ABSTRACT

This chapter discusses a deeper consideration about personal connections in the digital age. It concerns multiplayer online games (MOG) players, including their types and characteristics that is demographic, psychosocial, and experiential. Since most MOGs provide open-ended virtual worlds where gamers themselves determine how to play, gamers become active participants and creators, not just passive acceptors. Thus, gamers may exhibit different patterns and characteristics when they are playing games. It is assumed that MOG players should include a variety of age groups, from children and adolescents to adults. Gender is an important factor to discuss in relation to why people participate in virtual environments. Many studies show that many MOG players have stable careers and higher levels of education, which is also different from the stereotype of gamers as adolescent students. In traditional game environments, players gathered together based on physical proximity or relation proximity.