Dear Steinkuehler
and Williams,
I like that you took two different
approaches to research MMOs for your research. I personally have never partaken
in an MMO, but I do have male friends that have played online games and made
friends doing such. Because I have talked about these games with friends
before, I do agree with your findings that while these places might not be communities
of people who are support systems for each other, they in fact ‘function to
expose the individual to a diversity of worldviews.’ I like that you related
these types of communities to that of pubs and coffee shops, because I feel
like those are perfect analogies of how relationships work there. I think that
the setup of your research was planned out well and the execution of it was
done methodically. I found it interesting that during the semi-structured
interviews, one of the questions asked of the participants were about their
life outside the game. I found that I wanted to see examples of answers given
by the participants for this question, whether or not they had very social
lives or if they were more reclusive. I know it’s a stereotype that people who
are so into online games or virtual worlds don’t have very active social lives
in the real world. I think the friends I have are either exceptions to that stereotype
or these stereotypes aren’t as realistic as people would believe.
Your research is broken down easily
for people who are unfamiliar with MMOs to explain how these places can be viewed
as third places. As you mention in your article, television and the internet
are taking up so much of Americans time now that their outdoor social
interaction continues to decrease. In MMOs, there are eight sections that they
can be viewed as third places. Of these
eight rankings, three of them caught my eye because I found them to be accurate
descriptions and portrayals of your research. Neutral ground, where players can
come and go with little obligation to other players is what you would use to
describe people who play MMOs for themselves and aren’t there for the
community. The regulars are those who are always in MMOs and they help create
the community and give it personality, which I have seen exampled in television
shows and I’ve read about in other articles. The last section is a home away
from home, here as you say they have Seamon's five defining traits: rootedness,
feelings of possession, spiritual regeneration, feelings of being at ease, and
warmth, I’ve heard plenty of times that the internet is a place to escape and
where people find places they can feel comfortable because they don’t in real
life, so MMOs can be considered a new home for the individuals that play them. In
all, I think your extensive research was done very well and clearly came with
the results you intended to prove the point you were trying to make.
Ana Luisa
Suarez
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