卒業論文詳細

学科社会学科 ゼミ教員名MATTIAS VAN OMMEN 年度2024年度
タイトルDiscord and the Social Dynamics of Japanese Online Competitive Gaming Communities
内容 This thesis explores the dynamics of a Discord-based community around the game Splatoon and discusses the multifaceted nature of the game-type platform as a social space. Interviews with ten active members and participant observation were used to understand the community's accessibility , engagement , and the role of play in a digital setting. The results show that although the community was originally created for gaming , it has evolved into a social hub where communication among members has become just as important. The research emphasizes the community's non-commercial nature , open access , and lack of hierarchical structure , which encourage equal interactions among diverse members. Despite its inclusive ethos , the community maintains entry requirements that ensure members are committed and skilled in "Splatoon ," which paradoxically makes the group feel more comfortable. Regular activities and tournaments add to the community's liveliness but also bring competition and emotional intensity. This thesis contributes to our understanding of online gaming communities as new "Third Places ," where gaming and social interaction blend to form a unique social phenomenon in the digital era.
講評 The main two strengths of this thesis are: 1. It actively engages with relevant English literature , such as work by Oldenburg and Steinkuehler; 2. By using the author’s unique positionality as a competitive gamer , it describes a gaming community that not many would be able gain access to. Combining the specificity of their own access with broader , global discussions around gaming culture , the resulting thesis makes a unique contribution to the growing literature on the social aspects of video games in Japan. The author uses participant observation and interviews effectively to reach in-depth considerations by insiders. If anything , the author could engage with certain academic debates—like the possibility of digital media to become a third place , which Oldenburg doubted—more directly , confidently , and in-depth. Learning from this experience , I hope the author can pursue such questions in the future.
キーワード1 Third Place
キーワード2 Online Community
キーワード3 Competitive Gaming
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キーワード5