According to Bellah in his book Habits of the Heart, there
are two distinct types of social groups at the societal level. The first is a community, which is defined as a group
of people who are interdependent, participate in discussion and decision
making, and share practices that define and nurture their community. It also
has a sense of history, and remembers that history. The second type is a lifestyle enclave, which he defines as a
group of people who share a similar private life, who express their identity
through shared patterns of appearance, consumption, and leisure activities.
These groups are distinct from each other, but Bellah also states that if a
lifestyle enclave begins to show interdependence, politics, or begins to share
a history, it becomes a community.
It’s doubtful that Bellah saw the internet coming, but I
would like to examine these concepts in the context of a huge social networking
site for gamers called Steam. http://store.steampowered.com/
While Steam began as a digital distribution site, it has
grown far beyond its original purpose. Not only can users communicate via
instant messaging from in-game, but the site itself has expanded in so many
ways that it begs to be classified as a lifestyle enclave or a community.
So what would Bellah say about Steam? First, it’s notable
that while social networks like Facebook appeal to just about any sort of
person, there’s really no reason for a person who does not license game
software from Steam to have an account, so it’s pretty exclusively geared
towards gamers. The fact that this site caters exclusively a particular
category of people fits pretty solidly into a lifestyle enclave. Second, since
users choose to create an account, participation in Steam is a lifestyle
choice, making it even more an enclave. Finally, while social networking is a
strong aspect of Steam, it’s still chiefly a distribution platform, so the
focus is always on the games. This means that even while users socialize, they
often from groups based on their patronage of specific games, further focusing
people into smaller interest groups.
It’s pretty clear that Steam is for gamers. And it’s pretty
easy to see that gamers have similar interests and lifestyles, and that sounds
a lot like a lifestyle enclave. But what happens when you click on the
website’s tab labeled “Community”?
Within “Community” we see a number of enigmatic subtabs
labeled “Discussions”, “Workshop”, “Greenlight”, and “Market”. Discussions turn
out to be a public forum not unlike most online forums. Here you find people
engaging in sometimes productive and sometimes heated discussions about how the
gaming industry should be run, the quality of various games and their
developers, and even controversial new features to Steam itself. Here we find
people trying to table ideas or rally support for ways they think the gaming
community as a whole should work. According to Bellah, that’s a community.
Under the Greenlight tab, we see that Steam, instead of determining which games
get published in a closed board-meeting, are enlisting community to vote on
which game developers should get the chance to distribute their game on Steam.
People are collectively participating in decisions that will influence the
community and industry at large.
In Workshop we find content created by
talented amateur modders which users can effortlessly install to customize
their gaming experience, and in the Market we find users trading licenses and
items that can be used inside various games. In these ways, users are dependent
on each other to supply value and content. And that dependency is about as
close to a community as Bellah could hope for. But what about a sense of
history, does Steam have that? I would argue yes, because while it also gives
us news about the gaming industry, and tells us what games our friends have
been playing, it is also composed of many people who remember when it was just
a way to download games off the internet, and have seen how far it’s come
towards bringing gamers together into a real community.
Good! I like this approach and the way you show there are resources that enable the split groups of the site to mix and socialize. This is what I meant by looking for ways that sites budge users toward something more like community.
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