Gaming social capital and civic involvement among Russian MMORPG players
Study of the social capital of games. Study of the theory of time displacement. Civic engagement and its classic predictors. Characteristics of the environment MMORPG. Impact of online gaming on social capital. Gaming social capital and civic engagement.
Рубрика | Социология и обществознание |
Вид | дипломная работа |
Язык | английский |
Дата добавления | 27.08.2020 |
Размер файла | 843,1 K |
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Limitations
This paper has some limitations resulting from the chosen method and sampling strategy. The first limitation is that my online survey can be completed only by those respondents who have the Internet access. The second limitation of this paper is that I surveyed only Internet users in forums and social networking sites, so these users can be considered as those who are somehow more active in the community and, thus, highly motivated to complete my survey. I tried to deal with this limitation by asking respondents to leave the contacts of other players who could also become respondents in my survey and used this information to send a survey to these new contacts. Such limitations can be overcome by applying the stratified quota sampling method. For example, the university can use my survey on the students through the online tools and then recruit some of them based on the proposed strata. The next step should be the establishment of quotas on age, gender, etc. to make the sample match with the distribution of variables reported by the country's official census bureau.
The third limitation is that the game genre of MMORPG is becoming less popular nowadays, and almost all online games can be played collectively. Some of my respondents also noted that some MMO or MOBA games can be treated as MMORPGs. My guess is that the borders between the game genres are getting blurred, but the contribution is best visible when only one genre is exposed. Comparing these results with those of MOBA players, taking into account the overlap of users, is a possible next step in this research. Moreover, the research can be widened to the study of all Massively Multiplayer Online Games (MMOs), not just MMORPGs.
Future work
There are some avenues for future work in this field of study. Causal or time order relationships can be measured with the help of collecting more generalizable panel data. Moreover, it can be interesting to study and to compare different age groups as their civic and social attitudes and gaming social capital can be very different from one another. For example, young people can just start their civic life but have more experience in online gaming while older respondents may be more involved in the life of their community or country because they have a more fruitful and experienced background. What is more, different motivations for the game play can be analyzed from the civic engagement perspective. Various activities in the multiplayer online games could also provide players with different environments, and the deeper involvement in such activities may lead to dissimilar outcomes. In the future work, I suggest first measuring the frequency of various kinds of activities within the game and then predicting civic engagement with the collected data about players' experience. Also, other researchers can focus on the non-civic engagement of players and measure this variable from different aspects of life, even taking into account the consumer engagement of players.
Conclusion
In conclusion, despite having some limitations, my study can be used for the future work in the online gaming field. It also shapes some attitude towards online games as an environment which can unite players, help them to socialize, provide them with skills of teamwork and collaboration and facilitate new social ties. These results can be used in civic learning and for spreading better and more frequent civic engagement. Moreover, the research can be used for re-thinking the civic engagement variable as it appears to be related to the people's social bonds and the extent of their collective activities and work. This finding can hopefully lead to the development and proliferation of studies which focus on online games from the perspective of civic engagement with a view to building more participatory communities of players that care about the state of affairs of their neighborhood and the country.
References
1. Barnett, Janey and Coulson, Mark. 2010. `Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games'. Review of General Psychology. 14. 167-179. 10.1037/a0019442.
2. Biocca, Frank, Judee Burgoon, Chad Harms, and Gates Stoner. 2001. `Criteria And Scope Conditions For A Theory And Measure Of Social Presence'. Paper presented at Presence 2001 Conference, Philadelphia, PA.
3. Castronova, Edward, Mark Bell, Robert D. Cornell, James Cummings, W Emigh, Matthew Falk, Michael Fatten, Paul LaFourest, and Nathan Mishler. 2009. `A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science.' IJGCMS 1 (April): 1-16.
4. Coleman, James S. 1988. `Social Capital in the Creation of Human Capital'. American Journal of Sociology 94: S95-120.
5. Griffiths, M.D. and Davies, M.N.O. 2005. `Videogame addiction: Does it exist?' In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies. pp. 359-368. Boston: MIT Press.
6. Gordon, Eric, and Jessica Baldwin-Philippi. 2014. `Playful Civic Learning: Enabling Lateral Trust and Reflection in Game-Based Public Participation'. International Journal of Communication 8 (0): 28.
7. Granovetter, M. 1983. `The Strength of Weak Ties: A Network Theory Revisited'. Sociological Theory, 1, 201-233.
8. Lin, Nan. 2001. `Social Capital: A Theory of Social Structure and Action.' Structural Analysis in the Social Sciences 19. Cambridge, UK; New York: Cambridge University Press.
9. Manninen, Tony. 2003. `Interaction Forms and Communicative Actions in Multiplayer Games'. Game Studies 3 (May).
Appendices
The questionnaire
The name of the section |
Question/statement |
Answer options |
|
General information |
What is your sex? |
Male Female |
|
What is your age? |
Less than 18 years old 18-20 years old 21-25 years old 26-30 years old 31-35 years old 36-40 years old 41-45 years old 45+ years old |
||
What is your city of residence? |
Saint-Petersburg Moscow Novosibirsk Yekaterinburg Nizhny Novgorod Kazan Chelyabinsk Samara Rostov-na-Donu Krasnoyarsk Ufa Other (the ability to enter a city that is not on the list) |
||
In which MMORPG do you have the most playing hours? Choose or write down one which you play most of the time. |
World of Warcraft Final Fantasy Lost Ark ArcheAge Blade & Soul The Elder Scrolls Online EVE Online Perfect World Skyforge Neverwinter Other (the ability to enter an online game that is not on the list) |
||
How many years have you been playing MMORPGs? |
Less than 1 year 1-2 years 3-4 years 5-6 years 7-8 years 9-10 years More than 10 years Other (the ability to enter an answer that is not on the list) |
||
How many hours per week do you play MMORPGs? |
1-5 hours 6-10 hours 11-15 hours 16-20 hours More than 20 hours Other (the ability to enter an answer that is not on the list) |
||
If you wish, specify your email/Vk/Instagram link (it will be used only if you win in the raffle) * |
Short text response of the respondent |
||
Multiplayer gameplay |
How often do you play MMORPGs in a group/guild? |
Likert scale: 1 - Very often 7 - Never |
|
How many hours does one of your playing sessions per group/guild last? |
Less than 1 hour 1-2 hours 3-4 hours 5-6 hours 7-8 hours More than 8 hours I do not play in the group/guild |
||
Gaming social capital |
I feel close to the people I play MMORPGs with. |
Likert scale: 1 - Strongly agree 7 - Strongly disagree |
|
I feel lonely when I do not play MMORPGs for some period of time. |
Likert scale: 1 - Strongly agree 7 - Strongly disagree |
||
I have offline relationships with the people I play MMORPGs with. |
Likert scale: 1 - Strongly agree 7 - Strongly disagree |
||
I feel like I am part of a community of players. |
Likert scale: 1 - Strongly agree 7 - Strongly disagree |
||
Interest in politics and social news |
How are you interested in the news of politics and society (elections, new laws, innovations, domestic and foreign policy, development of society, the current situation in the country/world)? |
Likert scale: 1 - Very interested 7 - Not interested at all |
|
How often do you discuss political and/or social issues, news with other people? |
Likert scale: 1 - Very often 7 - Never |
||
How often do you share political and/or social news with your friends on social networks? |
Likert scale: 1 - Very often 7 - Never |
||
Civic involvement |
Did you vote in the elections in 2019-2020? |
Yes No |
|
Did you donate money to charity over the last three years? |
Yes No I do not want to answer this question. The next one! |
||
Did you sign paper petition(s) in the authorities over the last three years? |
Yes No I do not want to answer this question. The next one! |
||
Did you sign online petition(s) over the last three years? |
Yes No I do not want to answer this question. The next one! |
||
Did you take part in permitted rallies/protests/demonstrations/processions over the last three years? |
Yes No I do not want to answer this question. The next one! |
||
And in unresolved rallies/protests/demonstrations/processions over the last three years? |
Yes No I do not want to answer this question. The next one! |
||
Were you a volunteer at any event over the last three years? |
Yes No |
||
If available, indicate nicknames in Discord/emails/Vk links of players who could become respondents in my survey |
Short text response of the respondent |
||
Non-civic involvement |
Would you like to participate more in solving problems related to environmental issues, domestic violence, unemployment, drug addiction, etc., as well as the development of culture and art? |
Likert scale: 1 - I would really like to 7 - I would absolutely not like to |
|
Have you been an organizer of professional or recreational events during your studies and/or at work over the last three years? |
Yes No |
||
Have you participated in various contests/ festivals/olympiads over the last three years? |
Yes No |
||
COVID-19 questions |
Did you start playing MMORPGs more often during the quarantine period due to COVID-19? |
Yes, I began to play more often Nothing has changed |
|
Have you begun to communicate more closely with players in MMORPGs during quarantine due to COVID-19? |
Yes, I began to communicate more and closer No, but I would if it was possible Nothing has changed |
||
Evaluate how well the Russian government copes with the spread of COVID-19. |
Likert scale: 0 - Does not cope with COVID-19 at all 10 - Perfectly copes with COVID-19 |
Figure 1. Comment of the respondent from the community “EVE Online”
Figure 2. Comment of the respondent from the community “EVE Online”
Figure 3. Comments of the respondents from the community “EVE Online”
Figure 4. Comment of the respondent from the community “The World of Warcraft”
Visualizations and figures
Figure 5. The distribution of respondents' sex
Figure 6. The distribution of respondents' age groups
Figure 7. The distribution of top 5 respondents' cities of residence
Figure 8. The distribution of respondents' hours of playing MMORPGs per week
Figure 9. The distribution of respondents' gaming experience (in years)
Figure 10. Top 5 most-played MMORPGs among the respondents
Figure 11. The distribution of respondents' answers on the question “How well the Russian government copes with the spread of COVID-19?”
Figure 12. Polychoric correlation for civic involvement index variables.
Figure 13. Polychoric correlation for non-civic involvement index variables.
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