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Book part
Publication date: 11 November 2019

Juan G. Arroyo-Flores

This study traces the boundaries of online-based social networks and its possible extensions and intersections with offline social networks. It focuses on the massive multiplayer…

Abstract

This study traces the boundaries of online-based social networks and its possible extensions and intersections with offline social networks. It focuses on the massive multiplayer online (MMO) gaming community. Most online gaming research has only addressed one side of the equation, that is, the online aspect of social interaction, omitting the offline context. The primary objective is to look at both offline and online social contexts of gamers. The data analyzed here are part of a bigger research project. Using a sample of 242 respondents and a total of 1,452 social ties (three online and three offline) this work addresses the differences and similarities between online gamer’s offline and online networks. Around 72% of the participants were between the ages of 18 and 37. This group provides insight into the management of social interactions and ties in the digital age among millennials and the coming-of-age of Generation Z. The analysis suggests that overall offline ties are slightly more important than online. Still, this does not imply that online ties are not meaningful at all. The length of their online relationships plays a significant role in how participants qualify their ties. Most participants that had not met face-to-face were willing to meet their online ties. They also reported sharing personal and everyday life matters with their online social network at a lower rate of their offline network. Time spent with online relationships stemming from online gaming and a cooperative environment is more likely to be considered higher quality time. This suggests that in MMOs the gap between online and offline relationships is becoming narrower.

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Mediated Millennials
Type: Book
ISBN: 978-1-83909-078-3

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Book part
Publication date: 15 September 2022

Tehmina Khan

Purpose: Online gaming (OG) has become an increasing societal phenomenon during the current Pandemic times. This is due to lockdowns and people being confined to home…

Abstract

Purpose: Online gaming (OG) has become an increasing societal phenomenon during the current Pandemic times. This is due to lockdowns and people being confined to home environments. This chapter sheds light on the attraction of OG, from the perspective of it being a virtual immersion tool of emancipation. There has been an increasing amount of working from home arrangements during Pandemic times and more time is being spent in virtual immersion. As discussed in the article, there is a potential conflict between individual accountabilities, for example, to attain a certain degree of work-related performance and the hedonistic pleasure attained from OG (which is the type of focus of virtual immersion in this chapter). OG bears personal, business and societal costs, which are discussed in this chapter.

Need for this study: This study provides a picture of the implications of an individual’s virtual reality immersion for the purpose of OG, from the perspectives of personal and social accountabilities in the virtual and physical worlds in the current Pandemic environment.

Methodology: This is a concise overview of the theoretical underpinnings, impacts on accountabilities and implications relating to OG. The chapter provides a survey and discussion of the literature on increasing trends of OG, profit-making potential of OG and the related accountability perspectives.

Findings: This chapter has extended on the Internet accounting and accountability research literature by considering OG accountabilities and costs and benefits. OG supports an individual’s emancipation. From the perspective of OG, there are numerous forms of emancipations that can be achieved and that may result in ‘sacrifices’ by others including other online gamers. There is a substantial risk of a lack of accountability towards the others in the online and real-life environment on behalf of the one who is emancipated through escape.

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The New Digital Era: Digitalisation, Emerging Risks and Opportunities
Type: Book
ISBN: 978-1-80382-980-7

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Book part
Publication date: 3 November 2014

Emma Hutchinson

To examine the potential for including forums in an online ethnography that draws on data from multiple online sites.

Abstract

Purpose

To examine the potential for including forums in an online ethnography that draws on data from multiple online sites.

Methodology/approach

Taking a broadly post-structuralist approach to identity and embodiment online, the research drew on three sources of data: asynchronous email interviews, in-game participant observation and six months of forum observation.

Findings

The community in question was socially located around multiple field sites online and forums remain an integral part of the social lives of online gamers. The practice and ethics for examining forums from a qualitative perspective are outlined and how this can fit into an ethnographic account. Some of the data is then presented from this strand of the research to illustrate how researching a forum as a ‘lurker’ can complement theoretical trajectories and analyses from other parts of the dataset.

Originality

This research details a novel way of examining forums qualitatively as part of a larger dataset. Furthermore, the chapter posits how relatively unobtrusive methods of observation can bring to the fore the ways in which prejudice still structures online social interaction.

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Big Data? Qualitative Approaches to Digital Research
Type: Book
ISBN: 978-1-78441-050-6

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Abstract

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The Emerald Handbook of Computer-Mediated Communication and Social Media
Type: Book
ISBN: 978-1-80071-598-1

Book part
Publication date: 23 February 2016

Ciaran Devlin and Anne Holohan

This study uses the ‘Dragon Age’ series by BioWare as a case study to examine the impact of video game player diversity on the inclusion of Lesbian, Gay, Bisexual and Transgender…

Abstract

Purpose

This study uses the ‘Dragon Age’ series by BioWare as a case study to examine the impact of video game player diversity on the inclusion of Lesbian, Gay, Bisexual and Transgender (LGBT) content in mainstream games. It explores the degree to which the perception of video games as ‘hegemonically masculine and heteronormative’ accurately reflects gamers’ own experiences.

Methodology/approach

The study is based on an online survey in the Dragon Age community forum, including open-ended qualitative questions.

Findings

The main findings show that male and female respondents widely believed in the presence of heterosexual (male) privilege within gaming culture at large. However, respondents’ own personal views and experiences demonstrated that they largely accept the inclusion of LGBT content in games. Finally, respondents showed considerable ‘disinhibition’ when it came to experimenting with sexuality and sexual identity in video games as compared to in real life.

Research limitations/implications

This was a small exploratory study and was limited by its size and a possible self-selection bias.

Originality/value

The findings indicate that gender diversity, diversity of sexualities and acceptance of LGBT content are all greater than previously thought. Moreover, role-playing games are fertile ground for experimentation with sexual identities among gamers. These results call for more research in this area.

Details

Communication and Information Technologies Annual
Type: Book
ISBN: 978-1-78560-785-1

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From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

Book part
Publication date: 28 November 2016

Robert L. Harrison, Jenna Drenten and Nicholas Pendarvis

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this…

Abstract

Purpose

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this paper examines how female gamers navigate the masculine-oriented gaming consumption context.

Methodology/approach

Eight avid female gamers (ages 20–29) participated in-depth interviews, following a phenomenological approach to better understand their lived experiences with video gaming. Data were analyzed using phenomenological procedures.

Findings

Findings reveal an undercurrent of gender-based consumer vulnerability, driven by stereotypical perceptions of “gamer girls” in the masculine-oriented gaming subculture. Further, the findings highlight the multilayered, multidimensional nature of gaming as a vulnerable consumption environment, at individual, marketplace, and cultural levels.

Social implications

The culturally embedded gamer girl stereotype provides a foundation upon which characteristics of consumer vulnerability flourish, including a culture of gender-based consumer harassment, systematic disempowerment in the marketplace, and conflicting actions and attitudes toward future cultural change.

Originality/value

This research suggests female gamers struggle to gain a foothold in gaming due to the socially and culturally constructed masculine dominance of the field. Our research study provides a stepping-stone for future scholars to explore gendered subcultures and begins to address the dynamic interplay of power, gender, technology, and the market.

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Consumer Culture Theory
Type: Book
ISBN: 978-1-78635-495-2

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Abstract

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Gambling Advertising: Nature, Effects and Regulation
Type: Book
ISBN: 978-1-78769-923-6

Book part
Publication date: 20 August 2020

Matt Coward-Gibbs

January 2016 saw the final release of Numinous Games’ crowdfunded linear adventure game That Dragon, Cancer. An impactful independent title which subverts many of gaming’s…

Abstract

January 2016 saw the final release of Numinous Games’ crowdfunded linear adventure game That Dragon, Cancer. An impactful independent title which subverts many of gaming’s traditional and valued norms. In less than two hours of abstracted adventure, players are transported through a series of vignettes documenting one family’s struggle with cancer, and the battle faced by their terminally ill child, Joel. Digital memorialisation has been documented by scholars since the late 1990s. This has come in the form of sites specifically created for memorialisation, social networking sites repurposed by their users for memorialisation (MySpace and more recently Facebook), and online virtual worlds (Second Life and World of Warcraft). However, within That Dragon, Cancer the productive nature of grief has created and envisioned a gaming experience purpose-built for memorialisation. This chapter begins by documenting memorialisation within virtual environments. From here, the author turns to consider the way in which That Dragon, Cancer provides a purpose-built space for grief, memorialisation and understanding, focussing on key stylistic and mechanic-based decisions undertaken in the games design. Finally, the author considers the way in which That Dragon, Cancer, through the use of crowdfunding in late 2014, transformed from a project memorialising one child to the memorialisation of many across the globe.

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Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Abstract

Details

Gambling Advertising: Nature, Effects and Regulation
Type: Book
ISBN: 978-1-78769-923-6

1 – 10 of over 5000