawarded little short of $90,000,000 in prizes, with $20,000,000 given out in one tournament alone\u201d (Lack, 2017). Following this even \u201cColleges and universities are cultivating \u2018eSports\u2019 teams\u201d (Lack, 2017). For people that show a high interest in this field, one that was considered traditionally to be a hobby, can now look at \u2018esports\u2019 in a way that blends into \u2018contemporary\u2019 life as possible job prospects.<\/p>\n<p><strong>Limitations<\/strong><\/p>\n<p>There are a few limitations that need to be considered regards to the contents discussed in this paper. These include:<\/p>\n<p><strong>The scalability of Online Games. <\/strong>The online gaming community is far too broad to explore for the sake of this paper. The research conducted is only limited to that of the First-Person Shooter community and does not make many ties to extended gaming genres.<\/p>\n<p><strong>Examples identified. <\/strong>The examples of <em>Overwatch<\/em> and <em>Call of Duty<\/em> only offer a small insight into the realm of \u2018esports\u2019 and shouldn\u2019t be reflective of the whole industry.<\/p>\n<p><strong>Accuracy of statistics.<\/strong> The statistics regarding \u2018esports\u2019 viewership should be reviewed more closely from various sources and should not be regarded as an accurate representation unless reflected in similar cases.<\/p>\n<p><strong>Conclusion<\/strong><\/p>\n<p>In summary, Online Games offer a range of benefits towards consumers exposed to its many intricacies. For many, games are a part of a third place which is identified by Soukup (2006) as \u201cpublic spaces used for informal social interaction outside of the home and workplace\u201d. Games within a third place offer an increased level of social capital as people learn to create relationships and form friends as an extension of everyday life. However, it must be noted that not all consumers have access to such technologies, making it somewhat exclusive. There\u2019s also an aspect whereby games become competitive. I explained the concept of \u2018esports\u2019 and how competitiveness is stemmed contrasting to casual play amongst consumers. For those seeking to succeed in such a diverse and competitive environment the use of communication is vital. From here, the methods of communication experienced in First-Person Shooter titles are referred to, ultimately aiding gamers perform their best competitively. The paper transitioned to communication at \u2018LAN\u2019 events and how it differs from its online counterpart. Finally, the concept of \u2018esports\u2019 events from a viewership perspective are explored and how it\u2019s becoming more evident as a part of contemporary society with an increase in esports tournaments online and at live events; ultimately rivalling those of traditional sports.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>References<\/strong><\/p>\n<p>Fletcher, A. (2018). Top 5 Largest Esports Games &amp; Their Prize Pools. Retrieved from<br \/>\n<a href=\"http:\/\/www.xygaming.com\/content\/top-5-largest-esports-games-prize-pools\/\">http:\/\/www.xygaming.com\/content\/top-5-largest-esports-games-prize-pools\/<\/a><\/p>\n<p>Jansz, J., &amp; Martens, L., (2005). Gaming at a LAN event: the social context of playing video games. <em>New Media &amp; Society, 7<\/em>(3), 333-355. <a href=\"https:\/\/doi.org\/10.1177\/1461444805052280\">https:\/\/doi.org\/10.1177\/1461444805052280<\/a><\/p>\n<p>Lack, A. (2017). A Comprehensive History of Esports. The Good, The Bad, and The Atari 1976 Space Invaders Tournament [Blog post]. Retrieved from <a href=\"https:\/\/www.adspreemedia.com\/blog\/comprehensive-history-esports-good-bad-and-atari-1976-space-invaders-tournament\">https:\/\/www.adspreemedia.com\/blog\/comprehensive-history-esports-good-bad-and-atari-1976-space-invaders-tournament<\/a><\/p>\n<p>Overwatch Chat. (2016). Chat Example. Retrieved from <a href=\"https:\/\/twitter.com\/overwatch_chat\/status\/773348692640227328\">https:\/\/twitter.com\/overwatch_chat\/status\/773348692640227328<\/a><\/p>\n<p>Seo, Y. &amp; Jung, S-U. (2014). Beyond solitary play in computer games: The social practices of eSports. <em>Journal of Consumer Culture<\/em>, <em>16<\/em>(3), 635-655. <a href=\"https:\/\/doi.org\/10.1177\/1469540514553711\">https:\/\/doi.org\/10.1177\/1469540514553711<\/a><\/p>\n<p>Soukup, C. (2006). Computer-mediated communication as a virtual third place: building Oldenburg\u2019s great good places on the world wide web. <em>New Media &amp; Society<\/em>, <em>8<\/em>(3), 421-440. <a href=\"https:\/\/doi.org\/10.1177\/1461444806061953\">https:\/\/doi.org\/10.1177\/1461444806061953<\/a><\/p>\n<p>Wadley, G., Gibbs, M., Hew, K., &amp; Graham, C. (2003). Computer supported cooperative play, \u201cthird places\u201d and online videogames. In S. Viller and P. Wyeth (Eds<em>.), Proceedings 2003 Australasian Computer Human Interaction Conference (OzCHI 2003)<\/em>, Ergonomics Society of Australia, Canberra. <a href=\"https:\/\/www.researchgate.net\/profile\/Martin_Gibbs3\/publication\/251747173_Computer_Supported_Cooperative_Play_Third_Places_and_Online_Videogames\/links\/5625617c08aed3d3f137129f.pdf\">https:\/\/www.researchgate.net\/profile\/Martin_Gibbs3\/publication\/251747173_Computer_Supported_Cooperative_Play_Third_Places_and_Online_Videogames\/links\/5625617c08aed3d3f137129f.pdf<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Abstract Communities play an important role in acknowledging different groups of people who have similar interests. Within these communities, candidates facilitate different methods of communication with applications, evident through the progression in new emergent technologies. This paper first explores the concept of \u2018third place\u2019. It then reviews the concept of online games, delving into the &hellip; <a href=\"https:\/\/networkconference.netstudies.org\/2018Bentley\/2018\/05\/05\/competitive-fps-communities-an-analysis-of-the-types-of-communication-that-occurs-in-the-third-place-and-the-emergence-of-esports-in-mainstream-society\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Competitive FPS communities; An analysis of the types of communication that occurs in the third place and the emergence of esports in mainstream society<\/span><\/a><\/p>\n","protected":false},"author":98,"featured_media":236,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[5],"tags":[62,23,58,59,57,56,61,40,63,35,60,50,20],"class_list":["post-232","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","tag-call-of-duty","tag-communities","tag-competitive","tag-competitive-gaming","tag-esports","tag-gaming","tag-halo","tag-online-community","tag-online-gaming","tag-online-identity","tag-overwatch","tag-virtual-communities","tag-virtual-community"],"jetpack_featured_media_url":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-content\/uploads\/2018\/05\/figure-2.jpg","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/posts\/232","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/users\/98"}],"replies":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/comments?post=232"}],"version-history":[{"count":5,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/posts\/232\/revisions"}],"predecessor-version":[{"id":259,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/posts\/232\/revisions\/259"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/media\/236"}],"wp:attachment":[{"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/media?parent=232"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/categories?post=232"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2018Bentley\/wp-json\/wp\/v2\/tags?post=232"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}