Abstract
In this chapter, the author addresses a key question rooted in an institutional perspective: What norms, practices, and rules are evident in online gaming that facilitates the development of a virtual community of online gamers? Available studies have so far examined the institutional influences on organizations but not on virtual community. Thus, there is a compelling need to bridge fields such as IS and sociology in order to understand virtual communities of online gamers. The chapter comprises five sections: (1) examination of online gamers as an example of a virtual community; (2) brief description of institutional theory to illustrate the theoretical lens applied; (3) presentation of the methodology of the study; (4) discussion of the findings based on four different aspects: social roles and social positions, interaction rules, social control systems, and leadership; and finally (5) presentation of some implications and suggestion of future directions for study of the rapidly-growing phenomenon of online gaming.
| Original language | English |
|---|---|
| Title of host publication | Handbook of Research on Serious Games as Educational, Business and Research Tools |
| Subtitle of host publication | Volume I-II |
| Publisher | IGI Global |
| Pages | 378-390 |
| Number of pages | 13 |
| Volume | I |
| ISBN (Electronic) | 9781466601505 |
| ISBN (Print) | 9781466601499 |
| DOIs | |
| State | Published - 1 Jan 2012 |
| Externally published | Yes |
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