Online Gaming Communities: How do creators foster social connections and promote engagement?

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Introduction

Online gaming communities utilize social media platforms like Twitch to foster social connections and promote engagement among their members. Humans are by nature “intensely social beings” (Grossmann, 2015), and many find that through online gaming, they can fulfill the need for social interactivity. During the Coronavirus pandemic (COVID-19) in 2020, many turned to online multiplayer games, such as Minecraft, Among Us, and Animal Crossing, to satisfy the need for human interactions. Live-streaming services have been around for many years. However, Twitch has risen in popularity over the past decade as many creators favour the platform to connect with their audience. From video gaming to just chatting, every user can find some form of content they connect with on the platform. However, the most favoured category on the streaming platform is online gaming, with millions tuning into various streamers daily. The combination of online gaming and live streaming has enabled communities to foster social connections and promote engagement within the community.  

 

Social Connections

Social connections between members of an online gaming community are predominantly virtual; however, many members will join with their real-life friends. Online gaming communities are categorized by the genre or a particular game one may enjoy. The COVID-19 pandemic urged the rise of multiplayer games, such as ‘Among Us, ‘ which relied on people to communicate to find who was guilty of murdering the other players. When social interactions were limited to none, people found other modes of fulfilling that need and creating a community of like-minded individuals.  

 

The construction of relationships between players, both locally and internationally, has been aided using chat functions built within multiplayer games. Players can communicate virtually verbally using a mic and through typing with one another. Games such as Minecraft (2011) have established a cult-like community of players, with many re-visiting the game daily. The more a member engages with the community, the more included they are, which is why during the COVID-19 pandemic, the Minecraft community flourished. Minecraft (2011) is a single-player and multiplayer sandbox game where players can explore and create infinite possibilities and is considered one of the best video games of all time. Players can connect on a local network, or an online network called servers, which allows them to interact with players across the globe. Servers offer real-time human interaction without needing to be in the physical presence of another.

 

Popular public servers, like ‘Hypixel,’ have paid ranks, which allows players to unlock various perks and be a part of the higher-ranked members of the community. Hypixel is a public Minecraft server that has mini games that players can enjoy and compete against other players. While many of these servers are free to play, the social pressure to be more involved within server communities drives players to increase the money they spend on items within the server. For instance, on Hypixel, a VIP Rank costs USD 6.99, whereas an MVP+ Rank costs USD 44.99 (Hypixel, 2023). Additionally, players may be more inclined to purchase items in-game if one of their online friends has purchased them. Private servers are also popular for players who only interact with their close circle of friends within the community. These often do not involve participants financially and are a great choice for players wanting to play the base game. Overall, through built-in features, these online games enable players to interact with one another and create communities within them.

 

As physical and social interaction in this community is limited, there is more reliance on verbal and written communication between community members. Therefore, for a member to be heavily involved, they must spend extended periods on their digital devices, which can be mentally draining. However, for many, the value of the relationships outweighs the mental costs.

 

Community Engagement

The popular live-streaming service, Twitch, has enabled gaming creators (or ‘Streamers’), such as Dream, to form large communities and capitalize on them while promoting engagement within the community. Engagement on the platform can be categorized into two main categories: psychological engagement and financial engagement (Hilvert-Bruce et al., 2018). Psychological engagement consists of a user’s time watching a channel and emotional attachment to it, whereas financial engagement consists of the amount donated and time subscribed to a channel.

 

Online gaming community participants are often heavily involved in these communities to counteract a lack of social connectedness in their daily lives. Social connectedness alludes to “adolescents’ relationships with others in their environment” (Valkenburg et al. 2009), such as family members, friends, and those within their local community. Viewers of popular streamers can watch and engage with live streams for hours at a time, fulfilling the need for social interaction. They engage with like-minded individuals in the chat rooms of streams and establish relationships with others.

 

Viewers are attracted to streams where they feel more noticed and involved by the creator or other viewers. By subscribing, viewers receive an exclusive badge showcasing that their level of involvement is greater than the general viewer’s. Twitch subscriptions have three tiers and can cost subscribers between $4.99 and $24.99 monthly (USD), depending on which tier they select. Each tier unlocks different perks such as ad-free viewing, custom emotes which can be used during a stream in the chat, and subscriber badges (Twitch, n.d.). Therefore, viewers are more inclined to spend more money to unlock these perks to feel as though they are more involved within the community. Streamers can also enable a ‘sub-only’ chat where only those who have paid to become a member can use the chat feature. 

 

Donations are also another way in which members can become noticed. Unlike a subscription to a channel, donations are a one-time payment from the viewer to the streamer. The creator often makes incentives to urge more donations, such as having a leader board on the screen in which the top donators are listed and having a message displayed on the screen that the creator can respond to. Some creators will set the minimum donation to an amount to minimize the mass of donations and messages to respond to but also make a large financial sum. Streamers may alternatively have a donation goal which, if reached, they will perform a task for their viewers. For instance, a streamer may set a goal of $100; if reached, they will follow the top contributor. 

 

Content Creators

Online gaming content creators, such as Dreamwastaken (Dream) and GeorgeNotFound, have further created communities within the gaming community. Dream is a popular Youtuber and Twitch streamer with over 32 million followers across both platforms, mainly creating Minecraft content. He, alongside his fellow creators and friends, created a server known as the ‘Dream SMP,’ SMP standing for survival multiplayer server. Popular Minecraft streamers would be invited to join the server and stream alongside others, increasing their viewership and expanding their communities. As the server grew in popularity, the content evolved from friends playing a game together to having a storyline. The most popular storyline was “Lmanburg,” created by British streamers TommyInnit and Wilbur Soot. Fans tuned in almost daily, eager to watch the story unfold and to be provided with entertainment. With each stream, the viewer’s level of involvement increased as fan accounts on various social media platforms, such as TikTok and Twitter, were created. This formed another way the typical viewer could interact with their favourite streamer.

 

There is a drastic difference in community involvement depending on the size of the creator. Larger creators are less inclined to interact with all of their viewers due to the high viewership count, which leads some to prefer smaller creators as they are more likely to get noticed and have that one-on-one engagement. Fans of larger creators tend to have more involvement as they purchase their merchandise, create fan accounts of them, and create relationships with others who have fan accounts. Larger creators have more followers, thus meaning a viewer has more people to interact with. Those who are fans of smaller creators tend to have less involvement due to there being less viewership. 

 

Parasocial Relationships

With the increase of content creators, there has been a redefinition of what could be considered a parasocial relationship. Traditionally, a parasocial relationship is one-sided, where a person idolizes a popular figure and forms an emotional relationship with the person (Kowert et al. 2021). There is limited to no interaction between the pair, and they are typically difficult to contact. For example, a fan will idolize their favourite celebrity and often talk about how much they value them; however, the celebrity has no direct contact with the fan. However, due to the increase of streaming and social media, there is now potential for a one-sided relationship to be reciprocated. In the early stages of their careers, content creators often interact with fans to create a loyal fanbase and establish a relationship. As they gain popularity, the number of fans expecting some form of interaction increases, and more pressure is placed upon the creator to show some form of interaction. 

 

Twitter has become one of the main forms of communication between content creators and viewers. Creators can easily interact with fans by liking, retweeting, and replying to tweets. As mentioned, the Dream SMP has a well-established fanbase, with many creating fan accounts with usernames like their favourite streamer. Fans will create video edits using clips from streams, photo edits, etc., and post them hoping to be noticed by their idol. Other community members also interact with these posts and form relationships based on this person.

 

Furthermore, fans often envision a version of this creator based on what the creator shares. If a creator chooses to limit the content they share, fans will often create assumptions about their real life. Viewers feel more affiliated with creators if they are open with their audience and often reciprocate interactions. Therefore, to build a strong community, a creator must form some form of relationship with fans. The level of involvement which a viewer is involved in a content creator’s life has drastically shifted. 

 

Conclusion

Online gaming communities utilize social media platforms to foster connections and promote member engagement. Twitch has enabled the rapid growth of such communities and contributed to the increase of parasocial relationships between viewers and content creators. There are different types and levels of involvement within gaming communities. Depending on the level of involvement, a community member can gain different levels of social connectedness to other members. There is also a high financial cost to being more involved within the community, spending money on memberships, equipment, etc. With the large variety of online gaming communities, members can find the one where they feel most included and become more involved. 

 

 

References:

Anderson, K.E. 2018. “Getting acquainted with social networks and apps: streaming video games on Twitch.tv.” Library Hi Tech News 35(9):7-10. https://doi.org/10.1108/LHTN-08-2018-0054

Grossmann, T. 2015. “The development of social brain functions in infancy.” Psychological Bulletin, 141(6), 1266–1287. https://doi.org/10.1037/bul0000002

Hilvert-Bruce, Zorah, James T. Neill, Max Sjöblom, and Juho Hamari. 2018. “Social motivations of live-streaming viewer engagement on Twitch.” Computers in Human Behaviour 84:58-67. https://doi.org/10.1016/j.chb.2018.02.013

Hypixel. 2023. How to Use the Hypixel Store. https://support.hypixel.net/hc/en-us/articles/360019604800-How-to-Use-the-Hypixel-Store#:~:text=On%20the%20Hypixel%20Store%2C%20we,MVP%2C%20MVP%2B%2C%20MVP%2B%2B

Kowert, Rachel, and Emory Daniel Jr. 2021. “The one-and-a-half sided parasocial relationship: The curious case of live streaming.” Computers in Human Behaviour Reports 4(2):1. https://doi.org/10.1016/j.chbr.2021.100150

Kowert, Rachel, and Thorsten Quandt. 2020. The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games. 1st ed. New York: Routledge. https://doi.org/10.4324/9780429351815

Twitch. n.d. Bits and Subscriptions. Accessed April 5, 2023. https://www.twitch.tv/creatorcamp/en/paths/monetize-your-content/bits-and-subscriptions/

Valkenburg, Patti M., and Jochen Peter. 2009. “Social Consequences of the Internet for Adolescents: A Decade of Research.” Current Directions in Psychological Science 18(1):7-10. https://doi.org/10.1111/j.1467-8721.2009.01595.x


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Comments

14 responses to “Online Gaming Communities: How do creators foster social connections and promote engagement?”

  1. natalie.champion Avatar
    natalie.champion

    Hi Sabine!

    Good job on your paper – a really interesting topic and highly relevant.

    I do have a question, however, regarding online communities and mental health.

    While technology has undoubtedly made communication easier and more accessible, it is crucial to recognize the potential negative effects it can have on our mental health as studies have shown that excessive gaming and device usage can lead to negative effects such as sleep disturbances, anxiety, addiction, depression, and loneliness, ultimately worsening mental health and well-being in the long term, as relying solely on online relationships can hinder the development of social skills needed for in-person interactions. Additionally, viewers may feel pressure to spend more money to feel included in the community, which can lead to financial strain and further negative consequences.

    As such, do you believe online communities can replace in-person interactions?
    If a person has to spend money in order to feel a part of a community or in order to interact with a specific person, what makes it a meaningful connection over a transactional one?
    Do you think creators can abuse these connections? I.e. Take advantage of those with a strong parasocial tie to them and exploit that ‘connection’ for personal gain?

    Really interested to hear your thoughts!
    Nat

  2. Sheryl.Rowse Avatar
    Sheryl.Rowse

    Hi Sabine

    Thanks for your perspective on the social aspects of online gaming.

    I agree that influencers promote communities of gamers via cross-platform promotion. For example, kids love DanTDM. That’s how our daughter became interested in Minecraft and now she builds worlds with her real-world friends – exactly as you said.

    Would you say that gaming communities could be described as a “third space” where community members gather around this shared interest (Soukup, 2006, https://journals.sagepub.com/doi/10.1177/1461444806061953)?

    Regards
    Sheryl

  3. Lauren.Hancock-Coffey Avatar
    Lauren.Hancock-Coffey

    Hi Sabine,

    First of all, great paper! I’ve been watching YouTube since 2008 and I have to say it’s interesting to see how far the job of “influencing” has come since then. Back in my day (*cough* I’m only 27 *cough* ) there wasn’t even a name for streamers or influencers. If they were called anything, it was YouTube stars. Now there are so many more platform options and so many genres and so many influencers I can’t even begin to imagine where to start if you weren’t brought up amongst it all.

    Anyway, all this is to say, do you think the newer generations who will grow up knowing pretty much only this type of on-demand media will change the way people relate to their celebrity idols? You mention that the celebrity-fan relationship is already becoming more two-sided, where fans are far more likely to interact with a celebrity because of things like Twitter, but where before people expected very little of their idol in regards to personal attention, they might feel like they’re going to be more entitled to their time or attention. Perhaps the balance will shift so entirely that the power will lie mainly with the audience, influencing how the influencer behaves. Do you think the phenomenon of “cancel-culture” could indicate the beginning of this scenario or am I just wildly misinformed? (I won’t be offended if this is the case. For someone who spends most of my time on YouTube I have little to no social media presence anywhere else.)

    Thanks again, looking forward to hearing your opinions!

    Best,
    Lauren.

  4. Ishan.Thanasekaran Avatar
    Ishan.Thanasekaran

    Hi Sabine,

    A really interesting topic to read. With the internet being more mainstream now, there are a lot of online job opportunities. My question is somewhat in the some area of Natalie’s. People interact with their favourite streamers through money is like paying for an online media subscription, paying a certain amount for certain benefits or exclusive previews etc.

    Do you think that, this will affect other fans mentally (as they feel left out)? And other than those fans, what do you think the possible fallout would be when a streamer becomes more money minded (asking more donations) after building a relationship with their fans?

    Would love to hear your thoughts on this.

    Regards,
    Ishan

  5. Alisha.Hiscox Avatar
    Alisha.Hiscox

    Hi Sabine,

    I really enjoyed reading your conference paper, it was very informative and reminded me that influencers extend past just fashion and beauty idols, as I often perceive them to be through my algorithm excluding gaming content as I do not interact as much with it, and only see influencers such as Matilda Djerf and Alix Earle.

    I had a question regarding the topic of parasocial relationships. I understand from your paper, that the affordances current platforms provide us in now being able to interact with our favourite influencers and gaming celebrities through commenting and messaging their profiles, helps build a stronger relationship between fans and their idols. I however wonder that with the breakdown of the parasocial relationships fans typically share with their idol/influencer, will the fans start to lose interest? When they begin to see their idols more as a normal person, similar to them, instead of a big celebrity, will this lead to a loss of viewership? I understand there is a huge push for authenticity and fans wanting their idols to be relatable and down to earth, however, if this gets taken too far, will fans lose the big draw they feel to these famous streamers, as they no longer view them as perfect, unique, and ‘out of this world’?

    Thanks,
    Alisha

  6. Amit.Munjal Avatar
    Amit.Munjal

    Hi Sabina,

    Thanks for sharing your paper, and I was drawn to it when I looked at the topic of online gaming and how creators foster social connections and promote engagement.

    You bring an interesting point in the paper that is while many of these servers are free to play, the social pressure to be more involved within server communities drives players to increase the money they spend on items within the server. The rise of micro-transactions has also created a plethora of shady practices and poor game design that has become a standard in the gaming industry (Zhang, 2021). Microtransactions can also create a sense of instant gratification, as players can quickly and easily purchase virtual goods or currency without having to wait or work for them in the game. This can create a sense of excitement and pleasure that can reinforce the desire to continue playing and spending money. In some cases, microtransactions can lead to a form of gambling addiction. Some games incorporate loot boxes or other randomized rewards that can create a sense of uncertainty and anticipation, similar to the experience of gambling.

    While these microtransaction may not lead a player to debt but can develop gambling hobbits. How can we avoid this becoming a gambling problem for the players.

    Regards

    Amit

    Ref:

    Zhang, T. (2021, April 23). That little parasite in your wallet: The problem of micro-transactions in the modern video game industry. The Science Survey. https://thesciencesurvey.com/arts-entertainment/2021/04/23/that-little-parasite-in-your-wallet-the-problem-of-micro-transactions-in-the-modern-video-game-industry/

  7. Heather Fox Avatar
    Heather Fox

    Hey Sabine,

    This was a great read. My partner is a massive gamer (and I am an occasional one) and I’m fascinated by how large and impactful the communities are. There were a couple of points you made that really stuck out to me.
    First, talking about how people during the pandemic were desperate to get their social interactions in whatever way they could, meaning that sometimes people would rather watch someone else play a game rather than play it themselves. This act of watching is emphasised through the ‘live’ element which simulates being with friends gaming together. I have also seen a real fondness for viewers who watch streamers play games the viewer has already played. I do think this helps to foster a sense of community because it creates an opportunity for the viewer to almost share something dear with likeminded people.

    I don’t use or engage with Twitch myself, so I found it fascinating that there are subscription models on there. Not surprising, because monetary elements are important in any business such as this. But it does make me think about how having subscription models like this, and awarding ‘badges’ for those who do subscribe, helps to create this level of exclusivity on the service. For a low price, people can feel elevated.

    This breakdown of parasocial relationships is interesting. Personally, I think that breaking down these barriers, so they feel less one-sided is a great thing. It will only help to further increase this sense of belonging to the viewer. But I do wonder if it dissolves this ‘idol’ status that many streamers have and may want to maintain, and in turn gives viewers a sense of entitlement to the streamers time? It could give streamers less control over the intensity of their content, and also how personal it is. Once the barrier is broken, it would be difficult, I imagine, to maintain a certain level of privacy.

    Thank you!

  8. Neema.Najafzadeh Avatar
    Neema.Najafzadeh

    Hey Sabine, Amazing article!

    It’s crazy to see after scrolling through your article the nostalgia hit me when you mentioned Hypixel as I used to play on that and also used to connect with social communities and Twitch to watch these games being played!

    Although the streaming service Twitch does foster social connections and promote engagement among their members, I do have a conflicting question regarding the big streaming service and how it mistreats its creators.

    The platform aims to provide an audience to content streamers and bring communities together, though recently a twitch streamer known as Adin Ross, was banned.

    “Twitch has clarified its recent decision to permanently ban controversial streamer Adin Ross, revealing that the move was a response to the content creator’s choice to feature hateful and unfiltered chat conduct during one of his broadcasts. Twitch banned Ross for the eighth and final time on February 25.” (Bosnjak. D 2023)

    This was a very controversial decision as Adin was one of the biggest streamers on the platform and due to Twitch’s community coming into his livestream and comment hateful things on his streams he was permanently removed off the platform.

    My question to you is, do you think Twitch handles their platform and community fairly?

    More information about Adin Ross can be found here: https://gamerant.com/twitch-adin-ross-permabanned-why/#:~:text=Twitch%20has%20clarified%20its%20recent,final%20time%20on%20February%2025.

  9. Shane.Bundoo Avatar
    Shane.Bundoo

    Hi Sabine!

    I really enjoyed reading your conference paper, I was first drawn to it due to the topic. It was really interesting to understand your perspective on the social aspects of online gaming which was highly relevant

    While the essay emphasizes how social relationships are fostered by online gaming groups, it would be fascinating to investigate any drawbacks or restrictions associated with virtual social interactions. Are there, for instance, any unfavorable effects or difficulties brought about by interactions in gaming communities that are primarily virtual?

    How do content creators and viewers navigate the potential negative effects of social media on their mental health?

    I’d be interested in hearing your thoughts on this.

    Regards,
    Shane

  10. Dushena.Bissoondyal Avatar
    Dushena.Bissoondyal

    Hello Sabine.
    Such an interesting read about online gaming communities.
    However there are some questions that popped up while I was reading.
    How have online gaming communities used social media platforms like Twitch to develop social bonds and encourage member engagement, particularly during the COVID-19 pandemic? Furthermore, how do players connect with one another in these communities, and how do live-streaming sites like Twitch play a part in community engagement?

    Regards,
    Dushena.

  11. Cameron.S.James Avatar
    Cameron.S.James

    Interesting paper Sabine! I thought your comments on parasocial relationships were very interesting considering one of my friends spends a lot time and money watching vtubers. He even adapts his language to that of these individuals. In your opinion, should creators be blamed for creating these relationships. How do you think content creators could deter these obsessions from forming?

  12. Kushen Govinden Avatar
    Kushen Govinden

    Hi sabrine,

    Very interesting paper!
    During the pandemic, there was nothing that was going in terms of entertainment and I think that streamers were able to benefit on twitch. I remember there was the warzone tournaments created by Faze clan and during that time there was this huge hype around it which gathered communities across the globe. I even started watching dream’s content during that time.
    However, you talked about how “larger creators are less inclined to interact with all of their viewers due to the high viewership count, which leads some to prefer smaller creators as they are more likely to get noticed and have that one-on-one engagement.”
    But unfortunately those small creators tend to have one or 2 viewers and in some cases they don’t have any viewers, is do you think that twitch can find a way to push the smaller creators towards more people?
    Regards,
    Kushen

  13. LongHin.Yeung Avatar
    LongHin.Yeung

    Hi Sabine,
    This is a special paper about online gaming. I love it.
    I agreed that online gaming creators can foster social connections through those multiplayer games, live streaming. Also, with the social media, they can have a post or event on Facebook or Twitter to connect with their audience. They can share their updates and promote their latest projects, like the example “Dream” which used in your paper.
    In this case, what do you think about the most effective method to promote a gaming project on social media? I would love to hear your opinion.
    Thanks for reading my comment.
    Best Wishes,
    Long Hin

  14. Joshua.DeFilippis Avatar
    Joshua.DeFilippis

    Hey Sabine,

    As someone who watches Twitch streamers and other streamers, I can agree with your paper that it does create a community where people can interact and play games with each other. I wanted to know your opinion on Twitch who are the biggest streaming platform but they keep banning the larger streamers for very small things, do you think that they are affecting the communities that these streamers have created, and if they should move to another streaming platform such as Kick were they are free to do what they want? keen to hear your thoughts.

    – Josh

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