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Social Interactions in Virtual Worlds: Patterns and Profiles of Tween Relationship Play

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Computer Games and New Media Cultures

Abstract

This chapter examines the importance of online social interactions and relationship play among tweens (10–13-year-olds) on Whyville.net, a tween virtual world populated by over 1.5 million users. Using log files and representative case studies among 595 players, three levels of quantitative and qualitative analyses were conducted. First, frequency analyses of participation across all realms of play within Whyville identified social gameplay and avatar construction among the top 4 (of 13) categories of play. Second, cluster analyses grouped players into peripheral gamers (59%), semicore gamers (34%), and core gamers (7%) based on their pattern of participation among all categories of Whyville, which included social, economic, information seeking, and gaming activities. The third level of analyses delved into the exploration of relationship play using representative case studies from each cluster. These analyses revealed that players were open with their willingness to experiment with virtual flirting (e.g., throwing objects/projectiles, buying gifts, dancing, making out), dating, and engaging in multiple (often brief) relationships. The findings suggest that tweens are actively exploring and experimenting with social and relationship play online.

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Acknowledgments

The data collection for this case study was supported by a grant of the National Science Foundation (NSF-0411814) and the analyses and writings in part by a grant of the MacArthur Foundation to the first author. The views expressed are those of the authors and do not necessarily represent the views of the National Science Foundation; MacArthur Foundation; the University of Pennsylvania; the University of California, Los Angeles; or Numedeon, Inc.. Numedeon, Inc., the company that owns and hosts Whyville.net, has no control over the publication of the results. The authors have no financial interest or any other official relationship with Numedeon, Inc. We appreciate Numedeon’s willingness to cooperate in the research studies and to provide access to their log file data. Special thanks also to Cameron Aroz and Tina Tom who assisted in reducing the clicks and chat to first minute-by-minute and finally daily summaries.

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Correspondence to Michael T. Giang .

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Giang, M.T., Kafai, Y.B., Fields, D.A., Searle, K.A. (2012). Social Interactions in Virtual Worlds: Patterns and Profiles of Tween Relationship Play. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_34

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