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.”