2017
DOI: 10.4101/jvwr.v10i2.7241
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Virtually Together: Examining Pre-Existing Relationships in MMOG Play

Abstract: Massively Multiplayer Online Games (MMOGs) have been a fruitful venue to study social interactions ranging from small temporary groups, to larger more permanent in-game social collectives such as guilds or clans. Much of this literature is focused on strangers becoming friends through MMOG play; comparatively, little is known about gameplay-based interactions between pre-existing romantic couples. To address that gap, this paper describes the methods used and subsequent results of an empirical investigation of… Show more

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Cited by 4 publications
(3 citation statements)
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“…Players who focus on human resources required for a ritual event, for example, new or preexisting social networks, will be more likely to feel committed to their MMORPG community, while players who focus on nonhuman resources or material aspects of the game like collecting gold or equipment in the game are less likely to feel committed to their MMORPG community. Existing social networks and relationships that extend beyond the game are important for the solidarity of virtual communities (Bergstrom et al 2017; Ferdig et al 2017). The different impact that resources have on commitment to community reflect distinct types of community relationships.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Players who focus on human resources required for a ritual event, for example, new or preexisting social networks, will be more likely to feel committed to their MMORPG community, while players who focus on nonhuman resources or material aspects of the game like collecting gold or equipment in the game are less likely to feel committed to their MMORPG community. Existing social networks and relationships that extend beyond the game are important for the solidarity of virtual communities (Bergstrom et al 2017; Ferdig et al 2017). The different impact that resources have on commitment to community reflect distinct types of community relationships.…”
Section: Discussionmentioning
confidence: 99%
“…Item 9, "How important is it that you play with people from real life?," measures the importance of playing with people with relationships outside the game. Human resources represent social networks that extend outside of the game but can be activated to form groups for participation in collective events (Bergstrom et al 2017;Ferdig, Pytash, and Muschert 2017). We expect human resources to increase commitment to community because of preexisting and external social networks.…”
Section: Independent Variables and Propositions: Shared Focus Of Attementioning
confidence: 99%
“…Cohen, 2001;Van Looy, Courtois, De Vocht, & De Marez, 2012), ideas about identification as a merger of character-self (Klimmt, Hefner, & Vorderer, 2009), and other approaches that emphasize virtual embodiment, such as self-presence, or the sense of the self as present in the avatar's body, emotion, or identity (Ratan, 2012). Indeed, relative presence with other avatars has been shown to indicate a level of attraction or romantic connection between players (Bergstrom, Jenson, de Castell, & Taylor, 2017). As we elaborate below, in much the same way that sentimental literature has been understood to be produced by and for women, video games are still heavily marketed and culturally oriented toward male consumers (Ivory, 2006), with women often serving in secondary roles (T. Lynch, Tompkins, van Driel, & Fritz, 2016;Ratan, Taylor, Hogan, Kennedy, & Williams, 2015) or as little more than salacious ornamentation (H. D. Fisher, 2015).…”
Section: Feeling Gendered: Characters and Corporealitymentioning
confidence: 99%