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 |
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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 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.</description><identifier>ISSN: 1052-9284</identifier><identifier>EISSN: 1099-1298</identifier><identifier>DOI: 10.1002/casp.2224</identifier><identifier>CODEN: JLCPEX</identifier><language>eng</language><publisher>Chichester: Blackwell Publishing Ltd</publisher><subject>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</subject><ispartof>Journal of community & applied social psychology, 2015-11, Vol.25 (6), p.459-473</ispartof><rights>Copyright © 2015 John Wiley & Sons, Ltd.</rights><rights>Copyright Wiley Subscription Services, Inc. Nov-Dec 2015</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c4404-c5e4b50ebe410a426c028e06416827eb962b1c6bdf74f446c5f00d8e9b2642d63</citedby><cites>FETCH-LOGICAL-c4404-c5e4b50ebe410a426c028e06416827eb962b1c6bdf74f446c5f00d8e9b2642d63</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1002%2Fcasp.2224$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1002%2Fcasp.2224$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,780,784,1417,27924,27925,30999,33774,45574,45575</link.rule.ids></links><search><creatorcontrib>O'Connor, Erin L.</creatorcontrib><creatorcontrib>Longman, Huon</creatorcontrib><creatorcontrib>White, Katherine M.</creatorcontrib><creatorcontrib>Obst, Patricia L.</creatorcontrib><title>Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis</title><title>Journal of community & applied social psychology</title><addtitle>J. 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. 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.</description><subject>Belonging</subject><subject>Community psychology</subject><subject>Computer & video games</subject><subject>cyberpsychology</subject><subject>Emotional support</subject><subject>Games</subject><subject>Group identity</subject><subject>Identity</subject><subject>Internet</subject><subject>MMOGs</subject><subject>online games</subject><subject>qualitative</subject><subject>Qualitative research</subject><subject>Sense of community</subject><subject>Social identity</subject><subject>Social relations</subject><subject>Social support</subject><subject>Structured interviews</subject><issn>1052-9284</issn><issn>1099-1298</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2015</creationdate><recordtype>article</recordtype><sourceid>7QJ</sourceid><sourceid>BHHNA</sourceid><recordid>eNp1kM9O3DAQh6OqSKVLD30DS1yKRMB2HCfhFpayIO12qdKKo-Ukk8rg_MGTFPIKfeomLHDjNKOZ7xuNfp73ldETRik_LTR2J5xz8cHbZzRJfMaT-OPch9xPeCw-eZ8R7yilMgnlvvcvgwaBtBVZtnU9NKYfj0nWFkZbcl1C008DopvydZYNXde6nqR12_whN1aP4HDWNxrR_AU7ks1ge9M9b8i2saYBstI1IPm22WxXeHRGUvJz0Nb0up8MkjbajmjwwNurtEX48lIX3u_L77-WV_56u7pepmu_EIIKvwhB5CGFHASjWnBZUB4DlYLJmEeQJ5LnrJB5WUWiEkIWYUVpGUOScyl4KYOFd7i727n2YQDs1V07uOkJVCwKWJREAY8m6mhHFa5FdFCpzplau1Exquao1Ry1mqOe2NMd-2gsjO-DaplmNy-GvzMM9vD0Zmh3r2QURKG6_bFS7Dy7Wl9cCkWD__Yuj6U</recordid><startdate>201511</startdate><enddate>201511</enddate><creator>O'Connor, Erin L.</creator><creator>Longman, Huon</creator><creator>White, Katherine M.</creator><creator>Obst, Patricia L.</creator><general>Blackwell Publishing Ltd</general><general>Wiley Subscription Services, Inc</general><scope>BSCLL</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7QJ</scope><scope>7U4</scope><scope>8BJ</scope><scope>BHHNA</scope><scope>DWI</scope><scope>FQK</scope><scope>JBE</scope><scope>K7.</scope><scope>WZK</scope></search><sort><creationdate>201511</creationdate><title>Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis</title><author>O'Connor, Erin L. ; Longman, Huon ; White, Katherine M. ; Obst, Patricia L.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c4404-c5e4b50ebe410a426c028e06416827eb962b1c6bdf74f446c5f00d8e9b2642d63</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Belonging</topic><topic>Community psychology</topic><topic>Computer & video games</topic><topic>cyberpsychology</topic><topic>Emotional support</topic><topic>Games</topic><topic>Group identity</topic><topic>Identity</topic><topic>Internet</topic><topic>MMOGs</topic><topic>online games</topic><topic>qualitative</topic><topic>Qualitative research</topic><topic>Sense of community</topic><topic>Social identity</topic><topic>Social relations</topic><topic>Social support</topic><topic>Structured interviews</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>O'Connor, Erin L.</creatorcontrib><creatorcontrib>Longman, Huon</creatorcontrib><creatorcontrib>White, Katherine M.</creatorcontrib><creatorcontrib>Obst, Patricia L.</creatorcontrib><collection>Istex</collection><collection>CrossRef</collection><collection>Applied Social Sciences Index & Abstracts (ASSIA)</collection><collection>Sociological Abstracts (pre-2017)</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>Sociological Abstracts</collection><collection>Sociological Abstracts</collection><collection>International Bibliography of the Social Sciences</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Criminal Justice (Alumni)</collection><collection>Sociological Abstracts (Ovid)</collection><jtitle>Journal of community & applied social psychology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>O'Connor, Erin L.</au><au>Longman, Huon</au><au>White, Katherine M.</au><au>Obst, Patricia L.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis</atitle><jtitle>Journal of community & applied social psychology</jtitle><addtitle>J. Community Appl. Soc. Psychol</addtitle><date>2015-11</date><risdate>2015</risdate><volume>25</volume><issue>6</issue><spage>459</spage><epage>473</epage><pages>459-473</pages><issn>1052-9284</issn><eissn>1099-1298</eissn><coden>JLCPEX</coden><abstract>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.</abstract><cop>Chichester</cop><pub>Blackwell Publishing Ltd</pub><doi>10.1002/casp.2224</doi><tpages>15</tpages><oa>free_for_read</oa></addata></record> |
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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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