This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal ''Other.'' In discussing these issues using the vocabulary of Schutz's phenomenology, this article attempts to clarify some key concepts to contribute to a useful framework for conducting social research in computer game worlds. This article examines how the transcendent nature of online social experiences in game environments like World of Warcraft contribute to a distinct context of meaning. An understanding of the ways in which social game worlds can be constituted as sites of unique experience may be useful for researchers wishing to examine these spaces from ethnographic or similar perspectives.
Media reports suggest that the tabletop roleplaying game Dungeons & Dragons saw its biggest year to date in 2020, with many such reports touting the interactive and social benefits for people facing COVID-19 lockdowns. This paper explores the reported challenges and benefits of playing D&D through teleconferencing hardware and software, and the experience of using virtual tabletops. A thematic analysis of a sample of Reddit threads discussing player experiences of transitioning D&D to remote play during COVID-19 social distancing was undertaken. The findings highlight a variety of player attitudes and preferences towards playing D&D remotely. The data suggest a mostly negative sentiment towards playing D&D online for groups that had transitioned from in-person to remote play. Loss of in-person socialisation was identified as an important contributor to a poor play experience, but groups would persevere with remote play to maintain social relationships, suggesting that, for many players, D&D serves an important social function beyond mere play. Some avenues for future research are identified.
A network ethnography methodology was developed to understand and explain the influence of social capital on social network structures. This approach was applied to an inter-organizational technology cooperation group to identify causes of low group participation and engagement and opportunities to increase those factors. A cluster of key actors at the core of the group was found to hold the majority of the social capital, which is viewed as both a current constraint and a future opportunity. The methodology is evaluated with a view continuing its development.
Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that players have with NPCs, and how these experiences manifest as meaningful social experiences. By a reconceptualization of the player-NPC relationship as a deeply mediated human-human relationship, this paper aims to build a foundation for further phenomenological study into how players engage with fictional characters in immersive videogame worlds.
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