"We're so much more than the in-game clan": Gaming Experiences and Group Management in Multi-Space Online Communities

Author:

Toombs Austin L.1,Lee Ahreum2,Guo Zhuang1,Buls Jared1,Westbrook Abbee1,Carr Ian1,Wu Yuqing1,LaPeter Michael3

Affiliation:

1. Purdue University, West Lafayette, IN, USA

2. University of Eastern Finland, Joensuu, Finland

3. the100.io, Portland, OR, USA

Abstract

The platforms that host online gaming groups and communities continue to evolve, and it has become possible to join, participate in, and consume content from groups that exist across multiple tools, platforms, and spaces at the same time. In this paper, we explore how groups use and rely upon assemblages of multiple online spaces to accomplish the "work" of participating in these gaming groups. We present an interview study with users of the100.io, a platform that hosts gaming community spaces, helps players find groups, and operates as a gaming event scheduling tool for its users. Contrary to our initial assumptions, we found that users relied upon the100 as a kind of glue for flexibly-interconnected, multi-space group configurations. These multi-space groups support our participants' desires to approach online gaming as a social practice, provide additional accountability among players, and enable multiple forms of social participation within those communities. Our findings point towards opportunities to expand social computing scholarship to better describe how users of online communities flexibly bridge across technical infrastructure.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

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