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Psychological Sense of Community (PSOC) has been identified as beneficial to the development of identity and the building of resilience and well-being in everyday life in Australia. However, a decline in the experience of PSOC in society has been associated with corresponding increases in loneliness, isolation and alienation. Some critics have identified computer games as playing a key role in social isolation and the weakening of communities. Are such criticisms fair? There is evidence that participating in virtual communities can contribute to a person‟s PSOC and that people who play some types of computer games have social motivations for playing. We studied the Sense of Virtual Community (SOVC) and relationship motivation experienced by players of three types of computer game: Stand-Alone Games; Local and Wide Area Network (LAN/WAN) Games, and Massively Multiplayer Online Role-Playing Games (MMORPG). Results show that those who play MMORPG have higher levels of SOVC than players of other types of games. They also show that those who play MMORPG and LAN/WAN games have higher levels of relationship motivation than players of Stand-Alone Games. The results suggest that, far from feeling isolated, the players of some types of computer game feel connected to others and derive a sense of community from their game playing.
2006
Millions of people play online games around the world, some for forty hours per week or more. Speculation abounds about both the positive and negative effects such a popular and time intensive activity might have on those who take part in it. In order to investigate how participation in these virtual worlds and the communities surrounding them might affect the player, three general research questions are posed. What factors contribute to players reporting that gaming has gone beyond being an engaging pass-time and begun to cause problems in their real life? Does play lead to social isolation or, instead, to an expansion in the social connectedness a player feels? Does involvement in online gaming lead to depression or can participation reduce depressive affect? Following a pilot survey involving 1836 respondents, a revised online survey was used to gather information from avid gainers about their gaming habits, attitudes, and feelings. Employing a longitudinal design, three waves of...
2006
Millions of people play online games around the world, some for forty hours per week or more. Speculation abounds about both the positive and negative effects such a popular and time intensive activity might have on those who take part in it. In order to investigate how participation in these virtual worlds and the communities surrounding them might affect the player, three general research questions are posed. What factors contribute to players reporting that gaming has gone beyond being an engaging pass-time and begun to cause problems in their real life? Does play lead to social isolation or, instead, to an ex-pansion in the social connectedness a player feels? Does involvement in online gaming lead to depression or can participation reduce depressive affect? Following a pilot survey involving 1836 respondents, a revised online survey was used to gather information from avid gamers about their gaming habits, attitudes, and feelings. Employing a longitudinal design, three waves of...
The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with other gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.
Abstract: Research has established loneliness as a good predictor of intensive Internet use. But it is not fully understood whether Internet activity lessens lonely individuals’ felt distress (known as positive psychosocial “compensation”), or by contrast further magnifies it (the “poor-get-poorer” hypothesis). Focused on online videogames in particular, we use qualitative cultural psychiatric interviews (N=20) and path analysis of online survey data (N=3629) to model pathways connecting loneliness, videogame involvement, and positive and negative online gaming experiences. Informed by social signaling theory, we hypothesize that lonely individuals who are intensively involved in online videogames (as opposed to playing casually) will experience more positive play experiences, given the way that such gamers’ costly expenditures of time, energy, and resources “signal” their commitment and also their insiderness to gaming communities, thus fostering for them a greater sense of social inclusion and support. By contrast, lonely gamers who fail to engage videogames in this intensive and socially supportive manner can instead compound their life distress with additional problems related to their online play. Ironically, it is thus gamers displaying dimensions of what seems on the surface to be “addictive” play—but is better described in this context as intensive gaming involvement—who experience the greatest psychosocial benefits from their play. Our research aims to add nuance to debates about how the Internet shapes the mental health of distressed emerging adults in particular. Rather than posing a single solution, we posit that the answer depends on the manner in which lonely and distressed individuals engage with life online. Key words: Online computer games; Virtual worlds; Loneliness; Social support; Positive gaming engagement; Internet addiction; Problematic gaming Highlights Considering videogame involvement helps distinguish healthy from problem play. More involved gamers “signal” greater passion, thus winning social support. More intensive videogame involvement psychosocially compensates for loneliness. Lonelier gamers playing casually suffer greater adverse gaming-related consequences. Study combines cultural psychiatric interviews with a path analysis of survey data.
International Journal of Cyber Behavior, Psychology and Learning, 2014
The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with other gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features wi...
Technology Lifecycle and Workflow Analysis
This article appeared in a journal published by Elsevier. The attached copy is furnished to the author for internal non-commercial research and education use, including for instruction at the authors institution and sharing with colleagues. Other uses, including reproduction and distribution, or selling or licensing copies, or posting to personal, institutional or third party websites are prohibited. In most cases authors are permitted to post their version of the article (e.g. in Word or Tex form) to their personal website or institutional repository. Authors requiring further information regarding Elsevier's archiving and manuscript policies are encouraged to visit: http://www.elsevier.com/authorsrights a b s t r a c t In recent years, there have been rising concerns about the impact of online video game play on users' socialization, particularly among adolescent players. The current study addresses one of these concerns and evaluates the potential impact of social displacement on the size and quality of users' social circles due to video game play. Using a representative sample of adolescent players, the results provide support for the emergence of social displacement effects. Increased social online video game play, but not social offline video game play, was found to correspond with smaller, and lower quality, offline social circles. However, further research is needed to assess the impact of these declines on everyday socialization, such its potential negative influence on the development and maintenance of social skills.
ndbowman.info
The growing phenomenon of Internet gaming has brought with it an increased curiosity into the motivations behind playing these games. It is argued that one of the reasons for playing these games is the motivation to belong to a community. However, it is also the case that solo-playing can be an equally powerful motivation for Internet gaming. We posit that some of this confusion and seemingly-contradictory findings comes from an imprecise and vague notion of Internet gaming, as the term is used to include several types of long-term and short-term, browser-based and client-based games. This paper aims to clarify some of this confusion by distinguishing between different types of Internet games. The paper further attempts to explain how different features of these games – specifically, the number of players, game genre, and game setting – can make more or less salient community and solo-playing motivations. Results are discussed and placed within the larger framework of game studies.
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