- Gary Riccio
- Boston, MA
- United States
This conversation will close in 2 days, 8 hours and 8 minutes, on 03/14/2014 3:42:34 AM UTC.
Community Organization and Impact in Online Games
We would like to have a conversation about interpersonal interactions and relationships within the communities that organize around online games. Our intent is to create a "natural laboratory" for this TED conversation by grounding the conversation in contemporaneous experiences of gamers that both reflect and influence the attendant community experiences. We are exploring this as a form of "participatory journalism" (see e.g., http://bit.ly/MgDdwA)
Use your browser (not the search utility in the panel at the upper left of this page) to find key words that will direct you to important topics in this conversation to date. Visitors can then reply to the relevant post or write an "original post" (OP).
* raw person or raw individual
* identity or persona or self
* self efficacy
* second-person standpoint
* communities or commitment
* respawn or one-life or lobbies
* mental health and wellness
* hard conversations
* civic hacking or civil hacking
* teach or learn
* the long tail
Community interactions also can be interesting and consequential outside the context of the gameplay around which the community organizes. We believe this potential for games is poorly understood by the general public. Yet there is an intense and general curiosity about what occurs in the interactions among gamers and in the impact of gameplay in society.
Our claim is that there is "no neutral" in the effects of significant interpersonal interactions that occur in online games. Games have prosocial effects or antisocial effects irrespective of genre (e.g., first-person shooter games).
We are exploring this topic in a variety of forums such as:
http://griccio2103b.wordpress.com (e.g., tags: prosocial, violence),