Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens

Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens

Shafiz Affendi Mohd Yusof
Copyright: © 2014 |Pages: 13
ISBN13: 9781466659421|ISBN10: 1466659424|EISBN13: 9781466659438
DOI: 10.4018/978-1-4666-5942-1.ch053
Cite Chapter Cite Chapter

MLA

Yusof, Shafiz Affendi Mohd. "Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens." Cyber Behavior: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, IGI Global, 2014, pp. 1016-1028. https://doi.org/10.4018/978-1-4666-5942-1.ch053

APA

Yusof, S. A. (2014). Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens. In I. Management Association (Ed.), Cyber Behavior: Concepts, Methodologies, Tools, and Applications (pp. 1016-1028). IGI Global. https://doi.org/10.4018/978-1-4666-5942-1.ch053

Chicago

Yusof, Shafiz Affendi Mohd. "Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens." In Cyber Behavior: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, 1016-1028. Hershey, PA: IGI Global, 2014. https://doi.org/10.4018/978-1-4666-5942-1.ch053

Export Reference

Mendeley
Favorite

Abstract

In this chapter, the author addresses a key question rooted in an institutional perspective: What norms, practices, and rules are evident in online gaming that facilitates the development of a virtual community of online gamers? Available studies have so far examined the institutional influences on organizations but not on virtual community. Thus, there is a compelling need to bridge fields such as IS and sociology in order to understand virtual communities of online gamers. The chapter comprises five sections: (1) examination of online gamers as an example of a virtual community; (2) brief description of institutional theory to illustrate the theoretical lens applied; (3) presentation of the methodology of the study; (4) discussion of the findings based on four different aspects: social roles and social positions, interaction rules, social control systems, and leadership; and finally (5) presentation of some implications and suggestion of future directions for study of the rapidly-growing phenomenon of online gaming.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.