Home » Community Model » Theoretical backgrounds » Mobile contexts of use 1 Sociological attributes
Description | A general intention to support, create or maintain ones own team or a larger social aggregation. If this kind of efforts are reflected at all, usually it is a question of synergy and feel of security. |
Examples | Social problem solutions, gossiping, shared activity habits, aim to take time to being together. |
Description | Comparison between other players, via products or skills of using them. |
Examples | Who has got better gameplaying skills, applets, and devices. |
Description | Players belong usually to several groups that serves different needs. Being in a member group is a concrete and routine issue. Reference group, then, is emotionally the most important group for a member. However, membership in a reference group may also be a mere more or less realistic hope or plan. Furthermore, the relation to a reference group may also be a negative one: a group that a person never would like to join. |
Examples | Member groups: Family, friends, a gang in the Habbo Hotel. Reference groups: one’s own gang, or a gang of the most honoured players in the Habbo Hotel. |
Description | An appearance of one self given to others. Near roles that player plays personally or as a member of a larger gathering. |
Examples | A player tries to behave as an opposite sex. |
Description | The impression a group (people who all know each others) presents to outside, especially to other groups. |
Examples | A group of Finnish Geocachers who shows to other Geocachers how physically demanding caches they can create. |
By mikael at 2006-02-24 14:15
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