As part of our research process we've been interested in talking to different groups of teenagers and young adults who take part in different forms shared or group gaming. Throughout the research we've tried to look at the 'socialness' of
games from the perspective of the user. How the gamer plays games with
others, not the way that they are supposed to play, or the way that the
game genre might like to dictate. We find this a much more useful approach to take rather than draw attention to specific genres. What's more interesting is not what genre of game teens are playing, but how.
Last week i interviewed a group of teenage boys from West Yorkshire who regularly link up to play, games over the net such as Pokemon Battle Revolution on the Wii. This week I interviewed two players of a different sort of multiplayer game, World of Warcraft.
The big deal about World of Warcraft is the idea of role playing. Assuming a character, a guise, personalising your avatar and supposedly entering into a world where you're not yourself. You correspond to the in-house rules about behaviours and language and the ability to become someone different and create a new desired identity for yourself is supposed to appeal to its players.
From what we've found though, and we might be wrong, WoW is less about role-playing and more about just being yourself. The most desirable part of the game is being in a guild with your real life friends and completing instances. It is enjoyable to play with people who you know and trust and who you can chat to whilst gaming. Having to adopt a whole new language and not let your friends know of your true identity is just too much of an overhead.
In terms of analysing the 'socialness' of games from the perspective of a gamer, these findings make me question the difference between an average MMOG and MMORPGS and more generally highlight the importance of looking at games from the perspective of the gamer.