2/12/2024 0 Comments Twitch runescape mmorpg![]() This study examines the social organization of GaiscĂoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). Game designers need to appreciate that MMORPGs represent messy assemblages combining gameplay and social elements, meaning that changes they make impact on players lives. ![]() Therefore, RuneScape, as an MMORPG, is not addictive in and of itself, because of a mix of gameplay and social factors binding players to it. Players are bound to these communities and RuneScape as a whole through a messy assemblage of bondage, comprising of gameplay and social bonds. In actuality the community is fragmented into thematic sub-community groups catalysing around the RuneScape clan system, which closely parallels communities of practice structures. The main findings of the study are that the overall community of RuneScape is like that of a nation, with an 'imagined' notion of itself. However, comparative ethnography by proxy was achieved through the structure of interviews. The two limitations of this approach are bias towards the 'main' version of the game, RuneScape3, and the lack of direct comparative ethnography through participant observation. This is accomplish using a survey of around 1200 players, semi-structured interviews with over 40 of the respondents. This study looks to detail the notion of community and social structures that support RuneScape as a social entity.
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