Thursday, May 19, 2011

Schmoosing and smiting: Trust, social institutions, and communication patterns in an MMOG


Ratan, R. A., Chung, J. E., Shen, C., Williams, D., & Poole, M. S. (2010) Schmoosing and smiting: Trust, social institutions, and communication patterns in an MMOG. Journal of Computer-Mediated Communication. 16(1), 93-114. Doi: 10.1111/j.1083-6101.2010.01534x. Retrieved from: http://onlinelibrary.wiley.com/doi/10.1111/j.1083-6101.2010.01534.x/pdf

Until recently, the mainstream assumption regarding the relationships and trust being built in massively multiplayer online games (MMOG) was that they were non-existent.  This was due, in part to the lack of research analyzing the interactions within the MMOG and comparing those results to traditional offline as well as other computer-mediated interactions.  Ratan, Chung, Shen, Williams and Poole conducted a research study to analyze that very idea, specifically within the Everquest II game.
 
MMOG are a unique setting in which players typically know each other by only their aliases, or avatar names.  This brought up the question of whether that would allow them to be freer to share details about themselves, or encourage them to do so more.  The research found that there is a tiered system of trust in the MMOG.  There is a small amount of trust from individuals to the general population of online users.  There is a slightly higher amount of trust for other individuals within the MMOG, and even more trust within the “guild”, an elite group of members that interact on a more frequent basis.  This research proved that “… the patterns of interaction in MMOG resemble those of the offline world.”

Empowering Youth: Use of Technology in Advocacy to Affect Social Change

Thackeray, R. & Hunter M. A. (2010). Empowering youth: Use of technology in advocacy to affect social change. Journal of Computer-Mediated Communication, 15(4), 575-591. doi: 10.1111/j.1083-6101.2009.01503.x. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/j.1083-6101.2009.01503.x/pdf

Before the introduction of social networking sites (SNS) into popular culture, the rosters of advocacy campaigns, civic affairs, and young people did not typically nor frequently include the same individuals.  However, this is no longer considered typical.  Many researchers refer to today’s youth as an untapped potential.  Statistics show that the number of youth joining SNS is growing exponentially each year.  As a result, they are using these SNS in order to connect with the world around them and encourage changes in society and social norms.  Some issues that young people have taken a stand on SNS about include the alcohol industry, global warming, and political campaign candidates.  With the number of SNS that are being introduced each year, the ways that youth are able to get involved not only become more numerous, but also grow in creativity.  Today, they have the option of joining a group supporting a cause on a SNS, playing a game on Facebook that has sponsors who contribute to organizations for each player subscribed, or text message based communication in order to recruit new advocates.