Many players have made
good friends or fallen
in love in the game. About 40% of players feel that their online
friends are comparable
or even better than their real life friends. While it may seem
strange that strong relationships can develop in these worlds where
everyone is pretending to be someone else, the architecture of these
environments actually facilitates these relationships.
People are more willing to talk
about personal issues when they can maintain their anonymity,
and about 30% of MMORPG players have told personal issues or secrets
to online friends that they have never told anyone else. These environments
also encourage people to form
trusting bonds with each other by repeatedly placing players
in spontaneous and stressful crises that require players to work
together in order to survive. And most importantly, players are
pre-selected
to be compatible with each other because MMORPGs are a very
specific form of entertainment. People who enjoy gradual advancement
in a fantasy world where they take on roles as ogres and elves are
not a random slice of the population.
Once we lay out how these environments encourage relationships
to form, we also begin to see that people make friends and fall
in love in a very different way than they do in real life. In real
life, we learn about a person casually before intimate details are
shared. In MMORPGs, intimate details are often shared before knowing
where a person lives in real life. In real life, we make friends
with someone and eventually a crisis occurs and we figure out whether
we can trust them. In MMORPGs, crises occur so often that players
can choose to only befriend those who have demonstrated their loyalty
and courage. In more ways than one, we make friends and fall in
love almost in
reverse in MMORPGs.
External Links:
- The
Sopranos Meets EverQuest: Social Networking in Massively Multiplayer
Online Games by Mikael Jakobsson and T.L. Taylor
- The
Social Side of Gaming by Nicolas Duchenaut and Bob Moore
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