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Chapter 3
introDuction
In this chapter, we analyze behaviour in on-line
games from a practice-oriented perspective. The
analysis uses concepts drawn from Communi-
ties of Practice (Wenger, 1998), Activity Theory
(Engeström, Miettinen, & Punamäki, 1999) and
the notion of Social Capital (Nahapiet & Ghoshal,
1998). Interest in on-line gaming behaviour goes
back to studies of multiplayer on-line games such
as MUDS (Multiple User DungeonS) and MOOs
(MUDS Object Oriented) in 1990s. These early
Giannis Milolidakis
Technological Education Institution of Crete, Greece & Euromed Management, France
Chris Kimble
Euromed Management, France
Corinne Grenier
Euromed Management, France
A Practice-Based Analysis
of Social Interaction in a
Massively Multiplayer Online
Gaming Environment
AbstrAct
This chapter analyzes behaviour in on-line games from a practice-oriented perspective and focuses on
how individuals create and sustain social structures. It reports on research based in MMOGs (Massively
Multiplayer Online Games) that investigates how what the players do in the gaming environment can
give rise to structures that continue to exist outside that environment. The analysis centres on the no-
tion of how practice is framed within the game; the methodology is one based on virtual ethnography.
It describes the activities of a group of gamers in both MMOGs and other on-line settings. It will show
how such players develop an identity as members of a ‘community of games players’ and how their
gaming practices are not based around a single game but are spread across several different platforms.
DOI: 10.4018/978-1-60960-567-4.ch003