Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic


Homo Ludens
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

This paper explains how Animal Crossing: New Horizons allowed players to “play a|part together” during the COVID-19 pandemic. It describes how this life simulation game helped to fulfill the needs for sociability during the lockdown, based on the conclusions of a collective autoethnography and computer-assisted text analysis. It examines how the game’s affordances helped or prevented players in overcoming physical isolation when they were confined to their house or practicing social distancing. It also investigates the appropriations made by players to tailor the game to their social needs in this unprecedented context.

 

Review of Social Features in Social Network Games


Paavilainen Janne Alha Kati Korhonen Hannu
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Although social network games on Facebook have become popular, their actual sociability has been questioned. In this paper we review the social features of 16 social games and as a result present a list of 30 social features in three categories: presence, communication, and interaction. A common set of features which were found from all examined games are mainly focused on presence and communication aspects, while neglecting player interaction. In addition, social features are primarily used for acquisition and retention purposes, rather than monetization. These findings are useful for the study and design of social features in social games and in other games with social network integration.

 

The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOs


Eklund Lina Ask Kristine
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

This empirically driven study concerns the creation and maintenance of friendships in online gaming. Social interaction and community building are integral to online game-play, yet maintaining and making friends within a gaming context is not without its conflicts. Through analyses of interview data (n=52) combined from two research projects concerning MMO-gaming this study presents three ideal type portraits of gamers. The portraits illustrate different struggles of balancing friendships, a challenging game experience, and everyday-life. Specifically they look at the relationship between social design and social play; everyday-life and contexts of play; and ‘player burnout’, when players leave the game. Results emphasise how friendships and everyday-life constrains affect how we play, our preferences towards play, and who we play with online. The study concludes that maintaining and making friends in an online game can be a strenuous task limited by both a rational game structure and everyday-life.

 

Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft


Eklund Lina Johansson Magnus
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

One of the main components and reasons for the success of the Massive Multiplayer Online Games genre (MMOG) is that these games are seen as arenas for social interaction. The focus of this paper is the phenomenon of “Pick up Groups” (PUGs), a neglected aspect of online gaming. How is the social interaction structured in these temporary groups? The results of a participant observation study reveal a low level of social interaction between PUG players. Communication is held to a minimum and dungeons completed at high speed. Even in the event of downtime, interaction is rare. What little interaction has been observed is divided into instrumental and sociable interaction. A higher level of sociable interaction was found when several players from the same guild played together in the same group. But looking at greetings and goodbyes, normally used to acknowledge an ongoing social situation, we see that the social engagement in most PUGs is low. In summary, social interaction in PUGs, if any, is mainly instrumental, making these temporary groups unsocial game experiences; something not normally associated with group play in the MMOG genre.