ABSTRACT

In this analysis, we regard a popular variant of sports videogames, the so-called online management games. The distinctive sociological feature of these games is that they provide various communication tools and thus constitute a new form of media-based communication. Online games are in general distinguished by the fact that they are played on or via the Internet. A relevant genre of online games is massively multiplayer online games (MMOGs). In these, the user maneuvers an avatar within a complex, virtual world and interacts with numerous other users. In contrast to MMOGs, the genre of browser games does not require any download or installation of fi les. These games can also be considered as “casual games” (Mäyrä, 2008, p. 120), as this genre often includes simple and somewhat easily playable computer games There are also more complicated types of games intended for long-term gameplay. For example, a game world that continues to exist and is subject to change and development even after a user exits the game by going offline is considered a persistent world. This feature entices gamers to persistently follow the game's progression and integrate new media practices into their gaming behavior. Persistent worlds are available in MMOGs as well as browser games. Despite its large audience reach—especially in regard to so-called “social games” such as FarmVille (Zynga, 2009)—the genre of browser games has hardly been explored, whereas MMOGs are frequently subject to research (e.g. Wohn et al., 2011).