The sociability of the Gamer
As I am writing this, I am at the library and behind me, a man has his headphones on and is playing a game on his computer.
I wouldnât normally be interested, in fact, Iâd probably be annoyed by the incessant clicking and the sound that is coming from his headphones. Iâve been here four hours and he was here before me. At one point he phones his friend. From this brief observation, itâs clear that social interaction is part of the game, what starts online also transfers to offline and that relationships can be built through this. I also note that through the specific terms and language, there is a gaming sub-culture with its own lingo and slang. But it also makes me wonder how this man feels, and interacts with others when he turns off his game and leaves.
Gaming is often stereotyped as a geeky, antisocial activity that should be outgrown after adolescence. Most people have played or know of video games, but the gaming world is even bigger online, and not as antisocial as people think. Studies suggest that Massively Multiplayer Online Role Playing Games (MMOPRGs) are social network centred around gaming that attracts players and fulfils human needs like belonging, social identity, connection and reciprocity (OâConnor, et al. 2015). This is because MMORPGs encourage social connectivity through a virtual world with various characters requiring interactive story-telling and role playing, missions and evolution of the game that requires people to form groups and communities and invest a lot of time in order to reach higher levels (Yee 2006). Popular games include World of Warcraft, Final Fantasy XIV, Guild Wars 2, Clash of Clans, and many others.
Although these games and interactions occur in a virtual environment with fantasy or imagined worlds and characters, it is unrealistic to assume it is all âpretendâ. In fact, social gamers take these interactions very seriously and it even affects them in their everyday lives (Kasumovic 2014). Relationships built online can be so fulfilling, and
Yee (2006) highlights that romantic and platonic relationships occurring through social games are significant and meaningful and more intimate and positive in cases (Yee 2006, pp. 197). But could that also be because their relationships outside the game are not as developed and they are not as invested?
 One could argue that social gamers not only build relationships online through their gaming community, but they can also strengthen ties with friends they interact with outside with whom they also play online, giving them a shared interest to bond over. Â
 However, on the other hand, research also highlights the excessive nature of MMORPGs, with one finding showing that MMORPG players typically spent longer playing than other game users and experienced anguish when not playing, as it consumed their thoughts and feelings, and they felt it affected their work, study, and relationships (Kasumovic 2014).
Maybe MMORPG social gaming communities are fulfilling and contribute to playersâ feelings of belonging, self-concept and relationshipsâŠBut can this translate offline?
 References
Kasumovic, M 2014, Gamer Disclaimer: Virtual worlds can be as fulfilling as real lifeâ, The Conversation, viewed 8 February, < https://theconversation.com/gamer-disclaimer-virtual-worlds-can-be-as-fulfilling-as-real-life-29571>
OâConnor, E, Longman, H, White K & Obst, P 2015, âSense of Community, Social Identity and Social Support among players of Massively Multiplayer Online Games (MMOGs): A qualitative analysis: Social relationships between MMOG playersâ Journal of Community & Applied Social Psychology, vol 25, no. 6, pp. 459 â 473.
Online Gamers [image], âStudy finds gamers donât fit the antisocial basement-dwellers stereotypeâ PsyPost, viewed 7 February, < http://www.psypost.org/2014/03/study-finds-gamers-dont-fit-the-antisocial-basement-dwellers-stereotype-23982>
World of Warcraft [image], World of Warcraft, https://worldofwarcraft.com/en-us/
Yee, N 2006, âThe Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation and Problematic usageâ in Schroeder, R & Axelsson, A (eds.) Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, London, pp. 187- 207, Available at: <https://link-springer-com.ezproxy.lib.swin.edu.au/content/pdf/10.1007%2F1-4020-3898-4.pdf>









