Tony Manninen and Tomi Kujanpää
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every game […] leads to the founding of a club. But the feeling of being “apart together” in an
exceptional situation, of sharing something important, of mutually withdrawing from the rest of the
world and rejecting the usual norms, retains its magic beyond the duration of the individual game.“ In
the case of MMOGs, players may follow the built-in game structure, but they may as well choose their
own game independent elements such as exploring the game world or taking part in social activities.
Therefore, character’s value is not only about how competent it has become game-wise, but also about
the areas of social connections and experiences built during and after the gameplay.
Many of the quests in MMOGs are built to encourage teamwork. It is often really hard, or even
impossible, to complete certain quests without teaming-up with a properly formed group (i.e., the group
that has game characters with complementing skills) (Jakobsson & Taylor 2003, 83). Since the death of
a game character often results in the loss of experience points and other virtual assets, the players
generally feel the need to trust in each other. Your character’s life is partly in the hands of your team
players. If you do not manage to communicate properly, or, if your group members decide to flee and
leave you in the midst of the raging battle, your character is most likely to die. After playing several
quests within a same group, or after taking part in guild activities, the player and her character start to
gain reputation. Some of the players/characters are known as trouble makers while others are known of
their just behaviour and/or good playing skills (Jakobsson & Taylor 2003, 85-87).
Social value of the game character concerns aspects related to other players. The value can be
considered from at least two perspectives: 1) meaningful social interaction with other players, and 2)
the image of the player formed in the eyes of fellow players. The social value is, therefore, a resource
for being able to form meaningful connections that, at their basic level, provide a possibility for casual
communication and teamwork. On a deeper level the casual connections can turn into friendships, or
even romantic relationships, in which the social value may well exceed the boundaries of a mere game.
From the business point-of-view, the strong bonding of players offers interesting possibilities, for
example, in the form of community services, trust-brokers, transaction mechanisms and reputation
ladders. Many of the conventions of real world commerce apply to the MMOG societies. However, the
ambiguous implementation of aspects, such as, identity, contracts and social-components of transaction
procedures, makes it challenging to integrate traditional business models within the online games.
Finally, the image of the player comes into the picture especially in the organised forms of social
play, such as, guilds and other consistent groups. It is not necessarily the other players that form the
addictive component, but the image one gets of oneself from other players (Ducheneaut et al. 2006,
413). Furthermore, in guild activities concepts such as trust and reputation become essential as part of
the player image (Jakobsson & Taylor 2003, 85-87). Some of the guilds require a certain amount of
playing hours or certain percentage of attendance in guild activities, such as, meetings and raids. If you
are willing to live up to your responsibilities, you may advance in the guild. If you fail to meet the
requirements, you may be kicked out. Letting someone else to play your character could, therefore,
potentially result in tremendous consequences.
9 IMMERSIVE VALUE OF A CHARACTER
Immersion into the MMOG can be achieved through many different elements. Yee’s (2006)
subcategories list elements, such as, discovery, role-playing, customisation and escapism. When
considering immersion from the game character point-of-view it is obvious that some elements are
more essential than others. What is elemental, however, is the need for the player to be able to identify
with the game character. Sociologist Gary Alan Fine (1983, 214-215) discusses the importance of
identifying with the character and comments that “players must invest their character with meaning.
[…] For identification, the character must have attributes that permit a player to esteem that persona.”
Quite similarly, but from a bit different point-of-view, Friedl (2003, 185) argues that “if a player has
the possibility to give this avatar a sense of personality and contribute his unique behaviour, intentions,
and style to the game world, he will establish an individual relationship with the character.”
MMOGs commonly provide game characters that have attributes such as distinctive appearance,
changeable clothing, as well as, armour and weaponry that indicate the desired playing style.
Furthermore, interaction with other players and the game world, through the game character, offers
possibilities to develop and share a unique personality, story lines and character’s history. This type of
interaction enables the role-playing of the character. The role-playing may be about constructing and
representing a fictive persona, or just an experimentation of the selected parts of players actual self (cf.
Turkle 1999, 643-644). However, the persona of the game character does not form immediately. When
playing a character for a long time, the player starts to identify with it and begins to feel what the
character “feels” (Fine 1983, 217).