http://journals.sagepub.com.ezhost.utrgv.edu:2048/doi/10.1177/1555412010364983
Summary: Within this article the researchers conduct a study, after much explanation of different form of Role Playing games, regarding the patterns and practices of RP in connection to the player. They wanted to see if : 1. "Who engages in RP." 2. "Why do they RP?" (2) They conducted a study on the virtual world of EverQuest II (EQII) by using servery to understand the types of people that were playing and why. The servery consistent of a series of questions regarding mental disorder, gender, physical disabilities, avatar selection and relation of psychical characteristics, ect... They found that only a hand full of players considered themselves "hard core gamers" and most of their users played as a sense of escape. Meaning, only a small few acted like their avatar in the sense of speaking like it and acting like it. But, the data did show an increase of players who were disabled and or clinically depressed or suffer from anxiety. They also noted that, through the survey, half of the players reflected their personality onto their avatar and the other have liked the freedom to pick and choose different avatars from genders and races.
They concluded that player chose to play these online games of many reasons depending on their persona. The researchers decided that it would be inaccurate to label a particular type of people that gravitate to this area of virtual play. So too, they noted that the reasons for playing, as well as the people that were playing, selected avatars and connected with them fully or not at all. The difference and reasons depend on the individual. Some players liked the ability to be another person, others use it to portray a better version of themselves, and some use it as a stress reliever from a long day of work. The why and the who are endless and all depend on the player.
Response: I believe this is a pretty good article that does not try to label or identify people as odd for being invested in playing RP games. Most of the articles I have read, up to this point, show the psychological struggles and self esteem issues but none have thought to take into consideration the possibility of a person playing video games as a sense of escape. Also, they understand that there are many people in this world that gravitate to video games for their own personal reasons. Whether that be mental, psychological or because they want to try something new. It was a breath of fresh air to see data that included gamers from different walks of life and different genders and understanding that the reasons they play are their own.
Work Cited:
Williams, Dmitri. Kennedy,
Tracy L. M. and Moore, Robert J. Behind the Avatar: The Patterns, Practices,
and Functions of Role Playing in MMOs. Games and Culture. Vol 6, Issue 2, pp. 171 – 200. First
Published May 7, 2010
Rachel, this is not an area I typically enjoy reading about, however, I found the "Behind the Avatar" to be a valuable article to begin learning about Self-Presentation theory, the concept of the Magic Circle and digital identity as it relates to video games.
ReplyDeleteThe reason I say that is because they used a variety of methods i.e. behavioral data by gamers, surveys plus traditional ethnographic methods, etc.
I agree with your comment about how additional articles have not, "...thought to take into consideration the possibility of a person playing video games as a sense of escape." I have known people who have visible self-esteem issues who play but also others who play to relax/ escape. Although perhaps, both types of people are ultimately escaping but to different degrees.
Great post.
I agree. One person could be escaping into a world that he/she feels accepted and the other may just need a place that takes their mind off of pressing issues. Either or can still be seen as a form of therapy.
ReplyDelete