This Reuters article about a study of the effects of MMOs on sociability had me laughing out loud.
Constance Steinkhuehler, of the University of Wisconsin-Madison, and Dmitri Williams, of the University of Illinois at Urbana-Champaign, studied the effects of playing Asheron’s Call I and II on 750 subjects (half divided into a non-game playing control group). They also conducted a two-year study of people playing “Lineage.”
They concluded that MMOs themselves are not anti-social activities and do not lead to anti-social behaviors. According to Reuters (emphasis added),
Steinkuehler and Williams conclude that the games helped players gather a type of social capital known as “bridging,” which involves making informal connections with others, while they didn’t generally help people build stronger social bonds.
Such “weaker” social links are important, the researchers say, because they offer players the opportunity to be exposed to diverse worldviews that they may not encounter in the real world.
Players who did become more deeply involved in the games did run the risk of having virtual relationships replace real-life ones, however, the researchers note. However, to see these online communities as an entirely bad thing is short-sighted, they say.
I can think of quite a few real life relationships that I would like to replace with virtual relationships. After all, not all real life relationships are panaceas.
Source:
Some online games may enhance sociability. Reuters Health, September 6, 2006.