Dear Constance Steinkudhler & Dmitri Williams,
From
your article: "Where Everybody Knows Your (Screen) Name: Online Games as
"Third Places," I came to an understanding that multiplayer online
games are more than just a game, but a place for a social hangout, without the
physical properties. The concept that really pops out at me is when you stated
that MMOs are "known for their peculiar combination of designed 'escapist
fantasy' and emergent 'social realism.'" (Steinkudhler&Williams 2006).
The whole point to a game is to have the players fantasize a dream world that
is completely different from their own. From this I can see that MMOs are a lot
more informative and educational with the fact that it still has some sort of
"social realism." From my observation, I can only theoretically say
that both of you supports the use of online socialization. The reason being
that you stated that more than half of American leisure time is spend in front
of the television, and "only three-quarters of an hour per day is spent
socializing in or outside of the home"(Steinkudhler&Williams 2006). It
really makes a point that most people usually stays home, having no
interactions with others. By being on a MMO game, they are allowed to socialize
with people at the comfort of their own home. Games like World of Warcraft
speaks for themselves since millions of people are on it every day, interacting
with others with or without them realizing it. It really creates a sense of
community when people make playing MMOs into a habit, a routine where they
spend more time talking to real people instead of just staring at a screen like
watching the television. From Nancy Baym's chapter "Communities and
networks," it solidifies the use of games when she stated that people's
"combination of interactivity and reach allow people to come together
around shared interests, transcending local communities in ways that may be
personally empowering but potentially polarizing" (Baym p97). I guess it
depends on each person and his or her view on how MMORPGs affect themselves.
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