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A PHENOMENOLOGICAL STUDY OF COMPUTER SHOP AS SPACE IN THE SOCIAL DYNAMICS FORMED AMONG GAMERS WHILE PLAYING MASSIVE MULTIPLAYER ONLINE ROLE PLAYING GAMES


Abstract


Mendoza, A.P.L. (2015). A Phenomenological Study of Computer Shop as Space in the Social Dynamics Formed Among Gamers While Playing Massive Multiplayer Online Role Playing Games, Unpublished Undergraduate Thesis, University of the Philippines College of Mass Communication.


This study examines the role of computer shops as spaces in the social interactions formed among gamers while playing massive multiplayer online role playing games (MMORPG). It describes and analyzes the social dynamics formed among the MMORPG gamers while playing, as well as the factors contributing to their preference of computer shops as spaces for gaming. In answering these objectives, several theories and concepts were used to analyze the data obtained including: social presence theory by John Short, Ederyn Williams, and Bruce Christie, common ground theory by Herbert Clark and Susan Brennan, third place theory by Ray Oldenburg, and the concept of subculture by Dick Hebdige. By employing semi-structured interviews, participant observations, and reflexive journal, the study was able find out that computer shops provide MMORPG gamers with a physical space where they could informally gather and form and affirm relationships with their co-gamers. These formed and strengthened relationships determine the kind of social dynamics to flourish among gamers.


Keywords: computer shop, common ground theory, social presence theory, subculture, third spaces, massive multiplayer online role playing games, MMORPG