Virtual Socialisation among Malaysian Animal Crossing Players During Movement Control Order

During the COVID-19 lockdown of Movement Control Order (MCO), many Malaysians reportedly turned to video games for socialisation purposes. Drawing upon the sociocultural framework of media ecology, this study aims to explore in-depth how players engage in such virtual socialisation. Against the backdrop of the MCO, this study argues that Malaysians could perform socially meaningful actions through video games, just like they were in the real world, to address their social deprivation. The method employed is a qualitative textual analysis of paratexts published in a local gaming Facebook group, focusing on Nintendo’s Animal Crossing: New Horizons (2020). The findings indicated that Malaysian players sought companionships through reciprocal gaming interactions during the lockdown measures by playing as a single player, multiplayer, and community. In the gaming community, they built networks, interpersonal connections, and resources of mutual social support to enrich their gameplay. The findings highlighted the significance of virtual socialisation through the interactive medium – an effective approach to cushion the isolating effects of the MCO period. The study is relevant in showcasing the role played by virtual socialisation and gaming communities for the Sustainable Development Goals of SDG3 Good Health and Well-being and SDG16 of Peace, Justice, and Strong Institutions.

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Publication Details

Journal
Journal of Communication Language and Culture
Published
2025-01-27
DOI
https://doi.org/10.33093/jclc.2025.5.1.5
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
0.00

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article

Virtual Socialisation among Malaysian Animal Crossing Players During Movement Control Order

Md Azalanshah Md Syed, Rosya Izyanie Shamshudeen, Tengku Intan Maimunah Tengku Sabri
Journal of Communication Language and Culture
Human Motion and Animation
article

Virtual Socialisation among Malaysian Animal Crossing Players During Movement Control Order

Md Azalanshah Md Syed, Rosya Izyanie Shamshudeen, Tengku Intan Maimunah Tengku Sabri
article en

Abstract

During the COVID-19 lockdown of Movement Control Order (MCO), many Malaysians reportedly turned to video games for socialisation purposes. Drawing upon the sociocultural framework of media ecology, this study aims to explore in-depth how players engage in such virtual socialisation. Against the backdrop of the MCO, this study argues that Malaysians could perform socially meaningful actions through video games, just like they were in the real world, to address their social deprivation. The method employed is a qualitative textual analysis of paratexts published in a local gaming Facebook group, focusing on Nintendo’s Animal Crossing: New Horizons (2020). The findings indicated that Malaysian players sought companionships through reciprocal gaming interactions during the lockdown measures by playing as a single player, multiplayer, and community. In the gaming community, they built networks, interpersonal connections, and resources of mutual social support to enrich their gameplay. The findings highlighted the significance of virtual socialisation through the interactive medium – an effective approach to cushion the isolating effects of the MCO period. The study is relevant in showcasing the role played by virtual socialisation and gaming communities for the Sustainable Development Goals of SDG3 Good Health and Well-being and SDG16 of Peace, Justice, and Strong Institutions.

Journal of Communication Language and CultureVol. 5(1)
University of Malaya (MY)
Universiti Malaya
Openalex Percentile: Top 98%
Human Motion and Animation
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