Skip to main content

Identity Strategies in the Space of Massively Multiplayer Online Role-Playing Games (MMORPG)

  • Conference paper
  • First Online:
The World of Games: Technologies for Experimenting, Thinking, Learning (PCSF 2023)

Abstract

In the virtual reality of today’s popular online MMORPGs, players participate in the creation and construction of a personal identity. Namely, they assemble it like a jigsaw puzzle of modules and fragments; they create an idealised image of a dream, endowed with superpowers and characteristics unattainable in real life. The space of online games creates all the conditions for active co-presence in the process of multifactorial communication based on the real interaction of fictional characters, acting as a kind of “third place” and a space for building an effective communication strategy for the accumulation of social capital. The phenomenon of interpassivity plays an important role in this process, allowing players to enjoy and share the fun of the game with little or no real action. Creating a personal game auto-project and hierarchy, gaining social recognition and accumulating social capital through the created character is the result of this phenomenon in the game world. The MMORPG provides the player with an immersive world in which to realise the imaginary, but also harbours the dangers of gaming addiction and digital escapism.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Turkle, S.: Alone Together: Why We Expect More from Technology and Less from Each Other? Basic Books, New York (2011). https://doi.org/10.1007/s10615-014-0511-4

  2. Castronova, E.: Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press, Chicago (2006). https://doi.org/10.7208/9780226096315

  3. Taylor, T.: Play Between Worlds: Exploring Online Game Culture. The MIT Press, Cambridge (2008). https://doi.org/10.1177/1367549407088330

  4. Game Culture: Computer Games as New Media. Open University Press, Maidenhead (2006). https://doi.org/10.1007/978-94-007-2777-9_1

  5. Savchuk, V.: Media Philosophy XII. Game or reality? Experience in computer game research. Foundation for the Development of Conflictology, St. Petersburg (2016)

    Google Scholar 

  6. Pearce, C.: Productive play: game culture from the bottom up. Games Cult. Game Cult. 1, 17–24 (2006). https://doi.org/10.1177/1555412005281418

    Article  Google Scholar 

  7. Boyd, D.: None of this is real: identity and participation in friendster. In: Karaganis, J., (ed.) Kauai Structures of perticipation in Digital Culture. New York (2007). https://doi.org/10.1109/hicss.2006.394

  8. Griffiths, M., Davies, M., Chappell, D.: Demographic factors and playing variables in online computer gaming. Cyber-Psychol. Behavior 4–7, 479–487 (2004). https://doi.org/10.1089/cpb.2004.7.479

    Article  Google Scholar 

  9. Griffiths, M., Davies, M., Chappell, D.: Online computer gaming: a comparison of adolescent and adult gamers. J. Adolesc. 1(27), 87–96 (2004). https://doi.org/10.1016/j.adolescence.2003.10.007

    Article  Google Scholar 

  10. Voiskunsky, A.: Group gaming activity on the Internet. Psychol. J. 20(1), 126–132 (1999)

    Google Scholar 

  11. Turkle, S.: Constructions and reconstructions of self in virtual reality: playing in the MUDs. Mind Cult. Act. Int. J. 1(3), 158–167 (1994). https://doi.org/10.1080/10749039409524667

    Article  Google Scholar 

  12. Lysak, I., Kosenchuk L.: Formation of Personal Identity in the Conditions of Network Culture. Publishing house “Sputnik +”, Moscow (2016)

    Google Scholar 

  13. Voiskunskiy, A., Avetisova A.: For and Against Computer Games. Game, Training and the Internet. Modern Technologies in Education and Culture, Moscow (2006)

    Google Scholar 

  14. Lisenkova, A.: Identification strategies and practices in the space of social networks. Russ. Hum. J. 1, 35–41 (2020). https://doi.org/10.15643/libartrus-2020.1.4

  15. Savchuk, V.: Media Philosophy. An Attack of Reality. Publishing House of the Russian Academy of Sciences, St. Petersburg (2012)

    Google Scholar 

  16. Goffman, I.: Presenting yourself to others in everyday life. Canon-Press-C, Moscow (2000). https://doi.org/10.1215/08992363-8090145

  17. Lisenkova, A.: Transformation of Socio-Cultural Identity in the Digital Space. Perm State Institute of Culture, Perm (2021)

    Google Scholar 

  18. Shirokanova, A.: MMORPG as a platform for the formation of personal identity. Bullet. Volgograd State Univ. Philos. 3(23), 78–88 (2014)

    Google Scholar 

  19. Ullmann L.: The quasi-other as a Sobject. Technol. Lang. 3(1), 76–81 (2022). https://doi.org/10.48417/technolang.2022.01.08

  20. Wardyga, B.J.: The Video Games Textbook: History. Business. Technology. A K Peters/CRC Press, New York (2018). https://doi.org/10.1201/9781351172363

  21. Sergeeva, O.: The Daily Life of New Media. Publishing house of Volga, Volgograd (2010)

    Google Scholar 

  22. Zizek S.: Interpassivity. Desire: Attraction. Multiculturalism. Aleteya, St. Petersburg (2005). https://doi.org/10.3366/edinburgh/9781474422925.001.0001

  23. Mead, J.: Philosophy of the Present. House of the Higher School of Economics, Moscow (2014)

    Google Scholar 

  24. Muriel, D., Crawford, G.: Video Games as Culture: Considering the Role and Importance of Video Games in Contemporary Society. Routledge, London (2018). https://doi.org/10.4324/9781315622743

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Anastasiya Lisenkova .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Lisenkova, A., Ray, S., Nam, T. (2023). Identity Strategies in the Space of Massively Multiplayer Online Role-Playing Games (MMORPG). In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 830. Springer, Cham. https://doi.org/10.1007/978-3-031-48020-1_8

Download citation

Publish with us

Policies and ethics