Les jeux en ligne massivement multijoueurs en tant que tiers lieux numériques : une analyse à la lumière des caractéristiques d’Oldenburg
DOI:
https://doi.org/10.55765/atps.i24.1930Keywords:
MMOG, Third Places, Social Capital, Online Socialization, Social Interaction, Virtual CommunitiesAbstract
Massively Multiplayer Online Games (MMOG) have evolved into complex digital spaces for socialization and interaction. This article explores how MMOG align with the eight characteristics defined by Ray Oldenburg for third places: neutral ground, open access, conversation, accommodation and accessibility, a regular gathering place, low profile, the mood, and a home away from home. Through an immersive virtual ethnography methodology, the study analyzes how MMOG create environments conducive to the formation of online social bonds and communities. The findings demonstrate that MMOG, although digital, embody many qualities of traditional third places, providing players with rich and diverse social experiences.
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