Dear Taylor,
It was
interesting to read that even at in-person conventions for online game users,
the interaction among the attendants is online. It is also interesting that
clicks exist creating a sense of popularity among users. The cost of these
conventions and the lack of minorities in the crowd show the digital divide
that exists in a lot of online gaming communities. This sort of ethnography of online
virtual world gamers has disproved a lot of the stereotypes that exist about
gamers being “geeky.” The study also proves that a lot of the anonymity that
users believe they have when online does not make natural emotions disappear. You
mention certain romantic situations in which you feel awkward and you also
discuss how guilds are exclusive causing loneliness. This is all reminiscent of
how online communities often replicate real life. Although I feel the research
that you are doing is necessary to figuring more about the culture of gamers, I
feel connecting this study to examine what gamer culture says about the real
world is the better angle of your research. I see that you examine how the
gamers’ experiences are telling of our real lives. I find it interesting when
you say “What happens in virtual worlds often is just as real, just as
meaningful to participants.” This is where I have a hard time relating to the
experience of gamers. I personally am anti-game. I often get angry with friends
when they multi-task during a conversation, both talking and playing a game. I
feel that I am not the only person my age that feels this way. So I do feel
that there is a certain demographic of people who are gamers and that this
should be considered when studying games. I feel that the demographic of gamers
should be further explored when studying gamers and understanding them in
real-life contexts.
Best,
Sofia
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