MMORPG and Group Communication Software: Computer-Mediated Communication and the Effects on Gaming and Interpersonal Relationships.

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1 MMORPG AND GROUP COMMUNICATION SOFTWARE 1 Running head: MMORPG and Group Communication Software MMORPG and Group Communication Software: Computer-Mediated Communication and the Effects on Gaming and Interpersonal Relationships Kit Lau California State University, Fresno

2 MMORPG AND GROUP COMMUNICATION SOFTWARE 2 Abstract Conventional research on communication behavior of internet gaming is often focused on addiction, problematic usage, and escapism. This research aims to examine how MMORPG (multi-massive online role playing game) players use group communication software to communicate with other gamers for the purpose of competitive gaming and entertainment, in correlation to the uses and gratification theory. Individuals who participated in the survey were volunteers that filled out an online survey that was distributed across multiple MMORPG-based forums. This study found no differences between the male and female gamers in the way they use group communication software. While no strong correlation was found to support group communication software usage to U&G theory, statistical evidence from the research supports that there is significance observed in who the gamers are playing the game with, and how often they connect to the group communication software. Keywords: group communication software, computer-mediated communication, World of Warcraft, WoW, MMORPG, video games, uses and gratification theory

3 MMORPG AND GROUP COMMUNICATION SOFTWARE 3 MMORPG and Group Communication Software: Computer-Mediated Communication and the Effects on Gaming and Interpersonal Relationships As any avid gamer would admit, playing a massive multiplayer online role-playing game (MMORPG) sometimes requires one to input an amount of time similar to that of a full-time job. With long hours of gameplay sometimes filled with anger, frustration, and extended periods of mindless repetition, it is perfectly natural for any outsiders to question why do players continue to play in such a dedicated fashion. In order for any MMORPG to succeed in a competitive market, not only does the game have to be well designed, it must also encourage collaborative effort between gamers so that human interaction extends gameplay. To understand the mystical virtual reality of the game from an outsider s perspective, one must begin by looking at the existing research on MMORPGs and examine the importance of computer-mediated communication such as group communication software, and the role it plays in individuals time spent online. For the purpose of this research, the majority of the literature addressing MMORPGs will be drawn from previous literature on the game World of Warcraft, as it is the world s most popular and widely researched MMORPGs to date. Reaching 12 million paid subscribers around the world as of October 2010, World of Warcraft, colloquially referred to as WoW, is one of the largest mass multi-player online role playing games in the world, according to its makers, Blizzard Entertainment ( World of Warcraft subscriber base reaches 12 million worldwide, 2010). In a MMORPG game like WoW, individuals must invest a significant and often painstaking amount of time to achieve competitive gameplay. Once maximum level is achieved, endgame begins where serious players who have reached maximum level spend even more time obtaining maximum level gear items. With individuals spending an average of 20 hours or more per week on the game (Chen,

4 MMORPG AND GROUP COMMUNICATION SOFTWARE ), computer-mediated communication with group communication software is an important precursor in understanding the future of communication and entertainment of tomorrow s generations. While majority of the current literature on internet gaming focuses on problematic usage, escapism, online gaming addiction, and the effects of role-playing (Hussain & Griffiths, 2009; Peters & Malesky, 2008; Rockwell, 2002; Snodgrass, Lacy, Francois Dengah, & Fagan, 2011), this research is an quantitative attempt to understand gamers motivation to play, the importance of group communication software usage by MMORPG players, and the role that it fulfills in the players both online and offline life. The goal of this research is to explore whether individuals entertainment and socialization needs for real life interactions and communications can be temporarily replaced by computer-mediated communication via group communication software. This research also hopes to investigate individual s preference for using group communication software as an alternate or preferred means of communication and socialization for MMORPG players. Literature Review For many gamers who play MMORPG, it is a form of entertainment media to gratify their emotional, interpersonal, and psychological needs. In this literature review, I attempt to present the many aspects of MMORPG, particularly WoW that are being addressed in current literatures. However, to compensate for the lack of scholarly research that addresses the emergence of popularization of group communication software amongst WoW players, I will be using various components of communication research in computer-mediated communication as basis for comparison. Video games have come a long way since the early days of Spacewar and Pong (Ferrell,

5 MMORPG AND GROUP COMMUNICATION SOFTWARE ). Most MMORPG that are being played today are complex virtual fantasy worlds that begin with each player creating their own unique character to role-play with other gamers online. Yee (2006) suggests that there are four basic components behind motivating participation in online gaming: achievement, socialization, immersion, and escapism. The combination of personal achievement in the game, pleasure, and social interaction serves as a major motivator for individuals to play (Wu et al., 2010). With this combination, player attraction to the game is prolonged, depending how favorable players find these experiences to be (Wu et al., 2010). In WoW, players must gain experience and obtain gear by either completing quests or defeating monsters in dungeons. Players must also choose to play for either the Horde or the Alliance in the ultimate battle of world domination. Depending on how many months each player is willing to subscribe ahead of time, an active participant of the game pays a subscription of anywhere between $13 to $15 per month ( World of Warcraft FAQ, n.d). One of the major aspects that attributes to WoW s success is that it has universal appeal to both males and females gamers of all ages. In MMORPGs such as WoW, a player s competence is determined by knowledge of boss fight events, the optimal order in which a player should execute skills, and awareness of other characters. Due to ease of use, the player s potential to excel in the game depends on experience and knowledge is more favorable to both genders (Demski, 2009; Oliver & Carr, 2009), as opposed to requiring players to actively engage in a battle of hand-eye coordination and reflexes, like first person shooter games such as HALO or Call of Duty, which is much more male-dominant. Game publishers and developers are constantly developing new strategies for luring gamers to continue their subscription and prolong playtime. They create these fantasy roles and scenarios for pure entertainment (Wu et al., 2010). WoW s success is a result of developers

6 MMORPG AND GROUP COMMUNICATION SOFTWARE 6 ability to create a game that requires active involvement (and resulting in large dedicated online communities), and excellence in-game quality design and user-friendliness. Even though playing WoW sometimes can be repetitive and boring, participants still actively play the game because of the rewards individuals receive after they have achieved certain tasks. To some players, despite the fact that WoW exists in virtual reality, it is as real of a world to them as reality (Demski, 2009). In a way, these characters are a direct reflection of their personal identity in the virtual world. One of the most important components that makes WoW so popular is its large online community, or as any successful MMORPG strives to do. The social aspect of the game helps players achieve productive results by being active participants in a community-based environment, using collaborative efforts to solve problems and achieve common goals that are mutually beneficial to all participating (Chen, 2009). Regardless of age, race, or creed, WoW, and any other MMORPG, is a medium in which socialization can take place that otherwise would have not have been possible if this medium had not existed. In multiple studies, the terms problematic usage or problematic internet usage, were used to describe the correlation between individual s time spent in gameplay and likelihood of problems occurring in their real life (Peters & Malesky, 2008; Snodgrass et al., 2011). The symptoms of such behavior were associated with compulsion to stay online, preference for online to offline interactions, spending excessive time online, and experiencing disruptions to work and relationships because of online activity (Snodgrass et al., 2011, p. 1212). In mainstream media, there is no shortage of debate on whether violence is associated with video games. Both video games and television have sparked the public s interest in the correlation between violence in media and real-life aggression (Limperos, 2007). Although

7 MMORPG AND GROUP COMMUNICATION SOFTWARE 7 video games and their impact on individuals that play them continues to garner the attention of researchers and scholars alike, Yee (2006) points out the problem with much of the literature to date is the generalization of the relationship between video games and deviant behaviors, often overlooking the fact that different people play video games for different reasons. While some scholars argue that computer games may increase social isolation due to increase in time spent online (Colwell & Kato, 2003; Zimbardo, 1982), because of the advancement of computermediated communication, participation in gaming might have the opposite effect. In fact, Hussain and Griffiths (2009) found that players often associated positive feelings with playing WoW, such as meeting new people, learning about new cultures, facilitating teamwork, and building friendships as well as improved efficiency at using computers (p. 751). Furthermore, socializing can occur outside of face-to-face interaction, where individuals might in fact meet more new people because of the online interactions of the MMORPG. In most MMORPGs, a player needs to adapt, learn and become a part of the game through understanding game etiquette and practices. This learning process helps mold and create the identity of the individual players within the game (Chen, 2009). The means by which characters can gain experience to grow are limitless. For example, WoW is not a game that restricts role-playing options with rules and bounds; WoW is a reflection of individuals and the result of their decisions in a socially situated world. In Chen s (2009) ethnographic approach to understanding communication and coordination in WoW, the author points out the importance of trust and teamwork in maximizing individuals in-game experiences. Recalling the long tedious hours that players must invest into the game, players find these extended periods are not valuable time wasted because the harder the task, the better the reward (Chen, 2009). It is through this reward system mentality that players are constantly seeking the status oriented medium of

8 MMORPG AND GROUP COMMUNICATION SOFTWARE 8 communication that MMORPG offers to fulfill their need for recognition and acceptance. Player interaction like acceptance into a guild or simply making a new friend can meet basic human needs like socialization and psychological stimulation, in turn arousing pleasant feelings and ultimately making the game more enjoyable and gratifying. With the different roles individuals assume, a social hierarchy within a virtual world for WoW players is demonstrated. This allows individuals to establish both personal identity and integration into the virtual reality s social structure (Chen, 2009). Williams et al. (2007) point out that because of the way most MMORPGs like WoW are designed, in order to achieve optimal results, players must work together in groups. Rather than focusing on individual s benefits, completing tasks together as a group reaps greater rewards (Chen, 2009; Williams et al., 2007). Group Communication Software By playing MMORPG, an individual is consuming in a ritualized fashion that satisfies both sociological and psychological needs in both entertainment and socialization (Reinhard & Dervin, 2007). Individuals create and develop avatars in direct reflection of their personal identity, dedication to the game, and skill level. Through these avatars, individuals communicate with other players to achieve social interaction and establish personal identities through the views of others. Because the game is socially oriented, the invention of voice communication paves way for social technological adoption to occur for MMORPGs (Williams, Caplan, & Xiong, 2007). The increasing popularization of group communication software such as Ventrilo, Mumble, and TeamSpeak is a result of diffusion of innovation. The basic function of group communication software is to provide voice communication for multiple users with internet access ( Ventrilo About, n.d). With growing popularity, it is quickly being adopted by any

9 MMORPG AND GROUP COMMUNICATION SOFTWARE 9 serious gamer as an integral part of gameplay. By using group communication software, players are constantly communicating with each other regardless if it is game-related. The amount of time players spent in these group communication software programs have significant impact in the player s preference for socialization. An experiment conducted by Williams et al. (2007) found that voice-based communication in gameplay have greater impact in relationship strength and trust over text-based communication. The quantitative results from this study further suggested that there is an increasing trend for preference amongst MMORPG players for voicebased communication over text-based communication. Because of the competitive nature of the game, it s almost impossible for individuals not to invest a significant amount of time into the game. Due to the complexity and team work it requires, players need a medium to communicate that is easily accessible. As a direct result of the players need to communicate in voice-to-voice programs, this medium of communication is both the tool and the source of entertainment for socialization. In Hussain and Griffiths (2009) analysis of online gamer experiences, their study found that 1 in 5 gamers (21%) preferred socializing online to offline, and that gamers saw the online worlds as pleasant and satisfying environments that provide equality in opposed to real life (p. 747). In this same study, the majority of the gamers was aware of the fact that their gameplay was excessive, and attributed the cause for excessive game play to the many aspects of the game itself as the source, such as raiding with fellow gamers, and carrying out quests (Hussain & Griffiths, 2009). The combination of the following factors is a direct result of extended time period spent on voiceto-voice group communication software: The amount of time individuals must spend in order to achieve optimal competitiveness, gamers relationships with each other, and the dynamics and chemistry of team work.

10 MMORPG AND GROUP COMMUNICATION SOFTWARE 10 Uses and Gratification Theory The basic assumption of the uses and gratification theory is the understanding of how individuals are using media to gratify their needs (Katz & Blumler, 1974). Ruggiero (2000) extends that the theory itself has always provided a cutting-edge theoretical approach in the initial stages of each new mass communication medium and now the Internet (p. 27). Furthermore, Ruggiero also points out that as computer-mediated communication continues to grow exponentially into all aspects of our lives, so does the range and possibility of U&G research. In terms of how players are engaging with video games, much of the current literature is associated with the generalization of the gratifications or need fulfillments the players expect and/or get from their game playing; and, the design features of the games which are assumed to attract players (Reinhard & Dervin, 2007, p. 4). Jenderek (2006) proposes that video games can arouse pleasant feelings when three conditions occur: variety, self-determination, and control/competence. In the game of MMORPG, these conditions are constantly accounted for. Jenderek also suggests (as cited in Wünsch, 2006), both positive and negative emotions in short episodic durations can result in entertaining sensations to gamers, and that these ranges of emotions can be traced to how individuals interact and communicate with each other within the game. Even though the game might occupy all of the player s free time, every time that player logs into the game, he or she is actively seeking to fulfill the individual s need for entertainment, regardless of the duration of playtime. MMORPG lends itself to a more specific usage pattern that is similar to internet, where technology can be transformative and lead to "profound changes

11 MMORPG AND GROUP COMMUNICATION SOFTWARE 11 in media users' personal and social habits and roles" (Ruggiero, 2000, p. 28). More specifically, gamers are able to not only be entertained by the gameplay; they are also able to establish social interaction with others, making the experience more gratifying. In a sense, MMORPG is just like any other type of fictional media material, it can be classified as a specific type of media serving multiple functions to its audience within the theoretical framework of uses and gratification research (Katz, Blumler, & Gurevitch, 1973). One can apply the theory to understand how the consumption of this form of entertainment not only meets the different needs and expectations of the player from the game, but also how it sheds light onto understanding the different needs and expectations that these individual players are actively seeking to fulfill through the online gaming community (Wu et al., 2010). The goal of this research is to understand how players are using group communication software to communicate with other gamers for the purpose of effective communication and entertainment, in correlation to the uses and gratification theory. With the support of existing literature, this research asks the following research questions: RQ1a: Are there gender differences in how often gamers connect to group communication software? RQ1b: Are there gender differences in how often gamers use their computer microphone to talk to their friends online even when they re not playing any MMORPG? The first set of research questions asks whether if there is difference between gender and computer-mediated communication in conjuncture to their involvement with the MMORPG that they play. These two research questions explore whether if gender is indeed irrelevant as previous research have suggested because of the way MMORPGs are designed and played. RQ2: Is there a difference between who gamers play the game with, and how often they

12 MMORPG AND GROUP COMMUNICATION SOFTWARE 12 connect they connect to group communication software? The second research question explores the importance of having group communication software, and how gamer use it to communicate with particular group of individuals that they play the game with. RQ3: Is there a correlation between how much individuals enjoy playing MMORPG and how important it is for individuals to be able to talk to their friends online on a regular basis? The third and final research question is asked to draw correlation on whether if components of the U&G theory can be implemented with the usage of group communication software as a source for satisfying certain entertainment and social interaction needs via internet. Method Sample A total of 121 voluntary gamers from across North America participated in this study. The sample was 79% male (coded 1, n = 96) and 21% female (coded 2, n = 25). All participants were at least 18 years of age or older, and are currently playing some type of MMORPG. The gamers who participated in this research are made up of young adults between the ages of at 48% (n = 58), with ages at 32% (39), ages at 15% (n = 18), ages at < 1% (n=1), and ages 34 or above at 4% (n = 5). Procedure A short online survey of 24 questions was distributed across multiple MMORPG-related gaming forums. Most of the participants came from the official WoW forum on BattleNet ( /us.battle.net/wow/en/forum/) and another online gaming organization s forum called E-Sports Entertainment ( as there seems to be a robust amount of active users

13 MMORPG AND GROUP COMMUNICATION SOFTWARE 13 in these two forums. The survey was also distributed via multiple social media outlets such as Facebook and Twitter. Upon answering the survey, participants were told that the survey was completely anonymous, and can stop anytime. The data was collected over a span of two months through a secured online database. Over 20 surveys were discarded as a result of participants who have indicated that they no longer play any kind of MMORPG, as this survey is intended for current MMORPG players only. Measurement The short survey was distributed online via secure web submission. Each participant was tracked by their unique IP address to avoid error in duplication. The survey included a set of questions that indicated the participant s demographic, communication behavior, software usage, and gaming preferences. With 75% (n = 91) users indicated that they use Ventrilo, this program seems to be the most popular form of group communication software gamers use to talk to other gamers when they are playing the game. Ten questions were asked based on a 5-point Likert-type scale to determine responses that range from strongly agree to strongly disagree on questions regarding to their online communication behavior. This survey also used the microphone as a determinant to distinguish the difference in preference for voiceto-voice computer-mediated communication versus text-based computer-mediated communication. Over 77% (total of strongly agree: n = 57 at 47% and agree: n = 36 at 30%) of the participants either agreed or strongly agreed on how important it is to having a microphone. To avoid fatigue and sensitivity, the survey was pretested by a 6 convenient sample gamers who currently plays MMORPG. Results The results from the survey indicated that over 67% of the players who participated in the

14 MMORPG AND GROUP COMMUNICATION SOFTWARE 14 survey played WoW, with other MMORPGs not listed on the survey in a distant second (28%). The survey found that most of the gamers did connect to group communication software while they are playing the game: all the time (35%, n = 42), most of the time (32%, n = 39) or some of the time (21%, n = 25); and only a small percentage of the participants selected rarely (8%, n = 10) or never (4%, n = 5). With regards to RQ1a, there was no significance found between gender and how often the gamers connected to the group communication software when they are playing the game. An independent sample t-test revealed that female (M = 2.32, SD = 1.1) did not differ from male (M = 2.1, SD = 1.1) in terms of how often gamers connect to group communication software as predicted, t(119) = -0.86, p > RQ1b also found no significance between female (M = 2.4, SD = 1.3) and male (M = 2.4, SD = 1.3) in how often gamers use their computer microphone to talk to their friends online even when they re not playing any MMORPG, where t (119) = -0.80, p > The result from this test suggests that gender does not influence their group communication software frequency and reason behind usage. In terms of RQ2, a univariate analysis of variance was performed between how often individuals connect to a group communication software, and who they play MMORPG with. The results found significance in that F(5) = 3.63, where p = The between-subject effects test indicates that there is indeed difference between how often gamers connect to group communication software as a result of who they are playing the game with. In term of who gamers play with, over 41% (n = 50) are with mostly friends that were met online, and with equal amount in both online and real life friends in close second at 26% (n = 32). With nearly half of the gamers play with friends that they met online, it becomes a necessity to connect to group communication software to communicate with these friends, as there are no other feasible

15 MMORPG AND GROUP COMMUNICATION SOFTWARE 15 means of communication available to achieve in-game performance and dynamic. RQ3 uses components of the U&G theory to understand how individuals are using not only MMORPG as a source of entertainment and gratification, but also extending such experience can be socially gratifying. A bivariate correlation test was performed, and low positive correlation was found between the variables (how much individuals enjoy playing MMORPG, and how important it is for individuals to talk to their online friends on a regular basis), where r(121) = 0.33, where p = The result of this test suggested that although gamers enjoy playing their MMORPG choice to a certain degree; a stronger correlation (r > 0.75) value is needed. With stronger correlation value between whether gamers enjoy playing MMORPG and how important gamers feel about being able to talk to their friends online on a regular basis can determine whether connecting to group communication software is socially gratifying. The results from this test can also extend to that individual s choice to connect to group communication software is dependent on different variables that are not correlated with whether if they enjoy their MMORPG or not. Further research should explore this correlation with greater sample size, and more conclusive survey questions created specifically to examine this relationship. Discussion The results from this research suggest that although gender does not make a difference in the way gamers use group communication software to communicate, there was significant difference found in how often gamers use group communication software when it comes to who they are playing MMORPG with. Although there was no strong correlation to be derived from the statistical evidence of this research for group communication software to U&G theory, this does not mean that future research should disregard such correlation to be a possibility.

16 MMORPG AND GROUP COMMUNICATION SOFTWARE 16 In both Peters and Malesky (2008) and Snodgrass et al. (2011) studies on WoW gamers and their gaming behavior, both studies point out that their research has limited accuracy due to defensiveness and social anxiety that comes with self-reporting experiences. Participants might be influenced to report about they think is socially acceptable, instead of what they really feel because of some of the negative connotations that might come with being a MMORPG player (Colwell & Kato, 2003, Peter and Malesky 2008). As with this research, the idea of social anxiety might affect accuracy of the reporting to a certain degree. One of the major limitations to this research was the sample size. With a greater and more diverse sample size, this will help future research in this field yield better and more accurate results that are representative of the gaming population. Secondly, because the participants were all volunteers, this research cannot be an illustrative account for all MMORPG players, as accuracy in online self-reporting has its limitations. While the majority of the respondents came from two major websites http: and this research was also greatly limited to only what MMORPG the participants from those two websites played. Future research should continue to explore the relationship between group communication software and gaming behaviors, as it is the new frontier for computer-mediated communication. The purpose of group communication software is undoubtedly important to both gameplay and socialization between gamers. It eliminates the barrier of physical distance, and brings individuals together to complete tasks that would not have been possible if such medium did not exist. It is only the beginning of what is to come in the future of communication technology.

17 MMORPG AND GROUP COMMUNICATION SOFTWARE 17 References Albrechtslund, A. M. (2010). Gamers telling stories. Convergence: The Journal of Research into New Media Technologies, 16(1), doi: / Chen, M. G. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture: A Journal of Interactive Media, 4(1), doi: / Colwell, J., & Kato, M. (2003). Investigation of the relationship between social isolation, selfesteem, aggression and computer game play in Japanese adolescents. Asian Journal of Social Psychology, 6(2), Demski, J. (2009). The WoW factor. T H E Journal, 36(10), Ferrell, K. (1991). Electronic worlds without end. Omni, 13(4): 84 Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online gamers: A qualitative analysis. CyberPsychology & Behavior, 12(6), doi: / cpb Jenderek, B. (2006, June). Experiencing entertainment. Paper presented at the International Communication Association, San Francisco, CA. Blumler J.G., & Katz, E. (1974). The uses of mass communications: Current perspectives on gratifications research. Beverly Hills, CA: Sage. Limperos, A. (2007, November). Violent video games, users, and aggression: A uses and gratifications explanation. Paper presented at the National Communication Association, Chicago, IL. Oliver, M., & Carr, D. (2009). Learning in virtual worlds: Using communities of practice to explain how people learn from play. British Journal of Educational Technology, 40(3),

18 MMORPG AND GROUP COMMUNICATION SOFTWARE doi: /j x Peters, C. S., & Malesky, A. (2008). Problematic Usage Among Highly-engaged Players of Massively Multiplayer Online Role Playing Games. CyberPsychology & Behavior, 11(4), doi: /cpb Reinhard, C., & Dervin, B. (2007, May). Situational and gender comparisons of digital game players' preferences for game features and gratifications. Paper presented at the International Communication Association, San Francisco, CA. Rockwell, G. (2002). Gore galore: Literary theory and computer games. Computers and the Humanities, 36(3), Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass Communication & Society, 3(1), Snodgrass, J. G., Lacy, M. G., Francois Dengah, H. J., & Fagan, J. (2011). Enhancing one life rather than living two: Playing MMOs with offline friends. Computers in Human Behavior, 27(3), doi: /j.chb Ventrilo About (n.d.). Retrieved May 1, 2011, from Williams, D., Caplan, S., & Xiong, L. (2007). Can you hear me now? The impact of voice in an online gaming community. Human Communication Research, 33(4), doi: /j x World of Warcraft FAQ (n.d.). Retrieved November 24, 2010, from World of Warcraft subscriber base reaches 12 million worldwide. Retrieved November 24, 2010, from Wu, J.-H., Wang, S.-C., & Tsai, H.-H. (2010). Falling in love with online games: The uses

19 MMORPG AND GROUP COMMUNICATION SOFTWARE 19 and gratifications perspective. Computers in Human Behavior, 26(6), doi: /j.chb Wünsch, C. Unterhaltungserleben. Ein hierarchisches zwei-ebenen-modell affektiv-kognitiver informationsverarbeitung. Köln: Halem, 2006 (in print) Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), doi: /cpb Zimbardo, P. (1982). Understanding psychological man: A state of the science report. Psychology Today, 16, 15.

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