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DiGRA
The authors describe clan membership in MMORPGs as a rational, adaptive response to competitive and interdependent design. Progression and survival depend on group action.
Clan culture in massively multiplayer online role-playing games (MMORPGs) is shown to be a rational, adaptive response to the competitive and interdependent design of these virtual worlds. Drawing on a study of Taiwanese players of Lineage and Ragnarok Online in the 2000s, the research argues that players join clans despite their costs and risks because progression and survival depend on group action. The data, including a survey of 493 Lineage players in which only 5.7% had never belonged to a clan, together with interviews of 14 snowball-sampled participants, indicate that clan membership offers protection against fraud, bullying, and theft.
The study's central finding is that clans form most readily among off-line acquaintances, whose existing social ties reduce the uncertainty of cooperating with strangers. Where clans do include unfamiliar members, they rely on reciprocal obligations and strict codes of conduct, with expulsion as the sanction for violations. The authors characterize clan membership as a blend of economic rationality and gang-like social norms, in which players weigh the risks of free-riding and disputes over shared treasure against the benefits of collective play.
The research also challenges mainstream portrayals of young gamers as careless, vulnerable, or addiction-prone. Its findings depict teenage players as practical and risk-aware participants who manage complex social arrangements with considerable skill. The scope is limited to two Taiwanese games and a sample recruited largely through snowball methods, so the conclusions speak most directly to that context, though they offer a broader framework for understanding cooperation, trust, and social control in online communities.
DiGRA · 2007