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Life Online

Life Online. Digital Gaming. Introduction. Design Principles (Kollock, 1998) Stereotypes (Williams et al., 2008) Social and Civic Impact (Williams, 2006). Design principles (Kollock, 1998). There is no algorithm for a succesfull community

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Life Online

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  1. Life Online Digital Gaming

  2. Introduction • Design Principles (Kollock, 1998) • Stereotypes (Williams et al., 2008) • Social and Civic Impact (Williams, 2006) Life Online - Digital Gaming

  3. Design principles(Kollock, 1998) • There is no algorithm for a succesfull community • Challenges in the future are not simply technological but also sociological • Cooperation theory (Axelrod, 1984) • Offline communities (Ostrom, 1990) • Convert to online design principles

  4. Design principles(Kollock, 1998) • Identity persistence is a necessary feature of cooperative relations • Online worlds can eliminate risks but without risks no trust relations can be build Conclusion: • Design principles can have an important effect on encouraging successful online communities but need to be evaluated Life Online - Digital Gaming

  5. Stereotypes(Williams et al, 2008) Pale Male and young Socially inept Life Online - Digital Gaming

  6. Stereotypes(Williams et al, 2008) • Male (80%) in their 30s (36%, mean age: 31.1) • White, healthier, and middle class • Older players play more than younger ones, and women play more than men • Stereo type of the young gamer is no longer accurate - at least among MMORPG players. (MMORPG = Massively Multiplayer Online Role Playing Game) Life Online - Digital Gaming

  7. Stereotypes(Williams et al, 2008) • Motivation theory developed (Yee, 2007) • Achievement • Advancement • Analyzing game mechanisms • Competition • Social • Chatting and casual interactions • Developing supportive relationships • teamwork • Immersion • Geographical exploration • Role-playing • Avatar customisation • escapism Life Online - Digital Gaming

  8. Motivation(Williams et al, 2008) • Importance rates from players • Achievement (M = 3.44, SD =.89) • Immersion (M = 3.31, SD =.87) • Sociability (M = 3.16, SD =.95) • Predicting playing time • Achievement (B = 2.45, β = .12 ) • Immersion (B = -2,34 , β = -.11) • Sociability (B = 1,99 , β = .10)

  9. Media(Williams et al, 2008) • MMORPG players are much larger consumers of media overall • They are using media differently than the general population • Players have dramatically moved from passive media to interactive ones for their social, entertainment and civic needs Life Online - Digital Gaming

  10. Social and Civic Impact (Williams, 2006)Initial Studies • Fears about new technologies follow a predictable cycle: (Wartella & Reeves, 1985) • Fears about displacement of activities • Fears of health effects • Fears about deviance and violence Life Online - Digital Gaming

  11. Social and Civic Impact (Williams, 2006)Initial Studies (2) • Online game play is correlated with reduced social capital and engagement (Kwak, Skoric, Williams, & Poor, 2004) • Worries that the Internet will thrive at the expense of face-to-face and community activities (Nie, 2001; Nie & Erbring, 2002) • “Dual effects” hypotheses (Tehranian, 1990) Life Online - Digital Gaming

  12. Social and Civic Impact (Williams, 2006)Experiment Test hypotheses about civic engagement, social capital, and the displacement of face-to-face interactions in social versus asocial players. Participants played one involved, time-consuming, and relatively asocial networked online game for one month. Recap: • Bridging is inclusive social capital • Bonding is exclusive and can lead to insularity Life Online - Digital Gaming

  13. Social and Civic Impact (Williams, 2006)Results • MMORPG facilitates bridging social capital • Social players: • Slightly more outgoing • Less lonely • Stronger sense of local, real-world community • Played substantially more Life Online - Digital Gaming

  14. Social and Civic Impact (Williams, 2006)Results (2) • Bonding social capital dropped for both online and off-line contexts, and bridging declined as well • Some participants’ increased in measures of global outlook and connectedness • Family relationships were unaffected by play, but social networks were substantively impacted • Cocooning effect due to game play Life Online - Digital Gaming

  15. Social and Civic Impact (Williams, 2006)Results (3) Life Online - Digital Gaming

  16. Social and Civic Impact (Williams, 2006)Results (4) • No impact on civic media as theorized. There were no impacts on physical or mental health • The “rich get richer” phenomenon (Kraut et al., 2002) or “amplification” effect • Displacement hypothesis confirmed • Findings can’t be generalized across other games Life Online - Digital Gaming

  17. Discussion Life Online - Digital Gaming

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