MMOGs as Third Place
Found this through the Escapist magazine ( http://www.escapistmagazine.com )
"Some online video games found to promote 'sociablity'."
The researchers, Constance Steinkuehler and Dmitri Williams, claim that MMOs function not like solitary dungeon cells, but more like virtual coffee shops or pubs where something called "social bridging" takes place. They even liken playing such games as "Asheron's Call" and "Lineage" to dropping in at "Cheers," the fictional TV bar "where everybody knows your name." "By providing places for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function much like the hangouts of old," they said. And they take it one step further by suggesting that the lack of real-world hangouts "is what is driving the MMO phenomenon" in the first place. The new conceptual study was published in early August in the Journal of Computer-Mediated Communication under the title, "Where Everybody Knows Your (Screen) Name: Online Games as 'Third Places.' "
(UNL does have access to the Journal of Computer-Mediated Communication, but the August issue doesn't appear to be up online through our subscription links.)
"Some online video games found to promote 'sociablity'."
The researchers, Constance Steinkuehler and Dmitri Williams, claim that MMOs function not like solitary dungeon cells, but more like virtual coffee shops or pubs where something called "social bridging" takes place. They even liken playing such games as "Asheron's Call" and "Lineage" to dropping in at "Cheers," the fictional TV bar "where everybody knows your name." "By providing places for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function much like the hangouts of old," they said. And they take it one step further by suggesting that the lack of real-world hangouts "is what is driving the MMO phenomenon" in the first place. The new conceptual study was published in early August in the Journal of Computer-Mediated Communication under the title, "Where Everybody Knows Your (Screen) Name: Online Games as 'Third Places.' "
(UNL does have access to the Journal of Computer-Mediated Communication, but the August issue doesn't appear to be up online through our subscription links.)
