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Gaming Behaviors


The social behaviors of online gaming users refers to the participatory forms of engagement which users engage in, these can be both positive and negative towards the game narrative and the users. Youth culture behavior has played a significatiant role within online gaming society. Statistics by ESA (electronic software association) portray that 35% of children under the age of 18 play computer games (http://www.theesa.com/)[[1]]. Such high rating statistics has lead to speculation over the popularity of such online games among both youths and adults.

Players Involvement


Filiciak suggests that the popularity of online games is in its ability to retract audiences from the issues and concerns of society and provide users with the freedom to express their own opinions without the restrictions and boundaries of the real world (Filiciak, 2003). These forms of self-expression are represented through virtual embodiment of the player in the form of Avatars and social interactions that take place within the virtual world revolve around a player’s avatar. Filiciak identifies that while the avatar may not resemble the user in appearance, the users real-life identity and experiences is reflected within the avatars persona and actions within the game world (Filiciak, 2003). The player’s avatar is representative of the player within the virtual world, and actions and behaviors taken place within the game affects how the player is seen amongst other participants.

Behaviors


Social behaviors within online games take on various forms, these include, falling in love, forming life long friendships, the formation of online guilds and to a further extent murdering and plundering. Whang states that the most common behaviors of online players is either socializing to meet new people or upgrading ones skills to advance to the next level (Whang .L, 2003). Three key behavioral characteristics of Korean youths displayed across online games are community orientation, singular orientation and off-real world orientation. Community orientated behaviors involve players who exhibit high social, achievement and loyalty traits. These players portray a high sense of camaraderie with players in the game world. Single orientated players are individualistic players, whom sway away from partaking in social and community based activities. Off-real world players portray anti-social, problematic and destructive behaviors. These players focus their intentions on materialistic values and cause harm to other players and the gaming environment through actions like player killing and looting. Illegitimate player killing is the act aggression by way of attacking or killing another player by surprise in order to take advantage of player’s possessions (Whang .L, 2003). This aggressive behavior is not condoned within the game world and can cause distress towards the players that it has affected. Speculation has risen over whether violent actions like player killing have correlating affects within the real world. Critics assert that such gaming violence can induce violence or aggression within the real world (Whang .L, 2003).

Further Information


See Also:


References

Filiciak.M (2003), The video game theory reader, New York, London: Routledge. ISBN: 0415965780

Whang .L, (2003) Lifestyles of the virtual world residents: Living in the online game “lineage�?, The others: center of computer game research, The others: center of computer game research, http://www.itu.dk/op/proceedings.htm, [2](4/8/2005)

ESA: Electronic software association (2005), Facts and research: Game player data, http://www.theesa.com/facts/gamer_data.php (accessed on: 4/10/2005)

modified by: --Clinton Wong 09:55, 28 Oct 2005 (EST)

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