Separator
My Girlfriend is a Blood Elf: Social Architecture within MMO Worlds
Why__hello
Thursday, July 30, 2009
Editor's note: Omar was skeptical that people could construct meaningful friendships and relationships in an online game -- until he made an online friendship of his own. -Jason




"You know Courtney, right?"

"Uh...the guild officer? Yah. She's pretty cool"

"Well...I've got to tell you something"

"What is it?"

"She and I...well...she's...um...my...uh...girlfriend"

"...."

"You there?"

It's been 6 months since that conversation. It took me about a week to get over the shock, but my friend Johnny insisted the connection between him and the Blood Elf mage was real.

 

Johnny lives with me in Ontario, and Courtney lives in Wellington, New Zealand. The two have never met in real life, yet they treat their relationship with admirable maturity. They speak daily with one another, and they often employ the use of webcams and microphones to communicate. Courtney has even been introduced to Johnny's parents, who, surprisingly, really like her!

Terms like "love" and "adoration" often spring up when I discuss the topic with Johnny. The prospect of meeting each other in real life isn't necessarily a pressing matter. Instead, the two enjoy the company of one another -- the relationship is based on more than mere physical attraction, and it seems like they really care for one another.

Removing the obvious physical barrier, it seems like the two are part of a healthy, productive relationship. So why was I so shocked? We read more and more about the misadventures of online couples. Is there anything to it? Is the relationship between my friend Johnny and his "girlfriend," Courtney, valid in any sense? How do people meet, fall in love, and befriend one another in a strictly-controlled, rigidly-designed virtual world?

An MIT professor in behavioral studies is quoted as saying, "When somebody's sitting by their laptop at home and writing these sterile e-mails to each other, there's no sense of emotionality...."

However, Johnny's experiences refute this claim, and studies support him. Computer-mediated communication (CMC) is a relatively new field of study, but it offers startling revelations concerning the nature of social architectures.

A 2001 research study by Nick Yee, a scientist at the Palo Alto Research Center, shows that 60 percent of male and 75 percent of female EverQuest players consider their friendships with in-game peers to be as valid (and sometimes more valid) than their real-life friendships. Furthermore, 3 percent of male and 15 percent of female players admit to having romantic relationships with individuals they first met in-game.

Early CMC research showed that online interaction was often cold and callous. But recent studies prove that trust and intimacy are easily fostered in the absence of conventional physical and verbal cues.

Encounters with Fellow Blood Elves

Have you ever run into someone online and immediately felt a bond? Whether it was in Scoutzknivez or in the depths of Molten Core, most of us have had the pleasure of making friends online. Haverford College professor Michael Oswalt claims that online worlds have several pivotal features that make hyperpersonal encounters very simple to generate.

The results of experimentation and study by social scientists leave little doubt to the commonality of Johnny's relationship. In fact, the nature of the Internet and online games quite easily explain how the relationship began and subsequently blossomed.

anon

For starters, an increased level of anonymity encourages self-disclosure and, in turn, more intimate encounters. As demonstrated in most MMO environments; complete strangers often have the propensity to reveal very startling secrets to one another -- enhancing any feelings of familiarity.

As players often control fantastical characters (Tauren, Orcs, and Night Elves), physical attraction and appearance are often reduced in importance or removed entirely from the equation. As a result, players must rely on the small pieces of information they receive in order to form their opinions of one another.

Michigan State professor Joseph B. Walther claims that individuals often inflate those opinions with positive intent. Your mind could easily turn a comment like "I'm on the swim team" to mean "I'm a swimsuit model."

In "real life," individuals are often judged by their physical attributes, many of which they can't control. One's hair color, quality of clothing, height, and build are all things that form the basis of physical attraction. However, in certain online worlds, a player can optimize their physical representation, filtering out qualities that they believe to be unattractive.


Busted car? That Night Elf Priest eying you never has to see it!

Yee explains that when speaking face-to-face with another human being, we carry a cognitive load that is "taken up by smiling, nodding, gesturing, and maintaining posture."

In an online encounter, however, we're free to concentrate on the content, diction, and register of our messages -- making them seem more precise, meaningful, and articulate.

Lastly, players often get to mediate the pace and length of their discussions. If a conversation with a member of the opposite sex is going downhill in real life, you cannot simply claim that "I'm about to be summoned for an Ulduar run. Laters!" Because that would be weird.

Social Architecture within Persistent Words

While it isn't always readily apparent, Azeroth and Norrath are controlled by very rigid social structures that determine who you can interact with, when you can interact with them, and for what reason. The very nature of these worlds requires co-operation, encouraging chance encounters between people like Johnny and his girlfriend, Courtney.

The need to band together is evident in the development of 10-man, 25-man and 40-man dungeon raids. While it's possible to reach the level capacity in complete solitude, games like Dark Age of Camelot and World of WarCraft encourage players -- from the outset -- to join forces with one another.

Furthermore, most MMOGs possess a class system, which determines the abilities that each player has. While a warrior can deal considerable damage (provided the correct specialization), he will need a priest to help heal him. Most classes were designed to be symbiotic and complimentary -- relying on one another to defeat enemies and to survive.

Players are often forced into conversation by the sheer length of time spent waiting in MMOGs. Another study from the Palo Alto Research Center concludes that in World of WarCraft, approximately 25 percent of a player's time is spent waiting. A player waits for enemies to respawn, for transportation to arrive, for mana to replenish, and for group members to be summoned. During these intermediate periods between violence and action, players find themselves speaking with one another.

Whether it's politics, religion, or the weather, conversation encourages a feeling of association. Guilds and contact lists capitalize on the friendships made while questing and instancing.

Reinforcing Relationships

In a phenomenon rarely seen in the "real world," gamers often display very selfless behavior toward complete strangers. After having known a fellow player for less than 10 minutes, the offer of an "instance run" isn't uncommon. Free gold and items are, rather strangely, shared between passersby. I've often seen priests and paladins revive random corpses along the side of the road, with little consideration of their own time.

Persistent online worlds are ruled by social schemes that promote mutual assistance and welfare. Kind acts can quickly create a strong sense of endearment between two people.

However effective kind and considerate behavior can be, recent studies by the Journal of Experimental Social Psychology show that crises within in-game worlds are the best catalysts to initiate strong relationships.

I remember an encounter with Thaddius, a boss in Naxxramas, that instigated a very fruitful friendship with a player named "Marlowe." We were 25-men strong, preparing for one of the most complicated boss fights in the dungeon.

To defeat Thadius, two tanks were necessary, and so Marlowe and I took the helm of the raid group. Before engaging Thaddius, we were required to defeat his two minibosses, Stalagg and Feugen, who were on opposite ends of the room.

After a short countdown, we began our attempt at victory. Slowly but surely, we depleted Thaddius' minions. Soon, the wasted corpses of Stalagg and Feugen fell to the ground with resounding staccato. At this point, Thaddius became enraged, hurling taunts at the group from across a large pit of boiling sewage. A common mechanic in the game, the surviving group members made the leap across the chasm. Unfortunately, Cheeto-greased spacebars and faulty reflexes resulted in more than half of the group falling to their dooms -- simmering in the blistering green ooze. Marlowe was one of the dead.

I had only been level 80 for a week, and my gear wasn't up to par. To make matters worse, the remaining nine group members were mostly healers. We were doomed. But over the Ventrillo channel, I heard Marlowe's cries of encouragement: "You can do it, pal!"

And so we did.

It took almost 20 minutes of resolute hacking and slashing, but we took Thaddius down, revived the rest of the raid group, and rode off into the sunset.

The crisis that was presented to the group cemented our social cohesion. It was -- for the most part -- a pick-up group, yet I still have many members of that instance run on my MSN contact list. I expect that Marlowe and I will be friends for many more years to come.

After serious consideration and a little research, it's clear to me that we shouldn't scoff at most online relationships. Whether it's anecdotal or empirical, I have plenty of evidence to support the validity of online friendships and relationships!

 
0
BITMOB'S SPONSOR
Adsense-placeholder
Comments (18)
Default_picture
July 30, 2009
I meet my wife on-line.

Then again I also have a friend that I have known for 12 years that I have never meet. We are on-line friends and know everything about each other. With the use of web cams, e-mails & Snail Mail it has been a long 12 years for each one of us.

Then again I could go into a totally different tangent on how I meet each one on-line, but I wont bore anyone to death today.
Default_picture
July 30, 2009
Omar, are you in Ontario, California? Or Ontario, Canada? Good read, although I fall into the camp of online relationships are silly.

Humans are selfish creatures by nature (just my opinion) and whether you think about it or not, you NEED to have some physical connection. Although whatever floats your boat i guess, in the case of your friend and his girlfriend.
Why__hello
July 30, 2009
Im from Ontario, Canada. Toronto to be specific.

To be honest, I clowned on people who claimed to have fruitful "online relationships" for the longest time. It took my friend Johnny and his girlfriend to convince me that it was possible to engage in a non-physical, online relationship.

I personally prefer dating girls I can touch, but I suppose Johnny found his dream girl online - and he didn't want to risk letting go of her.
Default_picture
July 30, 2009
Haha, awesome, I'm originally from Oakville, ON but now live out on the east coast. Glad to see some Canucks on here.

Default_picture
July 30, 2009
I met my girlfriend at a local college bar. The relationship was fairly decent, until we started gaming together. That's when things really started to heat up. Now we only communicate over Mumble while playing Team Fortress 2.

Online relationships really are the best.
Lance_darnell
July 30, 2009
I really like this post Omar. I remember hearing about online social relationships when Everquest was nig, but no one has taken a serious look at the subject in years, and I agree with you that online social relationships have gotten easier to do and more meaningful.


Default_picture
July 30, 2009
I've gotten into a few debates about online relationships, and at the end of the day I still always remain torn.

On one hand, the internet is a good place to foster relationships, for all the reasons you've listed. It can really help people who are more socially inept, or who just plain don't like going out but still want social contact. It's a great way to meet lots of people who share the same interests as you.

On the other hand...is that really enough to form a lasting bond? For friendship, it's very possible, but for a deeper relationship I'm not sure. I've always held the view that for a relationship to work, there absolutely has to be a non-physical connection (and that's the most important thing), but a physical connection is also completely necessary.

I can see your point Omar, that Johnny has found his dream girl online and doesn't want to let her go. A bond has formed, they're really good for each other, but the last component of the relationship is (in my opinion) missing. What do you do in that situation? I'm not sure. I've made my share of friends online, but when it comes to relationships, I couldn't do it.
Default_picture
July 30, 2009
Excellent article, Omar. I agree with you that maybe online relationships and friendships should be taken seriously. Like most people, my closest connections with other people have been in real life and I've never had any online girlfriends, but that doesn't mean that they can't be legitimate.

Back when Starcraft was all the rage, I joined a clan and then felt compelled to create a group of my own, which eventually had seventy members. Some of us became very close, and a few of us still keep in contact eight years later. I've also made plenty of enemies on Battle.net, but most of that was during my early years of high school.

It looks likes you did quite a bit of research for this piece. I'm impressed.

Default_picture
July 31, 2009
Good stuff, Omar. One of my best friends is someone I met on an online message board. I've known him for over four years now. We used to have a tradition of playing Halo on Tuesday nights every week, then moved to L4D and the like. He also got me into Guild Wars for a bit too, but it wasn't my cup of tea. But yeah, it just goes to show that it is possible to establish real friendships and relationships online, and not everyone is a dude pretending to be a girl (though I've had my share of that... thankfully I'm not into the dirty stuff).

Also, I live just a few hours away from you. Windsor area. :P
Aj_newfoundland_avatar
July 31, 2009
Since I've been a member of the Squadron of Shame, I count all those guys as good friends. Certainly as good as any of my real life friends. Much like gaming culture, there's a lot of misconception about online relationships. Yet no one scoffs at a pen pal.
Default_picture
July 31, 2009
@ A.J.
Yeah, that's right, isn't it? Pen pals are considered legit, but hardly anyone takes online relationships seriously. Stigmas, I tell you! They're good for nothing.
Jason_wilson
July 31, 2009
I only game online with my real-world friends; I've always been a little leery of many online communities in games, mostly because I can be a grumpy gamer. I wonder if I should reconsider....
Default_picture
July 31, 2009
The one thing I miss dearly from my WoW (pre-bc) experience was the friends I had made. Weekly 40 man's formed a really tight knit core of warriors, and to this day I've yet to recapture the sense of comraderie and mutual respect that we shared. I've tried several times to get back into the game, but I always lose interest. If I could assemble those 40 ladies and gentlemen again (yes I considered myself quite close to everyone in our regular 40 man team after 2 years!) I fear I would have little reason to finish my degree (although as a fellow UfT student, I'm sure you too lack the necessary motivation to haul your ass across Queens Park when it's 25 below).
Default_picture
August 01, 2009
I have a friend who is getting married soon. She met her fiance online, and they've been dating for years and years now. Just some more proof, at least for me, that online relationships can work for some. I've tried the online thing once before, but it didn't really pan out. It just wasn't mything. To each their own though.
Default_picture
August 01, 2009
@Jason what is there to be grumpy about? Just play Fat Princess and smile. 8)
Default_picture
August 01, 2009
An interesting perspective, but surely a relationship should encompass more then just a "connection"? financial support, sharing a common space and exploring life together are elements that bring perspective and give ground to a romance. Otherwise, we'd risk being in love with the idea of love, rather than truly knowing the person, warts and all.
Default_picture
August 01, 2009
Although I have never really played an MMO for any significant period of time, I have created strong friendships with people I have met in games. For the most part these have been through clans in Ghost Recon and Rainbow Six. With Rainbow Six Vegas I became friends with some people in Germany, and ended up being an honorary member of there clan (I couldn't participate in actual matches due to lag and since I couldn't speak German). It got to the point were I was video chatting with the clan leader and his wife over PSN almost every morning. I never thought that video games would lead to such a great friendship. I almost wish that I worked the night shifts again, so I could hang out with them more often.
Jason_wilson
August 02, 2009
@Toby Jason what is there to be grumpy about? Just play Fat Princess and smile.

One of the reasons why I'm grumpy is because my download stalls every time I attempt to put Fat Princess on my PS3!
You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.