Communication in online games on the example of own research

Autor

DOI:

https://doi.org/10.15503/emet.2021.56.64

Słowa kluczowe:

network society, new technologies, MMO games, text chat, voice chat, character animations

Abstrakt

Aim. The aim of the research was to identify the ways in which users of online games communicate. The author of the article attempted to answer the question of whether these interactions differ depending on the age and gender of the players.

Methods. The research was carried out in quantitative orientation on a group of 154 subjects: players who use the Facebook social platform. The research technique was an online survey.

Results and conclusion. The study showed that Internet users most often use text chat. Communication among women is also popular with the help of the pre-set character animations and sound signals in the game. Men communicated in some ways similar to women: via text chat, character animations and in-game beeps, although they also indicated frequent communication via voice chat. It also turned out to be a myth that women do not like games. The study found that younger gamers spend more time gaming than the older gamers and prefer communication channels such as text chat, character animations and in-game signals.

Cognitive value. I consider the topic discussed in the article current, important and necessary due to the fact that the virtual and real worlds overlap more and more. People make friends not only in direct contact but also via the Internet, e.g., in online gaming communities. The time of the pandemic and the associated home isolation confirmed the above conclusion

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Opublikowane

2022-09-19

Jak cytować

Majkowski, J. (2022). Communication in online games on the example of own research. E-Methodology, 8(8), 56–64. https://doi.org/10.15503/emet.2021.56.64

Numer

Dział

“On the Internet” – Research