Communities and Online Gaming

The Impact of Online Gaming Society to Individuals’ Interaction and Offline Relationship Development

Abstract:

In the modern era, technology has become so advanced that it lets people interact with others around the world without having to physically be there with them. Communities are no longer limited to nearby neighborhoods and physical interactions. This paper will explore the community that is formed through the online gaming community. When it comes to the word “gaming”, people often think that it is a word associated with laziness and being an anti-social. However, this essay will uncover the social side of the gaming community and how it is beneficial for many people, especially those who are not good with real-life face-to-face interactions. Finally, interactions within online space are not limited to gaming, but romantic development as well.

Keywords:

Community, Online Game, Social Interaction, Communication, Identity, Anonymity, Avatar, Deception, The Third Place.

Introduction:

In the modern digital era, communities are not limited through neighborhood, school, and workplace. The derives of technology and internet advance has allowed people to communicate through online interaction, online games community included. People can now meet others who share the same interests with them through online space. Online multiplayer games are starting to take over the world of gaming, because of its unique features and fun interaction. Many people thought that gaming is a waste of time and purely an escape from the real world, but there are benefits in its community that people are yet to realize. This essay will uncover the reason why online multiplayer games are taking the world by storm, particularly on its effect on players’ interaction, self-esteem, and how it would result in an offline relationship.

What is A Community?

To start with, a community can be defined as a small environment with social norms. People who live within a community share real and meaningful relationship when compared to society with many people that they do not connect with (Katz et al, 2004, p.322). Wellman and Gulia (1999) stated that communities are not limited to people living in the same neighborhood, but it could also exist as a social network with different people who shares a common interest, even though they are miles away (p.2). Throughout the decades, the internet has come to an age with many advantages which include the development of Web 2.0. It is a hybrid between communication and technological service. Its services allow users to interact with people throughout the world, without having the need to travel. Proper technology and internet connection are needed in order to use features of Web 2.0. It creates communities within online space (Aguiton & Cardon, 2007, p.53).

Online communities can be defined as a virtual social space within computer networks that allows the user to communicate with a range of people across the globe regardless of their physical location, at any time (Wellman & Gulia, 1997, p.1). In a sense, its online presence provides user higher emotional comfort than physical community because how users could find and connect with strangers in a similar situation as them (p.7). Oldernberg (as stated in Ponsford, 2016, p.15) suggested the “Third Place” define a social space that is separated from home and work environment. It acts as a neutral ground that gives the member a sense of freedom. People can visit the place anytime they want because it is easily accessible. Here, everyone is seen and treated equally as they disregard any status (p.16). In gamers term, the “Third Place” suggests a player’s interaction with other gamers inside the “online gaming space”. Not limited to playing games, players are able to discuss other interests and possible offer emotional support to one another in this informal “hangout” place (Steinkuehler & Williams, 2006, p.886).

Online Games:

Massively Multiplayer Online Role Playing-Games (MMORPG) is an online games platform that allows millions of people to gather together and play with or against each other in a real-time basis (Pussman, 2015, p.4). As the name suggests, players’ interaction with one another is a very important aspect throughout the game. To play in a multiplayer game, one needs to communicate with one another and cooperation. MMORPG’s features allow people to create and join a guild for better game experiences. Through guilds, players are encouraged to communicate with each other, thus increasing the quality of social interaction within the game. Although with a limited number of members, the guild allows its members to interact with the same group of people every time the player logs in (p.4). The more they play together, players will eventually form meaningful bonds with each other (Ponsford, 2015, p.17). Furthermore, its feature notified players when people in their friend list are online. This makes it easy for players to communicate with friends without having to check their attendance every time.

Many believe that people who spend time playing games and sit in front of their computer for a long time is often considered as being lazy and unproductive because instead of working and communicating with others around, gamers just sit and play. They are considered anti-social who does not like to communicate with other people. Some might even forget time and responsibilities, instead of being social, they became addicts. This often misguides others to judge them because they think that these gamers are shutting down themselves from society and real-life situation (Kaye et al., p.221). However, there are always reasons behind an action. Here, one must consider the reasons why people like to indulge themselves within games, particularly online multiplayer games. Yee (as stated in Stiles, 2010, p.15) believes that one of the primary motivations that lead people to play online game is its social component. Players seek to socialize through games, work together and form a long-lasting bond that they might consider stronger than real-life friends.

Why Virtual Community?

Previous research studies found that there is a positive increase in players’ social identity. Kaye et al., found that online game communities help promote ones’ ability to communicate with other players through its features (Kaye et al., p.221). Some players may have difficulties in communicating when they are required to make face-to-face interactions. Ng and Wiemer (as stated in Pussman, 2015, p.5) believe that people who are socially awkward prefer to spend their effort to communicate through online games instead. It is suggested that online world is highly beneficial for shy and introverted people because the anonymous feature that if provides feel less real and intense when compared to the real-life face-to-face interaction (Whitty & Buchanan, 2009, p.68). To some people, it is a challenge for them to open up and communicate through a face-to-face situation. Thus, explains why they might prefer to join the online community. Though not everyone, it is important to consider those who are socially awkward, because this interaction would mean that these people still have a network to connect with, and the people they meet are not limited by geographical location (Ponsford, 2015, p.1). Hence, the previous believes that claims gamer shuts doors to society is not entirely true, because gamers have their own “real” virtual community.

Although there are reports that suggest their level of addiction to the game are relatively higher than those who do not spend too much time behind games, it is shown that gamers who previously have depression or low self-esteem, found refugees within online games. The needs of social contact are then filled through online communications with their online peers. Cole and Griffiths (as stated in Stiles, 2010, p.10) stated that because of its highly interactive environment nature, MMORPG games allow players to create a strong bond amongst others. Because players interact with other players daily and help each other accomplish missions, teamwork. Players are dependent on each other in MMORPG because the game missions require certain skills and knowledge, which players may possess and others not. Its chat and voice channel allow players to easily interact with others regardless of their current locations (Stiles, 2010, p.11).

Gamers and Identity:

Acting behind computer screens help hide ones’ real identity, allowing them to freely express themselves with no fear of rejection. Not only anonymous, but players also gain control to take in any name and personalities to conceal their true self (Donath, 1999, p.2). Players’ identity is fully hidden through game avatar and second “identity” within the game. Unless disclose by its user, there is no chance of others knowing players’ real identity. Every user is equipped with an avatar of their choice. An “Avatar” is an animated character that can be freely customized by its user. Its features include physical appearances such as facial expression, age, race, gender, voice, and clothing (Pussman, 2015, p.4). These Avatars creates anonymity, allowing players to play without having to worry about how others might judge them. Behind every Avatar, it could be anyone.

As their identity is concealed, it is easier for them to handle rejection because even with rejection, players are relieved because their identity is still hidden (Whitty & Buchanan, 2009, p.65). People who judge them are not able to attack them in real life, and they do not need to feel embarrassed or hide their face afterward. Goffman suggested a theory of impression management, where one can manage the impression that they give. Its front part talks about the manner on how people express themselves in everyday life, how they wanted to be seen by others. It can be considered as a mask to conceal their identity. Backstage part, however, refers to their real self which only certain people know of (Goffman, 1959, p.53). In the world of games, Avatar can be considered as their “front” part, because it conceals their identity. While the gamers behind the computer screen are in “backstage” because they control what can be revealed and what is not to be.

Anonymity is an important aspect that draws people into playing online games because it is a safe haven for players who does not want others knowing their identity. Here, they can explore a range of new “identities” that they never had the chance to have in their real-life. They could be a normal person who follows orders as their backstage, but they could also be a leader who leads the guild in the game. Through their research, Lee et al., (2018) confirm that there is a positive effect of virtual online games in increasing players’ leadership skills through game achievements (p.557). Some consider this online achievement to be something that can be applied to something similar in real-life (p.571). As player continue to play in teamwork, they will develop cognitive behavior which would allow them to apply these leadership skills in a real-life situation, because it enables them to cooperate and learn from one another. Lee et al., (2018) believe that the development of players’ online leadership skill will elevate players’ identification of themselves because it will help increase their self-esteem (p.571).

Risks?

Moreover, due to the anonymity, the risks of unpleasant interaction in online games can be avoided. Online interactions eliminate the uncomfortable feeling when the conversation enters a long pause, or if it ended. Communicating online allows people to slowly decide what kind of information should they reveal to the other party, and how would they present it. (Whitty & Buchanan, 2009, p.65). However, some argue that anonymity is equal to identity deception because these identities are fake. One of the keys to communication is to know the identity of the other party, by building trust, one can get to know another better. It is essential for understanding and evaluating the purpose of the interaction, and to avoid miscommunication (Donath, 1999, p.5). But, as one’s identity is hidden, people would not know the true motivation behind the mask. Here, it would be hard to distinguish if an individual is lying because they will try to appear the best version as they could possibly be. At the wrong hand, a great cost would follow the “deceived” person. Again, as Avatar promotes anonymity, no one will know the real identity of the other players unless the player chooses to reveal his or her true identity (Pussman, 2015, p.4). Thus, players understand the risks and are prepared for this possible deception as they stepped into the online gaming community.

Taking It A Little Bit Further:

As players become comfortable with their online friends, they are more likely to reveal their real identity to those who they trust are worthy of the information, compared to the amount of information they will reveal when it is face-to-face interaction. The friendship that these players created within an online space can be stronger than the ones made through the real-life environment. To some people, this friendship might eventually lead to an offline face-to-face interaction (Stiles, 2010, p.11). Based on research conducted by Parks and Roberts in 1998 (as stated in Stiles, 2010, p.16), it was found that most of the relationships that are formed through online interactions are those from the opposite sex. Meanwhile, same-sex relationships are more commonly found throughout ones’ entire lifetime in an offline environment. This suggests that many of this relationship have high potential to develop further into a romantic relationship. Through the comfort of online communication, players are able to raise the self-confidence, allowing them to pursue a possible romantic relationship through online games. Based on research conducted by Cole & Griffiths in 2007, the result suggests that as players spend many hours playing an online game together, their bond will grow strong which leads to real-life relationships (Stiles, 2010, p.4). Additionally, Park and Roberts (as stated in Stiles, 2010, p.16) believe that when developing an online romantic relationship, individuals are less constraint by their friends and family because little to no people are aware of the relationship itself. Perhaps because the interactions itself happens through online context and no one notices anything particularly different, as there is no physical date.

As mentioned before, through the online context, individuals are more relaxed in terms of how they can express themselves. Individuals have more control over what information should be disclosed and what should not. It is suggested that online interaction allows shy individuals to gain confidence in flirting, as they do not need to worry about any awkward rebound (Whitty & Buchanan, 2009, p.65). However, research shows that as players become immerse in online interaction, higher risks of withdrawing from the offline relationship is seen. Here, it would be hard for players to leave the world of online interaction because they have become addicted to the “safety” feeling they received through online games (Stiles, 2010, p.14). Players comfortable with their current situation and social interaction through online games, that they do not wish to leave their comfort zone as they believe that their online interaction is equal to normal offline interactions. However, although players will gain more friends online, they will experience a higher level of loneliness when they are not playing. Players might not notice the feeling as they play, but when they do nothing, they will feel it.

Conclusion:

Community is an integral part of ones’ daily life because it fulfills the needs of human interaction with one another. Although not everyone has the advantage of social confidence in face-to-face interactions, many are given opportunities to interact with others who share common interests through the online game community. Through the world of online games, players are able to meet a vast number of players from different gender, age, race and ethnicity, and countries. While some argue that gamers are anti-social and outcast, they, in fact, have many friends whom they can connect with better, compared to when forced to communicate with those who they do not connect. Through anonymous interaction, players are able to express themselves more freely without having to fear any rejection. Furthermore, as they grow fond of each other, some might consider meeting in real-life, although with risks calculated. In time, the friendship that some have harness will grow to a romantic relationship.

References:

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Goffman, E. (1959). Front and Back Regions of Everyday Life. The Presentation of Self in Everyday Life (pp.50-57). Harmondworth: Penguin.

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

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19 thoughts on “The Impact of Online Gaming Society to Individuals’ Interaction and Offline Relationship Development

  1. Hi TDelphine,

    I really enjoyed reading your paper. You’ve raised some interesting points by analysing Goffman’s theory of impression management with the gaming sphere. Your analysis reminds me of my paper in which I made mention of Goffman’s concept of performatiivity.

    I totally agree that the online gaming community has redefined friendship and romance. This has led to a constant interaction in the virtual realm which has nevertheless affect the players’ social life.

    You’ve discussed that anonymity can be the reason to a player’s happiness, don’t you think that it is also a catalyst in making the gaming culture toxic as it can be medium through which some players bully and harass others?

    1. Hi SPeeroo,

      Thank you for reading my paper!
      Yes! I do believe that it certainly does raise concerns regarding cyberbullying. Especially if the person is considered a “noob” and is not able to keep up with the game. Due to the anonymity, no one knows who exactly to blame. Some people might play games to release their real-life stress, but if they were to be bullied more through online games, it certainly poses a big problem. As a result, many of these players might not enjoy the game anymore.
      Although it is hard to stop cyberbullying, players could make an in-game report of this incident, block the players and hopefully we wont get match with them again. Another way to prevent is to just leave the game room/match. We should surround ourselves with good people, as there are many people who play only to enjoy the game, instead of harassing others. I have personally met some trollers in game, sometimes I just ignore them as I continue to play, other times I just leave the match and find another lobby. Although staying in the room might make the matter worse, I believe that we should just ignore the trollers, and sooner or later they will leave you alone. Because if we go along and argue with the trollers, it will keep feeding them and make them think that they can harass us.
      For children who still do not understand the world of cyberbullying, I believe it would be best for their parent to keep track of them and limit their game time.

  2. Great Paper! Really made me see gaming in a different perspective.

    You said that people are misguided in judging people as antisocial and that gaming could be a place for players to shut themselves from society. I still think it is anti social if they are avoiding real life interaction. Even though they can avoid socializing offline by gaming, don’t you think it is still important to face reality rather than hiding behind a mask in gaming? Also, if they do not want to reveal their real identity. The friend they make online wouldn’t be long lasting, don’t you think?

    1. Hi Avo,

      Thank you for reading my paper! I am glad that my paper gave you some new perspective regarding the gaming communities.

      Yes, I do think that it is still important for people to socialize in offline interactions, because in the end of the day, whenever they are not playing online games and therefore could not interact with their “online friends”, they will realize how lonely they are. Because they rely too much on online games and its community, they often forgotten about the offline world, just like how Pussman stated in “The Association of Online Gaming Dependecy To Intimacy and Self-Disclosure in Online and Offline Relationships.”

      But then, again, for many people who have difficulties to physically interact with others, their online interaction could be something that they could heavily rely on, in order to gain social interaction. Moreover, many players found this online interaction beneficial for them as it could shape their identity and ability to interact with other people, which they could eventually use in real life situation when they are ready. This because they might consider their current online interaction and game achievements as a successful attempt of communicating with other people, and this experience will encourage to use this opportunity to apply this communication skill in offline environment. (lee et al., in “From virtual worlds to reality”).

      As for the long lasting of online friendship, I find that it really depends on the person itself actually. Some players will eventually reveal his/her identity once they get comfortable with the “online friends”, some might not. This “anonymity” that the game provide is simply to help those people who does not want their identity reveal kept hidden. There are many occasions where players who met each other through online games had become best friends and their friendship could go on for years. This friendship is considered real, because they are made with real people. To add, I think friendship would last long especially if they have something in common that they could discuss about. They also need to nurture this friendship if they want it to last. If they do not wish to continue this “friendship”, they could just leave the conversation at that and not interact with the person anymore. I think the same goes for offline interactions, even with knowing the identity of the friend, their friendship still won’t last because they wish to not continue.

      Cheers!

  3. Hi TDelphine,
    I think that humans naturally seek out connections and community, it is in our nature.
    I have felt emotion just as raw from my participation in an online community that I have also felt in person.
    Connecting with people like us is just part of life and we’re better for embracing this connection rather than rejecting it since it’s ‘not in person’.

    – EHanton

    1. Hi EHanton,

      Thank you for reading my paper!
      I totally agree with you! As part of the human nature, us human will definitely seek for connection. We could not live alone as we have this urge to connect to someone, especially those who we share similarities or interest with. As a gamer, I too, have experienced the joy of participating in the online game community and make new friends around the world. This connection that I have made with my online friends are just as genuine as those that I made in the offline community. Because even if it’s not “in person”, the person on the other side is still, a real person.
      Cheers!

  4. Hi Delphine,
    I enjoyed reading your paper, I was very intrigued but your title and turn out to be a very good exploration of the topic. I was more called but the ‘risks’ part which make me wonder. The identity deception is current in the gaming world, there is a lot of gender-swapping gamers out there and they do it for multiple reasons, some want to be accepted like the avatar they create and others feel better in another persona.
    Is the gaming community making catfishing acceptable?

    You can take a look at my paper: https://networkconference.netstudies.org/2019Curtin/2019/05/06/social-networking-sites-are-causing-the-downfall-of-adolescents-and-children/

    Thank you, waiting for your response.

    1. Hi MThomas,

      Thank you for reading my paper!
      There are many risks possessed by the online gaming community, let alone the online community itself. You raised a good question there. With Avatar concealing our identity, the possibility of players who use this opportunity as a mean to catfish other players is certainly present. To add, catfishing has become relatively normal in the online community. Its possibility to mislead players is something that we cannot stood by and watch.
      However, it would hard to control these actions in the online community because their identity is deception itself, thus making it hard for us to catch them in real life. Even if players were to block these people, they could create new accounts and continue harassing on people.
      Although I think that catfishing is unacceptable, I also feel that it is impossible to stop this from happening. I hope this answer satisfies you : )
      Cheers!

  5. Hi TDelphine!
    Your paper was a very interesting read since you cleared many misconceptions that I have about gaming and gamers in general. I really enjoyed learning about how MMORPG has and continues helping gamers to form a community and a close bond while developing their identity and interpersonal skills which they can then apply into an offline environment. I also explore Goffman’s theory of dramaturgy in my paper. I found your comparison of the front-stage with real life and back-stage with online games interesting.
    According to you, do the identities built by gamers within their online gaming communities adequate for the real world and why?

    1. Hi HJulha,
      Thank you for reading my paper! I’m glad that I’ve helped you cleared out some misconceptions that you had on the gaming community. I too am thankful for the opportunity that MMORPG had given us gamers to expand our community circle. It is certainly an enjoyable feeling to be able to play with others while ignoring the stigma that people had on gamers. They just don’t understand the importance of this gaming community. While many people see the community as a gathering for people who are anti-social, gamers find this community as a real community where they could share real bond amongst other players.
      I think that identities created in the online gaming communities is different from real world. They might be leaders inside the game, but the might be just a simple quiet person in real life. For some gamers, they might use the skills that they’ve achieved online and practiced it real life. Thus creating a similar identity that they have online. However, this might not be the case to many others. Because those who are addicted to the comfort that online gaming community provided for them may feel that they prefer to enjoy their time in it rather than actually interacting with people offline as well, and this would bring negative impact on their offline identity as they leave behind their personal life, school and work.
      Cheers!

  6. Great paper! I was really impressed by the breadth of your analysis on the subject.

    I particularly liked your focus on how examining how online gaming not only promotes social interaction among gamers through the creation of virtual communities, but how it can improve sociability among those with depression, low self-esteem issues, etc. Do you think online gaming could be used as a platform and/or tool to help those people who have those difficulties?

    I look forward to your response,
    Charlie

    1. Hi Charlie,
      Thank you for your reply! I think this matter varies across different people. For many, online gaming can be used as a mean to enter a “safe haven” where they can forget things that are happening around them for a while. However, even for a short amount of time, this could help them relax and boost their morale. Playing games and adopting its online identity could increase the possibility of players using the skills that they’ve achieve in the game to increase their real-life skills.
      The online gaming community certainly does help those who lack of self-esteem / self-confidence in real life, because it lets players enjoy the game while exploring range of identities that they never knew they could have, while at the same time making new friends they could potentially create a strong bond with.
      Cheers!

  7. Hello TDelphine,
    Your paper is a very interesting one as online gaming was also my topic, I found it very engaging. Gaming is one of the most upbringing field that develops with the technology. Anytime that there is a technology advancement there is someone who will create a game format for it; ex. Virtual reality; Oculus. Gaming is also why people interact online.
    Do you think that there should be an age restriction on gaming sites which give the opportunity to players to chat with each other?
    I will be looking for your response! And thank you for this paper! I have also written on this field check out my paper!
    https://networkconference.netstudies.org/2019Curtin/2019/05/06/online-games-and-social-media-platforms-nowadays-make-one-entity/

    1. Hi MLegeant,
      Thank you for reading my paper! I agree! The gaming community is certainly expanding as technology becomes more advanced.
      I think age restriction would definitely be a good idea to be implemented in the online gaming community. While there are many that require players to put in their birthdate, many players would usually put a fake birthdate and add years to their actual age. I mean, the whole thing about identity in the gaming community is to create a new one right?
      However, age restriction in online games is still not enforced properly as many of this platform does not have an age restriction. It is very important to implement age restriction because due to the toxicity that can be found within the online gaming community, this would bring harm to players who are underage, and does not have the maturity/knowledge to handle the potential harm. Again, it would still be hard for game moderators to determine which of these players are actually breaking the age rules because of the anonymity it offers.
      Cheers!

  8. Hi TDelphine,

    Good work on an impressive paper, you have managed to unpack a lot of complicated terms and ideologies into a contemporary and relatable form in relation to games. Firstly I must say we do have very similar papers which made me intrigued to see what you have extracted differently from mine. Your paper also seems to be very consistent with the other streams about front stage and back stage impression management, such as the stream that talks about social media usage, it seems that front and back stage impressions are not just limited to social media or gaming worlds, its is prevalent as long as there is facilitation by an online space. This made me wonder if front stage and back stage already existed before the introduction of the Internet, I believe it did but not as obvious because of physical cues that would reduce the ability to hide.

    I agree with you that there is a dominant discourse where people think gaming is a “waste of time and purely an escape from the real world” and I especially love that you have taken the time to carefully argue against this such as that virtual communities do not lead to isolation but rather, “allow users to interact with people around the world, without having the need to travel”. Rather than an escape from the world, it’s a connection to the world that was never possible before. You also stated that physical communities “share real and meaningful relationships” and I think it’s incredibly important for critics to understand that gaming communities are increasingly, very much like this. An example of this as you have explored, is Guilds. Guilds are very much like real-life communities where the more you spend time together, the more you have meaningful bonds. Lastly, it is important to note that whilst gamers do have their own world, games like MMORPG also do not emphasise on a single hero, there are occasions where players ‘carry’ their team but, for the most parts each player has a unique role vital for the team’s success which then again, strengthens communal relationship – unless a team sets out to fail at the start of the game.

    I also especially appreciate your inclusion of dating development from games late in the paper, but I was hoping you could have explored that more as it is a really interesting topic, possibly including a real-life example too.

    Here are some questions for you to think about too!

    – MMORPG games have become more of a social space nowadays, is socialising now the primary activity, in other words, is actual playing of MMORPG a second activity where players actually communicate through chat, and playing the actual game is just a form of activity in the background?

    – “Online world is highly beneficial for shy and introverted people” which is good, but do you think continual immersion in this space will lead shy and introverted people to further drown, possibly losing touch with all physical, sociable real-world cues?

    – Although there is forms of anonymity such as false avatars, is it still possible for players to feel attacked, when they hold strong resonance with their avatar? E.g. a player may choose to dress in a certain way, like that they might not have the confidence to in real-life, would attack on that make them not want to try it even more in real-life?

    Thanks for your time and well done once again!

    Chris.

    1. Hi Christopher,
      Thank you for your reply! I totally agree with what you said! And thanks for your feedback!
      I think that the activities are equally important. While it is true that the majority of gamers enjoy socializing, I still think that players’ main reason to log in to MMORPG is to sit back, relax, and enjoy the game. While socializing is it’s feature that boosts’ players motivation to play. They may have found friends online, and they wish to play alongside them. But the game platform itself is not a space where people comes in to just chat with each other.
      There is certainly a downside for players who only interact with others through online community but not in real life. As people are drawn into the gaming community, while they make friends online, but they are more likely to suffer from internet addiction, which would cause them to lose the feeling of wanting to go back to the real world as they believe that these friendships are equivalent to their offline interactions needs. Lo et al. (Lo, S.K., Wang, C.C. & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. CyberPsychology and Behavior, 8, 15-20), stated that these people would experience higher level of loneliness and depression, especially during the time when they are not playing and realize that they have no one to communicate with.
      Im not sure what you meant regarding the attacked part, but I think it depends on the person actually. The avatar provided them a sense of anonymity which helped them concealed their true identity. Some people might get offended as people harassed them, but some may not care about what happened there, because they know that these people can’t do anything to them in real life.
      Cheers!

  9. Hi TDelphine,

    This conference paper provided good details on the online gaming society and the individuals who interact within it especially the section where you further explore an individuals motive into giving their own personal information to others online. I feel that sometimes my friends within the real world do not have the time to sit down and play video games together often which leads to creating friends within the online space.

    Over the years of playing video games, I have made friends with various individuals online and I feel that they are about as close as my friends away from the virtual world. Do you experience this? I would like to know your thoughts on this statement.

    MHanafi

    1. Hi MHanafi,
      Thank you for reading my paper! I totally understand where you’re coming from!
      Personally, I have mad many online friends through gaming community as well. I was introduced to the online gaming community by my friend, and because she had been playing for a long time, she has a big circle of online friends, especially because the servers that we usually play in have the same circle of friends. Every time you play, you will encounter the same people over and over again. Naturally, I started interacting with these people and create a bond with them. I considered some of these friends close enough to disclose my personal information such as name and social media account. We would chat with each other even outside the game and decided to meet up from times to times. We would share our happiness and sorrow, laugh together, support each other when one needs it. Eventually, this bond that I created online, leads to something strong that I consider as strong as bonds that I made offline.
      Cheers!

  10. This was such an interesting read. I’ll be honest, I’m not really a gamer myself and not necessarily interested in it but the psychology behind from what you have written about was really fascinating. I love the part about being able to construct an identity as an avatar and being able to be who you really want to be. Would you consider this as a form of escapism or do you think its beneficial for personal growth outside the internet bubble?

    In a way, the idea of constructing identity is sort of similar to what my paper talks about which is the fashion industry on Instagram. The core idea of what I am trying to say is that we are able to ‘perform’ online and perhaps create a newer better versions of myself and I guess that can either come from fashion or gaming.

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