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Online gaming

  1. Online Gaming, MMO‟s and Social Interaction 4078615
  2. 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
  3. 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.
  4. 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.
  5. „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.
  6. 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).
  7. 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).
  8. 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.
  9. 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
  10. 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)
  11. Online Verbal and Expressive Discourse of Communication Language Discourse of Sexual and Aggressive verbally oriented communication. Mediated Identity
  12. 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
  13. 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.
  14. 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.
  15. Analysis of Data Halo Reach Teabagging Exemplifies the norm of sexually oriented expressive gameplay common across the entire online gaming industry.
  16. 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.
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