Contents of Presentation
Online Gaming and MMO‟s
„Second Life‟ and Social interaction
Application of Social interaction to Online Gaming
Relationships in MMO‟s
The „Avatar‟
Online Verbal and Expressive Discourse of Communication
Analysis of Data
Conclusion
Online Gaming and MMO‟s
An interaction that has grown substantially since the
releases of the 2nd and 3rd Generation consoles (PS2 and
Xbox to Xbox 360 and PS3) onwards.
Online Gaming and MMO‟s
MMO
Massive Multiplayer Online Games
Also Associated with
MMORPGS (Massive Multiplayer Online Role Playing Games)
World of Warcraft
Second Life
MMOs are graphical two-dimensional (2-D) or three-dimensional (3-D)
videogames played online, allowing individuals, through their self-created
digital characters or „„avatars,‟‟ to interact not only with the gaming software
but with other players (Steinkuehler and Williams 2006: 886).
A new form of social interaction that involves both sitting in front of a screen
and interacting.
… a bonus, instead of just being in front of a tv screen you can also socially
interact while being in front on the screen.
„Second Life‟ and Social
Interaction
What is Secondlife? (0.01-1.10)
http://www.youtube.com/watch?v=O62GHcIVKS4
Second Life Dispute in Virtual Club
http://www.youtube.com/watch?v=UtYfxhvhEeE&feature=rela
ted
Mimic of the real world in terms of
business and social discourses.
Application of Social
Interaction to Online Gaming
“by providing spaces for social interaction and
relationships beyond the workplace and home, MMOs
have the capacity to function as one form of a new „„third
place‟‟ for informal sociability” (Steinkuehler and Williams
2006: 885)
Evidence suggests that some people enjoy playing alone
or in a „„pseudo-social‟‟ fashion (Ducheneaut, Yee, Nickell,
& Moore 2006).
Relationships in MMO‟s
Yee (2006) reveals that individuals who game with romantic
partners or family find that such joint engagement in the „„other
world‟‟ of MMOs allows them to redefine the nature and
boundaries of their offline relationships, often in more equitable
terms than what may be possible in day-to-day offline life.
“In regard to gaming with her daughter, one interviewee
remarks:
I think it has enhanced our relationship, we both treat each other
more like equals and partners in our private life. It is much
easier to talk to her now and I have found her talking to me
about much more of her life and ideas. (Yee, 2006)”
(Steinkuehler and Williams 2006: 891).
Application of Social
Interaction to Online Gaming
„people can be sociable only when they have some protection
from each other‟ (Sennett 1977: 331).
Goffman‟s dramaturgy is affected by MMO‟s and other forms of
online gaming
Front stage becomes inert in the virtual world as the performer
is backstage most likely in a living room or bedroom.
In the virtual world the player is still assuming the roles of a
performer, the actions in the game contribute to face in the
virtual world but in many ways the percussions of the
performance will not carry through to the real world.
The „Avatar‟ or „Role‟ as a form of protection of self and others.
Reduction of Social Boundaries.
The „Avatar‟ as Protection
Excerpt from an in-game interview with a renowned guild leader in Lineage I
illustrating how avatar-mediated social interaction can foster a more level playing field
The „Avatar‟
Steinkuehler and Williams identify that the Virtual World
character in role-playing games gives the player as sense
of leadership, power and belonging.
Individual‟s rank and status in the home, workplace, or
society are of no importance (Oldenburg, 1999)
“The boundary of the game world creates a sense of
moratorium from everyday roles” (Meyrowitz, 1985)
Online Verbal and Expressive
Discourse of Communication
Language Discourse of Sexual and Aggressive verbally
oriented communication.
Mediated Identity
Online Verbal and Expressive
Discourse of Communication
Caution High Levels of Profanity
Modern Warfare 3 Gameplay
http://www.youtube.com/watch?v=1SfWWoY00RM
Halo Reach Teabagging
http://www.youtube.com/watch?v=Y7JMMOgV6IE&feature=r
elated
Analysis of Data
Secondlife Dispute in Virtual Club
According to Second Life users “Club Booty” as representative
of many second life virtual clubs.
High Levels of Profanity with sexual and racial connotations
The tern nigger was used at total of 72 times in the 5 min clip
The words “Mother Fucker, Fuck etc” used 43
Example of sexually oriented profanity is the use of “you dick riding
ass nigger”.
• The Language frame identity position suggests that there is a
struggle between to avatars in „club booty‟. According to the
gamers based on the comments the excessive use of profanity
and open public disputes is the norm of the virtual club
environment.
• There is an obvious power struggle between the two individuals
attempting to prove who is the better role player.
Analysis of Data
Call of Duty, Modern Warfare 3 Gameplay
High use of profanity
High levels of sexual and racial references
“my knife just went in your fucking balls nigger, you can eat that shit for breakfast and
dinner homeboy”
“This dirty ass, bitch ass, African looking , furball, dick sucking, hoe ass, nigger man, oh
my god”.
“Your mumma said you look like a fucking deformed fucking fat bitch with not tits”.
• The Language frame identity position suggests that „stuntman‟ has control over the
game chat and controls it through excessive rambling and the use of profanity.
• Not a dispute rather a loud ramble to his friend and other gamers in the in game chat,
it is important to identify that he has muted the other players besides his friend in the
game chat stopping himself from hearing the response of others. There is no power
struggle as the other players have been muted, the only power struggle that exists is
within the game itself.
Analysis of Data
Halo Reach Teabagging
Exemplifies the norm of sexually oriented expressive
gameplay common across the entire online gaming industry.
Conclusion
Based on the Data and the information presented the
online gamer in online games including MMO‟s are
surrounded by social interaction dependent on the real
world. The player can remain „back stage‟ while
performing virtually through a computer or gaming
console. The Avatar or role that is assumed by players
reduces the social barriers of the physical world and face
to face interaction allowing the common language of
casual profanity to assume its position in the system.