CMN 010Y: Online Video Games: 1,2,3
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" The social life of guilds is affected by: -Goals; Why did players join and create guilds?
(e.g., PvP, raiding, socializing, roleplay) -Though some guilds were more social, socializing was pervasive b/c WoW requires organization among players -Players joined and created guilds to accomplish goals and access more challenging content the requires more and better players
Relational Messages II: Star Wars Game
-2/3 of all messages in an online Star Wars game were socioemotional and most of these messages showed support, solidarity, agreement and jokes -Proportion of messages that were socioemotional: 0.78 -Proportion of messages that were task: 0.22 -Players also used task-oriented messages to coordinate the game. They gave suggestions, opinions and orientations to other players
Online Video Games: Interpersonal Communication: 3)Communication in social units existing w/in the game's narrative (Elf faction, a game's version of NATO) Horde vs. Alliance
-Committed PvP players selected the Horde, while Alliance players were more conservative -Horde players spent more time playing PvP compared to Alliance players, thus fitting the mold of more committed, hard core players -Horde guilds and PvP players were more egalitarian and had a warrior-like ethic
Online Video Games: Interpersonal Communication: 4)Online game interactions among people in preexisting relationships (family, friends, romantic partners) Media Multiplexity Theory:
-Communication media functions as a means of maintaining work and social connections; assumption is that people will use more communication channels -People with stronger social ties communicate via more channels (email, FtF, facebook, video games)
Implications I:
-Contrary to the stereotype of asocial gamers, online games are fertile grounds for interpersonal, group and community interactions -Several factors affect the formation and maintenance of social relationships when playing online games: motivations to play the game, message exchange dynamics, time spent playing online games
Innergroup communication among members of clans:
-FPS (First Person Shooter) and RTS (Real time strategy)--such teams are joined by frequent players and exist over long periods of time, which facilitates strong social bonds and improvement of coordinated game play -integral part of coordinated gameplay is constant interpersonal communication: Message exchange is: 1)based on text typed using keyboard; 2)performed through selecting prewritten options through a list 3)channeled by specific devices 4)facilitated as voice communication; audio allows for complexity and experiential richness of FPS and RTS -interpersonal communication among clan members seems to be dominated by short, formulaic, partly group-specific messages that enable quick coordination and fast team action
Online Video Games: Interpersonal Communication: 1)Encounters with unacquainted human players
-Forming new relationships with unfamiliar players is a key social process in online games --Nearly all MUD players formed personal relationships with other users --These relationships included acquaintances, colleagues, close friends and romantic and sexual partners
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" The social life of guilds is affected by:
-Goals -Size -Formal practices -Membership turnover -Leadership dynamics
Communication in established virtual communities within largescale multiplayer environments: -What do guilds/religious orders offer? What support do individuals receive? Guilds/religious orders provide an environment for...?
-Guilds/Religious orders 1)offer sources of game-related information 2)support individuals by improving properties of game character 3)provide environment for socializing and networking that allows for more depth and complexity of communication than typical encounters of players unknown to each other -relies on messaging through typed text -brings individual players together repeatedly, virtual groups within MMOs serve as platforms for establishing comparatively strong social bonds among players that can turn into real life friendships -virtual groups allows for development of long and rich interaction histories with other players and for addressing complex issues in interpersonal messages that could relate to life issues -in established virtual groups, interplayer message exchange does occur more frequently, is longer, addresses more complex issues than typical communication among players who meet each other outside of group contexts
Relational Messages I: Factors affecting the formation of new relationships in online video games: 2)Time Spent Playing Games: -What was increased social online video game play linked to? -What might time spent playing online games result in?
-Increased social online video game play was linked to smaller and lower quality off line social circles -Time spent playing online games may result in social displacement effects (tradeoffs between offline connections for newly formed online connections)
Online Video Games: Interpersonal Communication: 3)Communication in social units existing w/in the game's narrative (Elf faction, a game's version of NATO)
-It is unclear if playing a certain large unit or faction in a game's narrative affects interpersonal behaviors -the aesthetics of online game factions may attract some players and lead to self-selection effects (committed players selecting warrior-like underdog faction) or the formation of group norms in ways congruent with the game's narrative --WoW has two factions: the Alliance and the Horde --The Alliance has a more western or 'first world' aesthetic and fights for restoring order --The Horde has a more non-Western and 'third-world' aesthetic and has a more outcast, tribal, and brutal aesthetic
Relational Messages I: Factors affecting the formation of new relationships in online video games: 2)Time Spent Playing Games: -EQ2 players that played with family and friends showed... -EQ2 play time intruded on...
-reduced loneliness compared to those who played with strangers -time spent with family if players did not play with their family but playing EQ2 increased family communication time for those who played with their family
We also suggest that at least within-clan communication in multi player combat games and within-group communication in large scale MMOs could have....
-social impacts beyond the actual game context, also implying the need for further investigation into interpersonal communication and social psych
Online gaming refers to.... Examples:
video games played over a computer network -Multi-User Dungeons (MUDS) are an early example; text-based -Doom: online gaming milestone as it featured competitive networked play and also allowed players to modify the game and its content (e.g. create new maps, Lowood, 2006); facilitated rise of network communities of online players that would meet up and play against each other but also rise of people who modified the content and created new maps
Manifestations of mediated interpersonal communication in multiplayer video games: 1)encounters with unknown other players in gaming environments
-games allow individualization of avatars, non-verbal foundation for game-specific form of impression formation -processes of social perception (categorization, activation of stereotypes) likely to occur in MMOs before actual mediated interpersonal communication begins -overall, opportunities to communicate with other players through avatars occupy game universe try to imitate real world communication -most players limit communication to exchange of short messages, use codes and abbreviations -In accordance with SIP theory, communication players was socio-emotionally rich and focused on positive; use of abbreviation increased with experience of players, task-oriented instructions were less frequent -findings from MMO studies reflect result of MUD studies -most gameplayers focus on game play and seek challenges that will exert time pressure; comment on ongoing gameplay; share their immediate feelings and opinions via short messages
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" Guilds: -Female guild members were... -Though problematic members were.... -The unwritten norm:
-good recruiters, and they recruited boyfriends, spouses, family members, etc. -removed, expulsion was rare; players left on their own if they didn't have strong guild connections -More than half of guild members use voicechat (serious gamers, like WoW, use voice chat)
Online Video Games: Interpersonal Communication: 3)Communication in social units existing w/in the game's narrative (Elf faction, a game's version of NATO) Planet Side 2:
-has 3 civil war factions and players join "outfits", smaller squads (2-12 players) and platoons (2-4 squads) -Faction imbalance affects the game's civil war narrative, and makes the game less fun -Game faction arrangement affected the way players connected with each other --more bonding occurring among same faction players --note how players within factions also linked to players in different factions
Encounters with New Players: Factors affecting the formation of new relationships in online video games: 2)Time Spent Playing Games: -Spending time playing online games...
-has intricate effects on interpersonal relationships -Time spent on EQ2 was beneficial for those who played with their family but was detrimental for those who did not
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" The social life of guilds is affected by: The formal practices of guilds:
-include creating a website, mission statement, and recruitment and expulsion policies -Recruiting was based on large calls or done by personal referral (esp. by small guilds). Players also recruited others they met while exploring the game world.
Online Games: -People also play... -Massive multiplayer online games (MMOs) feature...
-online real-time strategy games that are competitive in nature (Starcraft 2, League of Legends) -large graphical worlds populated by player avatars and computer-controlled agents (World of Warcraft, Everquest 2)
Relational Messages II: -SIP theory makes a prediction that:
-overtime, people can get more experience at expressing social content online Support for this prediction: -More experienced online gamers in this Star Wars Online game tended to be more positive socioemotional when exchanging text messages and also less likely to express negative social information when communicating online; less experienced players were more likely to be negative and less likely to be positive when exchanging social and emotional messages
Relational Messages II: -SIP theory makes a prediction that overtime:
-people can learn to encode relational communication online in video games or when using text messages -in support of this: -more experienced online gamers tended to use more conventions (emoticons, emotes, abbreviations) in their text messages when playing game -
Online Video Games: Interpersonal Communication: 1)Encounters with unacquainted human players Factors affecting the formation of new relationships in 1)Motivations to play the game EVIDENCE for motivation:
-MUD players were mostly focused on role-playing and player trait sociability had a moderate effect on forming online relationships -EQ2 (Everquest II: massive, multi-player online game) players were motivated to achieve and get immersed but less motivated to socialize -WoW players interested in socializing were extraverted, agreeable, open to experiences and more neurotic -Achievement-oriented players were high on extraversion and neuroticism (low emotional stability) -Game-achievement motivation was not linked to conscientiousness -Achievement motivation in online games is unrelated to traditional measures of achieving personality (ie conscientiousness)
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" -Players in stable groups or clans:
-Massive online video games are akin to third places or spaces that afford informal sociability -Online games are similar to pubs, coffee shops, sports leagues, hangouts
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" Membership turnover
-Member turnover in WoW guilds was an issue. 21% of WoW guilds disappeared in one month -Players left if they and their guilds had diff objectives. No friends, poor leadership, lack of players at an acceptable game level, and too high/low game focus led to player dropout
Online Video Games: Interpersonal Communication: 4)Online game interactions among people in preexisting relationships (family, friends, romantic partners)
-Online video games allow people to play with friends and family members -Playing online games with preexisting personal relationships is linked to media multiplexity theory and user attitudes toward relating via online games
Relational Messages: Players communicate through....
-Players communicate through avatar design, online names and logos -Menacing avatars may intimidate foes: -the name "Trick Daddy" may imply a cunning player -Players display funny countercultural logos
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" Leadership dynamics:
-Players in leadership positions (eg guild masters) are key to the existence of guilds -Being a leader usually required much time and energy, and toxic leaders had negative effects on guild life -Players left for personal reasons (ie new job, children) or move on to other games
Interpersonal Processes in Online Games:
-Playing online video games is a powerful social experience -Interpersonal processes emerge repeatedly in online games
Encounters with New Players: Factors affecting the formation of new relationships in online video games: 2)Time Spent Playing Games: In support of SIP theory...
-SIP: People reduce uncertainty when meeting strangers online by developing and testing impressions -Over time, people may also acquire experience in encoding relational communication using text -MUD players used more paralanguage over time (emoticons), and paralanguage use was linked to making MUD friendships -Experienced gamers sent more positive and fewer negative social and emotional text messages than inexperienced players, and used more emoticons, emotes and abbreviations
Relational Messages I: Factors affecting the formation of new relationships in online video games: 2)Time Spent Playing Games: -What two factors were linked to loneliness?
-Sending more messages and increased number of unique game partners was linked to loneliness. Though paradoxical, it is possible that: a. Players were making shallow connections b.Players with problematic psychosocial tendencies (shyness, depression) spent more time playing and making connections but ended up lonelier
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" The social life of guilds is affected by: Guild Size:
-Smaller guilds (fewer than 10 members) are more focused on social bonds than larger guilds (ie, more than 35 members) -However, small guilds also work on achieving goals, and members of large guilds also develop intense relationships -Small guilds often composed of people in pre-existing relationships; have selective recruiting practices -Large guilds featured strangers that met in-game, and had more formal organization practices -Small guilds resembled sports leagues or clubhouses, while larger guilds resembled military organizations
Relational Messages: The function of communication in groups:
-Task oriented: Q's and A's about a task or procedure: --Ask/give commands --Ask/give opinions --Ask/give information -Way people communicate can be Socioemotional: Positive (support, agreement, jokes/laughter) or Negative (antagonism, disagreement, tension/disinterest)
Encounters with New Players: Factors affecting the formation of new relationships in online video games: 2)Time Spent Playing Games:
-Time spent playing online games also affects interpersonal processes in ways congruent with social information processing theory (SIP) -SIP: People reduce uncertainty when meeting strangers online by developing and testing impressions -Over time, people may also acquire experience in encoding relational communication using text
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" Trust
-Trust toward EQ2 guild members was higher than trust toward others in the game, implying that persistent game identities and in-game reputation increases trust -Self-disclosure was linked to increased trust, implying that personal dialogue fosters trust in close-knit clans -Trust was even higher among guild members that used voice chat instead of text message -Voicechat may improve social experiences and team coordination
Online Video Games: Interpersonal Communication: 4)Online game interactions among people in preexisting relationships (family, friends, romantic partners) -Online gamers may have.... -Players also have....
-specific attitudes about online self-disclosure (being embarrassed or comfortable sharing personal information while playing the game) -attitudes about online communication as an (un)important part of one's social life --Players with positive attitudes about connecting socially through XBOX live was linked to increased relational maintenance behaviors with friends through XBOX live --Relational maintenance through XBOX live was linked to relational closeness to low and medium levels of offline communication frequency but not at high levels of offline communication -Overall, relational maintenance through XBOX Live was more effective when offline communication was less frequent
Interpersonal Communication: Relational Messages II: 2)Intergroup communication among players organized in stable groups or "clans" -Characteristics of 'third places'
-third places: spaces that afford informal sociability -individuals are free to come and go -outside pecking orders do not matter -Conversation is a main activity -Accessible and accommodate large numbers -Attract regular visitors -Offer familiar and stable locations
Commonalities among types of interplayer communication and mixed forms:
1)Distinction between 'in-character' (game world and internal logic) and 'out-of-character' (ignores game based setting of conversation, addresses real-life issues) communication 2)Different qualities of anonymity can be kept or revealed by players 3)Dominance of text-based and verbal modes of interplayer communication
Online Video Games: Interpersonal Communication: 1) 2) 3) 4)
1)Encounters with unacquainted human players 2)Intergroup communication among players organized in stable groups or "clans" 3)Communication in social units existing w/in the game's narrative (Elf faction, a game's version of NATO) 4)Online game interactions among people in preexisting relationships (family, friends, romantic partners)
Online Video Games: Interpersonal Communication: 1)Encounters with unacquainted human players Factors affecting the formation of new relationships in online video games: 1)a,b,c,d 2) 3)
1)Motivations to play the game MUD players classified as: a.Achievers: focus on leveling up and acquiring game assets b.Explorers: focus on mapping the depth and breadth of the game world c.Socializers: focus on player relationships and role-playing d.Killers: players distressing other players 2)Time spent playing 3)Nonverbal and verbal communication patterns among players
Manifestations of mediated interpersonal communication in multiplayer video games: 1) 2) 3)
1)encounters with unknown other players in gaming environments 2)inner-group communication among players organized as clans 3)communication among members of social units created and existing within virtual narrative world
We present some initial theory-based communication on the role of mediated interpersonal communication in: 1) 2)
1)video game enjoyment 2)the social impact of video gaming -Enjoyment is the conceptual key for understanding the motivation to play, the experience of playing the economic importance of games as well as a variety of game effects -social impact: aggression, social isolation, decline of social relationships
