NEW YORK - Video games
involving multiple players serve as informal gathering places akin to old-time
pubs and coffee shops, and can thereby boost the players' social connections,
researchers argue in a new study.
In their report, Constance Steinkuehler of the University of
Wisconsin-Madison and Dmitri Williams of the University of Illinois at
Urbana-Champaign question the perception that kids who play computer games are
isolating themselves, at least when they are playing so-called massively
multiplayer online games (MMOs).
"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 space' for informal sociability," Steinkuehler and Williams write. While
such sociability won't offer "deep emotional support," they add, it has the
benefit of exposing players to a wide range of viewpoints and a more diverse
social environment.
The effects of the Internet on society are still being debated, the
researchers note in an article in the Journal of Computer-Mediated
Communication. Some claim the Web allows people to build connections and
communities, while others say such virtual links are just a poor substitute for
the real thing.
The researchers sought to investigate the role of MMOs, in which players
inhabit "avatars" or on-screen representations of characters within virtual
worlds and chat with other players by text or voice, in players' social lives.
They studied whether one game, "Asheron's Call I and II," built players'
"social capital" by dividing 750 people into game-playing and non-playing
groups. They also conducted a two-year study of the activities and perceptions
of a group of people playing the MMO "Lineage."
Steinkuehler and Williams conclude that the games helped players gather a
type of social capital known as "bridging," which involves making informal
connections with others, while they didn't generally help people build stronger
social bonds. Such "weaker" social links are important, the researchers say,
because they offer players the opportunity to be exposed to diverse worldviews
that they may not encounter in the real world.
Players who did become more deeply involved in the games did run the risk of
having virtual relationships replace real-life ones, however, the researchers
note. However, to see these online communities as an entirely bad thing is
short-sighted, they say.
"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," they state. "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."
SOURCE: Journal of Computer-Mediated Communication, August
2006.