Dear Constance and Dimitri,
Your ethnographical research on
Massively Multiplayer Online games (MMO’s) brought up several interesting
points on the topic of social interaction. Online gaming via MMO’s, or virtual
worlds, allows members to interact not only with the opportunities within the
game but with other “avatars” as well.
Because of this, it can be considered form of social gaming
traditionally referred to in science fiction and fantasy literature from earlier
decades. With that being said, modern researchers are describing MMO’s as a
strategically designed alternate reality that combines “escapist fantasy” and
“social realism”. The research depicted in your articles was drawn from two
studies: an examination of the MMO’s media effects and research on cognition
and culture in virtual gaming contexts.
In the first study, a researcher
who entered the game became a member, and drew information through participant
observation techniques. By doing
so, they were able to surround themselves with the online gaming culture and
participants, giving them a first hand look into the in-game social networks
and discuss with them their lives outside of the game. The results yielded by
this study directly coincided with the conclusions unveiled by the second study
project. The second study focused on the
routine activities members of the game Lineage participated in on a daily basis. Some of these social norms included
individual and collaborative problem solving, identity construction,
apprenticeship, and literacy practices. After 24 months of observing naturally
occurring gameplay, a “thick description” was created. The two studies led to
comparable results of 4 different games that proved to have similar in-game
contexts for observation and design consistency throughout.
The
study ultimately helped to discover the social interactions that occur within
MMO’s and how relatable they are to real-world occurrences and relationships.
The collaboration often required by MMO’s is what is giving it the title of a
Third Place. As your article states: “By providing spaces for social
interaction and relationships beyond the workplace (or school) and home, such
virtual environments have the potential to function as new (albeit digitally
mediated (third places similar to pubs, coffee shops, and other hangouts.”
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