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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 Digital Gaming
Introduction • Design Principles (Kollock, 1998) • Stereotypes (Williams et al., 2008) • Social and Civic Impact (Williams, 2006) Life Online - Digital Gaming
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
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
Stereotypes(Williams et al, 2008) Pale Male and young Socially inept Life Online - Digital Gaming
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
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
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)
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
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
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
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
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
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
Social and Civic Impact (Williams, 2006)Results (3) Life Online - Digital Gaming
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
Discussion Life Online - Digital Gaming