Ethnography of Massively Multiplayer Online Role-playing Games

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Other Title
  • 大規模多人数同時参加型オンライン ロールプレイングゲームのエスノグラフィ
  • 大規模多人数同時参加型オンラインロールプレイングゲームのエスノグラフィ : 仮想世界において創発的サードプレイスをいかに生み育てるか
  • ダイキボ タニンズウ ドウジ サンカガタ オンラインロールプレイングゲーム ノ エスノグラフィ : カソウ セカイ ニ オイテ ソウハツテキ サードプレイス オ イカニ ウミ ソダテル カ
  • Cultivating an Emergent Third Place within the Virtual World
  • 仮想世界において創発的サードプレイスをいかに生み育てるか

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Abstract

The virtual world that exists in a massively multiplayer online role-playing game(MMORPG)functions as the third place. The third place is a comfortable place away from one’s home and workplace. However, the main motive for a player to enter the virtual world of MMORPGs is to enjoy game content, and the circumstances under which and ways in which players participate in the virtual world to interact with others are not clear. In this study, by employing the narratives of players and the transition of game content and exchange activities, the virtual world is revealed to be an emergent third place; the primary role gradually shifts from game content activities to exchange activities through repeating immersion and deficiency periods. The results revealed that reciprocal relations between exchange activities, which form the basis of the third place, and collective activities, which requires players’ active participation, are essential to cultivate the emergent third place. Game content activities(vertical membership)improve the cohesiveness and participation of the group by facilitating group achievement of common goals, and as the basis for the communication activities, they maintain and strengthen the connection between members of the community. In addition, relationship norms ensure that vertical relations among members in the game content activities do not negatively affect their horizontal relations in communication activities. Its existence has a significant influence on the creation and maintenance of the emergent third place.

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