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Social interaction in MMORPGs
・ Social interactionist theory
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Social interaction in MMORPGs : ウィキペディア英語版
Social interaction in MMORPGs
Social interactions in MMORPGS take the form of in-game communication, virtual behaviors, and the development of interpersonal and group relationships. In ''massive multiplayer online role-playing games'' (MMORPGs), cooperation between players to accomplish difficult tasks is often an integral mechanic of gameplay, and organized groups of players, often called guilds, clans, or factions, emerge. Sometimes the relationships players from within the game spill over into friendships or romantic relationships in the material world. In other instances, romantic partners and groups of material world friends find that playing together strengthens their bonds.
==Avatars and communication==
MMORPG players take on an avatar, a humanoid graphical representation of themselves, in the game. Players usually have great latitude in designing the physical appearance, gender, and race of their avatar. Players also select their role, profession or class, each of which comes with its own set of strengths and weaknesses. Games scholar Nick Yee classifies avatars into two categories, a projection or idealization of one’s identity or an experiment with a new identity. The avatar, as a representation of the self, creates the first impression and is the first means of communicating with other players.

Communication between players typically takes the form of typed chat and the animated gestures and expressions of the avatar.
==Collaboration and social networking==
A study by Nicholas Yee, titled ''The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage,'' found that combat-oriented collaborations can become very complex. Typical battle scenarios involve groups of four to eight users facing sophisticated artificial intelligence. Strategies decided upon via communication via typed conversations, and individual actions, based upon their individual personalities, may risk others in the group.〔
Unlike many real world situations, MMORPG users can choose team members and find like-minded others. While some individuals may be outcasts in the real world, they can become whomever they want in these virtual worlds, and can find other players with similar interests and personalities. In one survey, 39.4% of males and 53.3% of females felt that their MMORPG companions were comparable to or even better than their real world friends. PBS Frontline's documentary, ''Growing Up Online'', found that humans seek not only mental and emotional connections, but also physical presence. For some, MMORPGs can provide valuable lessons that then can be applied to the outside world. However, reliance on the internet, or possible internet addiction may also lead to "physical" social isolation.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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