A Critical Examination of Minecraft As a Social Construct

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A Critical Examination of Minecraft As a Social Construct Through the Nether: A Critical Examination of Minecraft as a Social Construct By Benjamin Matthews A Thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Communication (MCS) Thesis submitted April 1, 2019 Amended August 20, 2019 1 School of Communication Studies 2 Copyright © 2019 by Benjamin Matthews 3 Abstract Minecraft has become one of the defining video games of the 2010s, selling over 144 million copies, and receiving critical acclaim, with reviewers praising Minecraft’s open-world sandbox gameplay. This thesis is concerned with online communities within Minecraft, and how they are formed. The research project examines how players interact with one another in a virtual online environment, how an online identity is formed through an avatar, how players learn how to play Minecraft, how language affects the way people play Minecraft, and how intentional harassment towards other players help create online communities. This thesis explores these questions through the lens of participatory culture and fandom. The research findings reveal players are more likely play Minecraft with friends, highlighting the game’s social element. Furthermore, Minecraft players perceived their in-game avatar to be dissimilar to their offline identity. Participants mainly used online resources, including wikis, forums, and YouTube, when they needed help. The findings also reveal players predominately do not use specific in-game language when playing Minecraft. Furthermore, participants were divided in their opinion as to whether male and female gamers spoke differently or not, with some participants stating male gamers are more aggressive, while other participants found it difficult to discern a person’s gender from how they speak. Finally, although the research findings reveal a larger percentage of players take part in griefing – intentional harassment towards other players – than expected, which affected a substantial number of players, the research findings did not find evidence for a community built around intentional harassment. Keywords: Minecraft, video games, participatory culture, fandom, online communities. 4 Contents Acknowledgements .................................................................................................................. 8 1. Introduction .......................................................................................................................... 9 1.1. History of sandbox games ....................................................................................................... 10 1.2. Participatory culture ............................................................................................................... 12 1.3. Fandom ..................................................................................................................................... 14 1.4. Gameplay .................................................................................................................................. 16 1.4.1. Creative mode ....................................................................................................... 18 1.4.2. Survival mode ....................................................................................................... 18 1.4.3. Server mode........................................................................................................... 19 1.5. What makes Minecraft successful? ......................................................................................... 20 1.6. Conclusion ................................................................................................................................ 22 2. Literature Review .............................................................................................................. 23 2.1 Gaming as a social experience.................................................................................................. 24 2.2 The player avatar ...................................................................................................................... 28 2.3. Gender and gaming .................................................................................................................. 32 2.4. Griefing ..................................................................................................................................... 34 2.5. Conclusion ................................................................................................................................ 37 3. Research Methodology ...................................................................................................... 38 3.1. Methodology ............................................................................................................................. 39 3.2. Research design ........................................................................................................................ 41 3.3. Conclusion ................................................................................................................................ 45 4. Findings ............................................................................................................................... 46 4.1. The online survey ..................................................................................................................... 46 4.2. Reason for playing Minecraft .................................................................................................. 46 4.3. Interactions within the community ........................................................................................ 50 4.4. Roleplaying in Minecraft ......................................................................................................... 57 4.5. ‘Sayings’ within Minecraft....................................................................................................... 59 4.6. Player identity .......................................................................................................................... 65 4.7. Griefing ..................................................................................................................................... 67 5. Discussion............................................................................................................................ 73 5.1. The social aspect of Minecraft ................................................................................................. 73 5.2. Player identity in Minecraft ..................................................................................................... 82 5.3. Communication in Minecraft .................................................................................................. 85 5.4. Griefing in Minecraft ............................................................................................................... 88 6. Conclusion .......................................................................................................................... 91 Appendix A ............................................................................................................................. 94 5 History of Minecraft ........................................................................................................................ 94 Appendix B ............................................................................................................................. 96 Online Survey Questions ................................................................................................................ 96 References ............................................................................................................................... 98 Ludography .......................................................................................................................... 106 List of Figures Figure 1: Preferred method of playing Minecraft. ................................................................................ 47 Figure 2: Reason for playing Minecraft. ................................................................................................ 48 Figure 3: The purpose of using a Minecraft forum. .............................................................................. 50 Figure 4: Where players go to seek help with Minecraft...................................................................... 52 Figure 5: The reason for players to cease taking part in the Minecraft community. ........................... 53 Figure 6: How conflict is resolved. ........................................................................................................ 55 Figure 7: Statistics on roleplaying. ........................................................................................................ 57 Figure 8: ‘Sayings’ in Minecraft. ............................................................................................................ 60 Figure 9: ‘Sayings’ in Minecraft (expanded) ......................................................................................... 60 Figure 10: Speech and gender in Minecraft. ......................................................................................... 62 Figure 11: Player identification with in-game avatar. ........................................................................... 66 Figure 12: Statistics on griefing. ...........................................................................................................
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