Bridging the online/offline divide: The example of digital gaming
Number of Authors: 1
2015 (English)In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 53, 527-535 p.Article in journal (Refereed) Published
Studies of virtual worlds are often based on the dichotomous 'real world'/'virtual world', yet research has indicated that this division is far from unproblematic. The aim of this study is to examine empirically the link between online/offline using the example of social online gaming. The data consist of individual and group interviews with 33 adult garners. The results explore three themes sociability and design; group membership; norms and rules and show how on-and offline are inexorably linked through the social organizational demands of Internet gaming. Individuals ground online group membership in offline relations and shared characteristics, aiming to maximize game-play gains and support sociability. Gaming with 'people like us' facilitates creation of norms and expectations, which aids in producing stable social groups. Thus the boundary between online and offline becomes contingent on links between people. The study shows how important offline connections are for online interaction.
Place, publisher, year, edition, pages
2015. Vol. 53, 527-535 p.
Sociability, Homophily, Cooperation, Competition, Norms, Virtual
Psychology Computer and Information Science
IdentifiersURN: urn:nbn:se:su:diva-122235DOI: 10.1016/j.chb.2014.06.018ISI: 000361921100054OAI: oai:DiVA.org:su-122235DiVA: diva2:866629