Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein

Authors

  • André J. Pietersen André J. Pietersen, Jan K. Coetzee, Florian Elliker, Leane Ackermann - University of the Free State, South Africa
  • Jan K. Coetzee
  • Dominika Byczkowska-Owczarek University of Lodz, Poland
  • Florian Elliker University of St. Gallen, Switzerland, University of the Free State, South Africa
  • Leane Ackermann

DOI:

https://doi.org/10.18778/1733-8077.14.4.08

Keywords:

Phenomenology, Interpretive Sociology, Online Video Gaming, Lived Experiences, Sense of Belonging, Immersion, Socialization

Abstract

Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.

Downloads

Download data is not yet available.

Author Biographies

André J. Pietersen, André J. Pietersen, Jan K. Coetzee, Florian Elliker, Leane Ackermann - University of the Free State, South Africa

André J. Pietersen obtained his Master’s degree in the program The Narrative Study of Lives, Department of Sociology, University of the Free State, Bloemfontein, South Africa.

Jan K. Coetzee

Jan K. Coetzee is a Senior Professor of Sociology and Director of the program The Narrative Study of Lives in the Department of Sociology at the University of the Free State, Bloemfontein, South Africa. He specializes in qualitative sociology and serves on several international advisory boards.

Dominika Byczkowska-Owczarek, University of Lodz, Poland

Dominika Byczkowska-Owczarek is a Senior Lecturer in the Department of Sociology and Management, Faculty of Economics and Sociology at the University of Lodz, Poland.

Florian Elliker, University of St. Gallen, Switzerland, University of the Free State, South Africa

Florian Elliker is a Research Fellow in the program The Narrative Study of Lives, Department of Sociology at the University of the Free State, Bloemfontein, South Africa. He is also a Senior Lecturer in the Institute of Sociology, University of St. Gallen, Switzerland.

Leane Ackermann

Leane Ackermann is a Lecturer in the Department of Sociology, University of the Free State, Bloemfontein, South Africa.

References

Alvesson, Mats and Kaj Sköldberg. 2012. Reflexive Methodology. London: Sage.
Google Scholar

Badrinarayanan, Vishag A., Jeremy J. Sierra, and Kinnon M. Martin. 2015. “A Dual Identification Framework of Online Multiplayer Video Games: The Case of Massively Multiplayer Online Role-Playing Games (MMORPGs).” Journal of Business Research 68(1):1045-1052.
Google Scholar DOI: https://doi.org/10.1016/j.jbusres.2014.10.006

Badrinarayanan, Vishag A., Jeremy J. Sierra, and Harry A. Taute. 2014. “Determinants and Outcomes of Online Brand Tribalism: Exploring Communities of Massively Multiplayer Online Role-Playing Games (MMORPGs).” Psychology and Marketing 31(10):853-870.
Google Scholar DOI: https://doi.org/10.1002/mar.20739

Berger, Peter L. and Thomas Luckmann. 1991. The Social Construction of Reality. Harmondsworth: Penguin.
Google Scholar

Billieux, Joël et al. 2013. “Why Do You Play World of Warcraft? An In-Depth Exploration of Self-Reported Motivations to Play Online and In-Game Behaviours in the Virtual World of Azeroth.” Computers in Human Behavior 29(1):103-109.
Google Scholar DOI: https://doi.org/10.1016/j.chb.2012.07.021

Blyth, Greg. 2009. Do Gaming. Retrieved February, 21 2017 (http://gaming.do.co.za/articles/localnews/local_gaming_bigger_than_movies_and_music.htm).
Google Scholar

Borowiecki, Karol J. and Juan Prieto-Rodriquez. 2015. “Video Games Playing: A Substitute for Cultural Consumptions?” J Cult Econ 39(1):239-258.
Google Scholar DOI: https://doi.org/10.1007/s10824-014-9229-y

Boulton, Eli and Colin Cremin. 2011. “The Sociology of Videogames.” Pp. 341-356 in Being Cultural, edited by Bruce Cohen. Auckland: Pearson Originals.
Google Scholar

Burger, Thomas. 1977. “Max Weber’s Interpretive Sociology. The Understanding of Actions and Motives, and a Weberian View of Man.” Sociology Inquiry 47(2):127-132.
Google Scholar DOI: https://doi.org/10.1111/j.1475-682X.1977.tb00786.x

Caplovitz, David. 1983. The Stages of Social Research. New York: John Wiley & Sons.
Google Scholar

Carpiano, Richard M. and Perry W. Hystad. 2011. “Sense of Community Belonging in Health Surveys: What Social Capital Is It Measuring?” Health & Place 17(1):606-617.
Google Scholar DOI: https://doi.org/10.1016/j.healthplace.2010.12.018

Clancy, Anne, Anne K. Arvola, and Rikke G. Gjaerum. 2015. “Moral Responsibility Is Never a Spectator Sport: On Young People and Online Gaming.” Journal of Applied Arts & Health 6(1):7-21.
Google Scholar DOI: https://doi.org/10.1386/jaah.6.1.7_1

Clarke, Liam. 2013. “Wham, Sock, Kapow! Can Batman Defeat His Biggest Foe Yet and Combat Mental Health Discrimination? An Exploration of the Video Games Industry and Its Potential for Health Promotion.” Journal of Psychiatric and Mental Health Nursing 20(1):752-760.
Google Scholar DOI: https://doi.org/10.1111/jpm.12055

Culig, Benjamin et al. 2013. The Phenomenology of Video Games: How Gamers Perceive Games and Gaming. The Phenomenology of Video Games. Retrieved January 14, 2017 (www.inter-disciplinary.net/critical-issues/cyber/videogame-cultures-the-future-of-interactive-entertainment/project-archives/conference-programme-abstracts-and-papers/session-10-studying-play).
Google Scholar

Fuster, Hector et al. 2014. “Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games.” Cyberpsychology, Behavior, and Social Networking 17(5):292-297.
Google Scholar DOI: https://doi.org/10.1089/cyber.2013.0349

Goodson, Ivor F. and Scherto R. Gill. 2011. Narrative Pedagogy: Life History and Learning. New York: Peter Lang Publishing.
Google Scholar

Granic, Isabela, Adam Lobel, and Rugter C. M. E. Engels. 2013. “The Benefits of Playing Video Games.” American Psychologist 69(1):66-78.
Google Scholar DOI: https://doi.org/10.1037/a0034857

Grbich, Carol. 2013. Qualitative Data Analysis: An Introduction. London: Sage.
Google Scholar DOI: https://doi.org/10.4135/9781529799606

Haigh, Thomas, Andrew L. Russel, and William H. Dutton. 2015. “Histories of the Internet: Introducing a Special Issue of Information and Culture.” Information & Culture 50(2):143-159.
Google Scholar DOI: https://doi.org/10.7560/IC50201

Inglis, David and Christopher Thorpe. 2012. An Invitation to Social Theory. Cambridge: Polity Press.
Google Scholar

Isaksson, Susanne. 2012. Character Creation Processes in MMORPGs: A Qualitative Study of Determining Important Factors. Master’s Dissertation. Växjö, Sweden: Linnaeus University: School of Computer Science, Physics and Mathematics.
Google Scholar

Jacobsen, Michael H. 2009. Encountering the Everyday: An Introduction to the Sociologies of the Unnoticed. New York: Palgrave Macmillan.
Google Scholar

Josselson, Ruthellen. 2006. “Narrative Research and the Challenge of Accumulating Knowledge.” Narrative Inquiry 16(1):3-10.
Google Scholar DOI: https://doi.org/10.1075/ni.16.1.03jos

Kvale, Steiner. 2007. Doing Interviews. London: Sage.
Google Scholar DOI: https://doi.org/10.4135/9781849208963

Latorre, Oliver P. 2015. “The Social Discourse of Video Games Analysis Model and Case Study: GTA IV.” Games and Culture 10(5):415-437.
Google Scholar DOI: https://doi.org/10.1177/1555412014565639

Le, Anh T., Barbara LaCost, and Michael Wismer. 2016. “International Female Graduate Students’ Experience at a Midwestern University: Sense of Belonging and Identity Development.” Journal of International Students 6(1):128-152.
Google Scholar DOI: https://doi.org/10.32674/jis.v6i1.485

Lorentz, Pascaline, Christopher J. Ferguson, and Gareth Schott. 2015. “Editorial: The Experience and Benefits of Game Playing.” Journal of Psychosocial Research on Cyberspace 9(3):1-5.
Google Scholar DOI: https://doi.org/10.5817/CP2015-3-1

Lundmark, Sebastian. 2015. “Gaming Together: When an Imaginary World Affects Generalized Trust.” Journal of Information Technology & Politics 12(1):54-73.
Google Scholar DOI: https://doi.org/10.1080/19331681.2014.972602

Martoncik, Marcel and Jan Loksa. 2016. “Do World of Warcraft (MMORPG) Players Experience Less Loneliness and Social Anxiety in Online World (Virtual Environment) Than in Real World (Offline)?” Computers in Human Behavior 56(1): 127-134.
Google Scholar DOI: https://doi.org/10.1016/j.chb.2015.11.035

Maxwell, Joseph A. 2012. A Realist Approach for Qualitative Research. Los Angeles, CA: Sage.
Google Scholar

Neuman, W. Lawrence. 2000. Social Research Methods: Qualitative and Quantitative Approaches. Boston, MA: Allyn and Bacon.
Google Scholar

Ozimek, Phillip and Hans-Werner Bierhoff. 2016. “Facebook Use Depending on Age: The Influence of Social Comparisons.” Computers in Human Behavior 61(1):271-279.
Google Scholar DOI: https://doi.org/10.1016/j.chb.2016.03.034

Packer, Martin J. and Richard B. Addison. 1989. Entering the Circle: Hermeneutic Investigation in Psychology. Albany: State University of New York Press.
Google Scholar

Palinkas, Lawrence A. 2014. “Qualitative and Mixed Methods in Mental Health Services and Implementation Research.” Journal of Clinical Child & Adolescent Psychology 43(6):851-861.
Google Scholar DOI: https://doi.org/10.1080/15374416.2014.910791

Park, Jowon and Guiohk Lee. 2012. “Associations Between Personality Traits and Experiential Gratification in an Online Gaming Context.” Social Behavior and Personality 40(5): 855-862.
Google Scholar DOI: https://doi.org/10.2224/sbp.2012.40.5.855

Pringlie, Jan et al. 2010. “Interpretive Phenomenological Analysis: A Discussion and Critique.” Nurse Researcher 18(3):20-24.
Google Scholar DOI: https://doi.org/10.7748/nr2011.04.18.3.20.c8459

Rapp, Diotima J. et al. 2017. “The Impact of Choice on Young Children’s Prosocial Motivation.” Journal of Experimental Child Psychology 158(1):112-121.
Google Scholar DOI: https://doi.org/10.1016/j.jecp.2017.01.004

Riessman, Catherine Kohler. 2008. Narrative Methods for the Human Sciences. Thousand Oaks, CA: Sage.
Google Scholar

Royse, David. 2008. Research Methods in Social Work. Belmont, CA: Thomson Higher Education.
Google Scholar

Salen, Katie and Eric Zimmerman. 2004. Rules of Play—Game Design Fundamentals. Cambridge: MIT Press.
Google Scholar

Seale, Clive et al. 2007. Qualitative Research Practice. London: Sage.
Google Scholar

Silverman, David. 2011. Interpreting Qualitative Data. London: Sage.
Google Scholar

Song, Haeyeop and Jaemin Jung. 2015. “Antecedents and Consequences of Gender Swapping in Online Games.” Journal of Computer-Mediated Communication 20(1):434-449.
Google Scholar DOI: https://doi.org/10.1111/jcc4.12119

Walton, Marion and Nicola Pallitt. 2012. “Grand Theft South Africa: Games, Literacy and Inequality in Consumer Childhoods.” Language and Education 26(4):347-361.
Google Scholar DOI: https://doi.org/10.1080/09500782.2012.691516

Downloads

Published

2019-01-08

How to Cite

Pietersen, A. J., Coetzee, J. K., Byczkowska-Owczarek, D., Elliker, F., & Ackermann, L. (2019). Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein. Qualitative Sociology Review, 14(4), 122–137. https://doi.org/10.18778/1733-8077.14.4.08

Most read articles by the same author(s)

1 2 3 > >>