Online Games and Family Ties: Influences of Social Networking Game on Family Relationship

How do online games impact intergenerational family relationships? To answer this question, we investigated QQ Farm, the most popular online game available on a popular Chinese social networking site. We conducted observations and semi-structured interviews with sixteen pairs of Chinese parents and their adult children. Of the sixteen pairs, seven lived locally; nine pairs lived remotely. The findings of this study suggest that online games provide common conversational topics among local family members and enrich family time. Online games with well-designed shared virtual spaces can also help enhance remote families' awareness of each other's real-life activity. For future intergenerational games, we recommend a game design that requires minimal effort, has a 'healthy' theme, and provides features, such as an activity log and message board, which help maintain game based family communications.

[1]  Manuel Castells Ouvertüre Das Netzwerk ist die Botschaft , 2001 .

[2]  M. Castells The Internet Galaxy , 2001 .

[3]  Yang Wang,et al.  Situating Productive Play: Online Gaming Practices and Guanxi in China , 2009, INTERACT.

[4]  Elizabeth D. Mynatt,et al.  Digital Family Portrait Field Trial: Support for Aging in Place , 2005, CHI.

[5]  L. Kuczynski,et al.  ‘Only children’ and their coalition of parents: Considering grandparents and parents as joint caregivers in urban Xiamen, China: Only children and their coalition of parents , 2010 .

[6]  Wijnand A. IJsselsteijn,et al.  Connecting the family with awareness systems , 2007, Personal and Ubiquitous Computing.

[7]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[8]  Maxine Weinstein,et al.  Participating in social activities helps preserve cognitive function: an analysis of a longitudinal, population-based study of the elderly. , 2005, International journal of epidemiology.

[9]  M. Silverstein,et al.  Intergenerational Social Support and the Psychological Well-Being of Older Parents in China , 2000 .

[10]  Bonnie Nardi,et al.  Strangers and Friends: Collaborative Play in World of Warcraft , 2010 .

[11]  Carman Neustaedter,et al.  The family window: the design and evaluation of a domestic media space , 2010, CHI.

[12]  interactions Staff,et al.  CHI 2005 , 2005 .

[13]  Yong Ming Kow,et al.  Culture and Creativity: World of Warcraft Modding in China and the US , 2010, Online Worlds: Convergence of the Real and the Virtual.

[14]  Alexander N. Golub,et al.  “Just Like the Qing Empire” , 2008, Games Cult..

[15]  Sal Humphreys,et al.  Games : technology, industry, culture , 2005 .

[16]  M. Sheelagh T. Carpendale,et al.  The individual and the group in console gaming , 2010, CSCW '10.

[17]  M. Silverstein,et al.  Intergenerational transfers and living arrangements of older people in rural China: consequences for psychological well-being. , 2006, The journals of gerontology. Series B, Psychological sciences and social sciences.

[18]  Danah Boyd,et al.  Social Network Sites: Definition, History, and Scholarship , 2007, J. Comput. Mediat. Commun..

[19]  Steve Howard,et al.  “I Wish We Could Get Together”: Exploring Intergenerational Play Across a Distance via a ‘Magic Box’ , 2008 .

[20]  Amy Voida,et al.  Wii all play: the console game as a computational meeting place , 2009, CHI.

[21]  Bonnie A. Nardi,et al.  My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft: Excerpts , 2010, First Monday.

[22]  N. Yee,et al.  From Tree House to Barracks , 2006, Games Cult..

[23]  Kori Inkpen Quinn,et al.  SPARCS: exploring sharing suggestions to enhance family connectedness , 2008, CSCW.

[24]  Yu Zhou,et al.  Age invaders: social and physical inter-generational family entertainment , 2006, CHI Extended Abstracts.

[25]  Kori Inkpen Quinn,et al.  Exploring communication and sharing between extended families , 2009, Int. J. Hum. Comput. Stud..

[26]  Abigail Sellen,et al.  Designing a technological playground: a field study of the emergence of play in household messaging , 2010, CHI.

[27]  Xuewen Sheng,et al.  Intergenerational Relationships and Elderly Care in China , 2006 .

[28]  Bonnie A. Nardi,et al.  Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.

[29]  A. Strauss,et al.  The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .

[30]  Xiang Cao,et al.  Understanding family communication across time zones , 2010, CSCW '10.