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The reality of friendship within immersive virtual worlds

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Abstract

In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent on the communication itself. This difference, I argue, makes interaction in immersive virtual worlds such as MMORPGs relevantly similar to interaction in the physical world, and distinguishes both physical world and immersive virtual world interaction from other forms of online communication. I argue that to the extent that shared activity is a core element in the formation of friendships, friendships can form in immersive virtual worlds as they do in the physical world, and that this possibility was unavailable in earlier forms of online interaction. I do, however, note that earlier forms of online interaction are capable of sustaining friendships formed through either physical or immersive virtual world interaction. I conclude that we cannot any longer make a sharp distinction between the physical and the virtual world, as the characteristics of friendship are able to be developed in each.

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Notes

  1. Discussion of these three criteria is, as Helm suggests, widespread in the literature on friendship. In addition to Helm (2010), discussion can be found in Cooper (1977a, b), Sherman (1987), Telfer (1971), Thomas (1987). Helm (2009) provides many further discussions for those interested.

  2. For examination of Intimacy and Mutual Caring, see Cocking and Kennett (1998), White (2001). I do not address these criteria in depth in this article.

  3. While some commentators, such as Rorty (1993) explicitly include familial relationships within the realm of friendship, I follow the majority in excluding them.

  4. Other accounts include Velleman (1997), Gilbert (2000).

  5. The companies own statistics place them as having over 500 million active users, over half of whom access the site each day. http://www.facebook.com/press/info.php?statistics (Last Accessed December 6, 2010).

  6. See the project archives at http://www.nickyee.com/index-daedalus.html for a description of his project and numerous articles published reporting on the work.

  7. This section is a brief summary of the values of immersive virtual worlds. For a more detailed discussion of MMORPG norms, see Verhagen and Johansson (2009) For detailed examination of WOW in particular, see Nardi and Harris (2006).

  8. This discussion has centred on friendship formation. The maintenance of friendship through online means is less controversial, and accepted even by those such as Cocking and Matthews who deny that friendships can be formed online (2000). I believe but will not discuss, that in all the realms considered here, friendships can be and are maintained. Social media and other online communication allow distant (pre-existing) friends to maintain contact, and provide each of these friends with cues as to their friends wellbeing, that while insufficient to serve to establish friendships, are more than sufficient to maintain them. See Cocking and Mathews (2000) for support for this position.

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Correspondence to Nicholas John Munn.

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Munn, N.J. The reality of friendship within immersive virtual worlds. Ethics Inf Technol 14, 1–10 (2012). https://doi.org/10.1007/s10676-011-9274-6

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