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The networks linking human and nonhuman actants, such as data, hardware, and distant cobalt miners, are not necessarily experienced as connections. The affordances of digital infrastructure determine which relationships people actually feel.
Ford's work, building on Radde-Antweiler's revised gamevironments concept, examines how digital games and datafication reshape community. Its central argument is that the networks gamevironments reveal, linking human and nonhuman actants such as data, hardware, and distant labourers like cobalt miners, are not necessarily experienced as connections, let alone as communities. Drawing on Benedict Anderson's notion of the "imagined community," the analysis proposes that some communities must remain unimagined to sustain exploitative or unsustainable systems. Digital infrastructures' affordances, the authors contend, determine which connections are felt, so researchers must attend to experience as well as to mapped relationships.
The argument draws on sense-of-community theory and on the concepts of deep gametisation and deep mediatisation, with game communities such as Gamergate offered as illustrations. A central claim is that datafication produces alienation: digital subjects are abstracted from real people, and networked technologies can isolate users even as they connect them. Drawing on Debord, Goriunova, and Steinmann, the work observes that the connectivity promised by the internet has coincided with rising loneliness, though the relationship depends heavily on how platforms are used.
Methodologically, the analysis cautions that gamevironments as an analytical heuristic can obscure how actants perceive their own community networks. Researchers should therefore not assume that an outsider's etic mapping matches insiders' emic experience, and must integrate the subjective, affective dimensions of community. Digital gameworlds, such as a World of Warcraft guild, can be foundational rather than incidental to community persistence and should be treated as central actants. On the question of whether digital games reduce loneliness, the evidence is characterised as inconclusive and of low quality, though online gaming during crises shows somewhat more promising benefits.
International Journal of Role-Playing · 2026