Building Social Relationships in a Virtual Community of Gamers

2010 ◽  
pp. 1445-1453
Author(s):  
Shafiz Affendi Mohd Yusof

The purpose of this article is to understand how online gamers as a virtual community build social relationships through their participation in online games. Empirically, several aspects in the context of virtual community are still not fully understood, such as: (1) What types of rules, norms, and values are grounded in virtual community? (2) How do people institutionalize their members in a virtual community? and (3) Why do they create social relationships in virtual environment? The identified gap thus explains why studies have produced inconsistent findings on the impacts of online game play (Williams, 2003), in which many studies in the past have only looked at aggression and addiction. A more detailed understanding of the social context of in-game interactions would help to improve our understanding of the impact of online games on players and vice versa. Therefore, this article will present a case study of a renowned online game, Ever Quest (EQ), with the aim of understanding how players establish and develop social relationships. In specific, the Institutional Theory was applied to examine the social relationships among the players, and a hermeneutic-interpretive method was used to analyze the data in order to address the following general research question, “How is the social world of EQ constituted in terms of building social relationships?”

Author(s):  
Shafiz Affendi Mohd Yusof

The explosive growth of the Internet has enabled virtual communities to engage in social activities such as meeting people, developing friendships and relationships, sharing experiences, telling personal stories, or just listening to jokes. Such online activities are developed across time and space with people from different walks of life, age groups, and cultural backgrounds. A few scholars have clearly defined virtual community as a social entity where people relate to one another by the use of a specific technology (Jones, 1995; Rheingold, 1993; Schuler, 1996) like computer-mediated communication (CMC) technologies to foster social relationships (Wood & Smith, 2001). It is further supported by Stolterman, Agren, and Croon (1999) who refers to virtual community as a new social “life form” surfacing from the Internet and CMC. There are several types of virtual community such as the virtual community of relationship, the virtual community of place, the virtual community of memory, the virtual community of fantasy, the virtual community of mind/interest, and the virtual community of transaction (Bellah, 1985; Hagel & Armstrong, 1997; Kowch & Schwier, 1997). These types of virtual community all share a common concept, which is the existence of a group of people who are facilitated with various forms of CMCs. With the heightened use of CMCs, people begin to transit and replicate the same sense of belonging through meaningful relationships by creating a new form of social identity and social presence. As emphasized by Hiltz and Wellman (1997), people can come from many parts of the world to form “close-knit” relationships in a virtual community. The purpose of this article is to understand how online gamers as a virtual community build social relationships through their participation in online games. Empirically, several aspects in the context of virtual community are still not fully understood, such as: (1) What types of rules, norms, and values are grounded in virtual community? (2) How do people institutionalize their members in a virtual community? and (3) Why do they create social relationships in virtual environment? The identified gap thus explains why studies have produced inconsistent findings on the impacts of online game play (Williams, 2003), in which many studies in the past have only looked at aggression and addiction. A more detailed understanding of the social context of in-game interactions would help to improve our understanding of the impact of online games on players and vice versa. Therefore, this article will present a case study of a renowned online game, Ever Quest (EQ), with the aim of understanding how players establish and develop social relationships. In specific, the Institutional Theory was applied to examine the social relationships among the players, and a hermeneutic- interpretive method was used to analyze the data in order to address the following general research question, “How is the social world of EQ constituted in terms of building social relationships?”


2020 ◽  
Vol 12 (2) ◽  
pp. 49
Author(s):  
Khefti Al Mawalia

Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.


Arts ◽  
2021 ◽  
Vol 10 (3) ◽  
pp. 47
Author(s):  
Adelaide Duarte ◽  
Ana Letícia Fialho ◽  
Marta Pérez-Ibáñez

The spread of the COVID-19 pandemic worldwide, and the restrictions imposed by the social distance and the enforced confinement, are having an impact on the art markets globally. The aim of this article is to evaluate the impact of an external shock in the primary art market, using three countries as a case study: Portugal, Spain, and Brazil. These geographies have in common being at the margins in the art market’s main art hubs. It is intended to analyze how agents are responding to the new context, according to the data gathered within the gallery sector. The methods applied in the research are a combination of surveys carried out by the authors, field-based observation, along with an academic literature review, complemented by international and national reports analysis. The study’s main findings allow us to characterize the art market as a very resilient sector that energetically responded to the crisis, able to adapt and overcome challenges imposed by the new pandemic situation. Contemporary art galleries expanded digital activities, kept participating in art fairs hybrid models, continued to focus on internationalization, and pointed to the strengthening of public policies towards the sector and partnerships as key strategies to overcome the crisis.


Legal Studies ◽  
2021 ◽  
pp. 1-17
Author(s):  
Rebecca Probert ◽  
Stephanie Pywell

Abstract During 2020, weddings were profoundly affected by the Covid-19 pandemic. During periods of lockdown few weddings could take place, and even afterwards restrictions on how they could be celebrated remained. To investigate the impact of such restrictions, we carried out a survey of those whose plans to marry in England and Wales had been affected by Covid-19. The 1,449 responses we received illustrated that the ease and speed with which couples had been able to marry, and sometimes whether they had been able to marry at all, had depended not merely on the national restrictions in place but on their chosen route into marriage. This highlights the complexity and antiquity of marriage law and reinforces the need for reform. The restrictions on weddings taking place also revealed the extent to which couples valued getting married as opposed to having a wedding. Understanding both the social and the legal dimension of weddings is important in informing recommendations as to how the law should be changed in the future, not merely to deal with similar crises but also to ensure that the general law is fit for purpose in the twenty-first century.


2018 ◽  
Vol 3 (1) ◽  
pp. 57-76
Author(s):  
Munjin Munjin

The developent of madrasa should not depend on financial capital, like infrastructure and media. There is another variabel which has an important role, that is social capital. If the two variables are maximally used by the headmaster, madrasah will increase rapidly, moreover that madrasa has geneologically the big mass basis. Practically, there are many madrasas that have that two modals, but only few of them can manage to be a power to develop madrasa.  One of them is Madrasa Istiqomah Sambas Purbalingga, which uses social capital, espesially trust, as a strategi in developing madrasa, despite the fact that it does not stand under a certain religious organization.  So, the research question of this study is how MI Istiqomah Sambas Purbalingga build and manage the social capital of trust. In addition, this reseacrh will find out a good strategy in developing madrasa and strengthening the social capital. To collect data, the writer performed observation and interviewed some informants and collect some needed documentation. The collected data were then analyzed and connected to the theory used and finally was made conclusion. The conclusion of this research is that social capital of trust was built by philosophical, practical and institutional trust. The inclusive character of madrasa can also help to build trust.


PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


Author(s):  
Isabel Menezes ◽  
Márcia Coelho ◽  
Fernanda Rodrigues ◽  
Peter Evans ◽  
Brian Martin

The emphasis on the social responsibility of higher education institutions emerged more systematically in the Post-Bologna European context. This paper presents an overview of a case study on a certificate in university social responsibility auditing, based on three European universities: Edimburgh, Kaunas and Porto. The goal is to develop an auditor training for students based on experiential learning, that is coherent and replicable in diverse contexts and that involves the various stakeholders. The project is based on a set of benchmarks of university social responsibility developed in the context of a European project, namely:  Research, Teaching, Support for Learning and Public Engagement; Governance; Environmental and Societal Sustainability; and Fair Practices. We will report on the initial data generated by the ESSA Project, in respect of student recruitment, baseline attitudes and the impact of participation in the training and the first audit.


Author(s):  
ULVA NUR HIDAYAH ◽  
NIKE WIDURI ◽  
SYARIFAH MARYAM

The establishment of oil palm companies let impact on society.  The purpose of this study was to know the social and economic impact of  the establishment of oil palm company on the community. This research was conducted from May to July 2019 in Loleng Village, Kota Bangun District, Kutai Kartanegara District. Oil palm company exists in there namely PT. Prima Mitrajaya Mandiri.  Number of respondents was as many as 44 respondents divided into two parts, namely 22 respondents are residing close to the company and 22 respondents are living far away from the company. The method of data analysis that used was descriptive analysis. The research results showed that oil palm company let  positive impact on the community who live near to the company. The establishment of  company opens employment opportunities,  increases people's living standards, and opens business opportunities.   The company gives many help for community lives near the company such as financial assistance to orphans, school repair assistance, and road repair assistance. People who live far away from the company  did not have the positive impact.


Author(s):  
S. V. Shiva Prasad Sharma ◽  
P. S. Roy ◽  
V. Chakravarthi

<p><strong>Abstract.</strong> In the present study, an attempt is made to understand the impact on Social Vulnerability of the Kopili basin due to various severities of flood hazard. The flood hazard is generated using multi-temporal historical satellite based analysis and integration of annual flood inundation layers. The census of India data of 2001 and 2011 is spatially joined with village database to study the impact at village level. Using 5 Census variables from both Census 2001 &amp;amp; 2011 as vulnerability indicators, the Social Vulnerability Index (SVI) is derived and classified into various vulnerable zones namely Low, Moderate and High Vulnerable zones. The findings of the study show that the number of villages falling in Low and High Vulnerable zones had decreased during Census 2011 when compared to 2001 and a rise of 6% in villages falling in moderate vulnerable zones during 2011 is observed. The spatial database generated is useful to understand the impact of floods on the Social Vulnerability status of the basin and can be a useful input to further study the Physical, Economic and Environmental Vulnerabilities of the basin.</p>


Author(s):  
Kai Jakobs

This chapter discusses the influence individuals have in the ICT standards development process. The chapter draws upon ideas underlying the theory of the Social Shaping of Technology (SST). Looking through the SST lens, a number of non-technical factors that influence ICT standards development are identified. A literature review on the role of the individual in ICT standards setting and a case study of the IEEE 802.11 Working Group (WG) show that in a standards body's WG, the backgrounds, skills, attitudes, and behaviour of the individual WG members are crucially important factors. Yet, the case study also shows that in most cases employees tend to represent the ideas and goals of their respective employer. The chapter observes that the non-technical factors are ignored all too often in the literature. It argues that a better understanding of the impact and interplay of these factors, specifically including the skills and attitudes of the WG members, will have significant implications both theoretical and managerial.


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