Elsevier

Social Networks

Volume 40, January 2015, Pages 207-214
Social Networks

Gamers’ confidants: Massively Multiplayer Online Game participation and core networks in China

https://doi.org/10.1016/j.socnet.2014.11.001Get rights and content

Highlights

  • We study the core discussion networks in China.

  • We surveyed over 18,000 players of a Chinese Massively Multiplayer Online Game.

  • Chinese gamers have notably large and diverse core networks.

  • Network size and diversity are associated with personal attributes and game play patterns.

Abstract

Through a survey of more than 18,000 participants in a Chinese Massively Multiplayer Online Game (MMOG), this study examines how the size and diversity of Chinese gamers’ core networks vary by individuals’ sociodemographic, socioeconomic and game-related characteristics. It represents the first study focusing exclusively on the gamer population and one of the most recent examining personal networks in contemporary China, home to over 560 million Internet users. We found that Chinese gamers have notably larger and more diverse core networks than those of major studies. Coplaying patterns and attachment to the game community contributed significantly to network size and diversity.

Introduction

Capturing individuals’ immediate interpersonal environment, the core discussion network (hereafter core network) has been an important sociological concept, with significant implications for shaping individuals’ opinions (Katz and Lazarsfeld, 1955), providing instrumental and emotional support in everyday life (Ruan, 1998, Wellman and Wortley, 1990, Zhang, 2005), health and wellbeing (Song and Chang, 2012), labor market performance and entrepreneurship (Chen and Tan, 2009, Zou and Ao, 2011). Given its importance in various domains of social life, scholars in America, China, and beyond have studied the size and diversity of core networks since the 1980s and how they are affected by factors ranging from individual sociodemographic characteristics such as class, gender, and race to macro-structural forces like national culture, sociopolitical change, and technological advancement (Bearman and Parigi, 2004, Burt, 1984, Marsden, 1987, Marsden and Campbell, 1984, McPherson et al., 2006, Ruan, 1993, Ruan et al., 1997, Zou and Ao, 2011).

Recently, research on the core network has drawn great scholarly and media attention. McPherson et al. (2006) identified a sharp decline in core network size in America from 1985 to 2004 and speculated that Internet use might have contributed to the decline, an alarming trend that has found support in subsequent studies (Brashears, 2011, Chen, 2013, Hampton et al., 2011, Paik and Sanchagrin, 2013). It rekindled early concerns about the decline of social capital in America (Putnam, 2000) and the hypothesis that Internet use may displace face-to-face interaction (Nie, 2001). However, a number of studies since the mid-1990s demonstrated a positive or neutral relationship between Internet use and personal networks (Katz and Rice, 2002, Robinson and Martin, 2010, Shklovski et al., 2006, Vergeer and Pelzer, 2009). Specifically, two recent studies linked various aspects of Internet use to the increased size and diversity of core networks in the U.S. (Chen, 2013, Hampton et al., 2011).

The current study, examining implications of online gaming on Chinese core networks, is theoretically grounded in three interconnected strands. First, the core network literature in sociology has been centered on social stratification and mobility theories, examining how the core network is shaped by social inequalities such as class, gender, and race and how it, in turn, affects health, educational, and status attainment by structuring individuals’ access to and mobilization of information and resources. Second, the core network is a foundational component of social network studies, revealing the structure and composition of the very core of individuals’ social world. Third and as importantly, the core network is central to a growing communication literature on the implications of digital media and communication technologies, which, however, has been focused on general Internet use or social media use.

More specifically, the current study offers a unique opportunity to reconcile some of the conflicting results mentioned earlier. Most existing studies have focused on general Internet use primarily as a monolithic source of effects, but few distinguished specific technology uses and activities and examined their respective implications (Shen and Williams, 2011). Further, even when specific online communication activities are considered, the contextual factors of such communication, particularly one's interaction partners such as strangers, friends, family members, are rarely taken into account. Finally, most published studies on Internet and personal networks have drawn on samples in the U.S. or Canada exclusively (see exceptions in Boase and Ikeda, 2012, Hampton and Ling, 2013), while few interrogated the assumed universality of these findings and explored variations stemming from national and cultural contexts.

This study attempts to address these gaps in the Chinese context, focusing specifically on participants of Massively Multiplayer Online Games (MMOGs). MMOGs symbolize a comprehensive “world” where networked participants are able to lead virtual lives in growing and developing their characters, crafting weapons, slaying dragons, decorating virtual houses, and more importantly, engaging in short- and long-term social groups. Although MMOGs are an increasingly popular genre of Internet communities of much social, cultural and economic significance, there is a dearth of empirical studies of the social implications of MMOG participation, especially on players’ core networks. This study represents the first to our knowledge on gamers’ core networks in any national context.

This current study also provides an updated perspective in the Chinese context. Although research on the Chinese core networks had a history as long as that on the American core networks, there are few recent studies after the early 2000s (Bian, personal communication; Ruan, personal communication, but see an exception in Zou and Ao, 2011). Currently, China has the most Internet users and online gamers in the world. As of the end of 2012, there were 564 million Chinese using the Internet, accounting for 42% of the Chinese population (CNNIC, 2013). Among the Chinese Internet users, a staggering 60% play online games.

Drawing from a large-scale online survey of players of Chevaliers’ Romance 3 (CR3), one of the most popular MMOGs in China, the current study examined how the size and diversity of Chinese gamers’ core networks vary by (1) individuals’ sociodemographic and socioeconomic characteristics and (2) specific game playing patterns and attachment to the gaming community. Results showed that CR3 gamers have notably large and diverse core networks that dwarf those of other major studies in the US, China and beyond. In addition to sociodemographic and socioeconomic factors, co-playing patterns and attachment to the game community contributed significantly to Chinese gamers’ core network size and diversity.

Section snippets

Core networks: size and diversity

The core discussion networks measured by the egocentric name generator have been one of the major approaches to capturing individuals’ small, dense, kin-centered, and relatively homogeneous interpersonal environment (for history and review see Bearman et al., 2004, Brashears, 2011, Burt, 1984, Marin and Hampton, 2007, Marsden, 1987, Marsden and Campbell, 1984). The most widely used name generator – the important matter name generator – first appeared in the General Social Survey (GSS) 1985 and

Data

Launched in late 2009, Chevaliers’ Romance III (CR3) is a fantasy-based MMOG set in the Tang Dynasty of ancient China. It is created and operated by KingSoft, a market leader of indigenous Chinese MMOGs. Although an official user count is not available, it is reported that in 2012 KingSoft had a total of 1.3 million paid subscribers for all its online game titles, of which CR3 is the most popular (Gamelook, 2012). China Game Weight Rank, a third-party ranking system, has consistently ranked CR3

The size and diversity of Chinese gamers’ core networks

We began with RQ1 on the size and diversity of Chinese gamers’ core networks. To contextualize our findings, Table 2 showed the American and Chinese core network size reported in major studies since 1985. Our results indicated that the average Chinese CR3 gamer maintains a core network of around 4 people (Mean = 3.98), remarkably larger than that of the US population in 1985 and 2004, and almost twice the size of the GSS 2004 study. Furthermore, the CR3 gamers also had larger core networks than

Discussion and conclusion

Drawing on a unique sample of players of one of the largest and most popular MMOGs in China, this study examines the relationships between core discussion networks and sociodemographic, socioeconomic and in game behavioral characteristics. It represents one of the most recent examinations of core networks in the Chinese context. And it is also the first study to our knowledge focusing on MMOG players. Below, we discuss several important findings.

Acknowledgements

We thank Dmitri Williams, Li Xiong, Terrence Ye, Ron Burt, Muhammad Ahmad, Dora Cai, members of Virtual Worlds Observatory (vwobservatory.org) and KingSoft for facilitating data collection and access.

References (57)

  • J. Boase et al.

    Core discussion networks in Japan and America

    Hum. Commun. Res.

    (2012)
  • E. Castronova

    Synthetic Worlds: The Business and Culture of Online Games

    (2005)
  • CGWR

    China Game Weight Rank

    (2013)
  • W. Chen et al.

    Understanding Transnational Entrepreneurship Through a Network Lens: Theoretical and Methodological Considerations

    Entrepreneurship Theory Pract.

    (2009)
  • W. Chen

    Internet use, online communication, and ties in Americans’ networks

    Soc. Sci. Comput. Rev.

    (2013)
  • CNNIC

    China Internet development report (the 31st edition)

    (2013)
  • H. Cole et al.

    Social interactions in massively multiplayer online role-playing gamers

    Cyberpsychol. Behav.

    (2007)
  • N. Ducheneaut et al.

    Virtual “third places”: a case study of sociability in massively multiplayer games

    CSCW

    (2007)
  • N. Ducheneaut et al.

    “Alone Together?” Exploring the social dynamics of massively multiplayer online games

  • Gamelook

    KingSoft 2012 q1 report

    (2012)
  • K.N. Hampton et al.

    Explaining communication displacement and large-scale social change in core networks

    Inform. Commun. Soc.

    (2013)
  • K.N. Hampton et al.

    Core networks, social isolation, and new media

    Inform. Commun. Soc.

    (2011)
  • E. Hargittai et al.

    Digital inequality: differences in young adults’ use of the Internet

    Commun. Res.

    (2008)
  • P. Howard et al.

    Society Online: The Internet in Context

    (2004)
  • E. Katz et al.

    Personal Influence: The Part Played by People in the Flow of Communication

    (1955)
  • J.E. Katz et al.

    Social Consequences of Internet Use: Access, Involvement, and Interaction

    (2002)
  • J.E. Katz et al.

    Personal mediated communication and the concept of community in theory and practice

  • T. Kobayashi

    Bridging social capital in online communities: heterogeneity and social tolerance of online game players in Japan

    Hum. Commun. Res.

    (2010)
  • Cited by (17)

    • The art of being together: How group play can increase reciprocity, social capital, and social status in a multiplayer online game

      2022, Computers in Human Behavior
      Citation Excerpt :

      Traditionally, online game communities have been understood as a place to build bridging social capital more often than bonding social capital (Kobayashi, 2010; Williams, 2006), as they afford interactions between heterogeneous communities in terms of gender, ethnicity, and geographic location (Katz & Rice, 2002). In fact, the frequency of group play increases network diversity (Shen & Chen, 2015). Moreover, players can develop bonding social capital in MMOGs.

    • Beyond the individual: Understanding social structures of an online player matchmaking website

      2019, Entertainment Computing
      Citation Excerpt :

      Others have derived information about the social connections of players by relying on survey data. Shen and Chen [33] used an online survey to study how the networks of players differ by sociodemographic, socioeconomic, and gameplay patterns. Mason and Clauset [34] asked players about their online and offline friendships and triangulated the data with behavioral in-game data.

    • The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations

      2015, Computers in Human Behavior
      Citation Excerpt :

      Out of the 22,004 responses collected, 18,819 responses were considered valid and then used in further analysis. Female players consist of 25% of the total respondents, and the average age of respondents is 23.90 years (for more details about the survey, see Shen & Chen, 2015; Xiong, 2012). In addition to survey data, KingSoft also provided the research team with behavioral server logs of CR3 players, including action logs from May to September 2010 and chat logs from October to November 2010.

    • Channels matter: Multimodal connectedness, types of co-players and social capital for Multiplayer Online Battle Arena gamers

      2015, Computers in Human Behavior
      Citation Excerpt :

      Playing with existing offline friends could possibly create more opportunities and supply new means of social interaction, thereby strengthening the existing relationships. It is worth noting that we did not find any relationship between the frequency of playing with online friends first met in LoL and one’s bonding social capital, whereas Shen and Chen (2015) found that gamers who played frequently with friends first met in a MMOG had more strong ties in their core networks. The different finding may be attributed to the game mechanics of LoL as a MOBA, which is less a social game than MMOGs because it does not provide a persistent world.

    View all citing articles on Scopus
    View full text