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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)
A look into mmorpg communities
A look into mmorpg communities

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A look into mmorpg communities

  • 2. • MMORPG Predecessors • Integration of social media • Incentives/motivation of play • Guilds and Parties • Idea of playing “Alone Together” • Tying it all together OUTLINE
  • 3. • 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
  • 4.
  • 5. • 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
  • 6. • 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)
  • 7. • 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)
  • 8. • 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
  • 9. Ducheneaut, Yee, Nickell &Moore (2007)
  • 10. • 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?”
  • 11. Seay, Jerome, Lee, & Kraut (2004) TYING IT ALL TOGETHER
  • 12. • 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)