This thesis explores how online gaming has become a central tool for networked social movements to participate in consumer activism. I look at the case study of MapleStory: a Korean MMORPG game and their consumer activism efforts started by the players. Migrating from different social media channels to organize, coordinate and strategize ways to create change within their group, through using consumeractivism techniques such as boycotting, protesting and spreading information. I framed this group as an early example of a networked social movements and analyzed their usage of social groups to spread activism messages. Through the internet and new technologies members were able to find their own political voices and teach others how to protest for social change. I also concentrated on the social aspect of these communities and how they fostered social bonds through collective action and participation. I argue that online gaming has become a platform that enables consumers to protest against a company’smal practices by utilizing their positions as consumers of a product.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-485136 |
Date | January 2022 |
Creators | Hakeem, Tanzila |
Publisher | Uppsala universitet, Medier och kommunikation |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0029 seconds