
Massively Multiplayer Online Social Games (Second life and Habbo)
The primary challenge for the MMOG market was its focus on fantasy or science fiction role play. However this is a niche genre and one that is unlikely to be adopted by the population at large. The Sims is considered the first MMOG to have been launched in 2002 that was not based on fantasy, but on real life (Castronova, 2001). This is despite Habbo having launched previously in 1999. These are the first examples of MMOSG’s that are significantly different to other forms of MMOG. MMOSGs focus specifically on social interaction and community building (Hemp, 2006). Social interaction here is not an enhancer of game play, it is the game play. Arguably MMOSGs are a subgroup of MMOG. Considering the above and the sudden increase in the number of MMOSGs in the market, it is suggested here that MMOSGs should be considered a market in its own right.
As discussed the term online community is contestable. There are many different views on this means, as the discussion with Heidi Foster demonstrates. Some would argue that to be a true community you need to have geographical proximity, which previously analysed online communities might not be considered to have. It is argued here and by others (Castronova, 2001) that 3-dimensionally generated worlds (or ‘persistent state worlds’) do actually have virtual topography and geography. Most of the physical laws in the real world apply within them. Therefore it is feasible that members of ‘virtual worlds’ could actually be considered as having virtual geographical proximity to each other. I suggest that on this basis MMOSGs immediately lend themselves to the development of an online community, more than has been seen in the past. Although this can also be seen in MMORPGs, this is more significant when focusing on the development of a virtual online community.
A user generated world
Second Life (SL) launched in 2003 and provides such an uninhabited virtual world. Through in-game 3D rendering tools, members can create their own items and develop property on your own bought land (Ondrejka, 2004). This provides the possibility not only to be involved in the virtual world, but to also ‘own’ a part of it. This could be viewed as similar to the customisable social spaces provided by social networks. Both provides members a personal ‘space’ where they can express themselves and establish a tangible ‘place’ within the community...
