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Socializing in the Online Gaming Community

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190

Chapter X
Socializing in an Online Gaming
Community:
Social Interaction in World of Warcraft

Vivian Hsueh Hua Chen


Nanyang Technological Unviersity, Singapore

Henry Been Lirn Duh


National University of Singapore, Singapore

Abstract

Massive Multiplayer Online Games (MMOG) allows a large number of players to cooperate, compete
and interact meaningfully in the online environment. Gamers are able to form social network with fel-
low gamers and create a unique virtual community. Although research has discussed the importance
of social interaction in MMOG, it fails to articulate how social interaction takes place in the game.
The current chapter aims to depict how gamers interact and socialize with each other in a popular
MMOG, World of Warcraft. Through virtual ethnography, specific interaction patterns and communica-
tion behaviors within the community are discussed. It is concluded that the types of social interaction
taken place in the gaming world is influenced by the temporal and spatial factors of the game as well
as the game mechanisms.

Introduction dimension dynamic world. It has attracted many to


try out – approximately 56% of American college
Digital games play an increasingly central role in students have played online games before (Pew
the life of many adolescents and adults. Massive Internet Project, 2003). Studies have argued that
Multiplayer Online Games (MMOG) is a game social interaction and relationship building are
genre that allows gamers to be immersed in a three the key reasons why MMOG gain its popularity

Copyright © 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
Socializing in an Online Gaming Community

(Griffiths, Davies & Chappell, 2003). Jakobsson ies developed game features and game quests that
& Taylor (2003) contend “social networks form “promote interactions among the players… [as]
a powerful component of the game play and the these encounters are essential to the success of
gaming experience, one that must be seriously …virtual worlds” (p.1). Social interaction is also
considered to understand the nature of mas- found as a key factor that makes gamers become
sively multiplayer online games” (p.81). Similarly, engaged in the game and play the game continu-
Ducnheneaut & Moore, (2004a) noted how ously (Chen, Duh & Phuah, 2006).
Designers of MMOGS thus place great em-
gamers need to do much more than mindlessly phasis on sociability, and implement features to
accumulate XP: they also need to increase their encourage social interactions and collaboration
social capital within the game’s society…they need among gamers (Duchenaut et al, 2004). However,
not only learn the game commands, but they must past studies did not provide clear explanation
also become socialized into the game community. of exactly what social interaction is within the
To be recognized as a good player [one needs] game. They also fail to address how in-game
to learn the lingo, perform [his/her] role well factors affect social interaction. This chapter nar-
when grouped with others, and more generally rates social interaction within the game World of
demonstrate that [he/she is] an interesting person Warcraft (Wow). It also provides explanation of
to play with (p. 2) what and how different factors affecting social
interaction.
Also, in an online survey, it was found that
39.4% of male respondents (n = 2971) and 53.3%
of female respondents felt their MMOG friends Background
were comparable or better than their real-life
friends (Yee, 2006b). Previous research on social interactions in
The assumption of the importance of socia- MMORPGs attempted to use various different
bility in sustaining the interest of gamers has measures to study social interactions. Quantita-
resulted in the development of MMOG designed tively, social interactions in MMORPGs have been
to encourage social interactions. Game develop- studied by several authors in various manners.
ers are trying to make MMOG more sociable by Ducheneaut & Moore (2004b) provided quantita-
implementing game activities that promote social tive data on the social interactions of Star Wars
interaction within the game (Ducheneaut, Moore Galaxies players by collecting data on “who is
& Nickell, 2004). Yee (2006a) noted how “most interacting with whom”; “in what way (gesture
MMOG are designed such that users must often or chat)”; where (starport or cantina), at what date
collaborate to achieve goals within the environ- and time, and what the content of the interaction
ment” (p. 4) and “[m]ost forms of advancement was (text chat or “social” command). It was found
in MMOG require increasing cooperation or that the ten most popular social gestures were:
dependency on other users, oftentimes mutually Smile, cheer, clap, wave wink, grin, nod, bow,
beneficial”. Often, the game design places play- thank, greet (p. 4). They also found that on aver-
ers in “high stress crisis” scenarios which are age, “a player goes into the cantina, makes about
also “trust-building scenarios” thus potentially one gesture towards another player, exchanges
facilitating relationship formations (Yee, 2006a, four sentences with him or her, and receives one
p. 16). In a study of the popular MMORPG, Star gesture in return” (p. 4). Ducheneaut & Moore
Wars Galaxies, Ducheneaut & Moore (2004b) (2004b) noted some shortcomings in the way they
showed how game designers of Star Wars Galax- have analyzed social interaction. For example, data

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Socializing in an Online Gaming Community

collected was purely from publicly observable the mafia. A gamer’s reputation is used to gain
behavior in the general chat and does not analyze access to a guild, and to maintain one’s status
private messages players send to one another and within a guild thereby forming the implicit social
within their player groups and guilds. Moreover, hierarchy of a guild with members of high repute
part of the social interaction measured originated holding important positions such as ‘guild leader’
from spammers who use a macro to constantly and ‘guild officer’. In another ethnographic study,
repeat a message (spam the chat) to achieve some Steinkuehler (2004) analyzes the language used
aims (level up a profession or sell game resources). by gamers during the game and the way Lineage
Hence, figures are sometimes misleading. This has gamers relate to the larger Lineage community.
led to a pre-occupation by the authors to differen- Existing literature cannot adequately articulate
tiate ‘genuine social interaction’ from senseless ‘social interaction’ in games. Some studies suffer
spamming in later studies where they computed from the limitation of the research tools used. For
a signal to noise ratio measuring the extent of example, Ducheneaut & Moore (2004b) collected
spamming versus unique conversations in Star data purely from publicly observable behavior in
Wars Galaxies (Ducheneaut et al, 2004). the general chat and do not analyze private mes-
Besides direct measures, several studies indi- sages players send to one another and within their
rectly quantify the importance of social interaction player groups and guilds. This chapter therefore
in gaming through survey questionnaires that suggests that an interpretive approach utilizing
ask respondents how important is it for them to symbolic interactionism as a guiding theory would
socialize while in MMOG. For example, Griffiths, serve the needs of researchers better by provid-
Davies & Chappell (2003) conducted second- ing a more encompassing, dynamic and flexible
ary data analysis of two fan sites of the popular way of viewing social interactions in MMOG. It
MMOG, Everquest and found that social interac- articulates what is meant by ‘social interaction’
tion make up 41% of the favorite aspects of the in the game World of Warcraft (Wow). This will
game compared to 4% for killing players or mobs. help shed light on whether socialization in Wow
They attributed the figures to the importance of the promotes game play and how to develop games
social element in MMOG. In another example, an to promote socialization. This chapter uses Her-
online survey of 30,000 MMOG players revealed bert Blumer’s symbolic interactionism theory as
that platonic and romantic relationships occur a guiding conceptual approach to study social
frequently in MMOG environments indicating interaction in Wow. The methodology adopted
the prevalence of meaningful social interaction is virtual ethnography with the researchers as
in gaming (Yee, 2006a). active participants of the game. The discussion
Qualitatively, social interactions in MMOG will be presented in a series of narratives with
have been studied through virtual ethnographies theoretical notes from Blumer’s symbolic inter-
with the researchers becoming active participants actionism theory.
in the game. One such study by Jakobsson &
Taylor (2003) found that social networks within
the game Everquest bear a striking similarity to important factors for
the classic mafia stereotype in a TV show ‘The studying social interaction
Sopranos’. Players rely on the social networks they in Wow
have built to provide in-game support that will
help them overcome quest objectives. Often, such In WoW, players interact with one another through
networks are found in guilds and are maintained their in-game avatar. Each player has a front stage
through a system of trust and reputation just like self (their avatar) and a backstage self (the player

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Socializing in an Online Gaming Community

sitting in front of the computer). The game envi- Moore (2004c) noted that MMORPGs ‘fragment
ronment presents a stage for players to literally an individual’s online life into several discon-
play out their symbolic selves (Goffman, 2004). nected digital identities’ (p. 3). They observed
In Northshire (the newcomer’s zone of WoW), that
players (level 1-10) often engage in an exaggerated
play of their symbolic selves by telling unsolicited Because of the ‘alt switching’ practice…on occa-
and unbelievable tales of themselves such as “I sion, players who have previously met will meet
SOLOED ONYXIA”. Onyxia is an end-game again under alternate identities that they don’t
monster that commonly requires 40 level 60 know about. They will therefore have to rebuild
players to take down. More often, players love to their relationship from scratch. This potentially
brag about their high level alternate characters in weakens the social fabric of the game (p. 3).
other servers e.g., ‘Blizzard sucks. I’ll be back on
my 70 main (my level 70 character, that I most Ducheneaut et al (2006) have also interpreted
commonly play) once Dragonmaw (another world that guilds are sparse networks because of high
server) is up’. Bragging gives players a sense of guild churn rates. They argue that many players
power, the sense of identity is so important some are not playing the game as a social game. It is
players feel the need to justify why they are so low our view that high guild churn rates are charac-
level. In the example given, the player blames his teristic of the fluidity and fragmentary nature of
current level 1 state on the server failure where online social relationships. Therefore, the pres-
his main character is. He chooses to define his ence of high guild churn rates and low grouping
weak level 1 self in relation to his powerful level rates may not mean that MMOG are not social.
70 self in another server. Rather, it points towards a qualitatively ‘different
Under the veil of anonymity in the online kind of social factor’ (Ducheneaut et al., 2006, p.
context, there is no way for players to check on 413) which is at the same time, characteristic of
others’ backstage persona. With this common computer-mediated communications in general.
understanding, players are free to brag as they Moreover, in the game world social interactions
please. Authenticity becomes a problem that may be similar to real life social interactions in
researchers have to deal with in the meaningful some ways. However, it is also qualitatively dif-
discussion of virtual relationships as ‘trust’ is a ferent due to the online context in which it takes
major factor of relational building (Ducheneaut & place. Therefore, this chapter suggests that an
Moore, 2004b; Jakobsson & Taylor, 2003). interpretive approach utilizing symbolic inter-
Besides inauthenticity, the online context is actionism as a guiding theory would serve the
also fragmentary, anonymous and fluid with little needs of researchers better.
capacity for encouraging relational commitment
(Ducheneaut & Moore, 2004c). Some researchers Symbolic Interactionism and Wow
have found the authenticity and fluidity of social
interactions within MMOG problematic. For MMOG are essentially role-playing games. The
example, the use of macros to spam messages game encourages players to try out different self-
selling items has been labeled as a form of social concepts and players can define their self-concepts
‘noise’ by Ducheneaut et al. (2004) and has led in a number of ways through: race, gender, player
to the differentiation of genuine interaction from class, avatar appearance…etc. Symbolic interac-
inauthentic (macro-programmed) interaction. In a tionism studies how individuals create symbolic
study of how gamers switch between their main meanings through their interactions (Blumer,
avatars and secondary avatars, Ducheneaut & 2004). An individual’s self-conception is there-

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Socializing in an Online Gaming Community

fore reconstructed with each interaction with meanings, and the schemes of interpretation that
another. Individuals invest symbolic meanings they already possess. Thus, the new form of joint
into these interactions to make them socially real. action always emerges out of and is connected
That means actors use language to communicate within a context of previous joint action’ (p.324).
in the process of meaning-making. Like social Without an understanding of gamers’ previous
structures, language is symbolic, dynamic and joint action, it is difficult to interpret their new
subjected to constant re-interpretation. Language joint action. To consider this factor in the study
can be verbal or non-verbal, informal or formal of Wow, one must seek to understand a gamer’s
(Denzin, 1974). previous gaming experiences, the contextual
Social structures are formed when many social change of gaming world (server) in Wow and the
actors experience and understand joint actions progression of gamers’ in-game avatar.
similarly thus developing ‘collectivities’ of joint
actions such as marriage, trading transactions or Spatiality: Interactional Arena
church services (Blumer 2004, p. 322). Addition-
ally, Blumer (2004) noted that social structures are Besides the historical context, we also propose
dynamic ‘it is just not true that the full expanse that in-game spatiality is important in the study of
of life in a human society… is but an expression social interactions in MMORPGs. As Ducheneaut
of pre-established forms of joint action. New et al (2004) have argued in a study of Star Wars
situations are constantly arising within the scope Galaxies, game designers tried to create spaces
of life that are problematic and for which exist- of social activity such as ‘cantinas’ where players
ing rules are inadequate’ (p. 323) and therefore, are encouraged to engage in social interactions.
social interaction is a dynamic process with ac- They likened such spaces of social activity to
tors constantly making symbolic meaning out Oldenburg’s notion of the third place. However, it
of their interactions. Thus, by extension, social was found that instead of using the ‘third places’
structures can also evolve with changes in social for social interactions, some players were using
interactions. informal gathering points such as spawn points
To understand the dynamics of social inter- for social interactions. Also players were using
action and in-game joint actions, three factors cantinas as quick ‘drive-throughs’ (p.7) to ac-
need to be considered: temporality, spatiality and complish their instrumental needs and altogether
community factors. bypassing the chance to interact with other players.
Therefore, the authors questioned the effectiveness
Temporality: Historical Context of such in-game ‘third places’. From a symbolic
interactionist approach viewpoint, an interactional
Based on Blumer’s (2004) framework, it is im- setting does affect the way social interaction
portant to understand joint actions in the context develops. In the presence of two or more actors,
they occur and consider the meanings of those ‘interactional settings’ are transformed into ‘in-
joint actions based in conjunction with previous teractional arenas’ where meaningful symbolic
joint actions. He claims, ‘any instance of joint ac- exchange can take place (Denzin, 1974, p.270).
tion, whether newly formed or long established, Therefore, we propose the use of interactional
has necessarily arisen out of a background of arena as the approach to study how in-game
previous actions of the particular participants’ (p. spatiality can influence social interactions. Such
324). Therefore, social interaction occurs within a a definition is more encompassing given that
historical context where participants always bring players sometimes do not utilize social spaces
to the formation of new joint action ‘the sets of in the manner which game designers intended.

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Socializing in an Online Gaming Community

Adopting such an approach may give insights into The fifty-ninth hour since server started. I’m Tip, a
the sort of social spaces gamers desire rather than female Paladin. I’m a fighter-healer, an upholder
focusing on the in-game spaces game designers of the Holy Light and a defender of the Alliance.
have hard-wired for social engineering. Clothed in my new identity, I clicked the “Enter
Realm” button, expecting to save the world. An
Community: Level of Social impressive video set to a stirring soundtrack and
Aggregation spanning the majestic city of Stormwind starts.

Additionally, we propose that researchers should With the alliance battle cry still ringing in my ears
be conscious of the different levels of social ag- I was more than amused to find myself standing
gregation while examining social interactions in in the midst of a different kind of battle… More
MMORPGs. As defined by Kolo & Baur (2004) than 10 players of different classes were running
in a study of Ultima Online, the different levels around the fields of Northshire slaughtering young
of social aggregation in MMOG are (para. 16): wolves. Slashing daggers, arcane missiles and all
‘the social micro-level’ of individual players (for manner of weapons of mass destruction rained,
example, the specific motivation to play or the fast and furious on the poor wolves. There was
strategy used) on one hand and that of the related plenty of competition to kill wolves. Everyone was
characters on the other (for example, the skills or trying to get the first hit to ‘tag their kill’. Welcome
the possessions); ‘the meso-level’ of social forma- to Northshire the n00b (newbie) starting zone for
tions among players (for example, player clubs, Humans in WoW. Without anyone noticing, I have
offline events) or among characters (for example, quietly made my entrance in Anetheron, a new
guilds); ‘the social macro-level’, spanned by the player versus player (PvP) server of WoW.
community of all Ultima Online players or all the
‘citizens’ of Britannia’. Generally, there are three types of servers in
From Blumer’s (2004) theory, we suggest that WoW: the Player versus Environment Server (a.k.a
social interaction in MMORPGs is a dynamic the safe and friendly gameworlds where players
process of meaning-making occurring within a can’t murder each other), the Role-Playing server
historical context and examinable through the (a.k.a the gameworlds where you mainly role-play
analysis of in-game language and in-game joint as a citizen of Azeroth) and lastly, the player
actions of players. The following section illustrates versus player server (a.k.a the most bloodthirsty
how social interaction is like and how proposed of all servers where players kill one another with
factors influence the way social interaction takes legalized abandon). The choice of a PvP server for
place in Wow. this chapter is deliberate as it offers the potential
for the study of the most confrontational social
interaction of all three types of servers. Officially,
Social Interaction in World player versus player killings are couched in the
of Warcraft (Wow) stuff of mythic legends with the heroic Alliance
and the fearless Horde engaged in a never-end-
The analysis of social interaction in game is ing battle. More often however, in-game fights
presented in first person narrative of one of the resemble petty muggings with powerful players
researchers’ character Tip and recorded in-game from each side guilty of bullying weaker players.
dialogue. The practice of repeatedly killing another player
is called camping.

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Socializing in an Online Gaming Community

The Influence of Level of Besides the general channel, players can choose
Aggregation (Community) to speak to others in their proximity using the /say
command. It appears in a box above the avatar’s
In WoW, part of the observable social interactions head. Anyone nearby can see what one types.
takes place in a nondescript scrolling text box on All the other types of conversations appear at
the bottom left of the screen: the left bottom of individual players’ screen (see
Figure 1). In the following exchange Carthelm,
Joined Channel: [1. General - Elwynn Forest] Cheatsheat and Tip are engaged in a conversation
Joined Channel: [2. Trade - Elwynn Forest] with one another. At the same time other players
Joined Channel: [3. LocalDefense - Elwynn in the general channel, Channel 1 (General Chat)
Forest] are planning a naked lowbie raid (raiding a city
Joined Channel: [4. LookingForGroup - Elwynn is akin to attacking the city) through the horde
Forest] city of Ogrimmar. Apparently, a group of taurens
(a horde race often derogatorily called bulls for
By default, players join the four chat channels their bull-like appearance) raided SW (Stormwind
listed above. By Kolo & Baur’s (2004) definition City) on the world server Garona:
of levels of social aggregations, all of the above
are macro-social channels. Each channel serves Carthelm: where to
a need, most of which are instrumental. Look- Tip: how old is this server?
ingForGroup and Trade are self-explanatory. Cheatsheat: new
LocalDefense is a channel peculiarly important Carthelm: the kobold one
to PvP servers and most utilized in areas where Xyuna: any guilds recruiting
both Horde and Alliance players are free to gank Areth: we should start a noobie raid! lol
(player-kill) each other. Certain locales in WoW Chainz: i was thinking that .... get 50 naked hu-
such as Stranglethorn Vale (STV) are notorious mans runnin through Ogrimm
for gank parties where players indulge in murder- Areth: but only lvls 1-6
ous hunts for members of the opposing faction. Nightmarez: this server just added today?
The LocalDefense channel is used to summon Chainz: horde had a “running of the bulls” in
aid when one is camped (repeatedly killed) by SW on Garona... good laughs there
members of the opposing faction. Often a friendly Areth: so who is up for raid? we can only have
warning to members of the same faction will lvls 1-6.
read like this: Kuroneko: a day and a half ago
Chainz: naked taurens... bout 75 of ‘em
“Three undeads by Nessie’s. lvl 48 priest and 2 Seczy: raid... lol
rogues. Rogues are skull to me.”
(Three horde players are skulking around Ness- In this case, the /say channel is a micro-social
ingway’s camp. There’s a level 48 priest with two channel. Besides the /say channel there is also a
rogues who are both ten levels higher than me.) group channel where only people in a 5 man group
can see the conversation and a private whisper
If someone is willing to help, a typical reply channel where players can speak to one another
may read: privately. Figure 1 shows an ongoing conversa-
tion within a 5 man group (in blue) when they
“Omw! I love ganking horde.” are fighting together in an instance. The purple
(On my way to assist. I love to kill horde.)

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Socializing in an Online Gaming Community

text is a private conversation between 2 players Guilds are formalized long-term player asso-
only (whisper). ciations and social networks that are integral to
At the meso level, there is a guild channel the game play of most MMORPGS (Jakobson &
where guildies can speak to one another (green Taylor, 2003; Ducheneaut et al., 2006). Within the
in Figure 1) and a raid channel where people in virtual WOW community, guilds provide gamers
a group larger than 5 people can talk to each with membership to exclusive distribution lists,
other with. Therefore, an individual player can bulletin boards and group chat channels in the
simultaneously observe and hold conversations game, and members’ characters will have the
at multiple levels with multiple gamers. guild’s name tagged under their avatars’ names.
It is through all the different chat channels Guilds encourage players to play more frequently
gamers ‘talk’ to each other and build a unique and the guild’s chat channels provide support. In
gaming community. Socializing and cooperating a typical guild, members have access to shared
in this virtual community with fellow gamers resources, knowledge, and game partners. In one
are often integral aspects of the game play in of the field notes done by one of the researcher,
MMORPGs. It also encourages gamers to join it is recorded:
guilds where gamers can cooperate in many other
ways. Guild is probably the most important social …playing in a good guild can make a difference
group a gamer belongs to in WoW. in the level of enjoyment and commitment to the

Figure 1. The chat channels at the bottom left

197
Socializing in an Online Gaming Community

game. In a good guild, you want to keep up and gamer has with others in each of the channel, con-
level up with the rest of the people. You want to run versations can have different focus and depth.
instances with your guild because they are good, Also, the language WoW players use is clearly
so chances of you dying is much lesser. Incidences, not standardized English. Turkle (as cited in
where people misbehave and do crazy stuff like Steinkuehler, 2004, p. 4) describes the linguistic
swear and slap others are less likely to happen, practice of online gamers as ‘closed world of refer-
and that makes game play more enjoyable. ences, cross-references and code”. The study of
language use in MMOs and its relations to social
However, conversations in guild can be less structures and social identity of gamers has been
instrumental and more personal. In another con- attempted by Steinkuehler (2004), who conducted
versation occurred in the guild chat, it’s rather a discourse analysis of the players’ speech in the
amusing. MMOG Lineage to illustrate how language can
convey social information on a player’s in-game
Norrisaurus: hey everyone identification within the larger Lineage com-
Spastor: hey man how are you munity. Similarly, we find that language used by
Norrisaurus: depressed, my girlfriend has a players in WoW is a valuable social artifact that
hideous haircut allows researchers to understand the evolution of
Spastor: lol social interaction in WoW.
Tarshay: lol The language used by players in WoW is ap-
Norrisaurus: im very tempted to break up with propriated from the larger community of geek
her speakers and other MMOGs. Informal dictionaries
Tarshay: im a hair dresser in the form of WoW guides are easily obtainable
Spastor: have you told her? for newbs (newbies) trying to socialize with the
Zukfarom: oh man more experienced WoW players (Glossary, n.d.;
Norrisaurus: I told her it doesn’t look nice WoW specific slang, n.d.). Language is constantly
Zukfarom: just because she has a bad haircut? evolving. An illuminative moment when this can
Sayia: slack be seen happened on Tip’s 11th day in Anetheron
Norrisaurus: but my mom had to spoil it by say- in an area known as Westfall. Westfall is home
ing she looked nice. to an instance called Deadmines. Instances are
Zukfarom: then that’s your problem buddy ‘dungeons’ with quests that often requires a full
Norrisaurus: I know its weak party of five to adventure in. To complete the
Norrisaurus: but like seriously. She looks bad. quests given, players must form a balanced team
Tarshay: lol (often, comprising of a healer, a tank to distract
Spastor: well all u could do was tell her your monsters from the healers/mages and a damage
opinion. It’ll grow out man causing class such as a mage to cut the monsters
Norrisaurus: then she’ll cute it back to the same down). Instances range from the low level ones
haircut e.g. Deadmines (level 17- low 20s) to the high
Spastor: buy her a nice hat then get hurt when level ones e.g. Dire Maul (level 60s) In Westfall,
she doesn’t wear it Alliance players often spam the general channel
looking for groups to do Deadmines quests. In this
This type of conversation is unlikely to happen incident, a player Ernie was looking for a healer
in the general, trade, local defense, party or raid for Deadmines (DM) in the General chat channel.
chat. Based on the topics and the relationship a However DM also stands for Dire Maul which

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Socializing in an Online Gaming Community

is a level 60 instance. The resulting confusion The confusion in this case is compounded
which followed clearly illuminates how language because Deadmines is an instance that is usually
is constantly evolving in WoW. available to the Alliance players only. Experienced
WoW players who do not play Alliance races of-
Ernie: Looking for healer DM ten do not know of Deadmines. In this example,
Fletcher: looking for party for DM Emendil is either a n00b (newbie) poorly versed
Emendil: Aren’t u a bit low for Dire Maul? in WoW lingo or, as Deity proposed, a first time
alliance player since he/she knows that DM stands
(Emendil mistook Deadmines (DM) for Dire for Dire Maul, a high level instance which is avail-
Maul (DM)) able to both Horde and Alliance players. Emendil,
on seeing the breach in his conduct tries to repair
Twinie: not that again his ‘face’ (Goffman, 2004) by passing off the
Hurl: are you a jerk? mistake as a joke ‘laugh out loud (lol) calm down
Deity: First time alliance maybe? ppl (people)… just kidding’. The consequences
Himor: need a healer for VC to such a breach in conduct is public castigation
‘aren’t u a little stupid to be playing this game?’
(Himor, also forming a party for Deadmines sub- as well as changes in the way the community now
stitutes DM for VC which stands for Van Cleef a defines Deadmines. Instead of DM, Himor starts
monster that is found in Deadmines. The use of to refer to Deadmines by the abbreviations ‘VC’.
VC in place of DM clarifies the confusion.) Ernie (the initial perpetuator of the confusion) too
adopts the term ‘VC’, followed by Adrasatus who
Emendil: lol calm down ppl... just kidding :D calls on the community to use the abbreviations
Deity: DM =Deadmines as well as Dire Maul, ‘VC’ for deadmines instead.
commonsense usually leads to what the person Language is therefore the by-product of how
is talking about actors make sense of each others’ actions. A com-
Ernie: looking for healers VC mon understanding that unites the community
is reached when all actors agree upon a shared
(Similarly, Ernie follows Himor’s example, understanding i.e. that from hence, ‘VC’ should
switching to “VC” to clarify the confusion.) be used to refer to Deadmines. Social interaction
is therefore a study of how social actors interact
Adrasatus: call deadmines VC to create shared understandings. The shared un-
derstandings are dynamic and evolve according
(Adrasatus, in a bid to clarify the confusion, tells to the context of the action. In this example, the
others to call deadmines “VC”) interactional setting is Westfall.

Romuluss: arent u a little stupid to be playing The Influence of Interactional Arenas


this game? (Spatiality)
Ernie: every1 knows DM is VC.
As Denzin (1974) has noted interactional settings
(the illuminative moment happens when Ernie are transformed into interactional arenas in the
voices the assumption that seasoned WoW alli- presence of two or more actors. DM symbolically
ance players all know DM is VC). refers to Deadmines in Westfall because actors
within the interactional arena of Westfall share
a common understanding that “every1 knows

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Socializing in an Online Gaming Community

DM is VC”. Social interaction and its empirically suggested that the ‘neutrality’ of Cantinas (the
observable unit “language” are therefore situated closest WoW equivalent is a city) have favored
in the context of the interaction. In this case, the the formation of instrumental actions over other
defining factor is the location or what we termed interactions. Similarly, we observed that the mur-
as the “interactional arena”. Therefore, we propose derous atmosphere of Stranglethorn Vale (notori-
that researchers take note of interactional arenas ous for its popularity with gank parties) sometimes
when studying social interactions as its form, creates a sense of social solidarity amongst play-
conduct and function may be influenced by the ers. Often, players watch each other’s back and
nature of the interactional arena. serve as ‘surveillance’ patrols. Suspicious gank
From our ethnographic journeys into WoW, parties are noted and their levels and classes are
we found qualitative differences in the kind of reported in the General Chat. Players with time
social interactions occurring in different regions on their hands, of a high enough level or simply
within WoW. The most obvious are found by harboring bloodthirsty thoughts will voluntarily
comparing and contrasting contested areas (areas help out players who are camped or bullied by the
where player-killing is allowed) with city areas other faction. In safe areas like Stormwind City,
(non-player-killing). Ducheneaut et al (2004) have social interactions are strikingly instrumental with

Figure 2. Players showing off their epic mounts and mounts

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Socializing in an Online Gaming Community

players often congregating just to do some fast sometimes even blue items to guildies and he’s
trading or group formation. Social interactions the twenty-four hours, all-instance tank for al-
in city areas are also often more “spectatorial” in most all of the guild runs. It got to the point when
nature. Players gather in cities to check out other Chrish helped so often that he stopped leveling at
players’ epic mounts, epic gears, or simply goof one stage altogether. Tanks and priests are two
around by dancing naked etc. highly sought after classes in WoW. Every party
One such incident is humorously illustrated needs a tank to hold the monsters at bay while
in Figure 2, where two players were captured the rest of the team members perform their roles.
parading their epic mounts in Stormwind. Besides It is not uncommon to logging in to find Chrish
interactional arenas and levels of social aggrega- (a level 30+ warrior) helping the guildies tank
tion, we also observed that changes in historical Deadmines which is an instance that is too low
context may influence the form and type of social level for Chrish. When a high level player runs
interactions observed. guildies through a low level instance it is known
as power-levelling. At first I thought nothing much
The Influence of Historical Context of Chrish’s helpfulness. However, I soon realized
(Temporality) it was a running thorn among some of the officers
of the guild.
Historical context is a larger concept which in-
cludes a player’s previous experience with WoW, On the 53th day since server started, Tip was
the maturity of the server and also a player’s level promoted to Officer Level within the guild and
at which the behavior is encountered. gained access to the Guild officer chat which is
A player’s previous experience is not equated restricted to leaders of the guild. Usually, officer
to one’s in-game level. More experienced players chat is used to chat about non-consequential sub-
are judged by their skills with the game. They jects or subjects that we don’t want all guildies to
are likely to know their role in the team, and know (i.e. gossips) but sometimes things get pretty
they are familiar with strategies needed to cope serious when experienced players start discussing
with troublesome monsters (mobs) in instances. the direction of the guild and the dkp (dragon
Helping others gives them a sense of power or killing point) system. In the guild chat:
what we would like to term as ‘self-reinforcing
encounters’ where one’s self-conception is given Some officers were unhappy with the way Chrish
an ego boost. Sometimes experienced players was power leveling the newbs. The concern was
help so much, their frontstage roles become too level 60 newbs, who are power-levelled and
overwhelming to keep up. This happened to one unskilled in their roles will be disastrous for
of my guild mates, documented in one of our end-game instances like Molten Core. Apparently
field notes: guildies often cite the lack of a tank at the late
hour we play in and rope Chrish in to help out in
When I (Tip) first joined my current guild, Chrisha- lower level instances like Razorfen Deep (RFD)
kimi is around the same mid-20s level range as I and VC. Chrish is also very willing to help as ours
was. He was already an officer of the guild, an ex- is a growing-guild and since we have restricted it
perienced player and an offline-friend of the guild to Singaporean players, retaining guidies has also
master. The guildies often refer to Chrishakimi as been one of our top priorities. Helping guildies is
Uncle Chrish (as a form of cheeky endearment one way to retain their loyalty to the guild. The
and respect) or Chrishy for short. Chrish is the subject was brushed off but revisited again and
carebear of the guild. He gives free green and again in the subsequent weeks.

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Socializing in an Online Gaming Community

The breaking point came when two of the more Chloeries: i never play warrior before so i got by
experienced officers, a tank (Chloeris) and a priest all the instances by learning.
(Priestdave) reached the highest level while the Tip: no lah... just when dave and u running me
rest of the guilds were still strangling in the 40s. through mara (mauraudon, an instance) that
The level disparity was exacerbated as Chloeris time i really learnt a lot of tricks... or else always
and Priestdave started parading their loot in the aggro.
guild chat. The seeds of discords were sowed on Chrishakimi: i juz hope to see dave and chlowee
Day 76th on the officer chat channel. help the guilides more.. not juz showing off your
loot.. once a while is ok to bait them to go instance...
Chrishakimi: Some guildies have been asking but not all the time.
why we aren’t helping. Chrishakimi: and dave knowing that we need
Tip: they did? healers shld be volunteering to help us more.
Chloeries: I dont help at all for the past week Tip: speaking of healers should i turn holy
;D now?
Tip: the st (Sunken Temple) thing is not that Chrish Chrishakimi: half the time no guilides even bother
can’t tank, is that we don’t have priests. (in a to ask them coz we dun do it any more.. sighz..
reference to an earlier squabble when Chloeries Tip: yeah... a bit sad like that...
and Priestdave back out on a promise to go to Chloeries: yeah sad for me too since i had to do
Sunken Temple with some of us. We couldn’t find everything myself without help from guild when
a pick up priest.) i hit lvl 50.
Chloeries: eh Chrish, this point i have to dis- (Chrish logs off)
agree
Chrishakimi: Duh I am the one taking the brunt... Here, Chrish’s carebear role has become
will realli be happy if Chlowee or Dave could a burden for him. Every time Chrish logs in,
help them in juz one instance a dae. guildies were literally demanding him to run some
Tip: actually we need priests... instance for them. On the other hand, guildies
Chloeries: i mean u need 60s to run instances often do not approach Chlowee for similar help.
for u? then when we were leveling which lvl 60 Both are warrior-tanks. How the guildies interact
help us? with Chlowee and Chrish depends on the way
Tip: hey.. chrish doesn’t mean that they perceived their roles historically. Guildies
Chrishakimi: Not not only the ST thingy... but often look to Chlowee for advice since he’s a
for eg.. the 30 and 40 lvls... i explain to them i more experienced player than Chrish and had
wan them to gather their own peeps for better played practically every single class in WoW. For
team work instance runs however, Chrish’s the man to seek
Tip: actually the running through is not a matter because as Chlowee acknowledges, he had refused
of levelling or powerlevelling I really learn a lot to help guildies for the past week (and from my
when u run me through like how to macro etc. observation even before that). Players’ previous
Chloeries: i never had a level 60 tank for me in experiences therefore influence how they make
ST... Like i said i tank ST when i was lvl 51 ... and social demands on others. Besides interpersonal
not prot spec experiences based on previous experiences, a
Chrishakimi: is not tat... i told U liao.. with or player’s experience with WoW is also exhibited
without Chlowee help I will go soon.. is the other in his/her conduct and communicated to others.
lower level peeps. Skilled players are usually deferred to. Social
interaction is therefore grounded in a tangled

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Socializing in an Online Gaming Community

historical web of inter-personal and intra-personal Player level is a relative concept, the differ-
past experiences. ences in social interaction is due to the level
A player’s level at which a social interaction differential of two actors. However, absence of
is encountered also influences the type of social level differential can also influence the outcome of
interaction one experiences. The most straight- social decisions. Often times, when encountering
forward is example of this is looting behavior. In solitary horde around my level in Stranglethorn
lower level instances players often use a group loot Vale, We’ll proceed to check on their PvP rank.
system. In higher level instances when the loot A low PvP rank e.g. such as a Grunt probably
drops become too precious, players often adopt means this player does not gank much and it is
a form of looting system known as master-loot safer to keep the peace. For that one moment of
which requires the players to trust the raid leader pause when one is regarding the Other, a quick
(see appendix 3 for detailed explanation). Also decision has to be made either to /wave (signifying
higher-level players often encounter low-level peace) or attack (signifying hostility). However on
beggars. Higher level player also get a certain encountering a player between five to ten levels
amount of deference and grudging respect from above me, I usually flee for my life, without a
others. single glance at the Other. Therefore, player level

Figure 3. The competition for mobs in Moonbrook

203
Socializing in an Online Gaming Community

is a type of non-verbal communication that either Daninja: ^&%”! man there r too many ppl here
intentionally or unintentionally causes some form in westfall
of a social reaction when one actor encounters (*swears* man there are too many people here
another. Player level is a chronological concept in westfall)
because as a server grows older (matures), there
are more high level players (in absolute terms), Laila: pst remadin for messenger invites... don’t
the presence of a level 70 player simply does not be a **** like bluesheep and tag him by yourself
carry its social weight compared to the past when while there’s 5 people waiting.
there were less high level players. (please send a private whisper to Remadin to get
Therefore, we also propose that server invited to the group for the quest to kill messenger.
maturity influences the form and evolution of Don’t be a f*** like bluesheep and kill messen-
social interactions in WoW. In the first days of a ger by yourself when five other people also need
new server, there is a preoccupation with power messenger for the quest)
watching and power display of all forms. People
are competing to be the first to reach the highest In sum, interactional arena, level of social
level, the first to get a mount, the first to get an aggregation, and historical context are the three
epic mount etc. In particular, people were using factors that influence social interaction in Wow.
the /who command to look at who’s the highest Historical context influences gamers’ desire to
level player on the server. A hunter, Kugoo became keep on playing in a given sever, a given guild,
quite legendary for being the first level 40 within and interact with certain (type of) players. The
the first the few days of Anetheron’s launch. In the depth and breath of social interaction change as
general chats, people were asking for the highest the game server matures (temporal factor). There
level player and rumours were flying around about are qualitative differences in the kind of social
“Kugoo” being played by 3 people in shifts all interactions occurring in different regions within
round the clock. One of my guildies also openly Wow (interactional arena/ spatial factors). Level
declared that he must be “one of the first level of social aggregation usually influences the topic
60s” in this server. and nature of the conversation.
Besides levels, players were also competing
for scarce resources. In particular, players were
competing to kill monsters. Figure 3 shows a Future Trends
scene in Moonbrook in the early days of the
server, where a whole camp of players was liter- Another part of our research projects (Chen &
ally fighting over monsters to kill. Duh, 2007) has developed a typology of vari-
The resultant effect is more collaboration ous forms of social interaction. It also addresses
even though players did not need extra help. how the three aforementioned factors influence
Collaboration in this case happened because the specific forms of social interaction in WoW. The
mobs were too few and parties questing together proposed framework in Chen and Duh (2007),
would have lessened the demands on mobs. One with analysis in the current chapter, aims to inform
in-game example which requires players to kill a future research in social interaction in MMOG.
messenger who does not spawn very frequently The framework is still in its developmental stage
resulted in collaboration: and it needs further validation.
Sixth day since server started. There are several research issues that can help
improve the proposed framework. There are quali-
tative differences in the kind of social interaction

204
Socializing in an Online Gaming Community

occurring in different regions within Wow, but we 324). Los Angeles: Roxbury Publishing Com-
cannot assert that interactional arenas influence pany.
the forms of social interaction that occur. Future
Chen, H., & Duh, H.B.L. (2007). Understand-
research can look into the differences in the forms
ing Social Interaction in World of Warcraft. In
of social interaction within each interactional
Proceedings of the International Conference on
arena. We observe that social interaction change
Advances in Computer Entertainment Technol-
as server matures, but we cannot pinpoint when
ogy, 203, 21-24.
and how each form of social interaction changes
as servers mature. Future research can look into Chen, V.H.H., Duh, H.B.L., Phuah, P.S.K., & Lam,
this issue. Further research can also look at how D.Z.Y. (2006). Enjoyment or Engagement? Role
the change of the game features changes the of Social Interaction in Playing Massively Mul-
dynamic of social interaction. tiplayer Online Role-playing Games (MMOR-
PGS). Lecture Notes in Computer Science, 4161,
262-267.
Conclusion
Denzin, N. K. (1974). The methodological impli-
cation of symbolic interactionism for the study
This chapter offers readers a slightly different
of deviance. The British Journal of Sociology,
perspective to complement the data driven and
25(3), 269-282.
micro-sociological analyses that already exist
in the literature. It illustrates in-game social in- Ducheneaut, N., & Moore, R. J. (2004a, April).
teraction and explains the different factors that Gaining more than experience points: Learning
influence social interaction within Wow to fill in social behavior in multiplayer computer games.
gaps in current literature. Spatiality (interactional Position paper for the CHI2004 workshop on
arena), temporality (historical context) and com- Social Learning Through Gaming, Vienna,
munity (level of social aggregation) are the three Austria.
main factors influencing how social interaction
Ducheneaut, N., & Moore, R.J. (2004b). The social
takes place in Wow. Spatiality and temporality
side of gaming: a study of interaction patterns in
heavily influence how social interaction takes
a massively multiplayer online game. In Proceed-
place in Wow. Quantitative research may obtain
ings of the 2004 ACM conference on Computer
different outcomes depending on where and when
Supported Cooperative Work, 360-369.
researchers start their research. Therefore, stud-
ies of social interaction should take into account Ducheneaut, N., & Moore, R. J. (2004c, Novem-
historical context and interactional arena. ber). Let me get my alt: digital identiti(es) in mul-
tiplayer games. Position paper for the CSCW2004
Workshop on Representation of Digital Identities,
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