An analysis of role play games and social networking By: Joshua Swanson
Here I intend to examine how role playing games, in particular online role playing games, alters the social networks formed by those who play them. I will look at older pen and paper role play games (RPGs) such as Dungeons and Dragons (DnD) as well as newer games based on computers, such as Might and Magic and World of Warcraft. I define a role play game as one in which the players assume a character other then themselves. This character is usually in a radically different setting from their normal life, and possessing unusual powers such as magic. These games are rarely set in the present, most usually a few hundred years in the past or future. There are other role play games, but these are far less popular and so are generally insignificant with regard to the current subject. Now the most popular games are computer games, of which an entire genre is devoted to RPGs, and which have become increasingly popular. The original dungeons and dragons, however, is what is known as a pen and paper game meaning that only a pen and paper is required to play it. As a side note, this is not in fact true- it also requires several dice. Still, in an era devoted increasingly to the computer, the older games remain surprisingly popular. A small number of players, usually between four and seven, are required for pen and paper games and although the number can vary it generally needs to remain within these bounds for a reasonable game. Once a group has gathered to play, it is very uncommon for any new players to enter or even for old ones to leave, because the character progression and the necessity of close teamwork leads to a crystallisation of the group. It can be very disruptive to the group dynamics to change them abruptly mid game, so the current players tend to discourage new people entering in the middle of a campaign which can last several months. On the other hand, the cooperation required of the team can lead to strong bonds forming between them. This can make it very easy for a player to expand their network of social contacts to include those of their friends, however because many people play the game for escapism they may not wish to discuss their life outside the role they play. Thus the game can either encourage or inhibit the formation of additional social ties, depending on the character of the players. One thing that is certain, though, is that it tends to bring together like minded people in a setting they are comfortable with. Single player computer games can be dismissed instantly, as there is no real difference between a single player RPG and any other single player game. Unlike pen and paper games, computer games are theoretically played in isolation. However, in actuality the large internet community means that they are never really alone. MMORPGs naturally involve huge numbers of people (hence the name Massively Multiplayer) and the renowned anonymity afforded by the internet makes it easy for people to start conversations. It is entirely usually for a person to have a hundred friends around the world, and not know what a single one of them looks like in real life. In addition to this, online RPGs support player run organisations known by various names, although usually as clans or guilds, which give a structured system for them to provide support and help for each other. The long term members of such a group usually know each other extremely well, and often organise times to meet online. Sometimes, although it is the exception rather then the rule, membership in a clan or friendships formed online will extend to real life. This is the exception because there are simply so many people, from all over the world, that it is highly unusual to meet someone online that lives geographically close to you. Still, many people do continue acquaintances formed in a game through instant messaging such as MSN messenger or ICQ. It isn't common for one player to introduce two others in an online game, because there is really no need nor reason to. Thus while a large number of contacts will be built up in the course of normal interactions, few of these will lead to a second level of contacts, and even fewer will ever be contacted to outside of the internet. So online games can provide a great aid to the formation of social networks, although these networks are usually quite distinct from those formed outside the internet. However, these two worlds will often overlap, as online and offline friends will be contacting the player with using the same email address or messaging account. While pen and paper role play games have really had no effect on social networking, massively multiplayer online role play games have. MMORPGs allow people to come into contact with far more people of similar interests then they would in real life, and leads to building a large network of contacts online although few of these carry over into real life. As people gradually shift more and more of their operations over to the internet, it is really only natural that their social life should shift with it, and so it should perhaps not be surprising that so many contacts are formed in online games. So in conclusion, MMORPGS greatly stimulate the growth of social networks on the internet, although they have little impact on real life. Pen and paper RPGs also have little to no impact on ordinary life save perhaps to extend the effects of an otherwise normal social gathering.
Article Source: http://www.ArticleJoe.com
If you liked this, you can read more by Joshua Swanson here. Also, have a look at his free online RPG, Qrealm. This article is available as a unique content article with free reprint rights.
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