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This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication effects literature with those from ethnographic research informed by a sociocultural perspective on cognition and learning, we present a shared theoretical framework for understanding (a) the extent to which such virtual worlds are structurally similar to “third places” (Oldenburg, 1999) for informal sociability, and (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000). Our conclusion is that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new “third place” for informal sociability. Participation in such virtual “third places” appears particularly well suited to the formation of bridging social capital—social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.
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Where Everybody Knows Your (Screen)
Name: Online Games as ‘‘Third Places’
Constance A. Steinkuehler
Curriculum and Instruction Department
University of Wisconsin-Madison
Dmitri Williams
Speech Communication Department
University of Illinois at Urbana-Champaign
This article examines the form and function of massively multiplayer online games
(MMOs) in terms of social engagement. Combining conclusions from media effects
research informed by the communication effects literature with those from ethnographic
research informed by a sociocultural perspective on cognition and learning, we present
a shared theoretical framework for understanding (a) the extent to which such virtual
worlds are structurally similar to ‘‘third places’’ (Oldenburg, 1999) for informal socia-
bility, and (b) their potential function in terms of social capital (Coleman, 1988; Put-
nam, 2000). Our conclusion is that by providing spaces for social interaction and
relationships beyond the workplace and home, MMOs have the capacity to function as
one form of a new ‘‘third place’’ for informal sociability. Participation in such virtual
‘‘third places’’ appears particularly well suited to the formation of bridging social
capital—social relationships that, while not usually providing deep emotional support,
typically function to expose the individual to a diversity of worldviews.
doi:10.1111/j.1083-6101.2006.00300.x
Introduction
Media scholars have become increasingly concerned with the possible negative social
and civic impacts brought on by the diffusion of both traditional media like televi-
sion and cable and new media such as videogames and the Internet. This concern is
perhaps best known as the ‘‘bowling alone’’ hypothesis (Putnam, 2000), which
suggests that media are displacing crucial civic and social institutions. According
to Putnam, time spent with relatively passive and disengaging media has come at the
expense of time spent on vital community-building activities. While few dispute
Putnam’s richly detailed evidence of the general decline of civic and social life in
America during the rise of television, some scholars have argued that online, Inter-
net-based media are exceptions. The evidence to date is mixed (Smith & Kollock,
Journal of Computer-Mediated Communication
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 885
1999), with some scholars arguing that the Internet’s capacity for connecting people
across time and space fosters the formation of social networks and personal com-
munities (Wellman & Gullia, 1999) and bridges class and racial gaps (Mehra, Merkel,
& Bishop, 2004), and other scholars arguing that the Internet functions as a displacer
(Nie & Erbring, 2002; Nie & Hillygus, 2002) enabling little more than ‘‘pseudo
communities’’ (Beniger, 1987; Postman, 1992).
A core problem on both sides of the debate is an underlying assumption that all
Internet use is more or less equivalent (Bakardjieva, 2005). Online technologies
enable a broad range of activities: searching information, visiting chat rooms, down-
loading music files, corresponding with friends and family by email, browsing polit-
ical blogs, playing in 3-D virtual worlds, and others. It would be more plausible and
empirically rigorous, then, to consider how specific forms of Internet activity impact
civic and social engagement as a result of their particular underlying social archi-
tectures (Lessig, 1999)—their designed-in, code-based structures that afford some
forms of social interaction and constrain others. In this way, we might determine
what underlying variables are involved in each activity (Evelund, 2003) before draw-
ing conclusions about the effects of online media as a whole.
In this article, we examine the effects on social engagement of one particular
increasingly popular online activity: large, collaborative online videogames called
‘‘massively multiplayer online games’’ (MMOs). Our collaboration on this project
is somewhat novel, combining conclusions from two different lines of MMO research
conducted from two different perspectives—one from a media effects approach, the
other from a sociocultural perspective on cognition and learning. Our joint product
represents the culmination of these two lines of inquiry in terms of (a) the extent to
which such spaces are structurally similar to ‘‘third places’’ (Oldenburg, 1999) for
informal sociability (Bruckman & Resnick, 1995), and (b) their potential function in
terms of social capital (Coleman, 1988). Despite differing theoretical and methodo-
logical vantage points, our conclusions are remarkably similar: By providing spaces for
social interaction and relationships beyond the workplace and home, MMOs have the
capacity to function as one form of a new ‘‘third place’’ for informal sociability much
like the pubs, coffee shops, and other hangouts of old. Moreover, participation in such
virtual ‘‘third places’’ appears particularly well suited to the formation of bridging
social capital (Putnam, 2000), social relationships that, while not providing deep
emotional support per se, typically function to expose the individual to a diversity
of worldviews. In this article, we present our shared theoretical framework of third
places and social capital, highlighting the consistent trends observed across two dis-
tinct sets of data gathered through two separate lines of inquiry.
Understanding MMOs
MMOs are graphical two-dimensional (2-D) or three-dimensional (3-D) videogames
played online, allowing individuals, through their self-created digital characters or
‘‘avatars,’’ to interact not only with the gaming software but with other players.
Aesthetically, they are part of the long history of alternative worlds found in science
886 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
fiction and fantasy literature (e.g., The Hobbit, Tolkien, 1938). Technically, they are
the latest step in a progression of social games that originated with paper-and-pencil
fantasy games (e.g., Dungeons and Dragons, Gygax & Arneson, 1973) and later
migrated to computers, first as mainframe text-based multi-user dungeons (MUDs)
(Trubshaw & Bartle, 1978) and later as the high-end 3-D digital worlds of today
(Koster, 2002). The virtual worlds that today’s MMO players routinely plug in and
inhabit are persistent social and material worlds, loosely structured by open-ended
narratives, where players are largely free to do as they please, to slay ogres, siege
castles, etc. They are known for their peculiar combination of designed ‘‘escapist
fantasy’’ and emergent ‘‘social realism’’ (Kolbert, 2001): In a setting of wizards and
elves, dwarfs and knights, people save for homes, create basket indices of the trading
market, build relationships of status and solidarity, and worry about crime. The
online gaming industry continues to prosper, with over nine million subscribers
worldwide (Woodcock, 2006). MMOs are played heavily (average time spent in-game
is 20 hours per week, Yee, 2002) and often with friends and relatives (Yee, 2006).
Divergent Research, Convergent Findings
The goal of this article is to present a theoretical framework for understanding the
social form and function of MMOs based on conclusions from two research projects:
one an examination of the media effects of MMOs, the other an ethnographic study
of cognition and culture in such contexts. Both projects used a mixed-methods
approach; however, the former leaned toward quantitative data collection and anal-
ysis while the latter leaned toward qualitative. Although grounded in different the-
oretical perspectives and research traditions, the conclusions of both studies were
remarkably aligned. Thus, we took it upon ourselves to collaborate in the develop-
ment of a theoretical framework that might encompass and elucidate the findings of
both. Despite the seeming novelty of such an enterprise, cross-disciplinary collabo-
ration is frequently advocated in academic research generally (Lewis, 1997; Stake,
1995), and in games research specifically (Williams, 2005), under the assumption
that the most fruitful advances are sometimes made when congruent findings are
discovered through disparate means (Kuhn, 1961).
The first project was a traditional effects study of MMOs focused on issues of
social capital and displacement that examined questions raised by Putnam, Nie,
Wellman, and others that sought to discover whether the MMOs Asheron’s Call I
and II added to or subtracted from players‘ overall social capital. The methods used
were a combination of survey research and experimental design, with first-time
MMO players given a free copy of the game or placed in a control group that did
not play the game (Williams, in press). Seven hundred and fifty participants popu-
lated the two groups. The changes among the treatment group players were con-
trasted between the two groups and presented statistically to demonstrate the
‘‘effects’’ of game play vs. no game play.
This statistical evidence was buttressed by a complementary participant obser-
vation phase during which the investigator played the game and conducted 30
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 887
random interviews with other players over a period of one year. In semi-structured
interviews, players were asked about their motivations for playing, their in-game
social networks, and about their life outside the game. The investigator sampled
players in central city locations and in remote wilderness areas across all of the
games’ experience levels and kept field notes to inform the subsequent survey and
experimental work. Unlike the survey data, these interviews were not intended to be
representative, but rather to discover trends and norms that could be compared and
contrasted with the quantitative data and that could help fashion appropriate survey
questions. Nevertheless, these observations squared with the survey results and with
the results of the second project detailed below.
The second project, a qualitative study of cognition and learning in MMOs
(Steinkuehler, 2005), consisted of a two-year ethnography of the MMO Lineage (first
I, then II) conducted from a sociocultural perspective (Gee, 1999; Lave & Wenger,
1991). The goal of this project was to explicate the kinds of social and intellectual
activities in which gamers routinely participate, including individual and collabora-
tive problem solving, identity construction, apprenticeship, and literacy practices.
Cognitive ethnography (Hutchins, 1995) was chosen as the primary research meth-
odology as a way to tease out what happens in the virtual setting of the game and how
the people involved consider their own activities, the activities of others, and the
contexts in which those activities takes place (Steinkuehler, Black, & Clinton, 2005).
This ‘‘thick description’’ (Geertz, 1973) included 24 months of participant observa-
tion in the game (eight months averaging eight to 12 hours of gameplay daily, the
remaining months averaging 20-40 hours per week); several thousand lines of
recorded and transcribed observations of naturally occurring game play (digital
screenshot images, video recordings, and fieldnotes); and collections of game-related
player communications with informants including posts to official (NCSoft spon-
sored) and unofficial discussion boards (on guild and fan websites), chatroom tran-
scripts, instant message conversations, and emails. Also considered were community
documents from the Lineage fandom network (i.e., materials either linked directly to
the corporate sponsored website or within the set of game-related sites that con-
tained more internal links among them than external links beyond them; Baraba
´si,
2003) including guild and fan websites, fan fictions, and community-written player
manuals and guidebooks.
As part of the second project, repeated unstructured and semi-structured inter-
views were conducted with a snowball sample (Hammersley & Atkinson, 1986) of 16
key informants throughout the course of the investigation, with interviews lasting
one hour on average, resulting in roughly 100 hours of recorded dialogue (either IM
transcript or audio recording). Additional interviews were not recorded but used as
a basis for fieldnotes, fact checking, triangulation of data, and verification of major
themes. The data were organized using NUD*IST and NVivo qualitative data anal-
ysis software to identify major themes (e.g., learning through apprenticeship), and
were coded inductively in the second year of the study in order to identify major
patterns within those themes (e.g., scaffolding strategies). Discourse analysis (Gee,
888 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
1999) was used throughout the investigation as the fundamental basis for analysis in
order to tease out how the underlying assumptions or ‘‘cultural models’’ (Holland &
Quinn, 1987) participants held about the virtual social and material world were
created, maintained, and transformed by specific individuals and social groups
whose ways of being in the world underwrite them.
In combination, these two empirical studies provide a reasonable level of gen-
eralizability (random assignment to condition in the first study) and contextualiza-
tion (ethnographic description of existing in-game social networks and practices in
the second). The two franchises investigated, Lineage I and II and Asheron’s Call I and
II, represent a fairly mainstream portion of the fantasy-based MMO market: All four
titles involved players assuming the roles of archetypal medieval fighter types, social
architectures which reward players for cooperation and the formation of long-term
player groups or ‘‘guilds.’’ The Lineage series is a highly successful franchise in South
Korea, with moderate U.S. success; the Asheron’s Call series was moderately success-
ful in the U.S., but not abroad. The combined data corpus provided a range of in-
game contexts for observation while exhibiting consistency in design features across
all four.
Theoretical Framework for Understanding the Form and Function of MMOs
MMOs as Third Places
While the virtual worlds of MMOs continue to rise in popularity (Woodcock, 2006),
civic culture in the physical, offline world appears to have decreased (Putnam, 2000).
In his seminal text, Oldenburg (1999) documents the decline in brick-and-mortar
‘‘third places’’ in America where individuals can gather to socialize informally
beyond the workplace and home. The effects are negative for both individuals and
communities: ‘‘The essential group experience is being replaced by the exaggerated
self-consciousness of individuals. American lifestyles, for all the material acquisition
and the seeking after comforts and pleasures, are plagued by boredom, loneliness,
alienation’’ (Oldenburg, 1999, p. 13). Recent national survey data appear to corrob-
orate this assertion, with census data indicating that television claims more than half
of American leisure time, while only three-quarters of an hour per day is spent
socializing in or outside of the home (Longley, 2004).
In what ways might MMOs function as new third places for informal sociability?
By providing spaces for social interaction and relationships beyond the workplace
(or school) and home, such virtual environments have the potential to function as
new (albeit digitally mediated) third places similar to pubs, coffee shops, and other
hangouts. MMOs are social environments in that successful play often requires
collaboration, albeit not uniformly: Recent evidence suggests that some people enjoy
playing alone or in a ‘‘pseudo-social’’ fashion (Ducheneaut, Yee, Nickell, & Moore,
2006). Therefore, in this section we analyze the structural form of MMOs that
warrants this ‘‘third place’’ assertion. With this argument in place, we then unpack
the function of such spaces in terms of social capital in the next section. To begin, we
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 889
compare the properties of MMOs to Oldenburg’s (1999) eight defining characteristics
of third places (see Table 1), and discuss how such virtual spaces satisfy each of the
eight criteria in turn.
I. Neutral Ground
First and foremost, third places are defined as neutral grounds where individuals can
enter and leave as they see fit without having to ask permission or receive an
invitation (as one might in a private space) and without having to ‘‘play host’’ for
anyone else. Compare, for example, weekday attendance at the workplace to happy
hour attendance at the neighborhood tavern. The former is a second place, marked
by financial obligation and rules that structure who is expected to be where and for
how long; the latter is a third place, marked by relative freedom of movement.
Asheron’s Call and Lineage are neutral grounds in the sense that there is no default
obligation to play. To oblige any one person to play requires that explicit agreements
be entered into by parties (much like making arrangements for a recreational team
sport), since the default assumption is that no one person is compelled to participate
legally, financially, or otherwise. Unless one transforms the virtual world of the game
into a workplace (e.g., by taking on gainful employment as a virtual currency
‘‘farmer’’ for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agree-
ment, no one person is obligated to log in. Moreover, social mores in the game
support general freedom of movement: Although standard salutations and farewells
Table 1 Oldenburg’s (1999) eight characteristics of ‘‘third places’’
Characteristic Definition
Neutral Ground Third places are neutral grounds where individuals are free to
come and go as they please with little obligation or
entanglements with other participants.
Leveler Third places are spaces in which an individual’s rank and
status in the workplace or society at large are of no import.
Acceptance and participation is not contingent on any
prerequisites, requirements, roles, duties, or proof of membership.
Conversation is
Main Activity
In third places, conversation is a main focus of activity in which
playfulness and wit are collectively valued.
Accessibility &
Accommodation
Third places must be easy to access and are accommodating to
those who frequent them.
The Regulars Third places include a cadre of regulars who attract newcomers
and give the space its characteristic mood.
A Low Profile Third places are characteristically homely and without pretension.
The Mood is Playful The general mood in third places is playful and marked by frivolity,
verbal word play, and wit.
A Home Away
from Home
Third places are home-like in terms of Seamon’s (1979) five defining
traits: rootedness, feelings of possession, spiritual regeneration,
feelings of being at ease, and warmth.
890 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
are used, sudden appearances and departures are rarely noteworthy events (see
Figure 5 for an example) (Cherny, 1999). Claiming third places as ‘‘neutral ground’
goes somewhat beyond this, however. It is to also claim the absence of ‘‘entangling
obligations,’’ which in turn affords relatively equitable and informal social interac-
tions. As Sennett (1977) states, ‘‘people can be sociable only when they have some
protection from each other’’ (p. 311). How might this broader claim about the
nature of third places compare with the virtual worlds of MMOs?
In online worlds, interaction is mediated by the virtual avatars of the individuals
who inhabit them. These avatars bear no discernable relationship to one’s offline
identity, unless one chooses to render one’s own character so identifiable, for example,
by using one’s given name instead of a pseudonym (a rare practice) or sharing
personal information about one’s offline personae with others within the game. This
anonymity provides a safe haven beyond the reach of work and home that allows
individuals to engage with others socially without entangling obligations and reper-
cussions; it is the so-called ‘‘magic circle’’ of the game (Huizinga, 1949). The question
of ‘‘entangling obligation,’’ therefore, is principally relevant only to the extent that the
real life personas are actually known by the other participants. According to Yee
(2006), such cases are fairly common: 25% of players game with a romantic partner
and 19% with a family member. One might conclude, then, that entangling obliga-
tions reemerge within such contexts and the function of MMOs as third places is
thwarted. However, Yee’s (2006) interviews also reveal that individuals who game
with romantic partners or family find that such joint engagement in the ‘‘other world’’
of MMOs allows them to redefine the nature and boundaries of their offline relation-
ships, often in more equitable terms than what may be possible in day-to-day offline
life. For example, in regard to gaming with her daughter, one interviewee remarks,
I think it has enhanced our relationship, we both treat each other more like
equals and partners in our private life. It is much easier to talk to her now and I
have found her talking to me about much more of her life and ideas. (Yee, 2006)
Thus, in cases in which real life identities are known, it seems that the relation-
ships that play-partners have with one another offline are often ‘‘leveled’’ within the
online world.
II. Leveler
A second and related criterion for third places is that an individual’s rank and status
in the home, workplace, or society are of no importance (Oldenburg, 1999). Again,
much like the world of sport (Huizenga, 1949), the boundary of the game world
creates a sense of moratorium from everyday roles (Meyrowitz, 1985) as evidenced in
the interview excerpt above. Consider, in addition, the interview excerpt shown in
Figure 1.
1
Here, a renowned guild leader in Lineage I explains how avatar-mediated social
interaction enables her to play a leader in the virtual world in ways she is typically
unable (or, more accurately, not allowed) to in ‘‘real life.’’ This sense of moratorium
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 891
from stratified daily social life enables MMOs to function as kind of level playing
field and, in part, may explain some of their popular appeal: Like sports, MMOs
appeal to people in part because they represent meritocracies otherwise unavailable
in a world often filled with unfairness (Huizenga, 1949). Players are able to enter
a world in which success is based not on out-of-game status but on in-game talent,
wit, diligence, and hard work. This is not to claim that no social stratifications exist
within virtual worlds. Such stratifications do exist, the most common being a
disparity between elite ‘‘power gamers’’ and those who play casually (Jakobson &
Taylor, 2003; Taylor, 2003). However, MMO players expect an equal distribution of
opportunity (although not necessarily outcomes) regardless of out-of-game status
and roles. This assumption is part of the ideological framework into which new-
comers are tacitly enculturated (Steinkuehler, 2004) and harks back to the culture of
early video game arcades: ‘‘It didn‘t matter what you drove to the arcade. If you
sucked at Asteroids, you just sucked’’ (Herz, 1997).
Rarely is out-of-game social status evoked within such spaces. For example,
players questing in a difficult area of Asheron’s Call’s I and II repeatedly found
themselves in need of help and information. At no point did any player suggest to
another that they deserved help or support because of their offline status. To do so
would have invited immediate derision, because on those rare occasions when an
individual or group does evoke ‘‘real world’’ power in some form, the community
and culture of in-game worlds disciplines them.
III. Conversation Is the Main Activity
According to Oldenburg (1999), these first two characteristics of the third place
(neutral ground and leveler) merely set the stage for the ‘‘cardinal and sustaining
activity of third places everywhere’’ (p. 26): conversation. In MMOs, conversation
Figure 1 Excerpt from an in-game interview with a renowned guild leader in Lineage I
illustrating how avatar-mediated social interaction can foster a more level playing field
892 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
plays an analogous role. Text-based interaction in such worlds is incessant and
ubiquitous. There is not just one chat channel but multiple simultaneous ones:
public, private, and various group channels. Together, these function as both
a one-to-many and one-to-one communicative space, as one informant called it,
‘‘a souped up form of instant messenger’’ (Steinkuehler, 2005). Figure 2 illustrates.
For most gamers, constant conversation through myriad chat channels is not
only necessary to navigate the virtual world’s diverse challenges (e.g., to barter virtual
goods, to organize collaborations, to share information) but is the very fodder from
which individuals create and maintain relationships of status and solidarity and, in
part, in-game community and cultural norms (Steinkuehler, 2006b). As Cherny
(1999) concluded in her study of MUDs, the technological predecessors of MMOs,
‘‘In all such systems, linguistic interactions have been primary: users exchange mes-
sages that cement the social bonds between them, messages that reflect shared history
and understandings (or misunderstandings) about the always evolving local norms
for these interactions’’ (p. 22).
Regardless of whether the core game mechanics driving interaction were com-
petitive (Lineage), collaborative (Asheron’s Call) or, most commonly, competitive
Figure 2 Transcription of roughly two minutes of multiple-threaded conversation during
a regular evening in Lineage I
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 893
collaboration (both series), conversation was clearly a desired form of game content
for MMO players. In virtual worlds, game play is constituted not only by joint in-
game activities but also and overwhelmingly by constant conversation about the
game and topics well beyond it, ranging from debates about the mechanics of the
game and discussions of who did what to whom, to lively conversations about art,
culture, sex, and politics—so much so that MUD developer J. C. Lawrence states,
‘‘The basic medium of multiplayer games is communication’’ (Koster, n.d.). Ongo-
ing commentary on players’ individual or shared adventures becomes a mainstay
activity, especially among regular players, Still others use both public and private
chat channels to talk ‘‘out of character’’ about offline mundanities. Such conversa-
tions extend to official and unofficial game-related discussion forums—both corpo-
rate sponsored and unofficially produced by fans—across all four titles.
IV. Accessibility & Accommodation
By definition, third places must also be easy to access, such that ‘‘one may go alone at
almost any time of the day or evening with assurance that acquaintances will be
there’’ (Oldenburg, 1999, p. 32). Because virtual worlds are perpetually accessible
(barring the occasional software update) and played in real time, participants are free
to log on and off as they see fit. Populations are commonly heaviest in the evening,
reflecting the free time of most youth and adults, but there is always someone on at
any hour. This is because individuals from different time zones often populate the
same server and for some players game time is not constrained by a typical workweek
schedule. Moreover, unlike brick-and-mortar third places, MMOs are accessible
directly from one’s home, making them even more accommodating to individual
schedules and preferences. With the exception of scheduled activities common in
large guilds (discussed below), most in-game activities are impromptu, depending
on who is online when, and what the general mood happens to be.
Thus, the virtual worlds of MMOs would appear to ‘‘stand ready to serve people’s
needs for sociability and relaxation in the intervals before, between, and after their
mandatory appearances elsewhere’’ (Oldenburg, 1999, p. 32). In practice, however,
there are barriers to initial access. Gaining access to such worlds requires an ade-
quately powerful computer or console system, and while the costs for computer-
processing power continually decrease, the games‘ requirements have only gone up.
Moreover, the games themselves typically cost U.S. $50 per title with a U.S. $15
monthly service fee. These costs may represent significant barriers to entry for lower
income households and younger players. Although data suggest that children from
lower-income families spend more time playing video games than their higher-
income counterparts (Study, 2003), it is unclear if these trends extend to subscrip-
tion-based MMOs. Adolescents typically must gain access through their parents and
their parents must be willing and able to indulge in and approve of the game. This
may, in part, account for the fact that age levels for MMOs indicate an older
player base (the average age for males is late twenties and slightly older for females,
Griffiths, Davies, & Chappell, 2003; Yee, 2002). Thus, despite easy access and
894 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
accommodation in theory, the financial barriers to engagement in MMOs may
remain significant for some.
V. The Regulars
‘‘What attracts a regular visitor to a third place is supplied not by management but by
the fellow customer,’’ notes Oldenburg (1999). ‘‘It is the regulars who give the place
its character and who assure that on any given visit some of the gang will be there’’
(pp. 33-34). Such regulars dominate not in a numerical sense but in an affective
sense, setting the tone of conversation and the general mood of the space. In MMOs
two types of in-game regulars shape the social ambience of a given title and server:
(1) guild members and (2) squatters in specific virtual territories of the game world.
Regulars of both types play a crucial role not only in establishing the social atmo-
sphere of a given game server through their perpetual presence, but also in main-
taining that atmosphere through the enculturation of newcomers to the game
(Steinkuehler, 2004).
For the 79% of MMO players who join a guild (Yee, 2006), fellow guild members
set the tone of sociability and daily mood through their ongoing interaction with
others. Guildmates are ever-present within a dedicated chat channel, able to engage
in social exchange with any other guild member regardless of in-game location or
current activity. Access to fellow guild members’ knowledge and skills is a crucial
part of one’s own success in the game, since it is the community’s ‘‘collective intel-
ligence’’ (Levy, 1999) that constitutes the most accurate and complete (living) ‘‘strat-
egy guide’’ for a given title (Steinkuehler, 2005). Interaction with one’s guildmates
becomes, if nothing else, a vital and daily means toward one’s own achievement.
Fellow guild members are frequent in-game partners (Ducheneaut, Yee, Nickell, &
Moore, in press), cultivating a shared reputation, shared riches, and an ongoing
shared history. Thus, the ‘‘tone of conviviality’’ (Oldenburg, 1999, p. 34) established
in a given MMO is, for the majority of gamers who do join such groups, largely
set by guildmates who are virtually omnipresent and constitute a vital means of
sociability and support.
The second type of regulars, squatters, reside in specific virtual territories, pro-
viding a social context specific to various areas in the game.
2
In MMOs, virtual
hunting grounds commonly vary not only in terms of level of difficulty but also
in terms of who hangs out there and therefore can be heard in ‘‘local’’ chat. For
example, an area in Lineage II called Cruma Tower is marked not only by the
presence of serious ‘‘power-leveling’’ players (Squire & Steinkuehler, in press; Taylor,
2003), but also by scatological humor, sexist commentary, profanity, mom jokes,
ritualistic insults, and the like. As one informant satirically commented in an inter-
view, ‘‘You go for the experience [points], you stay for the enlightening conversa-
tion.’’ All four titles in this study contain such areas, similarly marked by regulars
who create an atmosphere, for good or ill. For example, in Asheron’s Call I, regulars
dwelled outside the shops in major towns where they engaged in crafting activities.
These players help newcomers and tease those violating the social mores, thereby
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 895
socializing those around them and engendering a sense of reliable mentorship and
community stability. This is illustrated in Figure 3, in which one Asheron’s Call II
player thanks a second for kindly healing his avatar while he stands outside of town
center. In these ways, squatters, like guild members, shape the characteristic feel of
a given MMO world.
VI. A Low Profile
Oldenburg argues that third places are characteristically homely, their de
´cor defying
tidiness and pretension whenever possible. MMOs do not fit this criterion in any
literal sense. Whereas Oldenburg stresses that ideal third places are ordinary, MMO
spaces are typically extraordinary. The run-down real-world coffee shop or bar,
complete with sawdust or scattered peanut shells, maximizes comfort by removing
the trappings of pomposity, yet MMOs, even in their earliest incarnations, are
characteristically fantastic, both literally and metaphorically, including a dazzling
array of spectacular characters and creatures that range from delicately drawn elves
to frightening ogres and beasts.
However, not all in-game territories are alike in these terms. If Oldenburg is
correct and plainness is indeed crucial to deter pretension, it would follow that any
Figure 3 Screenshot from Asheron’s Call II that shows two players standing outside of town
center exchanging healing ‘‘buffs’’ (beneficial spells cast on oneself or other people’s avatars)
and thanks you’s
896 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
in-game area that is particularly grandiose, such as a castle, would be less ‘‘third
place’’ in nature than its plainer in-game locations, such as a seedy in-game tavern.
The evidence, however, does not bear this out: In neither of our investigations did
the degree of formality exhibited by players within the game bear any relation to the
degree of visual ornamentation of the players’ immediate vicinity. Instead, the social
atmosphere of a given in-game territory appeared to stem more from the player
population squatting there than from the visual context per se. For example, the
Cruma Tower of Lineage II, described above as rife with adolescent buffoonery and
bawdy talk, also happens to be a visually elaborate structure of no less stylistic
formality or architectural decorum (see Figure 4) than the highly sought after in-
game castles for which guilds compete.
Thus, while the visual form of MMO environments does not fit Oldenburg’s
(1999) criterion of ‘‘low profile,’’ the social function of those environments does.
Figure 4 Inside virtual architecture of Cruma Tower in Lineage II illustrating the visual
formality of an in-game area known for its irreverent parlance
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 897
This, in turn, is a function of player subscription levels. Woodcock’s (2006) analysis
of subscription growth indicates that MMO populations follow a parabolic curve,
typically attracting a high number of transient customers only immediately after
launch. Once this initial wave of gamers moves through a given title and onto the
next new release, those who stay behind become the basis for a sustained community
and the given game title goes the way of all game titles before it—appearing charm-
ingly ‘‘retro’’ but technically less sophisticated, less broadly popular, and arguably
more ‘‘homely’’ than those that come after. Our observations support this: A core
Figure 5 Excerpt from a guild conversation in Lineage II illustrating the kind of verbal play
that is characteristic of MMOs
898 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
audience remained on the game titles we examined after part of the population
departed for a sequel or the next popular release, and many of those who remained
behind functioned as regulars in the virtual community. Thus, by the time the latest
‘‘in’’ game was released (e.g., World of Warcraft), Asheron’s Call II and Lineage II
shared the fate of their predecessors, becoming, by all technical definitions, compar-
atively ‘‘low profile.’’ In effect, large new releases of other MMO titles appear to have
more of an impact on social patterns in a given MMO than the game’s own visuals do.
VII. The Mood is Playful
MMOs are playful by definition, and the everyday social tone within them follows
suit. Oldenburg (1999) argues that seriousness is anathema to a vibrant third place;
instead, frivolity, verbal word play, and wit are essential. We observed this pattern
time and again in the game contexts we researched. Players cracked jokes in the
middle of epic battles, performed silly avatar-based gestures such as handstands,
dances, and belly laughs, and mocked each other’s (and their own) appearance on
a regular basis. Although some of the research on MMOs tends to focus on forms of
virtual activity marked by seriousness, the conclusion that such worlds are therefore
normatively treated with gravity and consequence would be incorrect. Individuals
play MMOs for a sense of achievement, a sense of immersion in another world, in
order to socialize, in order to escape, to feel part of a group, because they like
analyzing the game mechanics, and because they enjoy the competition—in that
order (Yee, 2006). Rarely do they bring with them to the game matters of ‘‘real’’
consequence.
The playful nature of MMOs is perhaps most apparent in what happens when
individuals do bring gravity to the game. In such cases, the introduction of serious-
ness is typically met with teasing and cajoling in order to return the group to a more
playful and casual state. For example, consider the following in-game excerpt (see
Figure 7) in which one guild member attempts to grouse about a real-world illness
and a potentially uncomfortable relationship. In this exchange, fellow guildmates
cheerfully twist the conversation into something more lighthearted.
As this example illustrates, on occasions when personal problems (unless of
genuinely grave consequence to one’s safety or well-being) are made topics for
conversation, the tone is often redirected towards the humorous and lighthearted,
thereby transforming a ‘‘troubles telling’’ episode into something more appropriate
to the context. Those rare occasions when seriousness is allowed (e.g., during the
dissolution of a guild or during large scale raiding type events, discussed below) are
often circumscribed and marked as the unusual case. Thus it seems that the magic
circle drawn around the third place relegates not only rank and status outside its
purview, but also personal gripes, grouses, and moodiness.
VIII. A Home Away From Home
Finally, Oldenburg (1999) argues for the home-like quality of third places in rooting
people (Seamon, 1979), providing a ‘‘physical center around which we organize our
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 899
comings and goings’’ (Oldenburg, 1999, p. 39), where we expect to see familiar faces,
and where unusual absences are noticed and queried. MMOs, although virtual, root
individuals who play them in much the same way. Participation becomes a regular
part of daily life for players and, among regular gamemates such as guild members,
exceptional absences (i.e., prolonged or unforeseen ones) are queried within the
game or outside it (e.g., via email, Internet Relay Chat, or telephone). For example,
one Lineage II player whose town was about to be hit by a hurricane sent his
guildmates his contact information and let them know that he would be safe. In
response, there were multiple forum replies of concern and well wishes, with guild
officers sending text messages to his cellular phone in order to verify his safety.
While the circumstances of this particular example are exceptional (hurricanes are
a relatively rare event), the expressions of regard for a fellow player’s genuine safety
are not. In such ways, fellow MMO players create an atmosphere of mutual caring
that, while avoiding entangling obligations per se, creates a sense of rootedness to
the extent that regularities exist, irregularities are duly noted, and, when concerning
the welfare of any one regular, checked into. Such feelings of rootedness within
MMOs help create a shared sense of home, and with it the sense of support and
warmth that some folks may very well lack in their own ‘‘real world’’ households and
work places.
Bridging and Bonding in MMO Third Places
In the previous section, we examined the structural form of virtual worlds, demon-
strating how MMOs satisfy Oldenburg’s (1999) eight defining characteristics of the
third place. In this section, we turn to the function of such spaces. Even with Old-
enburg’s eight criteria met, a fundamental question remains: Are virtual communi-
ties really communities, or is physical proximity necessary? Much scholarly work on
the viability of online communities has been influenced by the work of Anderson
(1991), who suggests that geographic proximity itself is neither a necessary nor
sufficient condition for the emergence and preservation of ‘‘community.’’ As he
points out, conglomerations such as ‘‘America’’ or ‘‘Iraq’’ are no more face-to-face
than networked, online ones, yet we generally acknowledge them as large ‘‘commu-
nities’’ based on their internally coherent, shared sense of history and information—
collective characteristics made possible by a shared national media (Feenburg &
Bakardjieva, 2004). Rather than presume that a shared medium (here, an MMO)
alone suffices to enable community, however, we take the functional characteristics
of ‘‘community’’ that can be operationalized and observed and examine them in
MMOs in order to see whether or not such virtual contexts serve the same ends as
‘‘real world’’ communities do. Toward this end, we turn to the concept of social
capital and its component parts, bridging and bonding (Putnam, 2000).
Social capital (Coleman, 1988) works analogously to financial capital; it can be
acquired and spent, but for social and personal gains rather than financial. For
example, by comforting a friend, a person is then more readily able to seek comfort
in his or her own time of need. Thus social capital operates cyclically within social
900 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
networks because of their associated norms of reciprocity (Newton, 1997). Such
patterns can occur online as well as offline (Resnick, 2001).
According to Putnam, bridging social capital is inclusive. It occurs when indi-
viduals from different backgrounds make connections between social networks,
functioning as a kind of sociological lubricant. This form of social capital is marked
by tentative relationships, yet what they lack in depth, they make up for in breadth.
On the one hand, bridging social capital provides little in the way of emotional
support; on the other hand, such relationships can broaden social horizons or world-
views, providing access to information and new resources. In contrast, bonding social
capital is exclusive. It occurs when strongly tied individuals, such as family and close
friends, provide emotional or substantive support for one another, functioning not
as lubricant but more as a kind of social superglue. In contrast to bridging social
capital, bonding social capital is marked by relationships with less diversity but
stronger personal connections. It provides continued reciprocity among individuals
who share strong emotional and substantive support. However, it can also result in
insularity.
Granovetter’s (1973, 1974) early work on tie strength shows that bridging and
bonding social capital are tied to different social contexts, given the network of
relationships they enable. In the context of MMOs, the question is whether the
online communities found within them tend to be large, weak networks (bridging)
or small, strong ones (bonding). Evidence from studies of the Internet generally
suggests that online social networks are characteristically broad, bridging-oriented
networks (Constant, Sproull, & Kiesler, 1996; Pickering & King, 1995), although
both weak and strong ties can be forged within them (Wellman, Salaff, Dimitrova,
Garton, & Haythornthwaite, 1996). Our conclusion is that MMOs confirm this
pattern: Virtual worlds appear to function best as bridging mechanisms rather than
as bonding ones, although they do not entirely preclude social ties of the latter type.
Relationships and behaviors associated with bridging social capital were the most
prevalent and noticeable across our MMO data corpus, especially in games with
a vibrant social scene. Because Asheron’s Call II was plagued by low subscription
rates, it was not a strong source of either form of social capital simply because there
were not enough people present; its low population rates (see Figure 6) demon-
strated that a truly unpopular third place can lead to poor outcomes of either form.
Asheron’s Call II players experienced the opposite outcomes from players in the
other three titles: drops in the diversity of networks and drops in bringing social
capital (Williams, 2006, in press). In this sense, it was the exception that proves the
rule; a lonely game, much like an empty bar, produces effects opposite to those of
a vibrant third place. All three other MMOs in our research generated positive and
obvious bridging outcomes that one would associate with a real-world third place.
Broad, weak social networks were common. Within such networks, individuals from
a wide range of backgrounds mixed on the level playing fields that Oldenburg praises:
Supervisor and supervisee, parent and child, classroom teacher and student generally
left behind their out-of-game roles and participated as equals. Individuals with
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 901
diverse worldviews found themselves interacting on a level playing field. For exam-
ple, during the 2004 U.S. presidential election period, supporters of both presidential
candidates cussed and discussed the televised debates while slaying monsters in
game. This mixing extended to game play issues as well. In some cases, teenagers
mentored adults twice their age and education in how to level their avatar, find the
best territories for hunting, or lead a guild. However, while such bridging was
frequent, it was more likely to lead to potential resources or new information within
the longer-term groups such as ‘‘guilds’’ than within the temporary ‘‘pick up’’ groups
that band together for short-term goals. Within the guild organizations in particular,
players were able to establish enough of a relationship to exchange real-life infor-
mation beyond the basic ‘‘a/s/l’’ (‘‘age, sex, and location’’) to include a greater
diversity of viewpoints and experiences.
In contrast, bonding social capital was much rarer. Across our combined data
corpus, there were only a handful of cases in which deeper, more substantive rela-
tionships formed. In most such cases, the bonds formed within long-term guilds and
over a period of at least several months. For example, one informant met his fiance
´
when, after gaming online together for several years, they decided to meet face-to-
face. In another case, a long-term international friendship was formed through
online gaming, with one guild member from Singapore visiting the other in the
Figure 6 Screenshot from Asheron’s Call II showing a deserted town center in what is
supposed to be a busy city
902 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
U.S. In another instance, when a female guild member began living alone, a cadre of
fellow guild members would call to check in on her when she was later than usual
logging in. Such examples of the formation of bonding relationships are compelling,
although for the most part (as in offline contexts) they are relatively infrequent. One
could argue that, if the benchmark for bonding social capital is the ability to acquire
emotional, practical, or substantive support, then MMOs are not well set up for the
task: While deep affective relationships among players are possible, they are less likely
to generate the same range of bonding benefits as real-world relationships because of
players’ geographic dispersion and the nature of third places themselves. As to the
former, it is difficult to provide one another rides to work or a literal shoulder to cry
on when friends live in different states and time zones. As to the latter, the persistent
‘‘playful mood’’ (Oldenburg, 1999) of the third place of MMOs often stymied play-
ers’ attempts to engage in emotionally weighty conversation.
Conclusions
In this article, we presented a theoretical framework for understanding the form and
function of MMOs based on the combined conclusions from two independent lines
of MMO research. Despite differences in theoretical grounding and methodologies,
our conclusions were remarkably similar across complementary macro- and micro-
levels. The media effects analysis revealed broad and significant patterns of MMO use
and effect, and the cognitive research explicated the micro-level processes by which
those macro-level patterns are created, maintained, and transformed over time.
Synthesizing the findings of these two lines of research, our conclusion is that MMOs
are new (albeit virtual) ‘‘third places’’ for informal sociability that are particularly
well suited to the formation of bridging social capital.
It is worth noting, however, that as gamers become more involved in long-term
social networks such as guilds and their activities become more ‘‘hardcore’’ (e.g.,
marked by participation in large-scale collaborative problem-solving endeavors such
as ‘‘raids’’ into difficult territories or castle sieges), the function of MMOs as ‘‘third
places’’ begins to wane. Not all MMO players make this transition, but those who do
are likely to experience relationships closer to bonding ones than bridging ones. It
may be, then, that the structure and function of MMOs as third places is one part of
the ‘‘life cycle’’ for some gamers in a given title. As complex, long-term collaborative
activities become increasingly prevalent, the game becomes increasingly more entan-
gling, time-consuming, and work-like.
3
Some guilds maintain a relatively militaristic
culture during such events in which the MMOs become less conducive to third place
phenomena and more like intense sports competitions. Across all four titles, when
large player organizations develop the in-group hierarchies necessary for such activ-
ity, the function of MMOs as ‘‘neutral grounds’’ begins to break down. For some, this
is accepted as a reasonable tradeoff for access to more complex collaborative game-
play. In such cases, MMOs appear to enable a different kind of sociability, one
ostensibly recognizable as a ‘‘community’’ nonetheless.
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 903
Ironically, in Oldenburg’s (1999) assessment, contemporary media are a root
cause for the decline of civic and social life in the United States rather than a mech-
anism for its maintenance (if not restoration). Putnam (2000) is more sanguine
about the possible benefits of various online forms of community; but, according
to Oldenburg (1999), ‘‘The home entertainment industry thrives in the dearth of the
informal public life among the American middle class.Demand for all manner of
electronic gadgetry to substitute vicarious watching and listening for more direct
involvement is high’’ (p. 12). Here, the entertainment industry and its attending
‘‘electronic gadgetry’’ are framed as a substitute for direct involvement in the con-
temporary social world, with videogames given as the quintessential example. Old-
enburg (1999) dismisses game play outright, stating, ‘‘a room full of individuals
intent upon videogames is not a third place’’ (p. 31). However, our research findings
indicate that this conclusion is uninformed. To argue that MMO game play is
isolated and passive media consumption in place of informal social engagement is
to ignore the nature of what participants actually do behind the computer screen.
Game play is not a single, solitary interaction between an individual and a technol-
ogy, contrary to worn-out stereotypes (Williams, 2006); in the case of MMOs, game
play is more akin to playing five-person poker in a neighborhood tavern that is
accessible from your own living room. Perhaps, then, it is time that we reconsider
the causal direction of previous claims: Perhaps it is not that contemporary media
use has led to a decline in civic and social engagement, but rather that a decline in
civic and social engagement has led to retribalization through contemporary media
(McLuhan, 1964).
Some scholars might argue that virtual environments more readily fostering
bridging social capital than bonding capital is itself a cause for concern, citing
Beniger’s (1987) claim, for example, that online social networking fosters only
‘‘pseudo’’ communities. Such a view, however, ignores important nuances of what
‘‘community’’ means by pronouncing a given social group/place as either wholly
‘‘good’’ or ‘‘bad’’ without first specifying which functions the online community
ought to fulfill. In the case of the ‘‘pseudo-community’’ critique in particular, there
is an implicit bias toward bonding social capital over bridging social capital—
despite the long line of social analysis demonstrating the vital functions that bridg-
ing social capital serves (Granovetter, 1973, 1974; Haythornthwaite, 2002). More-
over, despite the semantics of the term, ‘‘weak’’ ties have been shown to be vital in
communities, relationships, and opportunities. A reliance on only one form of
social capital over another is harmful: At one extreme, the individual is widely
connected but unsupported and uncared for; at the other extreme, the individual is
loved and sheltered but utterly isolated from newness (Galston, 1999). The ques-
tion for scholars researching virtual communities such as MMOs, then, is to what
extent such environments shift the existing balance between bridging and bonding.
Our conclusion is that MMOs offer more bridging, at least initially. For the indi-
vidual without enough bridging, they can be a helpful complement, providing
a window into new worlds of people and ideas. However, for the individual seeking
904 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
emotional and substantive support, they are far less socially useful—at least in the
short term.
In light of Putnam’s evidence of the decline of crucial civic and social institu-
tions, it may well be that the classification ‘‘lacking bridging social capital’’ best
characterizes the everyday American citizen. This is, after all, the overall thrust of
Oldenburg’s (1999) argument:
In comparison with home and work associations, which tend to cloister people
among their own kind, the inclusive third place brings the individual into close,
personal, and animated contact with fellow human beings who also happen to
teach school, distribute pharmaceutical products, paint houses, sell office
equipment, or write for the local newspaper. The habitue
´of the typical third
place thus enjoys a richness of human contact that is denied the timid, the
bigoted, the pretentious, and others who choose to insulate themselves from
human variety (p. 45)
Without bridging relationships, individuals remain sheltered from alternative
viewpoints and cultures and largely ignorant of opportunities and information
beyond their own closely bound social network. Given the increasingly polarized
political rhetoric of the United States, the rise of fundamentalism, and the general
insularity with which many of us carry on our everyday activities (driving from home
to work to the super WalMart and back again), it seems ironic that, now of all times, we
would ignore one possible solution to our increasingly vexed relationship with diver-
sity. This is not to say that MMOs are somehow the answer to complex national and
transnational problems. However, it is surely in our best interest to consider bridging
social capital an important variable in our calculus for social and civic engagement.
Notes
1 All transcript excerpts are verbatim save changes for ease of reading, such as
typographical corrections and supplementation of deictic references or truncations
with appropriate, expanded referents [in square brackets]. Pseudonyms replace all
avatars names save the authors’.
2 For an interesting discussion of whether the entire virtual territory of an MMO
constitutes a third space or only specific locations within the game, see Ducheneaut,
Moore, and Nickell (2004).
3 The authors would like to thank one of the anonymous reviewers for helping articulate
this general pattern.
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908 Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association
About the Authors
Constance Steinkuehler is an assistant professor in Curriculum & Instruction at the
University of Wisconsin-Madison. Her research interests are cognition and learning
in massively multiplayer online games, particularly in terms of collaborative problem
solving, scientific reasoning, literacy practices, and notions of cosmopolitanism.
Address: 528D Teacher Education Building, 225 North Mills Street, Madison WI
53706 USA
Dmitri Williams is an assistant professor in the Speech Communication Department
at the University of Illinois at Urbana-Champaign. His research interests are the
social and economic impacts of new media, particularly various kinds of Internet and
videogames, and whether or not their social settings and contexts moderate their
effects.
Address: 244 Lincoln Hall, 702 South Wright Street, Urbana IL 61801 USA
Journal of Computer-Mediated Communication 11 (2006) 885–909 ª2006 International Communication Association 909
... Researchers who applied ethnography or participation/observation used varying terminology to explain their methodology and diverse methods to gather and analyze their data. Although the single term 'ethnography' was most common, the terms 'virtual' (Ducheneaut and Moore 2005), 'multi-sited cyber-' (Pearce and Artemesia 2009) and 'cognitive' (Steinkuehler and Williams 2006) ethnography were also used. These researchers applied a wide range of data collection and analysis methods. ...
... Two qualifiable aspects of player communities concerned their boundaries (either based on clear criteria or none whatsoever, rendering the boundary symbolic; Williams 2009), and their identity, which effectively encompasses a sense of shared history (Pearce and Artemesia 2009). A final aspect was both qualified in numerous publications (Jakobsson and Taylor 2003;Steinkuehler and Williams 2006;Taylor 2006b;Williams et al 2006), and quantified in another (Kobayashi 2010), though in both cases it concerned the members' 'bonding' and 'bridging' social capital. Put most simply, the former concerned members' close ties, while the latter concerned members' weak ties. ...
... 2003; Kolo and Baur 2004; Pearce and Artemesia 2009; Steinkuehler and Williams 2006; Taylor 2006b; Voulgari and Komis 2010), logged chat sessions (Chen 2009; Pearce and Artemesia 2009), made and logged screenshots and videos (Ducheneaut and Moore 2005; Pearce and Artemesia 2009) or analyzed documents like forum discussions, websites or manuals(Jakobsson and Taylor 2003;Kolo and Baur 2004;Steinkuehler and Williams 2006, Taylor 2006b). Following qualitative analysis of the data, the authors offered mostly descriptive theories, i.e. theories as to how to describe and interpret the social dynamics of the player communities they had researched.Slightly less diverse were the data collection and analysis methods of the quantitative researchers. ...
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Massively multiplayer online games (MMOGs) can foster social interaction and relationship formation, but they pose specific privacy and safety challenges, especially in the context of mediating intimate interpersonal connections. To explore the potential risks, we conducted a case study on Final Fantasy XIV (FFXIV) players intimate partner seeking posts on social media. We analyzed 1,288 posts from a public Weibo account using Latent Dirichlet Allocation (LDA) topic modeling and thematic analysis. Our findings reveal that players disclose sensitive personal information and share vulnerabilities to establish trust but face difficulties in managing identity and privacy across multiple platforms. We also found that players expectations regarding intimate partner are diversified, and mismatch of expectations may leads to issues like privacy leakage or emotional exploitation. Based on our findings, we propose design implications for reducing privacy and safety risks and fostering healthier social interactions in virtual worlds.
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... Bu çalışma, komşuluk geleneğinde dijital kültür ile ortaya çıkan değişimi incelemeyi amaçlamıştır. Çalışmanın teorik çerçevesini Ray Oldenburg tarafından geliştirilen üçüncü mekân kavramı ve Steinkuehler ve Williams'ın gerçekleştirdiği "Here Everybody Knows Your (Screen) Name: Online Games As Third Places" isimli çalışma oluşturmaktadır (Steinkuehler & Williams, 2006). Steinkuehler ve Williams, çok oyunculu çevrimiçi oyunlarda kişilerin farklı işbirlikleri geliştirdiklerini ve oyuncuların gruplarda üçüncü mekân olgusu _________________________________________ UDEKAD Cilt / Volume: 8, Sayı / Issue: 1, 2025 kapsamında farklı bir sosyalleşme türü içinde bulunduklarını ifade etmektedir. ...
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... Attributes that in other settings could be stigmatizing are kept outside the online game activity (Linderoth & Säljö 2008). Offline identities are protected which makes online games socially "safe" (Steinkuehler & Williams 2006). Anonymity has also been suggested to have an educational potential since students can overcome fears, express themselves more honestly, and take social risks (Ryan 2008). ...
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This study was done as a part of a larger research project where the interest was on exploring if and how gameplay design could give informative principles to the design of educational activities. The researchers conducted a series of studies trying to map game mechanics that had the special quality of being inclusive, i.e., playable by a diverse group of players. This specific study focused on designing a cooperative board game with the goal of implementing anonymity as a game mechanic. Inspired by the gameplay design patterns methodology (Björk & Holopainen 2005a; 2005b; Holopainen & Björk 2008), mechanics from existing cooperative board games were extracted and analyzed in order to inform the design process. The results from prototyping and play testing indicated that it is possible to implement anonymous actions in cooperative board games and that this mechanic made rather unique forms of gameplay possible. These design patterns can be further developed in order to address inclusive educational practices.
... On one hand, such digital worlds are increasingly recognized as authentic and meaningful domains of human activity in their own right. They have social dynamics that are complex enough to constitute separate "third places" where social capital can be built (Steinkuehler and Williams 2006), and they may even be meaningful spaces for direct civic action (Thomas and Brown 2009). However, research on team formation in games is often inconclusive as to whether the mechanisms are the same as offline groups, such as street gangs (Ahmad et al. 2011). ...
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The rise of reality gaming introduces a new possibility: that games can directly shape real-world networks, even as they educate. Network relations and skills are associated with career growth, educational attainment and even civic participation. Using methods of network analysis, this paper investigates the game "Reality Ends Here" over two years. The semester-long game is designed for freshmen university students, and is deliberately kept underground, which is rare in education. The game fosters multimedia production by small student groups, with hundreds of team submissions created each semester. This paper seeks to advance the formative use of network analysis for games that address human capital in education. Findings confirm that a player’s network centrality correlates with their game score. Team formation was biased by gender and academic discipline, but appears within acceptable levels. Implications are discussed for how game performance can be tied to various network indicators.
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Edwin Hutchins combines his background as an anthropologist and an open ocean racing sailor and navigator in this account of how anthropological methods can be combined with cognitive theory to produce a new reading of cognitive science. His theoretical insights are grounded in an extended analysis of ship navigation—its computational basis, its historical roots, its social organization, and the details of its implementation in actual practice aboard large ships. The result is an unusual interdisciplinary approach to cognition in culturally constituted activities outside the laboratory—"in the wild." Hutchins examines a set of phenomena that have fallen in the cracks between the established disciplines of psychology and anthropology, bringing to light a new set of relationships between culture and cognition. The standard view is that culture affects the cognition of individuals. Hutchins argues instead that cultural activity systems have cognitive properties of their own that are different from the cognitive properties of the individuals who participate in them. Each action for bringing a large naval vessel into port, for example, is informed by culture: the navigation team can be seen as a cognitive and computational system. Introducing Navy life and work on the bridge, Hutchins makes a clear distinction between the cognitive properties of an individual and the cognitive properties of a system. In striking contrast to the usual laboratory tasks of research in cognitive science, he applies the principal metaphor of cognitive science—cognition as computation (adopting David Marr's paradigm)—to the navigation task. After comparing modern Western navigation with the method practiced in Micronesia, Hutchins explores the computational and cognitive properties of systems that are larger than an individual. He then turns to an analysis of learning or change in the organization of cognitive systems at several scales. Hutchins's conclusion illustrates the costs of ignoring the cultural nature of cognition, pointing to the ways in which contemporary cognitive science can be transformed by new meanings and interpretations. Bradford Books imprint