Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis
Open accessAbstract
The majority of research examining massively multiplayer online game (MMOG)‐based social relationships has used quantitative methodologies. The present study used qualitative semi‐structured interviews with 22 Australian World of Warcraft (WoW) players to examine their experiences of MMOG‐based social relationships. Interview transcripts underwent thematic analysis and revealed that participants reported experiencing an MMOG‐based sense of community (a sense of belonging within the gaming or WoW community), discussed a number of different MMOG‐based social identities (such as gamer, WoW player and guild or group member) and stated that they derived social support (a perception that one is cared for and may access resources from others within a group) from their relationships with other players. The findings of this study confirm that MMOG players can form gaming communities. Almost all participants accessed or provided in‐game social support, and some gave or received broader emotional support. Players also identified as gamers and guild members. Fewer participants identified as WoW players. Findings indicated that changes to the game environment influence these relationships and further exploration of players' experiences could determine the optimal game features to enhance positive connections with fellow players. Copyright © 2015 John Wiley & Sons, Ltd.
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Online gamers usually have a sense of community when they are playing games or modifying games.
“Gaming literature showed online gamers usually have a sense of community when they are playing games (O'Connor, Longman, White, & Obst, 2015) or modifying games (Poor, 2013).”
From Catch Them All: Exploring the Psychological Impact of Playing Pokémon Go (2020) · cites this paper as O'Connor, Longman, White, & Obst, 2015
The Results report that all interviewed participants experienced a sense of community associated with playing World of Warcraft. That supports the playing-games portion attributed to O’Connor et al., but the study’s WoW participants do not establish that online gamers generally or usually have this experience. The modifying-games portion is cited to Poor (2013), not this source. (LLM, conf=0.83)
Experimental — accuracy not yet measuredThe positive impact of these social supports enhances the sense of relatedness of game participants and deepens their desire to connect with others.
“The positive impact of these social supports enhances the sense of relatedness of game participants and deepens their desire to connect with others.”
From What Influences Users’ Intention to Share Works in Designer-Driven User-Generated Content Communities? A Study Based on Self-Determination Theory (2023) · cites this paper as [75]
The Results section (page unavailable) reports that WoW participants felt connected to other players and gained a sense of belonging. The discussion also reports that almost all participants drew social support from other players and that social connections contributed to the game's appeal. It does not establish that receiving support enhanced their sense of relatedness or deepened their desire to connect with others. (LLM, conf=0.83)
Experimental — accuracy not yet measuredParticipants in social games generally believe that they can obtain resources and emotional support from other members of the team.
“Ref. [75] found through qualitative research that participants in social games generally believe that they can obtain resources and emotional support from other members of the team.”
From What Influences Users’ Intention to Share Works in Designer-Driven User-Generated Content Communities? A Study Based on Self-Determination Theory (2023) · cites this paper as [75]
The Social Relationships Between MMOG Players section says almost all interviewed WoW players drew social support from other players, including help with game tasks and emotional support. The Social Support section adds an important limit: emotional support came from guildmates and close friends, not players generally. The claim extends these findings from WoW players to participants in social games broadly and does not preserve that limit. (LLM, conf=0.84)
Experimental — accuracy not yet measured
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- Authors
- O'Connor, E. L., Longman, H., White, K. M., & Obst, P. L.
- Affiliations
- School of Psychology and Counselling Queensland University of Technology Kelvin Grove Queensland 4059 Australia
- Queensland University of Technology (AU)
- Venue
- Journal of Community & Applied Social Psychology
- Publisher
- Wiley
- Published
- 2015-01-15
- Volume
- 25
- Issue
- 6
- Pages
- 459-473
- ISSN
- 1052-9284 (ISSN-L)
- 1099-1298
- OpenAlex
- W1841397121
- Cited by
- 147
- References
- 4
- Citations by year
- 2026: 15 · 2025: 28 · 2024: 8 · 2023: 6 · 2022: 24 · 2021: 15 · 2020: 16 · 2019: 8 · 2018: 12 · 2017: 8 · 2016: 6 · 2015: 1
- FWCI
- 27.71
- Type
- journal article
- Language
- en
- Open access
- green
- eprints.qut.edu.au
- Locations
- Journal of Community & Applied Social Psychology (publishedVersion)
- QUT ePrints (Queensland University of Technology) (submittedVersion)
- Faculty of Health; Institute of Health and Biomedical Innovation
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- massively multiplayer online games, World of Warcraft, sense of community, social identity, social support, online gaming communities, gamer identity, guild membership, emotional support, game environment design
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