A Short Evaluation Of The Effect Role Playing Games Have On The Formation Of Social .works-footman

Networking 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 .puters, such as Might and Magic and World of Warcraft. A role play game is any game where the players assume a role other from that which they occupy in normal life. It is usually marked by some sort of special and unrealistic characteristic, such as a capacity for magical spells or cybernetic implants, neither of which is regularly available in ordinary life. There are many varieties of role play game, but the most popular and well known are those that descend from Dungeons and Dragons, so these are the ones I will be concerned with here. Now the most popular games are .puter games, of which an entire genre is devoted to RPGs, and which have be.e 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 .puter, 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 un.mon 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 .fortable with. Single player .puter 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, .puter games are theoretically played in isolation. However, in actuality the large internet .munity 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. Membership in a clan will sometimes extend into real life, but usually not as because of the anonymity of the internet it is impossible to know if someone you meet is a fellow player, much less in your clan, and in any case clans will en.pass players from across the world. From a networking aspect, it is rare for one player to be introduced to another because there is usually no reason to although large numbers of players will be contacted in the course of normal interactions. So networks built will typically be very large, but extend to only a single level, and not apply to life outside the game. Thus online role play games greatly stimulate the formation of large social networks online, but these almost never cross the border to real life as it is highly unusual to find someone online who is also geographically near, and it is considered bad form to widely publish contact details or website addresses. However, friendships formed online will often lead to maintaining contact though email and instant messaging (such as MSN or ICQ) which does provide a real-life social link. While social networking is relatively unaffected by pen and paper role play games, the online alternatives have quite a significant effect. They allow the building of a large network of social contacts, and although these usually do not carry over into real life it could be argued that more and more of so called ‘real life’ is actually occurring online. Hence it is not particularly odd that social networking and the formation of friendships is gradually shifting online, along with the rest of human activities. In conclusion, while pen and paper RPGs are little different then any other club or hobby, MMORPGs have a huge influence on the lives of their participants. They enable large virtual networks of contacts to form, and generate an entire online .munity with its own forms rituals and rules of conduct, really no different then any other society or social gathering- save appreciably larger! About the Author: 相关的主题文章: