Guilds, like many other communities on the Internet, do not rely on egalitarian dreams, but on community bases. It is indeed in the reciprocity of the exchange with the virtual other that the relationship is created. We offer our skills to others before or after they offer you theirs. One is in turn instructor and educated, and it is in this dynamic that the guilds are formed. These communities rely on what Pierre Levy (1997) calls interconnection and collective intelligence: “affinities of interests, of knowledge, on the sharing of projects, in a process of cooperation or exchange, and this regardless of geographical proximities and institutional affiliations “. We can thus distinguish different types of capital that the players acquire:
It is the set of avatars and the level of its characters that a player has acquired during the game and that allows him to be a player who can act on different aspects of the universe (economic, warrior, social)
The guild plays the role of networking skills, just like all virtual communities, but this is essentially about gaming skills.
Social and Community Capital:
Beyond From the very practice of the game, the guild produces a kind of integration into the game and into a playful organization and develops a feeling of belonging. The number of people and players that we know is a valuable part of the game.
There is a symbolic reward: the reputation of competence and expertise that is formed in the long term in “public opinion”, i.e. in the community. This symbolic capital is most often linked to other types of capital.
Immersions in a virtual world
We commonly speak of immersion as a dive into the water, to evoke the idea of a strong, absorbing experience, monopolizing all the attention of the user or the consumer. You can immerse yourself in a book, in a movie, in a chess game, in a conversation over the phone. But this notion of immersion seems particularly associated with video games, when it is not reproached or denounced. It is indeed the image of the teenager or the adult, the red eyes, fixed on the screen to which one speaks and never responds. Because the video game assumes indeed a very strong implication in the activity and thus proposes spaces, which without being totally new, combine several levels of entry. Presently the market has widened with the inclusion of the sites such as Run 3 unblocked that deal with some of the best games worldwide.
We can thus distinguish several types of immersion related to video games: a phenomenological immersion by the body and the eye, a narrative immersion in a playful culture. Online video games have added to “traditional” products a new type of immersion: anthropological immersion, a sort of dive into a social universe.
Phenomenological immersion: by the look and the body
The first video games were one-dimensional, Pong type. The universes were dimensionless, flat and limited.