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Everquest, community, and social networks in a virtual game world : exploring Everquest players experience of virtual community, their social networks, and their perceptions of community within and without of a virtual game world
Otto R., VDM Verlag, Saarbrücken, Germany, 2008. 172 pp. Type: Book (9783639038590)
Date Reviewed: Mar 16 2009

Everquest (EQ) is one of the earliest examples of a new genre of virtual world video games referred to as massively multiplayer online role-playing games (MMORPG). Yes, the acronym is bad, but the concept is good. Instead of the more traditional model of “first-person shooter,” where the game player interacts only with the game, in a MMORPG, the player enters a virtual world inhabited by other players, as well as monsters and treasures that everyone seeks. Players can pursue quests on their own or in groups with other players. If they prefer, they can ignore the quests and just socialize with the other players. MMORPG players make friends, form social bonds, and enjoy shared experiences with other players. Many players feel that social bonds formed in the virtual world are stronger than many of the similar social bonds they have formed in the real world.

So, the question naturally arises: can the group of players who inhabit this virtual world be thought of as a community? This book is an attempt to answer this question. The research was guided by two questions: first, whether EQ can be understood as a community, and, second, whether EQ players perceive their gaming world as a community.

The research was conducted through “in-world” interviews with EQ players, and the results were derived through a careful analysis of those interviews. Otto goes to great lengths to explain and justify the conceptual and methodological basis for the study. The interviews are presented in painstaking detail that might be a little tedious for the casual reader, but invaluable for follow-on research. The results are moderate, given that the researcher did not attempt to overstep the conclusions that can be justified based on the interviews.

Overall, it is a nicely done study. With the exception of some tedium in presenting the interviews, it is interesting to read. While the book may be of some interest to EQ players, its primary focus is researchers. Anyone interested in communities, virtual communities, virtual worlds, or video games will find this study to be novel, groundbreaking, and well thought out.

Reviewer:  J. M. Artz Review #: CR136590 (1001-0038)
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