Thus, many gamers play computer games not only for their gameplay, but also for the relationships/interactions established and/or maintained through them. These new meanings include those centered on relationships/social interactions and identity. Within this framework, ritual and ritualized play (but also ritualization as a process) were defined as referring to practices through which the game is enriched with new meanings that go beyond the game being `just a game'. To achieve this aim, an ethnographic study was conducted (using participant observation and semi-structured interviews) and the data were analysed qualitatively and quantitatively through a ritualisation framework inspired by a multidisciplinary perspective on secular ritual (coming from anthropology, communication and media studies and social psychology). Specifically, I investigated the emerging practices of playing together with fellow players, friends, family and romantic partners and their functions in an integrated fashion. In this context, my research focused on exploring social aspects within and around two online games, World of Warcraft and Star Kingdoms. However, currently, these practices of playing together and their roles for gameplay and the relationships of the players are not presented and explained in an integrated manner. Online computer games are increasingly seen by game studies and industry as `more than games', i.e., places where players form and maintain relationships by playing together.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |