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A short evaluation of the effect role playing games have on the formation of social networks

 
Author: Joshua Swanson
 

I will look briefly at how the formation of social networks differs between those people who play role play games, and those who do not. I will examine in particular pen and paper role play games (RPGs) such as Dungeons and Dragons (DnD), and their later computer based descendants which include 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.

Dungeons and Dragons (DnD) is a game that almost everyone has heard of, although relatively few have played it, and belongs to a category of games known as pen and paper role play games because all that is required to play it is a pen and paper. It is the inspiration for such computer games as Might and Magic and Baldurs Gate, as well as leading later to online play- the massively multiplayer online role play games (MMORPGs), which have grown increasingly popular and well known in recent years.

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 uncommon 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 comfortable with.

Computer games are an entirely different matter. Single player games such as Might and Magic may e dismissed out of hand, as they are no different then any other games and the impact of games as a whole is not under discussion. However, MMORPGs are a completely different matter. There are many forms of MMORPG, but without exception they allow or, more usually, encourage players to form player-run organisations. Usually called clans, or sometimes guilds, these organisations allow players to band together to aid each other and to compete with the other groups. Most of the players of these games use them as a form of escapism, fleeing from the drudgery of normal life to a place where their efforts are rewarded. In RPGs, everything you take visibly contributes to your growth as a player, and your status can instantly be seen by the items you use and your skills in combat. Once in the game, though, it is highly interactive and the anonymity provided by the internet encourages interaction on an equal level. It is easy to form friends, although such friendships are extremely fluid and liable to shift without warning. Clan members, however, usually form close bonds of mutual support, willingly lending a hand to another member or leaping to their defence.

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 encompass 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.

So the formation of social networks is greatly aided by playing online role play games, but this network is separate and distinct from the one occupied in real life, outside of the game. It is considered bad form to publish contact details or webpage addresses online, but friendships are often maintained through instant messaging. As instant messaging is also often used to maintain real life social links, this can lead to an overlap between the online and offline networks.

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 community with its own forms rituals and rules of conduct, really no different then any other society or social gathering- save appreciably larger!

 
 
 

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