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DiGRA
It applies sociological role theory to the massively multiplayer online game EverQuest, looking at how character classes are designed and then reshaped by players.
This paper applies sociological role theory to the massively multiplayer online game EverQuest, examining how character classes are functionally designed into the game and then reshaped through player socialization and individual appropriation. The author begins from the expectation that rigid structural roles would be deconstructed by player interaction, but finds that the relationship between structure and socialization is reciprocal rather than simply oppositional. The central argument is that a class role develops through three phases: a designed functional definition, collective community norms that refine that definition, and an individualized role shaped by a player's personality, experience, and style of play. The paper was presented at the 2005 DiGRA conference and draws primarily on classic sociological texts by Merton, Parsons, and Turner.
The analysis centers on the cleric class as its main example. Game design positions each class as a component of a larger functional whole, with the cleric's defined purpose being healing within group play. Because the game emphasizes group structures such as parties, guilds, and raids, the design prioritizes the stability of the class role over the identity of any particular player, so that any competent cleric can fill the position. Community expectations then layer onto this design, with experienced players, guides, and third-party websites establishing standards that distinguish good performance from poor, and creating social hierarchies in which some roles are valued more highly within groups.
The paper concludes that EverQuest's roles are designed to be played together, but the actual play experience is shaped by the individuals performing them. Players who gain experience, play multiple characters, or develop long-term group relationships extend and personalize their roles well beyond their original definitions. The author argues that the virtual environment is valuable for studying role theory because the avatar mediates the player's position relative to structural systems, allowing those systems to be observed and examined in a new context. The study is qualitative and conceptual, relying on the game's official documentation, player commentary, and theoretical reasoning rather than systematic data collection or a defined survey sample.
DiGRA · 2007