Abstract
Much consideration has been given to the vast and diverse social and communal worlds of MMOs (massively multiplayer online games) and MMORPGs (massively multiplayer online role playing games). Research has delved into the exploration and examination of such spaces and its inhabitants and players and shown the rich socio-cultural virtual worlds. On the other hand, another genre of games has received much less attention in the same context: competitive video games. Largely investigated for their competitive, skill and mastery driven environments, and in relation to other subjects such as esports, toxicity and similar behaviour, competitive video games have been given much less attention for the same social and communal contexts that other genres have. However, to dismiss these games on the basis of their competitive aspects and genres is remiss.This research is using a qualitative, interview-based approach to thematically analyse the experiences, perspective and discussions by players and industry professional on the topic of sociability, sociality and community in competitive games. A series of interviews were conducted in gaming cafes, pre-pandemic, and then online with a variety of players and industry professionals, including professional players and streamers. This has given rich data and insights into the social context of playing competitive games and the creation and development of game-related communities. This was also expanded to include activities such as streaming, and in relation to physical space such as conventions, events and similar, as well as gaming/net cafes, bars and gaming centres. Other insights gained through interviewing address the more competitive sides of such game genres, learning and improving practices and the impact of competitiveness on players behaviour.
This research has mapped several kinds of community through investigating community sentiments and experiences, reasons and motivations for play, and participant discussion. These were largely divided into an overarching game community, game-specific communities of practice, an esports community and personal communities which are a part of extensive player social networks. The analysis shows that competitive games can be seen as social technologies and tools which players use to socialise with each other through play. However, where some players may look towards more social/casual experience, others may also possibly look for more social/competitive, or strictly competitive ones. In such cases implicit and explicit social contracts may become broken when players of different motivations mash together and break these contracts. This can result in potentially negative behaviour. Such behaviour may also be a result of more overall competitive aspects, or on the complete opposite, be toxic and malicious actions.
Furthermore, the games in and off themselves are less conducive to community creation and maintenance and most game-related grouping and activities migrate onto external, online, social platforms. Platforms such as Discord in particular have been found be important tools and spaces for players to engage and interact with each other virtually about a shared interest in games, and also to form and maintain communities for both players, game studios, developers, etc. Other activities about games such as streaming were also important aspects to participants in relation to games and competitive games. Such streams can offer different experiences depending on what people look for. From a more social perspective, participants have explained that they enjoy being a part of smaller streamer-centric subcommunities and socialising with other chat members and streamers alike. Interviewees have equally given insight into more parasocial relationships in such an environment and how spectatorship for the benefit of learning, information and improvement are important part of more competitive aspects.
Lastly, physical spaces in relation to games have been identified and analysed as temporary, novelty-driven experiences such as events, conventions, esports events and some people gaming café. Gaming/net cafes, bars and centres have also been analysed as fixed, local community spaces in relation to games. In both cases atmosphere was crucial for creating an emotive, communal environment, allowing visitors to socialise about a shared common interest in games and competitive games.
Overall, this research has shown that competitive games can very much encourage and facilitate social interaction and community development. While the more competitive aspect of such genres are still important factors for play, for many other players social motivations for play are more important. Players create connections, relationships and engage in communities about competitive games which can give them a space and means to develop rich social networks.
| Date of Award | 3 Nov 2025 |
|---|---|
| Original language | English |
| Awarding Institution |
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| Sponsors | Abertay Futures Scholarship |
| Supervisor | Lynn Love (Supervisor) & Stefano De Paoli (Supervisor) |
Keywords
- Video game communities
- Thematic analysis
- Interviews
- Social play
- Social engagement
- Competitive play
- Competitive video games
- Anti-social behaviour