Is Electronic Community an Addictive Substance? An ethnographic offering from the EverQuest comunity
Co-authored with Smith, Richard; Edited by Price, Melissa Lee and Schaffer, Scott
Many people argue that computer games are unhealthy, and some people claim that they are "addictive." Such arguments assert that as a result of these games, children have lost interest in school, spouses have lost interest in partners, and employees are coming to work tired and distracted. Is this true? And if so, what makes online games so "addictive?"
In this study we report on ethnographic fieldwork from "inside" the EverQuest community, including participant observation and in-depth interviews concerning the experience of becoming a member of the EverQuest community. We test our hypothesis that video game addictions are constructions of a greater need for community. First we discuss the issues regarding addiction and community as they pertain to this study of EverQuest. Second, we highlight initial findings from our fieldwork data. Third, we suggest possible avenues for further exploration by looking at possible implications of regulating online game communities. We have looked at historical perceptions of addiction, the concept of community, and conducted background research on the online game EverQuest. Our fieldwork included conducting participant observation in Norrath, and interviews with people who treat addiction disorders and those who partake in the community of EverQuest.
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