Online Gaming

Online Gaming - Online Gaming 1 Sarah Dashow ENG 101 Lavia...

Info iconThis preview shows pages 1–3. Sign up to view the full content.

View Full Document Right Arrow Icon
Online Gaming 1 Sarah Dashow ENG 101 Lavia Social Science Survey Report October 17, 2007 Online Gaming: An extension of sociability or sociability itself Abstract In the gaming industry, massively multiplayer online games are at an increasing popularity with more being released every few months, both free and with a monthly fee. A problem that arises, however, is the online gaming worlds can become so immersive with their complex social structures, economies and vast worlds, and parents, relatives and friends sometimes become concerned about gamers they know. In order to study this further, a random sampling of people from online and on campus were asked to take a 10 question survey regarding this topic of sociability in online gaming realms. The results supported the hypotheses that most people do not actually ignore their out-of-game lives, but rather look at it as an extension or break from real life problems. Only a few people choose to lose themselves completely in the online world. Introduction and Literature Review Online games, or more specifically, massively multiplayer online games (MMOs for short) have taken over much of the gaming community. In World of Warcraft, the most popular MMO currently, over 8 million log in to play and quest together, and there are plenty more online games out there breaching just as many players. Each game, when analyzed, shows to have its own social hierarchy and system. There are guilds, groups and friends that work together to achieve common goals in the game, mostly to obtain the best possible armor for the player’s avatar, or character. Game makers have taken extensive time and beta testing in order to create the most realistic worlds, visually, socially and economically, that can draw a player so deep into a game it may become a second personality and life for some people. Research has been conducted on these games in order to analyze how exactly people view their online counterpart to their own self and how much they choose to immerse themselves in this virtual sociability complex.
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Online Gaming 2 Two groups of scholars, Ducheneaut, Moore and Nickell and Choi and Kim, have done intensive research in the sociability of online gaming: from why people play the games to the types of communication offered to the social economies. In the case of Ducheneaut, Moore and Nickell, there is a group that has been studying this topic of online games for almost a decade now and has done extensive surveys on multitudes of people in various stages from all different game. They have written three major articles together that focus in some way on the effects of online sociability compared to real life. Choi and Kim are not known to have done research quite as detailed, but they do cover an array of online game in their essay. However, despite their different research periods, these two groups share similar hypotheses and ideas. To begin, both hypotheses when starting involved a concern in online game possibly being too
Background image of page 2
Image of page 3
This is the end of the preview. Sign up to access the rest of the document.

This essay was uploaded on 03/20/2008 for the course ENG 101 taught by Professor Cornett during the Fall '08 term at N.C. State.

Page1 / 12

Online Gaming - Online Gaming 1 Sarah Dashow ENG 101 Lavia...

This preview shows document pages 1 - 3. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online