TYPOLOGIES OF SOCIAL STRUCTURES IN VIRTUAL COMMUNITIES – CASE STUDY ON MOBILE PLATFORMS Cover Image

TYPOLOGIES OF SOCIAL STRUCTURES IN VIRTUAL COMMUNITIES – CASE STUDY ON MOBILE PLATFORMS
TYPOLOGIES OF SOCIAL STRUCTURES IN VIRTUAL COMMUNITIES – CASE STUDY ON MOBILE PLATFORMS

Author(s): Andrei Costina
Subject(s): Media studies, Theory of Communication, Social development, Social Informatics
Published by: Studia Universitatis Babes-Bolyai
Keywords: Digital anthropology; virtual communities; social structures and networks; online platforms; persistent worlds; massively multiplayer online; mobile; digital ethnology; games;

Summary/Abstract: This study (originally published in Romanian) aims to define certain typologies of individuals involved in virtual communities, more specifically in persistent online worlds. In this case the focus is on a case study applied to the platform called state of survival dedicated to the mobile devices segment. It is a platform that combines in one application various types of gaming with several ways of communicating and socializing. The fact that this game has become extremely popular at the beginning of the pandemic correlated with periods of severe lockdown puts it in a unique socio-cultural context which makes it extremely interesting from the point of digital anthropology research.The methodology in use is rather traditional as a set of ethnographic and anthropological tools but adapted to contemporary necessities for studying virtual communities. The aim is to develop a form of social group taxonomy outlining their specific characteristics and eventually even the social norm.The results do not just shape the parameters described above but also involve game mechanics and behavioral patterns as well as the way in which individuals perceive this activity and or their involvement with the virtual world that is correlated with their level of immersion. In this particular context qualitative methods are suitable, but they also have some limitations, it is almost impossible to carry out any statistical research at the level of the general population due to the structure of the platform and the way it functions. On the other hand, one can cover very well certain segments on a very detailed level in order to point out relevant aspects of such virtual worlds.

  • Issue Year: 67/2022
  • Issue No: 1
  • Page Range: 43-58
  • Page Count: 16
  • Language: English