4
views
0
recommends
+1 Recommend
0 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Book Chapter: not found
      Handbook of Research on Serious Games as Educational, Business and Research Tools 

      Norms, Practices, and Rules of Virtual Community of Online Gamers

      monograph
      IGI Global

      Read this book at

      Buy book Bookmark
          There is no author summary for this book yet. Authors can add summaries to their books on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          In this chapter, the author addresses a key question rooted in an institutional perspective: What norms, practices, and rules are evident in online gaming that facilitates the development of a virtual community of online gamers? Available studies have so far examined the institutional influences on organizations but not on virtual community. Thus, there is a compelling need to bridge fields such as IS and sociology in order to understand virtual communities of online gamers. The chapter comprises five sections: (1) examination of online gamers as an example of a virtual community; (2) brief description of institutional theory to illustrate the theoretical lens applied; (3) presentation of the methodology of the study; (4) discussion of the findings based on four different aspects: social roles and social positions, interaction rules, social control systems, and leadership; and finally (5) presentation of some implications and suggestion of future directions for study of the rapidly-growing phenomenon of online gaming.

          Related collections

          Most cited references9

          • Record: found
          • Abstract: not found
          • Article: not found

          Personal factors associated with leadership; a survey of the literature.

          R STOGDILL (1948)
            Bookmark
            • Record: found
            • Abstract: not found
            • Article: not found

            Technology and Institutions: What Can Research on Information Technology and Research on Organizations Learn from Each Other?

              Bookmark
              • Record: found
              • Abstract: found
              • Article: not found

              Breaking the stereotype: the case of online gaming.

              Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.
                Bookmark

                Author and book information

                Book Chapter
                2012
                : 378-390
                10.4018/978-1-4666-0149-9.ch020
                363e3b20-a877-4b9b-aabb-8663cac62e18
                History

                Comments

                Comment on this book

                Book chapters

                Similar content195