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Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4), article 1. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html
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This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication effects literature with those from ethnographic research informed by a sociocultural perspective on cognition and learning, we present a shared theoretical framework for understanding (a) the extent to which such virtual worlds are structurally similar to "third places" (Oldenburg, 1999) for informal sociability, and (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000). Our conclusion is that 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 place" for informal sociability. Participation in such virtual "third places" appears particularly well suited to the formation of bridging social capital—social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.
Media scholars have become increasingly concerned with the possible negative social and civic impacts brought on by the diffusion of both traditional media like television and cable and new media such as videogames and the Internet. This concern is perhaps best known as the "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions. According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities. While few dispute Putnam's richly detailed evidence of the general decline of civic and social life in America during the rise of television, some scholars have argued that online, Internet-based media are exceptions. The evidence to date is mixed (Smith & Kollock, 1999), with some scholars arguing that the Internet's capacity for connecting people across time and space fosters the formation of social networks and personal communities (Wellman & Gullia, 1999) and bridges class and racial gaps (Mehra, Merkel, & Bishop, 2004), and other scholars arguing that the Internet functions as a displacer (Nie & Erbring, 2002; Nie & Hillygus, 2002) enabling little more than "pseudo communities" (Beniger, 1987; Postman, 1992).
Understanding MMOs MMOs are graphical two-dimensional (2-D) or three-dimensional (3-D) videogames played online, allowing individuals, through their self-created digital characters or "avatars," to interact not only with the gaming software but with other players. Aesthetically, they are part of the long history of alternative worlds found in science fiction and fantasy literature (e.g., The Hobbit, Tolkien, 1938). Technically, they are the latest step in a progression of social games that originated with paper-and-pencil fantasy games (e.g., Dungeons and Dragons, Gygax & Arneson, 1973) and later migrated to computers, first as mainframe text-based multi-user dungeons (MUDs) (Trubshaw & Bartle, 1978) and later as the high-end 3-D digital worlds of today (Koster, 2002). The virtual worlds that today's MMO players routinely plug in and inhabit are persistent social and material worlds, loosely structured by open-ended narratives, where players are largely free to do as they please, to slay ogres, siege castles, etc. They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism" (Kolbert, 2001): In a setting of wizards and elves, dwarfs and knights, people save for homes, create basket indices of the trading market, build relationships of status and solidarity, and worry about crime. The online gaming industry continues to prosper, with over nine million subscribers worldwide (Woodcock, 2006). MMOs are played heavily (average time spent in-game is 20 hours per week, Yee, 2002) and often with friends and relatives (Yee, 2006). Divergent Research, Convergent Findings
The goal of this article is to present a theoretical framework for understanding the social form and function of MMOs based on conclusions from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts. Both projects used a mixed-methods approach; however, the former leaned toward quantitative data collection and analysis while the latter leaned toward qualitative. Although grounded in different theoretical perspectives and research traditions, the conclusions of both studies were remarkably aligned. Thus, we took it upon ourselves to collaborate in the development of a theoretical framework that might encompass and elucidate the findings of both. Despite the seeming novelty of such an enterprise, cross-disciplinary collaboration is frequently advocated in academic research generally (Lewis, 1997; Stake, 1995), and in games research specifically (Williams, 2005), under the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means (Kuhn, 1961).
Theoretical Framework for Understanding the Form and Function of MMOs
MMOs as Third Places
While the virtual worlds of MMOs continue to rise in popularity (Woodcock, 2006), civic culture in the physical, offline world appears to have decreased (Putnam, 2000). In his seminal text, Oldenburg (1999) documents the decline in brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home. The effects are negative for both individuals and communities: "The essential group experience is being replaced by the exaggerated self-consciousness of individuals. American lifestyles, for all the material acquisition and the seeking after comforts and pleasures, are plagued by boredom, loneliness, alienation" (Oldenburg, 1999, p. 13). Recent national survey data appear to corroborate this assertion, with census data indicating that television claims more than half of American leisure time, while only three-quarters of an hour per day is spent socializing in or outside of the home (Longley, 2004).
Table 1. Oldenburg's (1999) eight characteristics of "third places"
I. Neutral Ground
First and foremost, third places are defined as neutral grounds where individuals can enter and leave as they see fit without having to ask permission or receive an invitation (as one might in a private space) and without having to "play host" for anyone else. Compare, for example, weekday attendance at the workplace to happy hour attendance at the neighborhood tavern. The former is a second place, marked by financial obligation and rules that structure who is expected to be where and for how long; the latter is a third place, marked by relative freedom of movement. Asheron's Call and Lineage are neutral grounds in the sense that there is no default obligation to play. To oblige any one person to play requires that explicit agreements be entered into by parties (much like making arrangements for a recreational team sport), since the default assumption is that no one person is compelled to participate legally, financially, or otherwise. Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in. Moreover, social mores in the game support general freedom of movement: Although standard salutations and farewells are used, sudden appearances and departures are rarely noteworthy events (see Figure 5 for an example) (Cherny, 1999). Claiming third places as "neutral ground" goes somewhat beyond this, however. It is to also claim the absence of "entangling obligations," which in turn affords relatively equitable and informal social interactions. As Sennett (1977) states, "people can be sociable only when they have some protection from each other" (p. 311). How might this broader claim about the nature of third places compare with the virtual worlds of MMOs?
I think it has enhanced our relationship, we both treat each other more like equals and partners in our private life. It is much easier to talk to her now and I have found her talking to me about much more of her life and ideas. (Yee, 2006) Thus, in cases in which real life identities are known, it seems that the relationships that play-partners have with one another offline are often "leveled" within the online world. II. Leveler A second and related criterion for third places is that an individual's rank and status in the home, workplace, or society are of no importance (Oldenburg, 1999). Again, much like the world of sport (Huizenga, 1949), the boundary of the game world creates a sense of moratorium from everyday roles (Meyrowitz, 1985) as evidenced in the interview excerpt above. Consider, in addition, the interview excerpt shown in Figure 1.1
Figure 1. Excerpt from an in-game interview with a renowned guild leader in Lineage I illustrating how avatar-mediated social interaction can foster a more level playing field
Here, a renowned guild leader in Lineage I explains how avatar-mediated social interaction enables her to play a leader in the virtual world in ways she is typically unable (or, more accurately, not allowed) to in "real life." This sense of moratorium from stratified daily social life enables MMOs to function as kind of level playing field and, in part, may explain some of their popular appeal: Like sports, MMOs appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness (Huizenga, 1949). Players are able to enter a world in which success is based not on out-of-game status but on in-game talent, wit, diligence, and hard work. This is not to claim that no social stratifications exist within virtual worlds. Such stratifications do exist, the most common being a disparity between elite "power gamers" and those who play casually (Jakobson & Taylor, 2003; Taylor, 2003). However, MMO players expect an equal distribution of opportunity (although not necessarily outcomes) regardless of out-of-game status and roles. This assumption is part of the ideological framework into which newcomers are tacitly enculturated (Steinkuehler, 2004) and harks back to the culture of early video game arcades: "It didn't matter what you drove to the arcade. If you sucked at Asteroids, you just sucked" (Herz, 1997).
III. Conversation Is the Main Activity According to Oldenburg (1999), these first two characteristics of the third place (neutral ground and leveler) merely set the stage for the "cardinal and sustaining activity of third places everywhere" (p. 26): conversation. In MMOs, conversation plays an analogous role. Text-based interaction in such worlds is incessant and ubiquitous. There is not just one chat channel but multiple simultaneous ones: public, private, and various group channels. Together, these function as both a one-to-many and one-to-one communicative space, as one informant called it, "a souped up form of instant messenger" (Steinkuehler, 2005). Figure 2 illustrates.
Figure 2. Transcription of roughly two minutes of multiple-threaded conversation during a regular evening in Lineage I
For most gamers, constant conversation through myriad chat channels is not only necessary to navigate the virtual world's diverse challenges (e.g., to barter virtual goods, to organize collaborations, to share information) but is the very fodder from which individuals create and maintain relationships of status and solidarity and, in part, in-game community and cultural norms (Steinkuehler, 2006b). As Cherny (1999) concluded in her study of MUDs, the technological predecessors of MMOs, "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
IV. Accessibility & Accommodation
By definition, third places must also be easy to access, such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there" (Oldenburg, 1999, p. 32). Because virtual worlds are perpetually accessible (barring the occasional software update) and played in real time, participants are free to log on and off as they see fit. Populations are commonly heaviest in the evening, reflecting the free time of most youth and adults, but there is always someone on at any hour. This is because individuals from different time zones often populate the same server and for some players game time is not constrained by a typical workweek schedule. Moreover, unlike brick-and-mortar third places, MMOs are accessible directly from one's home, making them even more accommodating to individual schedules and preferences. With the exception of scheduled activities common in large guilds (discussed below), most in-game activities are impromptu, depending on who is online when, and what the general mood happens to be.
V. The Regulars
"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer," notes Oldenburg (1999). "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there" (pp. 33-34). Such regulars dominate not in a numerical sense but in an affective sense, setting the tone of conversation and the general mood of the space. In MMOs two types of in-game regulars shape the social ambience of a given title and server: (1) guild members and (2) squatters in specific virtual territories of the game world. Regulars of both types play a crucial role not only in establishing the social atmosphere of a given game server through their perpetual presence, but also in maintaining that atmosphere through the enculturation of newcomers to the game (Steinkuehler, 2004).
Figure 3. Screenshot from Asheron's Call II that shows two players standing outside of town center exchanging healing "buffs" (beneficial spells cast on oneself or other people's avatars) and thanks you's
VI. A Low Profile
Oldenburg argues that third places are characteristically homely, their décor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense. Whereas Oldenburg stresses that ideal third places are ordinary, MMO spaces are typically extraordinary. The run-down real-world coffee shop or bar, complete with sawdust or scattered peanut shells, maximizes comfort by removing the trappings of pomposity, yet MMOs, even in their earliest incarnations, are characteristically fantastic, both literally and metaphorically, including a dazzling array of spectacular characters and creatures that range from delicately drawn elves to frightening ogres and beasts.
Figure 4. Inside virtual architecture of Cruma Tower in Lineage II illustrating the visual formality of an in-game area known for its irreverent parlance
Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does. This, in turn, is a function of player subscription levels. Woodcock's (2006) analysis of subscription growth indicates that MMO populations follow a parabolic curve, typically attracting a high number of transient customers only immediately after launch. Once this initial wave of gamers moves through a given title and onto the next new release, those who stay behind become the basis for a sustained community and the given game title goes the way of all game titles before it-appearing charmingly "retro" but technically less sophisticated, less broadly popular, and arguably more "homely" than those that come after. Our observations support this: A core audience remained on the game titles we examined after part of the population departed for a sequel or the next popular release, and many of those who remained behind functioned as regulars in the virtual community. Thus, by the time the latest "in" game was released (e.g., World of Warcraft), Asheron's Call II and Lineage II shared the fate of their predecessors, becoming, by all technical definitions, comparatively "low profile." In effect, large new releases of other MMO titles appear to have more of an impact on social patterns in a given MMO than the game's own visuals do. VII. The Mood is Playful
MMOs are playful by definition, and the everyday social tone within them follows suit. Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential. We observed this pattern time and again in the game contexts we researched. Players cracked jokes in the middle of epic battles, performed silly avatar-based gestures such as handstands, dances, and belly laughs, and mocked each other's (and their own) appearance on a regular basis. Although some of the research on MMOs tends to focus on forms of virtual activity marked by seriousness, the conclusion that such worlds are therefore normatively treated with gravity and consequence would be incorrect. Individuals play MMOs for a sense of achievement, a sense of immersion in another world, in order to socialize, in order to escape, to feel part of a group, because they like analyzing the game mechanics, and because they enjoy the competition—in that order (Yee, 2006). Rarely do they bring with them to the game matters of "real" consequence.
Figure 5. Excerpt from a guild conversation in Lineage II illustrating the kind of verbal play that is characteristic of MMOs
As this example illustrates, on occasions when personal problems (unless of genuinely grave consequence to one's safety or well-being) are made topics for conversation, the tone is often redirected towards the humorous and lighthearted, thereby transforming a "troubles telling" episode into something more appropriate to the context. Those rare occasions when seriousness is allowed (e.g., during the dissolution of a guild or during large scale raiding type events, discussed below) are often circumscribed and marked as the unusual case. Thus it seems that the magic circle drawn around the third place relegates not only rank and status outside its purview, but also personal gripes, grouses, and moodiness. VIII. A Home Away From Home Finally, Oldenburg (1999) argues for the home-like quality of third places in rooting people (Seamon, 1979), providing a "physical center around which we organize our comings and goings" (Oldenburg, 1999, p. 39), where we expect to see familiar faces, and where unusual absences are noticed and queried. MMOs, although virtual, root individuals who play them in much the same way. Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside it (e.g., via email, Internet Relay Chat, or telephone). For example, one Lineage II player whose town was about to be hit by a hurricane sent his guildmates his contact information and let them know that he would be safe. In response, there were multiple forum replies of concern and well wishes, with guild officers sending text messages to his cellular phone in order to verify his safety. While the circumstances of this particular example are exceptional (hurricanes are a relatively rare event), the expressions of regard for a fellow player's genuine safety are not. In such ways, fellow MMO players create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into. Such feelings of rootedness within MMOs help create a shared sense of home, and with it the sense of support and warmth that some folks may very well lack in their own "real world" households and work places. Bridging and Bonding in MMO Third Places
In the previous section, we examined the structural form of virtual worlds, demonstrating how MMOs satisfy Oldenburg's (1999) eight defining characteristics of the third place. In this section, we turn to the function of such spaces. Even with Oldenburg's eight criteria met, a fundamental question remains: Are virtual communities really communities, or is physical proximity necessary? Much scholarly work on the viability of online communities has been influenced by the work of Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community." As he points out, conglomerations such as "America" or "Iraq" are no more face-to-face than networked, online ones, yet we generally acknowledge them as large "communities" based on their internally coherent, shared sense of history and information—collective characteristics made possible by a shared national media (Feenburg & Bakardjieva, 2004). Rather than presume that a shared medium (here, an MMO) alone suffices to enable community, however, we take the functional characteristics of "community" that can be operationalized and observed and examine them in MMOs in order to see whether or not such virtual contexts serve the same ends as "real world" communities do. Toward this end, we turn to the concept of social capital and its component parts, bridging and bonding (Putnam, 2000).
Figure 6. Screenshot from Asheron's Call II showing a deserted town center in what is supposed to be a busy city
Asheron's Call II players experienced the opposite outcomes from players in the other three titles: drops in the diversity of networks and drops in bringing social capital (Williams, 2006, in press). In this sense, it was the exception that proves the rule; a lonely game, much like an empty bar, produces effects opposite to those of a vibrant third place. All three other MMOs in our research generated positive and obvious bridging outcomes that one would associate with a real-world third place. Broad, weak social networks were common. Within such networks, individuals from a wide range of backgrounds mixed on the level playing fields that Oldenburg praises: Supervisor and supervisee, parent and child, classroom teacher and student generally left behind their out-of-game roles and participated as equals. Individuals with diverse worldviews found themselves interacting on a level playing field. For example, during the 2004 U.S. presidential election period, supporters of both presidential candidates cussed and discussed the televised debates while slaying monsters in game. This mixing extended to game play issues as well. In some cases, teenagers mentored adults twice their age and education in how to level their avatar, find the best territories for hunting, or lead a guild. However, while such bridging was frequent, it was more likely to lead to potential resources or new information within the longer-term groups such as "guilds" than within the temporary "pick up" groups that band together for short-term goals. Within the guild organizations in particular, players were able to establish enough of a relationship to exchange real-life information beyond the basic "a/s/l" ("age, sex, and location") to include a greater diversity of viewpoints and experiences.
In this article, we presented a theoretical framework for understanding the form and function of MMOs based on the combined conclusions from two independent lines of MMO research. Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels. The media effects analysis revealed broad and significant patterns of MMO use and effect, and the cognitive research explicated the micro-level processes by which those macro-level patterns are created, maintained, and transformed over time. Synthesizing the findings of these two lines of research, our conclusion is that MMOs are new (albeit virtual) "third places" for informal sociability that are particularly well suited to the formation of bridging social capital.
In comparison with home and work associations, which tend to cloister people among their own kind, the inclusive third place brings the individual into close, personal, and animated contact with fellow human beings who also happen to teach school, distribute pharmaceutical products, paint houses, sell office equipment, or write for the local newspaper. The habitué of the typical third place thus enjoys a richness of human contact that is denied the timid, the bigoted, the pretentious, and others who choose to insulate themselves from human variety (p. 45) Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network. Given the increasingly polarized political rhetoric of the United States, the rise of fundamentalism, and the general insularity with which many of us carry on our everyday activities (driving from home to work to the super WalMart and back again), it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity. This is not to say that MMOs are somehow the answer to complex national and transnational problems. However, it is surely in our best interest to consider bridging social capital an important variable in our calculus for social and civic engagement.
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is an assistant professor in Curriculum & Instruction at the University of Wisconsin-Madison. Her research interests are cognition and learning in massively multiplayer online games, particularly in terms of collaborative problem solving, scientific reasoning, literacy practices, and notions of cosmopolitanism.
is an assistant professor in the Speech Communication Department at the University of Illinois at Urbana-Champaign. His research interests are the social and economic impacts of new media, particularly various kinds of Internet and videogames, and whether or not their social settings and contexts moderate their effects.
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