The Dark Embrace: A Study in Virtual Socialization
Ashley Literski Fall 2009
Internet gaming has become a multi-billion dollar industry. The game World of Warcraft boasts over 10 million players worldwide (Blizzard, 2008). According to the literature on internet addictions, particularly those that are based upon MMORPG or MMOG(Massive Multi-player Online Game) communities, these sites tend to attract adolescents who are more inclined towards deviant and socially unacceptable behaviors (Choi & Kim, 2004). It makes sense that adolescents who do not feel they belong in the social circles available to them in their local communities would seek out peer attachments through other means.
Feelings of social acceptance and belonging to a group are vital to the self-esteem and identity formation of adolescents. (Coyne, 2009) We see this evident nationally as well as on a local level. Adolescents form peer groups of cliques and crowds in order to fulfill this need for personal affirmation and acceptance. Cliques are characterized by small groups of between 2-12 people. Crowds are characterized by large, loosely organized groups composed of several cliques (Coyne, 2009). In a time of their lives that is so devoted to developing a personal identity, peer groups become priceless to adolescents. There are many sources for forming these cliques or crowds such as school teams, clubs, organizations, religious affiliations, and personal interests that are held in common with one another.
Sociability was defined by Georg Simmel (1949) as “… the sheer pleasure of the company of others.”
In an effort to expand upon Simmel’s work regarding sociability, Ray Oldenburg(1989) analyzed the places where sociable interactions tend to take place. These places are referred to as “third places” by Oldenburg. “A third place is a mixer.’’ (Oldenburg, 1989, p. xvii).
Using these definitions for the terms one can see how MMORPG (Massive Multi-player Role Playing Game) communities can be considered the catalyst acting as a mixer for social interactions. MMORPGs create an anonymous third place that is designed for social interactions. Many virtual communities are based around those of common interest, such as “Anime’s” and “the Jocks” in schools, allowing for group identity formation within the online community context. The anonymity allows one to act however and be whoever they wish to be. This detached environment seems to be ideal for those who are seeking social acceptance and not receiving that sense of belonging from their peer groups within school environments or communities. This is particularly true of adolescents who are going through a time of major transition and identity formation, as this form of online interaction lends itself to a feeling of anonymity.
Monday, February 22, 2010
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