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A Brief Look At The Impact Of Role Play Games On Social Networking

By: Joshua Swanson



A brief look at the impact of role play games on social networking by Joshua Swanson

In this article I will take a close look at how the culture of role play games (RPGs) affects the social networks of those who play them. I will analyse the effect of older pen and paper role play games, as well as newer computer based versions, and take a close look at how the internet has impacted the social aspects of role playing.

Here, I define a role play game as any game where the primary purpose is for the players to act out the role of someone else, as opposed to other games with more specific objects such as to capture the opponents king. Role play games have existed in various forms for centuries; in fact one could even describe a theatre play as a form of role play game. However, the games I am concerned with here are those that descend from Dungeons and Dragons.

Now the most popular games are computer games, of which an entire genre is devoted to RPGs, and which have become increasingly popular. The original dungeons and dragons, however, is what is known as a pen and paper game meaning that only a pen and paper is required to play it. As a side note, this is not in fact true- it also requires several dice. Still, in an era devoted increasingly to the computer, the older games remain surprisingly popular.

Pen and paper RPGs generally involve a small group of players, generally 4-7, gathering regularly to play. Because these games involve long term character progression, it makes it difficult to introduce new players to an ongoing campaign and so a group, once formed, rarely changes until it disbands. On the other hand, the close cooperation required of players in the game will serve to bring them closer together and form a strong sense of teamwork. This means that DnD players are usually much closer to each other then is usual for a group of friends, and so it can be very easy for one person to expand their network of contacts to include those of their friends. However, because at heart the purpose of the game remains playing out an entirely different character it is not unusual to find that it is used as a form of escapism, and the players prefer not to discuss their life outside. This serves to make them even more isolated because they build no contacts during the game, thus effectively wasting time that could have been used in another more inclusive hobby. In the end it depends on the characters of the players, and seems to have no impact other then to bring like-minded people together. So if the group is very social, it will greatly aid the expansion of their social networks. If it is introverted, then it will do nothing for them.

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.

Sometimes, although it is the exception rather then the rule, membership in a clan or friendships formed online will extend to real life. This is the exception because there are simply so many people, from all over the world, that it is highly unusual to meet someone online that lives geographically close to you. Still, many people do continue acquaintances formed in a game through instant messaging such as MSN messenger or ICQ. It isn't common for one player to introduce two others in an online game, because there is really no need nor reason to. Thus while a large number of contacts will be built up in the course of normal interactions, few of these will lead to a second level of contacts, and even fewer will ever be contacted to outside of the internet.

So online games can provide a great aid to the formation of social networks, although these networks are usually quite distinct from those formed outside the internet. However, these two worlds will often overlap, as online and offline friends will be contacting the player with using the same email address or messaging account.

Pen and paper games have little effect on social networking, and are effectively no different then any other social club, but online games are something else. As more and more activities are carried out online, the dividing line between reality and cyberspace grows more diffuse and faded. So it should not appear unusual that networking is being carried along with the other activities into the online world. In conclusion, pen and paper games do nothing for networking that any other club does not, yet online role play games can have a tremendous impact enable a much larger pool of contacts to form within an entirely different society.

If you liked this, you can read more by Joshua Swanson at his game articles page. Also, have a look at his free online RPG, Qrealm. You are welcome to reprint this article - but get your own unique content version here.

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