Clan (video games)
In
Many clans on Xbox One, PlayStation 4, and computers have official clan websites with forums to interact and discuss many topics with the rest of their clan.[2] They offer in-clan awards and medals for clan achievements ranging from time in the clan to wins and contributions to the group like donations and prizes for giveaways. The terms alliance and team are also used for this purpose in, e.g., Illyriad or Freeciv.
In first-person shooters
As the first-person shooter (FPS) genre became increasingly popular, the idea of a competitive clan became widely accepted. Clans became teams, or elite clan members form teams to represent the clan in online battle.[3] FPS clans normally host servers with rules that they like. For instance if a group of gamers like to use pistols only they could join a clan that runs a pistols only server and the clan would enforce the rules.
In role-playing games
Clans also exist in other genres, where they are often referred to by a different name and serve a purpose more suited to the game. Many
In simulation games
Many
References
- ^ "Helping Parents Get Set - A Family Guide to Games" (PDF). Microsoft. 2006. Retrieved 2008-04-10.
- ^ "Clans: Full Guide to Console Gaming Communities | Gamocial". www.gamocial.com. Retrieved 2017-05-04.
- ISBN 978-3-7643-8414-2.
- ^ "Star Wars Galaxies - Glossary". Archived from the original on 2007-11-29. Retrieved 2007-11-17.
A Player association is a group of players who have formalized their group using the in-game tools.
- ^ "EVE Online Frequently Asked Questions, Corporations". Archived from the original on 2007-10-26. Retrieved 2007-11-17.
Corporations are groups of players joining together for a common goal or purpose, much like guilds or clans in other games.
- ^ "About Free Companies". Final Fantasy XIV, The Lodestone. Retrieved 19 January 2023.
- ISBN 0-07-134691-0.
Further reading
- Harvesting the Hive:How online games drive innovation article from Esther Dyson's EDventure, see section "Beyond collaboration:Group to group interaction".
- Computer Games and the Mi Games" by J.C. Herz.
- Youth in Transition:The Challenge of Generational change in Asia proceedings of the 15th Biennial Association of Asian Social Science Research Councils released by UNESCO Bangkok, see section 16 "Youth culture in online game worlds: Emergence of cyber lifestyles in Korean society" by Sang-Min Whang, Department of Psychology Yonsei University.