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Communities and Online Gaming

Fostering a Positive Social Environment: Comparing the World of Warcraft Community and Final Fantasy XIV

Over the past decade, the video game community has come under scrutiny for the promotion of violent games and indecent acts. They have been attributed as the linking causality of atrocious mass shootings, cyber bullying and more. By examining the complexities of video game development and genre and using frameworks such as Mechanics-Dynamics-Aesthetics with a new fourth addition of nurture, the communities can be recognised as a force of good if fostered correctly by a game’s developers. Read more [...]
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Communities and Online Gaming

Toxic Identity Performance and Problematic Behaviour and its Relationship with Online Gaming

Online gaming is where people, connected over the internet participate in a competitive or collaborative environment to achieve a task set by a game, often enhanced with verbal and/or visual communication (Maher, 2016). Although, the online gaming community is not restricted to the online collaboration of multi-player games, it also includes individuals who play single player games who interact over online platforms such as social media (Mohd Affendi, 2008). Online gaming can be considered a social Read more [...]
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Communities and Online Gaming

MMORPGs Facilitate Community Interactions through Anonymity

Rebecca Flynn Abstract This paper will discuss the Massively Multiplayer Online Role-playing Game World of Warcraft and its ability to allow for community interaction online. I argue that certain features of the game such as its character creator, guild and social systems and the option of anonymity make the game the highly social place it is today. These communities have become as popular as they are through encouraging users to fabricate an identity and become fully immersed in the online Read more [...]