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A LOOK INTO MMORPG
COMMUNITIES
By Cody Yong
• MMORPG Predecessors
• Integration of social media
• Incentives/motivation of play
• Guilds and Parties
• Idea of playing “Alone Together”
• Tying it all together
OUTLINE
• MUD – Multi-User Dungeon– Text based gameplay– Online chat
• RPG – Role-Playing Game– Interact with NPC’s to follow a narrative
• Both hold emphasis on character development.
PREDECESSORS
• MUD + RPG = MMORPG
• Avatar – customizable character/persona
• Online Chat (private messaging, shout, friends list)
• Still interact with many NPC’s, but a high reliance is placed on other users– LFP, WTS, WTB, LFG, WTF…?
INTEGRATION OF SOCIAL MEDIA
• There are no final victory or loss conditions– Therefore the game continues to evolve
• “Emotional proximity” for their avatar• Although there is a single background narrative, the
player is allowed to interact with the environment and help shape the game.
Dickey (2007)
INCENTIVES/MOTIVATION OF PLAY (GAME SIDE)
• Shared experience with others• Role-Playing concept• Collaborative nature of in-game activities• Most importantly, the reward of being socialized into a
community of gamers and acquiring a reputation within it.
Ducheneaut, Yee, Nickell, Moore (2007)
INCENTIVES/MOTIVATION OF PLAY (SOCIAL SIDE)
• A way to cumulate in-game social capital.– Guild mates function as weak ties typically
• Many aspects of an MMORPG require/encourage Guilds and/or Parties.
– Difficulty of level– Class variety– GvG
• Social pressure to play presented by guild.
GUILDS AND PARTIES
Ducheneaut, Yee, Nickell &Moore (2007)
• Players seem to play surrounded by others, instead of playing with them.
• Background chatter supplies a sense of social presence.– Player can input at anytime.
• Other players provide an audience and a sort of spectacle.
Ducheneaut, Yee, Nickell, Moore (2007)
NOT THAT SOCIAL? WHY NOT PLAY “ALONE TOGETHER?”
Seay, Jerome, Lee, & Kraut (2004)
TYING IT ALL TOGETHER
• Social aspects of an MMORPG are nearly unavoidable.
• The game itself helps facilitate and encourages social interaction.
• “community of practice” (Bogost 2007)
TYING IT ALL TOGETHER (CONT’D)