Communities and Online Gaming

Online game platforms provide a space for culturally and geographically diverse communities

It is quite possible to become overwhelmed by the amount of research and theory focused on community. However, for the following, the research has been limited to focusing on research conducted in the field of communities within the space of online games. Offline, a community could be defined as a group of people with commonalities that spend mutual and voluntary time together for a purpose. Communities can be categorised in many ways including religious, political, cultural, sports, knowledge and hobbies. However, for the purpose of this paper, the historical element of community that will be drawn upon is location. Location was chosen to distinguish the difference between local communities and online communities. It is important to discuss offline communities in conjunction with online communities to be able to demonstrate the differences and similarities between the two. Some of their core values of both forms of community are similar including their reason for remaining in the communities and the bonds and friendships they create with other members. This paper will examine the online gaming community and the platform provided by online games for likeminded people to create geographic and culturally diverse communities. The following argues that online communities are broken into groups based on the types of games they play or by the actual games they play. Compared to offline communities, that may be categorised by location or religious belief, for example, online gamers join, and are accepted into their relative communities because they are active players of specific games. Race, religion and location have little baring on acceptance in the online gaming communities. To start off, the focus will begin on offline communities to set the scene of what traditional offline communities encompass and eventually demonstrate how online communities allow for more culturally diverse and geographically dispersed members.

Some people in our world today remember the time before the internet and online communities. Perhaps they were active members of their neighbourhood community. Maybe they were friends with children from the local area and got together on the weekends and played games outside. Maybe as they got older they were involved in local working-bees to help the needy or aged in the community. Perhaps, they not only grew up in the area but also chose to raise their children there too, creating a new generation of community. These people did not have the internet to facilitate the making of new friends or communities. They were limited to their location and only broadened their reach if they physically moved around. If they did move from one location to another, new bonds could be created and old ones may fade if not regularly maintained. Delanty (2009) describes this type of traditional American community as:

… community was seen as pertaining to relatively small groups, such as neighborhoods, based on mutual interdependence and common forms of life. These communities might be quite small, perhaps extending over a few blocks, but were held to be the foundation for a sense of belonging based on shared experiences, a common language and kinship ties and, above all, a sense of inhabiting a common spatial lifeworld. The forms of social control exercised in these neighborhoods tended to enhance community rather than undermine it. (Delanty, 2009 pg 41)

Neighborhoods and mutual locations helped form communities however in the current world of instant internet, social media and online games the limitations of geography is no longer.

Just like traditional neighborhood communities, online communities are filled with people with a common purpose. Online communities were once considered a ‘social phenomenon’ during the beginnings of the Internet (Staneoevska-Slabeva & Schmid, 2001) but are now a part of many people’s daily lives. There are many typologies of online communities and there is still research to be done on this subject however four types of online communities have been identified by the research undertaken by Staneoevska-Slabeva and Schmid (2001). These communities include: communities that encourage and facilitate discussion on a specific topic; communities that have a common task or goal they want to achieve via working together; communities that have virtual settings such as in a game; and communities that do not easily comply with the previous three examples (Ibid).

For the purpose of this paper, communities that have virtual settings for games will be the focus. However, it must be noted that the top two communities regarding discussion and achieving goals have strong ties with the virtual settings communities as will be discussed below.

Online game communities, are groupings of geographically and culturally diverse people who play particular online games with each other. Calculable studies demonstrate demographics of online gamers as approximately 88% male with an age range of 25 to 28 years old (Frostling-Henningsson, 2009, pp. 558). The motivation for gamers to create these online communities is their want for socialisation, connection, collaboration and competition with other likeminded people who play the same game as them (Di Loreto & Gouaich, 2004). The players can play their games together as teams or pairs but they do not have to be geographically located in the same area. The key factor to online game communities is communication by way of voice or typed discussions. Chat channels inside some online games provide a mechanism for people to communicate with their preferred gamer buddies (Koivisto, 2003). Conversations can revolve around gameplay and/or personal circumstances. Examples of these types of conversations will be detailed further on. Due to the geographic diverseness of some game communities, conversations can either be asynchronous or synchronous (ibid.). Some gamers even attribute their persistence in playing online games because they have built friendships within the online community (ibid).

Acceptance, support and social interaction are important humanised pieces that make up the puzzle of communities. People who play online games and engage in their respective online communities want these same human elements. In two studies undertaken by Steinkuehler and Williams (2006), they examined massively multiplayer online games (MMO’s) for their method and role in engaging players on a social level. They examined two online MMO’s, Asheron’s Call I and II and Linage I and II in two separate projects (Steinkuehler and Williams, 2006, pp. 887-888). Combined, the studies incorporated the following means of data collection: surveys, experimental design, observation, cognitive ethnography, digital screenshots of images and conversations, recorded and transcribed conversations, interviews and players playing from city and remote locations (Steinkuehler and Williams, 2006, pp. 887-888). Their research demonstrated that MMO’s provide a space for communities or “third places”, their description of online communities, (Steinkuehler and Williams, 2006, pp.888). Such communities differ from traditional communities in terms of geographic diversity

Neutral places are seen as spaces that are free from prejudice. The first characteristic found during the study was “Neutral Ground” (Steinkuehler and Williams, 2006, pp. 890). This means that “individuals can enter and leave” the game when they want “without having to ask permission”, and are under “no default obligation to play” (Steinkuehler and Williams, 2006, pp. 890). Players have a choice to play games and return to the space on their own accord. If the game or the communities associated with the game are not favourable for the player, the play has no reason to come back to the space. This leads into the next characteristic which builds upon “Neutral Ground” and explores the levelling the status of people who play games.

In online games, a person can be whomever they want to be. Your avatar could be female with pink hair, cowboy boots and a proclivity for clubbing opponents to death but in real life you are a male investment banker with three kids. The Steinkuehler and Williams (2006) studies raised a characteristic called “Leveler” whereby entering the game releases the player of any and all real-world status (2006, pp.891). Location, age, gender, race, rank and religion have no bearing on the avatar. The players create their individual avatar identity and start their game journey from the bottom like everyone else. There are social rankings within the game worlds but only due to player participation and subsequent progress within the game (Steinkuehler and Williams, 2006, pp. 892). Potentially, players who are high up in their rankings within the game could be far younger, possibly teen age, than their subordinates. Frostling-Henningsson (2009), use the example of a teenage boy’s online avatar “is well respected; he has a good reputation. In real life, he is a teenager with low self-esteem”. In addition to social status, the levelling characteristic also encompassed players willingly supplying advice and assistance to other players without asking questions or judging the avatar (Steinkuehler and Williams, 2006, pp. 892). The game platform takes away any personal face to face contact that could potentially put-off a person from helping another, making it easier and less confronting to provide assistance.

Communication is a fundamental key for online communities. To be able to establish and maintain online relationships, communication takes place in many varieties that either involve text or voice. “Conversation is the main activity” is another key characteristic the scholars established during their research (Steinkuehler and Williams, 2006, pp.892). Chats can take place privately, publicly and in groups (Steinkuehler and Williams, 2006, pp.893). This study demonstrated “through the myriad [of] chat channels is not only necessary to navigate the virtual world’s diverse challenges…but is the very fodder from which individuals create and maintain relationships of status and solidarity…” (Steinkuehler and Williams, 2006, pp. 893). Building on this, Domahini et al (2014) conducted a study which provided results on what level online gamers rate the friendships they have created while playing online games. Some of the results are 55% of the research group said they have “gaming related friends” with a mean of 9.6 (Domahidi et al, 2014, pp.112). This demonstrates that communication plays a big role in online games thus to be able to form friendships.

In relation to friendships and relationships that are built across large geographic spreads, recent data was difficult to find. However, a 2013 distribution of MMO gamers worldwide by Statista (Statista, 2013) resulted in; 282 million in Asia pacific; 208 million in Europe, the Middle East and Africa; 79 million in North America and 59 million in Latin America.

One could make a reasonable guess that these numbers have increased since 2013 due to the ubiquitous nature of smart phones worldwide and ability to access free online games. Therefore, the chances to make new relationships with people across the globe has increased and will continue to increase as new games emerge and new gamers come on-board.

Communities are groups of people who engage with each other and generally have at least one thing in common. For example, this might be location, religion, race, gender, hobby or ideal. Online communities are built on the same premise however their means of communicating is online. People who play online games often become engaged in online communities surrounding games they play. Research has shown that people from all over the world engage with each other in these online game communities and sometimes create true friendships or relationships. These friendships cross visual, in the flesh, boundaries because there is no face to face element when playing online games. Online games create level playing fields for people of any persuasion to jump into the game and give it a go without judgement on their personal or professional status outside of the game. The hierarchy of the players within online games does occur. However, unlike the ‘real’ world a 14 year old girl could have subordinates of 45 year old males. Ultimately, communication is the key to developing and maintaining online game relationships but no matter who you are or where you come from, online games provide a platform for everyone to engage and participate.

References

Delanty, G. (2009). Community. Retrieved from http://ebookcentral.proquest.com/lib/curtin/detail.action?docID=465459

Di Loreto, I. & Gouaich, A. (2010). Social and casual games success is not so casual. Research Report #RR – 10017 LIRMM, University of Montplellier – CRNS. Retrieved from http://hal.archives-ouvertes.fr/docs/00/48/69/34/PDF/FunAndGames2010-03-22.pdf

Domahidi, E. & Festl, R., & Juechems, K. (2012). The social side of gaming: how playing online computer games creates online and offline social support. Computers in Human Behaviour, 35. 107-115. DOI: 10.1016/j.chb.2014.02.023

Frostling-Henningsson.M.(2009). First-person shooter games as a way of connecting to people: “Brothers in Blood”. CyberPsychology and Behaviour, 12(5). DOI: 10.1089/cpb.2008.0345

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

Stanoevska-Slabeva, K. & Schmid, B.F (2001). A typology of online communities and community supporting platforms.Proceedings of the 34th Annual Hawaii International Conference on System Sciences. 10. DOI: 10.1109/HICSS.2001.927041

Statista. Number of MMO gamers by region. Retrieved from https://www.statista.com/statistics/322720/number-mmo-gamers-region/

Steinkuehler, C. & Williams, D. (2006). Where everybody knows your (screen) name: online games as “third places”. Journal of Computer Mediated Communication, 11(4), 885-909. DOI: 10.1111/j/1083-6101.2006.00300

25 thoughts on “Online game platforms provide a space for culturally and geographically diverse communities

  1. Hi Lisa

    As someone who isn’t at all a gamer, I found your paper interesting and enjoyed reading about the community side of the gaming world and how it operates online.

    I myself too am a strong believer that online communities can be real and meaningful and create friendships based on common interests, rather than location or prejudices. Throughout your research, did you find much supporting information into just how different the online community may be to a real community. I consider sporting groups that operate outside of schooling environments that can connect people from different ages, cultures, backgrounds etc and how these groups can also develop friendships that may not have otherwise occurred due to this common interest. Interested in hearing your thoughts whether you think virtual communities or face-to-face communities are stronger or whether you consider a community is a community and each can be just a strong.

    1. Hi Krystal. Thanks for reading! I have to admit I stuck to mainly online games in my research and did not come across anything about comparisons to real communities; although now I want to find some! If I was to hazard a guess I think face to face communities would be stronger. I have no proof of this but it’s my belief that we, as humans, were designed to interact face to face in real life. However, there would be plenty of people out in the online gaming would that would probably disagree with me.

  2. Hello Lisa.
    Your topic was something i had quite a lot of interest in when searching for a topic to write on for this conference. I enjoyed reading your paper. Your focus on communities that have a virtual setting in a game is a very interesting topic. The idea that a person can join these virtual worlds and escape from reality is a very important point of conversation.
    During my research, i came across many academic papers around this exact topic. “Escapism”.
    The research by Steinkuehler and Williams, focusing on virtual communities acting as “third places” was an important topic in my paper, and i was glad to see you touch on this. The ability for a person to escape reality and join in on “culturally and geographically diverse communities” is crucial for our social development and engagement today.
    I believe the future of online communities is bright. The continuous growth and new avenues of communication will allow more and more diverse communities to communicate. Maybe one day, accessible technologies will be implemented that assist in removing language barriers as well! Definitely another interesting topic for thought.

    1. Thank you for reading my essay Mathew! I’ll have a read of yours as well given they are linked. Yes escapism was certainly a topic covered in many of the online game community readings I found also. I agree with you in regards to these communities assisting with the social development. I would also say it could potentially help with personal development in regards to broadening peoples friendship groups which could offer a wider scope of influence. I 100% hope the language barriers can be removed too! wouldn’t that be fantastic! I read somewhere once that by not understanding someone’s language you will never really know them as a person. It would be great to bridge that gap (even slightly).

    2. That language barrier idea is quite interesting, as I can see that being a powerful force for joining communities. I recently tried playing CS GO on European servers, but given the rapid pace at which others talked it was difficult to keep up.

      1. That’s a good point Joel. I guess people are more likely to slow down their speech in a face to face situation rather than online.

  3. Hi Lisa, I found your paper quite interesting as it has a lot of parallels with my own, and delved into the more interesting aspects of community formation more, especially the bonds that people form and the move from local to global neighbourhoods.

    In your paper you mention that “Neutral places are seen as spaces that are free from prejudice.” Do you believe that is always the case, or is it possible given the enormous growth of online gaming spaces coupled with anonymity that Oldenburg’s/Steinkuehler’s/Williams’s idea of a “third place” changes in terms of neutrality and approachability, depending on the game in question and the types of people and gameplay it attracts and encourages? While people should enter a virtual world on a level playing field as suggested, is it possible that behaviours chosen by participants can create uneven aspects to the playing fields?

    Lapidot-Lefler, N., & Barak, A. (2012). Effects of anonymity, invisibility, and lack of eyecontact on toxic online disinhibition. Computers in human behaviour, 28(2), 434-443.

    Oldenburg, R. (1999). The Great Good Place: Cafe´s, Coffee Shops, Community Centers,
    Beauty Parlors, General Stores, Bars, Hangouts, and How They Get You Through The
    Day. New York: Marlowe & Company

    1. Hi Joel. After reading other people’s papers on online gaming communities (especially Fight like a Girl – Marginalising Women in First Person Shooter Video Game Communities https://networkconference.netstudies.org/2019Open/2019/04/29/fight-like-a-girl-marginalising-women-in-first-person-shooter-video-game-communities/), i now think that neutrality and approach-ability are not available for all people who game. What do you think? do you have any personal experience?

      1. There is definitely a strong element of privilege that comes through when men play games online as opposed to women, something that I’ve seen countless times in witnessing various cases of harassment in video games. Men are generally insulted about their ability (or their mother) before attacks on their person, whereas women are generally attacked first based on their person. This “otherness” or “boys club mentality” definitely creates an uneven playing field for women, which is thankfully being challenged more and more today, but still has a while to go.

        1. I love that you mentioned boys insulting each others mothers…I’ve seen this so many times outside of the gaming world that I had a little chuckle to myself because it apparently also happens in the gaming world. But of course it would!
          I am also thankful for the gender inequality in gaming being addressed more, not because i’m a gamer but because i’m female. I remember seeing Hex on Good Game for the first time and I was so excited that my gender was being represented in that space.

          1. It’s the go-to response if you’re unable to be constructive in criticising others it seems! All for a bit of respectful banter, but when you hear that online it’s definitely lame. I know what you mean about Hex, I thought something similar along the lines of “Finally! The beginnings of a public balance in gaming.” The fact that she went on to co-host Spawn Point, screenPLAY and represent Lenovo is exciting for equal representation too. 🙂

  4. The online gaming community is such a great example of people coming together from anywhere around the (providing they have access to the resources required) to enjoy a shared interest. Your paper provides some great points on the benefits and impacts of communities built on online games. I see it as a amazing opportunity for those whom are labeled introverts or are socially anxious to interact with other and reduce feelings of loneliness. There’s really nothing else quite like it out there and I feel it will become more and more of a social staple as we move forward as a society.

    1. Hi Aidan! I totally agree with you and thank you so much for reading my essay. Introverts and socially anxious people would have been a great angle to go with for this essay….now you mention it! My husband is an introvert and loves online gaming. He doesn’t have to interact with anyone face to face or at all! I take it you are a gamer too?

      1. I do play quite a lot of online games and I’m also quite introverted. A large portion of my social activity is done online and whilst I don’t think this can replace face to face social activities having this new kind of community is definitely a great addition to my life.

        1. That’s good to hear Aidan. So glad there is a platform you can interact with that is comfortable and enjoyable for you 🙂

  5. Hi Lisa

    Thank you for an interesting perspective on virtual gaming communities, Lisa.

    Like watching a movie, gaming has been a form of escapism for me.

    I found a Guardian article which spotlights how two online friends who met and conversed daily for almost a decade on a gaming site, Eve, have transformed their friendship into an offline one through an unconventional business venture.

    https://www.theguardian.com/lifeandstyle/2019/feb/16/how-we-live-together-met-through-online-gaming

    In your paper, you have mentioned that “Calculable studies demonstrate demographics of online gamers as approximately 88% male with an age range of 25 to 28 years old (Frostling-Henningsson, 2009, pp. 558)”.

    I am of the opinion that gaming culture has significantly transformed in the past decade, therefore, I am curious to know if you have sourced current statistics on the demographics of online gamers?

    1. Hi KBips
      Thanks so much for reading! in regards to your question, i tried! I think i actually mention within the essay that finding current statistics was difficult for me (even with the help of my gamer friends). If you happen to come across any please send them my way as i too would be very interested.

  6. Hi Lisa

    I located an ebook via the Curtin library written by Michelle Willson and none other than our esteemed Associate Professor of Internet Studies, Tama Leaver. https://ebookcentral.proquest.com/lib/curtin/detail.action?docID=4355761

    Furthermore, WePC 2019 Video Game Industry Statistics, Trends & Data
    https://www.wepc.com/news/video-game-statistics/#gamers-demographic

    and of more relevance to us in Australia, The Digital Australia Report 2018
    https://www.igea.net/wp-content/uploads/2017/07/Digital-Australia-2018-DA18-Final-1.pdf

  7. Hi Lisa,

    I enjoyed reading your paper and couldn’t really come up with anything to debate as I do believe that online gaming communities are such an amazing space that is culturally diverse and now with game servers becoming available all over the world for online games, it is bringing more people together globally.

    I did however have a bit of a google in response to this outdated statistic (It is really annoying that a lot of our gaming articles were so out of date)

    Calculable studies demonstrate demographics of online gamers as approximately 88% male with an age range of 25 to 28 years old (Frostling-Henningsson, 2009, pp. 558)

    While I too couldn’t find a recent statistic for male/female gamer’s, I did find these results on Statistica which shows global gamer’s and what platforms they play on and sorted by gender. It could very well be the changing times with the discussion around “genders” that has put a close on finding these kinds of statistics these days.

    https://www.statista.com/statistics/694381/gamer-share-world-genre-and-gender/

    1. Thanks so much SCaruna for making me feel a bit better about hard to find stat and for helping find a few more recent ones. 🙂

  8. Hi Lisa

    While I am not actually a serious gamer I started playing games like Tekken with my kids when they were young, and I could beat them. When we bought an Xbox, I became hooked on Halo and Halo 2. I haven’t actually played anything seriously online, but I used to watch my daughter and her boyfriend play games and interact with other players on Xbox live.
    I do like the anonymity of avatars as this helps to preserve personal privacy, and as you said, it is a great leveller. A player can basically be any character at all, regardless of who they are in real life, and I feel that this removes different prejudices that may be apparent in the real world. All players, regardless of skin colour, nationality, religion, political beliefs, are equally anonymous in the gaming community and that’s a good thing.

  9. Hi Lisa!

    I really enjoyed your paper as it resonated quite strongly with my own experiences.

    I play a lot of online games and over the last year or so I have made numerous friends. Most of which, live in the USA. Additionally, when I was a teenager I made friends with someone from Melbourne, with me being from Perth. We eventually met in person and became very good friends. I think these examples are important as they highlight that the relationships people make online, despite their geography, identity or religion etc., are equally as “real” as those relationships that find their genesis “in the real world”.

    As well as this, escapism and assuming a persona are definitely important in the online environment. I found in my paper many reasons that people join communities, and often the anonymity helps initially to evade anxiety and other barriers while the player or community member explores whether this game or community is fit for them. This definitely was the case for me due to social anxiety. The focus becomes more about what you can do rather than who you are which I love.

    Cheers,
    Alex

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