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DiGRA
Distilling the key insights…
This preliminary study from the University of Oulu examines why some players who identify as socially anxious struggle to participate in World of Warcraft, despite the online environment often being expected to reduce social anxiety through anonymity, controlled self-presentation, and lower perceived social risk. The research is motivated by the fact that WoW's gameplay is inherently cooperative, and that inclusive design for socially anxious users is increasingly relevant as online interaction expands into work, education, and leisure. Early findings point to two contributing factors: a perception of merit-based social acceptance within the player community, and stigma attached to difficulty in social interaction.
The study adopts nexus analysis, an ethnography-informed form of discourse analysis that treats language and culture as objects of examination rather than as given premises. Rather than analyzing language alone, the approach holds that the meaning of discourse is grounded in human action, and it considers four influences on social action: the interaction tools the game provides, the discourses circulating among players, individual players' personal histories, and their mutual relationships.
The data was collected over a three-month period and combines field notes and screen captures from in-game observation with forum discussions. Analysis is multimodal and content-based, and its preliminary focus is on identifying the social actions and actors that shape how well socially anxious players are able to take part in the game's community.
DiGRA · 2014