THE NATURE
OF SOCIALIZATION IN MMORPG
AND IT’S
IMPACT ON THE USERS
A Research Paper Presented to
The English Resource Center
School of Multimedia Arts
Asia Pacific College
Magallanes, Makati
In Partial Fulfillment
Of the Requirement for the Course
RESWRIT – Research Writing
Bianca Parido
April 2014
Chapter 1
INTRODUCTION
A.
Background of the Study
People of these days find gaming as an essential form of entertainment
in our life. Given the idea of game development in the early nineties, it lead
into different genres and sub-genres of games. Each and every genre has its own
qualities and reasons to make gamers hooked into it. And one of it is Massively
Multi-Player Online Roleplaying Game or what we call MMORPG.
MMORPG is one of the most widespread and popular gaming genre of the
century. Unlike other genres, MMORPG is classified as one of the so-called
“play to all” games. With its unique gameplay and built, people are lured to
play it for hours and hours. In addition to that, it is massive and huge amount
of people are playing simultaneously thus leading to a broad range of
communication.
Niels Van Hellemont tackled about MMORPG and the reason why it
is massive. “In today’s world, MMOs have become a large part of
people’s life. MMOs bring people from different cultures, religions, countries
and ethnicity together in one big world where they can play, learn and enjoy
themselves” (http://grumbleltd.wordpress.com/2011/03/08/mmorpgs-why-are-they-so-massive/).
Whether players are different from each other, MMORPG brings them in one
big society they all can enjoy and relate. This idea of gaming makes this
socialization as exciting as real life interaction.
MMORP games are played by different types of people
from different walks of life. From the gender and status of the users, gamer
ranges aren’t precise and specific. It is a game that all people enjoy and find
interesting. The one primal reason: it is a role-playing game. Playing MMORPG
is like reading a book and be on the first-person POV of this book. You play
the part of your character and be whoever that character is.
Nicholas Yee discussed the atmosphere of the MMORPG in
his article, "Unmasking the Avatar: The Demographics of MMO Player
Motivations, In-Game Preferences, and Attrition." He says, “... MMORPGs
are a very unique environment, in that you would almost never, in real life,
find high-school students, housewives, retirees and early adult professionals
together in any sort of collaborative decision-making task. And yet in MMORPGs,
most ad-hoc combat or adventure groups are probably an interesting assortment
of people from very different real-life roles and positions”
(http://www.gamasutra.com/view/feature/130552/unmasking_the_avatar_the_.php?print=1).
What this means is that the MMORPG contains a broad
spectrum of people. It has no specific demographic becayse MMORPG players have
different backgrounds. The people who play this game range from students to
housewives.
Finally this concludes to the heart of this paper… making MMORPG a medium
of socialization in the cyberworld. In-game chatting and social interaction is
a lot interesting and appealing to the users. This is because it includes an
additional pinch of mystery to the users you are interacting it.
The blog Tereasa mentioned why socialization is vital in
MMORPG's. “Although MMORPGs may not exist able to boast the
vastness or graphical enumerate of their single-player RPG counterparts, they
raise up for it with the increased possibility of interactions and the
unpredictable gameplay this creates is more rewarding, hence more
popular” (http://blotergo.blogspot.com/2012/10/why-are-mmorpgs-so-popular.html).
This means that interactive gaming is always a plus point to the gamers.
As stated, this type of gaming leads to broad ranges of different
relationships, whether so called friendship, rivalry or even lead to
romantic-interest.
How does a specific gaming genre, MMORPG, became so called popular in
terms of communication? It is hard to say and conclude to the researcher without
making collective information from different users in the cyberworld. However
the researcher observes in his/ her experience that socialization between
people/players in MMORPG can lead to deeper connections and ties. Whether it is
real or not, socialization in a role-playing game is highly spice things up to
a normal friendly talk. According to Cole, Griffiths MD, “MMORPGs were found to be highly socially interactive
environments providing the opportunity to create strong friendships and
emotional relationships. The study demonstrated that the social interactions in
online gaming form a considerable element in the enjoyment of playing"(http://www.ncbi.nlm.nih.gov/pubmed/17711367).
The problem that the researcher foresees is that not all social interaction
involved in MMORPGs are not true but rather a fragmented one. The researcher
also observed the pros and cons of this type of socialization. Nevertheless the
pros, cons of this research imply that the players in MMORPG get attached to
their avatars and get tendencies to conceal who they really are. According to Marko Siitonen from University of Jyväskylä, “Forming
images of the other members can be quick in a technologically mediated
environment. Still, reputation based on long-term social interaction does have
real significance in online multiplayer communities. “
The purpose of this paper is to determine the nature of social
interactions in MMORPGs and its impact to the players. How does this type of
genre a magnet to gamers and what makes this game deceiving in forms of social
interaction. The researcher would like to have an observation on how this
gaming genre affects the gamers individually.
B.
Statement of the Problem
This paper aims to answer this question:
1. What is the nature of social interactions in MMORPGs and its impact to the users?
C.
Significance of the Study
Psychology
Courses. This research paper aims to help psychology students understand
the way of communication within the game world. Psychology students will find
this paper a lot beneficial because this paper focuses on the social
communications of an individual inside and outside the cyberworld. The
researcher wants to tell these courses the significance of this paper to their
studies, and lead them into a deeper analyzation of social interactions
happening in MMORPGs.
Multimedia
Arts and Gaming Industry. Multimedia arts students, especially to
those who are taking up game development major will get an ample benefit about
the study. This would help the gaming industry an overview of how their work
affects their target market thus making them somehow aware of the MMORPG’s capabilities.
Casual
Gamers and Internet Users. The researcher strongly seeks to impart this
paper’s content to the users, especially to those who find gaming as their
second life. This paper would guide them in their social interactions in the
game, making them decision wise and prepared to whatever the game might bring
to them.
Future
Researchers. Due to the limited resources of this study, this research will be a
great contribution to the future researchers. As time pass by, with the
internet and computer literacy increasing, directing to a larger artificial
social interactions and broader communication. Future research about artificial
communication needs basis on its evolution, thus making this paper a basis to
their research.
D.
Scope and Delimitation
The scope of this paper is mainly on the social interactions at this
type of gaming genre and how it affects the users. Since the boom of the first
MMORPG in the late nineties, this also led to a different type of communication
and social interaction.
This study focuses on the nature of socialization in MMORPGs and its
impact to the users, nothing more and nothing less. This paper will discuss few
factual examples provided the sources gathered in the world wide web. The
emphasis would be the difference of gaming socialization to real-life
socialization and what are the socialization trigger keys within this type of
game. Due to time constraints, the researcher will no longer discuss the
sociological state of the MMORPG world but rather he will discuss the sources
from individual examples. Moreover, this research will only be on this subject
and will no longer discuss the other subjects like game development, origin,
and reviews. This is due to the lack of resources and those particular topics
are farther to my subject.
E.
Materials and Methods
The information used in this paper is mainly articles and blog entries
gathered in the world wide web. The researcher will also use self-related
experiences of gamers from the internet and use them as examples in the paper.
Aside from that, few psychology-related archives will also be added as analysis
on the gathered information.
The researcher will present the facts in form of listing down the
evidences and making an educated guess on what is the nature of this evidence.
After each evidence, the researcher will also present a result of that
evidence. Provided all information, a conclusion will also be made by the
researcher by the end of the presentation of evidences.
F.
Definition of Terms
1. Avatar - The usual term used in the customizable representation of you in the game.
2. Character - Another term used to the representation of yourself in the game, but the only difference is that this is pre-made.
3. Chat - One of the mediums of communication in the internet.
4. Cyberworld - The internet world.
5. EXP - An acronym for the word Experience/Experience Points. Experience or experience points is the unit of measurement in a game which tells the advancement of your character’s level/rank.
6. IGN - An acronym for In Game Name.
7. Gamers - “A person who plays games, especially computer or video games.” (http://dictionary.reference.com/browse/gamers)
8. GM - An acronym for Game Masters/Moderators. Game masters/moderators are the administrators of the game.
9. Guild - A group of gamers in an organized association created in the game. A guild aims to help out each other in any means in the game. Usually led by the Guild Master.
10. Guild Master - The founder and / or president of a guild.
11. Guildmate - A co-gamer in the guild.
12. MMORPG - An acronym for Massively Multiplayer Online Role-playing Game. The genre created by combining two different gaming genres, namely role-playing video games and massively multiplayer online games.
13. Party - An informal group of gamers who have joined together in the game they are playing. Whether for a specific reason and cause, usual reason is to help each other out in gaining EXPs.
14. Stats - A computation of your character’s statistics. This displays the strengths and weaknesses of your character by showing the different factors (ex Attack, Defense, Vitality, and Dexterity) of the computation.
2. Character - Another term used to the representation of yourself in the game, but the only difference is that this is pre-made.
3. Chat - One of the mediums of communication in the internet.
4. Cyberworld - The internet world.
5. EXP - An acronym for the word Experience/Experience Points. Experience or experience points is the unit of measurement in a game which tells the advancement of your character’s level/rank.
6. IGN - An acronym for In Game Name.
7. Gamers - “A person who plays games, especially computer or video games.” (http://dictionary.reference.com/browse/gamers)
8. GM - An acronym for Game Masters/Moderators. Game masters/moderators are the administrators of the game.
9. Guild - A group of gamers in an organized association created in the game. A guild aims to help out each other in any means in the game. Usually led by the Guild Master.
10. Guild Master - The founder and / or president of a guild.
11. Guildmate - A co-gamer in the guild.
12. MMORPG - An acronym for Massively Multiplayer Online Role-playing Game. The genre created by combining two different gaming genres, namely role-playing video games and massively multiplayer online games.
13. Party - An informal group of gamers who have joined together in the game they are playing. Whether for a specific reason and cause, usual reason is to help each other out in gaining EXPs.
14. Stats - A computation of your character’s statistics. This displays the strengths and weaknesses of your character by showing the different factors (ex Attack, Defense, Vitality, and Dexterity) of the computation.
Chapter 2
DISCUSSION
I. MMORPG Defined
MMORPG is a union
of 2 genres of gaming, namely Massively Multi-Player Online and Role-playing
games. This is described to be one of the most successful and most popular
gaming genres of the century. MMORPGs can be web-browser type, or downloaded
with or without subscription rates. The common identification of this type of
games includes a huge number of users interacting simultaneously. Most MMORPG’s
promote a level type of progression which requires players to get EXP
(Experience Points) in order to advance. This leads to different socialization
keys provided within the game like adding a friend, signing up for guilds,
joining parties, and to some cases, marrying. These types of interaction within
the game make a MMORPG appealing and addicting to the users.
Another unique
feature this genre is popular of is the character customization. Players are
obligated to give a unique IGN on their avatar and this will be the
identification medium a user has. The avatar’s looks can be customized to the
user’s desire. Whilst other games promote a uniform avatar in MMORPGs, the
equipment or the clothing, accessories and weapons used by the avatar can be
changed. Aside from the physicality of the avatar, MMORPG’s also promotes the
adjustments of your avatar’s stats. This will define the strength and
capabilities of the avatar and there are different ways to manipulate it.
In article
entitled Relationship Formation, the ratios and survey results gathered about
the different factors in game interactions was discussed. It also talks about
few of the differences between real life social interaction and the
construction of making friends and romantic interests within MMORPGs.
According to
Nicholas Yee, “While it may seem strange that strong relationships can develop
in these worlds where everyone is pretending to be someone else, the
architecture of these environments actually facilitates these relationships.” (http://www.nickyee.com/daedalus/gateway_relationships.html)
This means that all
interactions within a game have possibilities to develop and get deeper. The
difference it has on reality though and the idea that it is opposite to it,
quite captures the users on its fantasy-based environment. It also says that
users are portraying the role of their avatar and what they see in a game is
not all real. Nevertheless, it was greatly appreciated though it is artificial
and fragmented.
The world of MMORPG
depends upon the setting of the game. Most of these types of games are in a
magical, ancient or even sometimes futuristic setting. Nevertheless the
setting, the form of interaction between the players and the game varies from
how the game system is weaved. Like in reality, the players can buy and sell
goods in the game. They can also transport from places to places and travel at
ease. But the most thrilling and exciting part of this world is the killing or
hunting system it inhibits. Most MMORPG’s story revolved on killing and hunting
out in their world. Players are ought to slay between the in game monsters, or
even to their co-players. Player to player slaying is called PVP and this is
the challenging part of a game.
In a research done
in the site gamestudies.org, virtual reality is firmly discussed to its extent.
From how it differs from reality and the different factors to compare from the
reality. The paper is critically detailed about the topic and includes ideas from
different researches.
Dr. Vili
Lehdonvirta, the author of the research, stated his ideas about MMO world. “… MMOs are painted as separate worlds,
located outside “the real world”, in many ways mirroring it like a synthetic
double, but carrying on independently of it like a distant planet. Marketers
and mainstream media are fond of this way of viewing MMOs, as it evokes
powerful images of parallel worlds from science fiction turned into reality.”
(http://gamestudies.org/1001/articles/lehdonvirta).
This states that the idea of
virtual worlds of games is connected to the idea of the real world. To make
things simpler, the idea of this world is based upon the idea of what reality
is but only made better and a lot appealing to the users. The beautiful picture
it inclines to the users is strikingly alluring. That’s the reason why users
see that “virtual reality is the reality.”
With the given
ideas about MMORPG, these thus give the clues on how does socialization is
triggered and nurtured within the game.
II. How does it work?
General
information about this gaming genre is gathered and thus the question still
remains… How a social interaction in MMORPG does is triggered? By following the
usual and common flow of entering the MMORPG world, we can see how a user is
inclined to their co-players. Take note that this is an example driven by the
researcher and interaction varies from the users only.
The usual starting
point in joining in a MMORPG, users are ought to sign-up and create their
avatar first. The user must make a unique IGN to their avatar, the identity of
the user in the cyberworld. It is rare to see users who use their real names in
their avatars and mostly they use appealing and “cool” ones. The focal point of
creating your IGN is to capture the other users just be seeing the name of the
avatar. Since it is a virtual world, meeting up in games is not like meeting up
in reality. Users don’t see the facial features of the persons they are meeting
up online and thus what they see is the IGN and the graphical form of their
avatars.
Once users are
captivated upon seeing an appealing avatar in the game, this leads to asking how to and where to get those fancy items or
maybe because of boredom it caused an idle chit-chat with a random stranger in
the game. Reasons vary but what this means is that in a simple send of message
is the start of getting attachments to other people. Once gone deeper and
deeper to the point of making a back and forth communication, the socialization
keys are the results of these actions.
III. The Socialization
Keys
1. Adding A Friend
Friendship within
gamers is something an MMORPG gives. Whether users know them online or in
reality, everybody knows the feeling it gets when they are gaining friends
within a game. This makes MMORPG a lot more convenient to players who are
having trust issues. It is easier to say because users are hiding within the
mask of their avatars. It is also easier to be kept because nobody knows who they
really are within a game.
2. Party
Party is a form of
teaming up of players while wandering the game world together. It is
practically teaming up to achieve a specific goal. By this teaming up, trust
for each party a member is the ideal ingredient in doing so. Party members are
dependent to one another and the success rate of their goal depends upon how
they support one another. Like in the case in MMORPG, if an avatar is good at
defence and heal, they are classified as the support. To make it simpler, make
advantage of what their skills are and so as make advantage of what the party
member’s advantages too and vice versa. This could increase the social
interactions they have and thus leading to closer ties to their comrades.
3. Guilds
As result of
deeper ties, long-term commitment and loyalty to comrades… this leads to
joining or creating a guild. Guilds are the formal way of doing it so. This is
led by a Guild Master. The guild master/s sets rules for the members to obey
and make the priorities of a guild. Usually guilds are in type of recruitments
when it comes to adding up members. As a result, meeting up people and more
interactions. Guilds are the gateways to strong bonds of brotherhood in game. A
guild tests the trust the members have for their comrades. Examples of trust
testing scenarios are guild wars. Given the idea of having comrades in battle,
they are ought to protect one another in the case of life and death situations.
By doing this so, they are bound to one another whether it is a game, the
loyalty they have for one another is tested.
4. Rivalries
Fights and
misunderstandings also happen within a game. Things that trigger these are
mostly PVP and offensive acts of the users. It may sound odd but negative vibes
of interaction within a game also has an effect on the users, like in the cases
of cyber bullying. A user who is dependent within a game and fined gaming as an
essential part of their life degrades their self-esteems whenever they
encounter bullying in the cyberworld. On the case of the plaintiffs, bullying
is their way of escapism to reality. The concept of superiority even in an
artificial world makes the users more dependent on it and this leads to an
abnormal case of dependence upon the game
5. Marrying
In some MMORPGs,
player to player marriage is possible and widely accepted as another form of
romance. This form of relationship sometimes is supported within a game. Like
in some MMORPGs, there is a system that allows a vow or even makes wedding
ceremonies similar to how reality weddings and marriage are. Regardless the
system, players sometimes make commitments to other players informally. This is
called online dating, which sometimes does not only occur in MMORPGs but also
in other forms of social media.
IV. The Impact to the
Players
Now that we know
MMORPG users get to be inclined socially to other users in the cyberworld, what
profit does it make? Clearly this paper is certain that there is an interaction
present in this game and that interaction leads to the different keys, but how
do these interactions impact its users?
In a blog entry on the site
www.weflyspitfires.com, Gordon talked about the knitted friendships and happy memories of being an
MMORPG player. It also talks about the trust gained and given to
co-players of an MMORPG user. Guilds were also talked in the article and how it
greatly affected interactions within a game.
According to
Gordon, “Although some disagree, for me
one of the strongest sides of a MMORPG is the socialising aspect and the people
we meet and friends we make. It’s quite amazing really, when you think about
it, playing with folk from all over the world and all being united towards a
common goal and sharing a common experience.” (http://blog.weflyspitfires.com/2009/06/26/making-online-friends-through-mmorpgs/).
What this means
that some users see MMORPG socialization is a big factor to consider. Also that
in MMORPGs users can meet someone who is compatible to them in any case, even
though they are in miles and miles away.
Guilds are one of
the socialization keys stated, and a column entitled "Guilds:How to Make Friends and Influence People" on the site www.mmorpg.com shows the significance of guilds and how to make
it successful. The column mainly talks about how to manage guilds and the pros
and cons of creating so.
Lisa Jonte, writer
of the said column, discussed few concepts on how to become a good guild
master. “Whatever your ultimate goal for
your guild, (tightly coordinated, regularly scheduled raids, or large numbers
for ‘round the clock, on-call back-up) as guild master, you need to be there to
see it through. As with growing viable crops or raising considerate kids,
success takes time and effort. So, if you aren’t willing to make that
commitment, your guild is doomed before it starts.” (http://www.mmorpg.com/showFeature.cfm/loadFeature/8042/Guilds-How-to-Make-Friends-and-Influence-People.html).
This implies that
in MMORPG guilds, decision making, planning, strategy and leadership skills are
tested. Guilds make use of those concepts. Interactions to other guild members
make use of these ideas and nurture the gifts of being leaders. Also that makes
the user quite beneficial on their real lives. The researcher foresees that
these skills acquired within the game are applicable also to the user’s life.
Another example of
impacts of MMORPG socialization is finding romantic interest. In an article
entitled "What the gift of a Savory
Delight can lead to… The story of a Hunter and her Priest" on the site www.mmocouples.wordpress.com , a story of finding romance and
compatibility between two strangers within an MMORPG. It also talks about the
facts about dating whether online or in real.
According to
Gabigirl’s story, “We ended up talking
just about the game and silly things. He made me laugh. I also cannot pinpoint
the exact moment our relationship took a turn towards the more personal side. I
do know I had been intrigued by him since the very first time we ever talked.
And then, when I started having romantic-ish feelings for this guy I had never
met before…” (http://mmocouples.wordpress.com/2009/12/13/what-the-gift-of-a-savory-delight-can-lead-to-the-story-of-a-hunter-and-her-priest/).
Eventhough MMORPGs
are virtual, romance do blossom in these types of social interactions.
Captivity upon the way the user talks within the game is the primal thing when
it comes to online flirting. What this means is that though the users don’t see
the persons who are they talking to, some people still find comfort to these
people they talk to online. The reason could be the warmth of their talk or the
way they’ve made it through their talks. This only means that feelings are
present in socializing in MMORPGs.
These are only 3
of the many social experiences of players in MMORPG. Though all are in the
positive vibes of the box, the researcher still believes that there is another
side of the picture. But regardless of it, the purpose and problem stated
within the paper is answered through the help of the listed examples.
Chapter 3
SUMMARY, CONCLUSIONS
AND
RECOMMENDATIONS
SUMMARY
This research tried to ascertain the nature
of socialization in MMORPG and its impact on the users.
The research design used in this
study is the descriptive design method wherein the researcher answered the
common questions about the topic by collecting data and information through the
World Wide Web. Therefore, here are the findings:
1. There are 5
different socialization keys that trigger interactions between users of
MMORPGs: adding a friend, party, guild, rivalry and marriage. All of these make
up the social interactions of the players in the game.
2. Though that
MMORPG is a virtual reality, it is seen by most people as the “reality” because
of its appealing demographics and because it is the ideal world to the
majority.
3. An avatar is
the identity of the user in the cyberworld. It is alterable according to the
user’s desire and it portrays the role of the user in the game.
CONCLUSIONS
Based on the findings of this study, the
following conclusions are drawn:
1. Social interactions without actuality could lead to altering ideas and lies. Not all social interactions in MMORPG are fragmented, some are and some is. It is a mixture of truth and lies and the reason is because it is role-playing.
2. MMORPG is a great influence to the sociology and psychology of the human mind. The impact of different forms of socialization within MMORPGs is great and could cause direct changes to the user’s life.
RECOMMENDATIONS
After making the conclusions of the study, the researcher therefore suggests recommendations:
1. In
interacting within MMORPG or even in any forms at the World Wide Web, consider
the alterations and fragmented ideas about it and accept it. Though internet is
used as a form of escapism to the users, the bright side of it is that real life
interactions are much more appreciated.
2. Future
researcher should make a demographic study about this topic and make use of
larger scale examples as a stronger proof in this study.
References:
A.
Electronic Media
“Fair Game: Guilds, How to Make Friends and
Influence People.” Retrieved April 9, 2014 from http://www.mmorpg.com/showFeature.cfm/loadFeature/8042/Guilds-How-to-Make-Friends-and-Influence-People.html.
“Making Online Friends Through MMORPGs.”
Retrieved April 10,2014 from http://blog.weflyspitfires.com/2009/06/26/making-online-friends-through-mmorpgs/.
“MMORPG's - why are they so massive?”
Retrieved April 5, 2014 from http://grumbleltd.wordpress.com/2011/03/08/mmorpgs-why-are-they-so-massive/.
“Relationship Formation.” Retrieved April 1,
2014 from http://www.nickyee.com/daedalus/gateway_relationships.html.
“Social interactions in massively multiplayer
online role-playing gamers.” Retrieved March 30, 2014 from http://www.ncbi.nlm.nih.gov/pubmed/17711367.
“Unmasking the Avatar: The Demographics of
MMO Player Motivations, In-Game Preferences, and Attrition.” Retrieved April 6,
2014 from http://www.gamasutra.com/view/feature/130552/unmasking_the_avatar_the_.php?print=1.
“Virtual Worlds Don't Exist: Questioning the
Dichotomous Approach in MMO Studies.” Retrieved April 10, 2014 from http://gamestudies.org/1001/articles/lehdonvirta.
“What the gift of a Savory Delight can lead
to… The story of a Hunter and her Priest.” Retrieved April 10, 2014 from http://mmocouples.wordpress.com/2009/12/13/what-the-gift-of-a-savory-delight-can-lead-to-the-story-of-a-hunter-and-her-priest/.
“Why Are MMORPGs So Popular?” Retrieved March
29, 2014 from http://blotergo.blogspot.com/2012/10/why-are-mmorpgs-so-popular.html.