Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis

ABSTRACT The majority of research examining massively multiplayer online game (MMOG)‐based social relationships has used quantitative methodologies. The present study used qualitative semi‐structured interviews with 22 Australian World of Warcraft (WoW) players to examine their experiences of MMOG‐b...

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Veröffentlicht in:Journal of community & applied social psychology 2015-11, Vol.25 (6), p.459-473
Hauptverfasser: O'Connor, Erin L., Longman, Huon, White, Katherine M., Obst, Patricia L.
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container_end_page 473
container_issue 6
container_start_page 459
container_title Journal of community & applied social psychology
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creator O'Connor, Erin L.
Longman, Huon
White, Katherine M.
Obst, Patricia L.
description ABSTRACT The majority of research examining massively multiplayer online game (MMOG)‐based social relationships has used quantitative methodologies. The present study used qualitative semi‐structured interviews with 22 Australian World of Warcraft (WoW) players to examine their experiences of MMOG‐based social relationships. Interview transcripts underwent thematic analysis and revealed that participants reported experiencing an MMOG‐based sense of community (a sense of belonging within the gaming or WoW community), discussed a number of different MMOG‐based social identities (such as gamer, WoW player and guild or group member) and stated that they derived social support (a perception that one is cared for and may access resources from others within a group) from their relationships with other players. The findings of this study confirm that MMOG players can form gaming communities. Almost all participants accessed or provided in‐game social support, and some gave or received broader emotional support. Players also identified as gamers and guild members. Fewer participants identified as WoW players. Findings indicated that changes to the game environment influence these relationships and further exploration of players' experiences could determine the optimal game features to enhance positive connections with fellow players. Copyright © 2015 John Wiley & Sons, Ltd.
doi_str_mv 10.1002/casp.2224
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The present study used qualitative semi‐structured interviews with 22 Australian World of Warcraft (WoW) players to examine their experiences of MMOG‐based social relationships. Interview transcripts underwent thematic analysis and revealed that participants reported experiencing an MMOG‐based sense of community (a sense of belonging within the gaming or WoW community), discussed a number of different MMOG‐based social identities (such as gamer, WoW player and guild or group member) and stated that they derived social support (a perception that one is cared for and may access resources from others within a group) from their relationships with other players. The findings of this study confirm that MMOG players can form gaming communities. Almost all participants accessed or provided in‐game social support, and some gave or received broader emotional support. Players also identified as gamers and guild members. Fewer participants identified as WoW players. Findings indicated that changes to the game environment influence these relationships and further exploration of players' experiences could determine the optimal game features to enhance positive connections with fellow players. 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Community Appl. Soc. Psychol</addtitle><description>ABSTRACT The majority of research examining massively multiplayer online game (MMOG)‐based social relationships has used quantitative methodologies. The present study used qualitative semi‐structured interviews with 22 Australian World of Warcraft (WoW) players to examine their experiences of MMOG‐based social relationships. Interview transcripts underwent thematic analysis and revealed that participants reported experiencing an MMOG‐based sense of community (a sense of belonging within the gaming or WoW community), discussed a number of different MMOG‐based social identities (such as gamer, WoW player and guild or group member) and stated that they derived social support (a perception that one is cared for and may access resources from others within a group) from their relationships with other players. The findings of this study confirm that MMOG players can form gaming communities. 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source Sociological Abstracts; Access via Wiley Online Library; Applied Social Sciences Index & Abstracts (ASSIA)
subjects Belonging
Community psychology
Computer & video games
cyberpsychology
Emotional support
Games
Group identity
Identity
Internet
MMOGs
online games
qualitative
Qualitative research
Sense of community
Social identity
Social relations
Social support
Structured interviews
title Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis
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