Fictional videogames as framing devices

Suicide communication in MMOs

Authors

DOI:

https://doi.org/10.7557/23.7894

Keywords:

Fictional games, games within games, Massively Multiplayer Online games, framing devices, suicide

Abstract

In this paper, I argue that the use of fictional Massively Multiplayer Online games (MMOs) as framing devices serves as a reflexive narrative tool that suggests an understanding of MMOs as spaces with their own internal rules of communication. To do this, I conduct a close reading of Agony of a Dying MMO, a singleplayer demo game that depicts the final hours of service of a fictional MMO through a series of semi-explorable vignettes showing the activities of fictional players. In order to analyse how MMOs are represented as spaces with internal rules of communication, I focus my analysis on three instances of direct suicide communication—communicative acts directly referring to past, present, or future suicidal intent. As suicide communication is often indirect, I focus on how the social logic and rules of MMOs enable direct suicide communication. Through the close readings, I found that MMOs alter, enable, and restrict specific types of communication through a combination of their game design features, their user interfaces, and their existence as (and contiguity with) online spaces. In particular, I found that written communication through an MMO’s chat box can provide an alibi by turning seemingly serious statements into jokes; that acts embedded in the process of engaging with MMOs, like logging out and the consequent disappearance of a character, can serve as a communicative tool denoting finality; and that game design features meant to bring players together, like guilds and factions, can enable player authenticity and openness by attracting like-minded players, for better or for worse. As the use of videogames as framing devices presents a meta-referential commentary on videogames in the real world, these represented social affordances suggest that virtual online spaces provide unique opportunities and alibis for direct suicide communication.

References

Ali, N. S., Qadir, S., Alsoubai, A., De Choudhury, M., Razi, A., & Wisniewski, P. J. (2024). “I’m gonna KMS:” From imminent risk to youth joking about suicide and self-harm via social media. Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI ’24). ACM. https://doi.org/10.1145/3613904.3642489

Ask, K., & Abidin, C. (2018). My life is a mess: Self-deprecating relatability and collective identities in the memification of student issues. Information, Communication & Society, 21(6), 834–850. https://doi.org/10.1080/1369118X.2018.1437204

Ballard, M. E., & Welch, K. M. (2017). Virtual warfare: Cyberbullying and cyber-victimization in MMOG play. Games and Culture, 12(5), 466–491. https://doi.org/10.1177/1555412015592473

Burke, K. (1941). Four master tropes. The Kenyon Review, 3(4), 421–438. http://www.jstor.org/stable/4332286

Cabiria, J. (2008). Virtual world and real world permeability: Transference of positive benefits for marginalized gay and lesbian populations. Journal of Virtual Worlds Research, 1(1). https://doi.org/10.4101/jvwr.v1i1.284

Cash, S. J., Thelwall, M., Peck, S. N., Ferrell, J. Z., & Bridge, J. A. (2013). Adolescent suicide statements on MySpace. Cyberpsychology, Behavior, and Social Networking, 16(3), 166–174. https://doi.org/10.1089/cyber.2012.0098

Chapman, A., & Linderoth, J. (2015). Exploring the limits of play: A case study of representations of Nazism in games. In T. E. Mortensen, J. Linderoth, & A. M. L. Brown (Eds.), The dark side of game play: Controversial issues in playful environments, pp. 137–153. Routledge. https://doi.org/10.4324/9781315738680

Chen, K. H., Oliffe, J. L., & Kelly, M. T. (2018). Internet gaming disorder: An emergent health issue for men. American Journal of Men’s Health, 12(4), 1151–1159. https://doi.org/10.1177/1557988318766950

Cole, S. H., & Hooley, J. M. (2013). Clinical and personality correlates of MMO gaming: anxiety and absorption in problematic internet use. Social Science Computer Review, 31(4), pp. 424-436. https://doi.org/10.1177/0894439312475280.

Consalvo, M., & Paul, C. A. (2019). Real games: What’s legitimate and what’s not in contemporary videogames. MIT Press. https://doi.org/10.7551/mitpress/12109.001.0001

Conway, M., Scrivens, R., & Macnair, L. (2019). Right-wing extremists’ persistent online presence: History and contemporary trends. International Centre for Counter-Terrorism. https://www.jstor.org/stable/resrep19623

Crenshaw, N., & Nardi, B. (2016). “It was more than just the game, it was the community”: Social affordances in online games. 49th Hawaii International Conference on System Sciences (HICSS), 3781–3790. https://doi.org/10.1109/HICSS.2016.471.

Dutton, N. T. (2007). Participatory quitting: Quitting texts and World of Warcraft player culture [Master’s thesis, Ohio University]. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1172851023

Egli, E. A., & Meyers, L. S. (1984). The role of video game playing in adolescent life: Is there reason to be concerned? Bulletin of the Psychonomic Society, 22(4), 309–312. https://doi.org/10.3758/BF03333828

Eklund, L., & Ask, K. (2014). The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOs. Proceedings of DiGRA 2013: DeFragging Game Studies. https://doi.org/10.26503/dl.v2013i1.686

Eklund, L., & Johansson, M. (2010). Social play? A study of social interaction in temporary group formation (PUG) in World of Warcraft. DiGRA Nordic ’10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players. https://doi.org/10.26503/dl.v2010i1.504

Erevik, E. K., Landrø, H., Mattson, Å. L., Kristensen, J. H., Kaur, P., & Pallesen, S. (2022). Problem gaming and suicidality: A systematic literature review. Addictive Behaviors Reports, 15. https://doi.org/10.1016/j.abrep.2022.100419

Frow, J. (1982). The literary frame. The Journal of Aesthetic Education, 16(2), 25–30. https://doi.org/10.2307/3332274

Fulginiti, A., Pahwa, R., Frey, L. M., Rice, E., & Brekke, J. S. (2015). What factors influence the decision to share suicidal thoughts? A multilevel social network analysis of disclosure among individuals with serious mental illness. Suicide and Life-Threatening Behavior, 46(4), 398–412. https://doi.org/10.1111/sltb.12224

Gualeni, S., & Fassone, R. (2023). Fictional games: A philosophy of worldbuilding and Imaginary play. Bloomsbury Academic.

Harris, K. M., McLean, J. P., & Sheffield, J. (2014). Suicidal and online: How do online behaviors inform us of this high-risk population? Death Studies, 38(6), 387–394. https://doi.org/10.1080/07481187.2013.768313

Heath, M. (2021). NO NEED TO YELL: A prosodic analysis of writing in all caps. Proceedings of the 44th Annual Penn Linguistics Conference. https://repository.upenn.edu/handle/20.500.14332/45306

Heintz, J. (1979). Reference and inference in fiction. Poetics, 8(1–2), 85–99. https://doi.org/10.1016/0304-422X(79)90016-0

Hughes, S. (Version 3.8, 2021). Agony of a dying MMO [Microsoft Windows 10]. Digital game developed by Salem Hughes, published by Salem Hughes. https://salem-hughes.itch.io/agony-of-a-dying-mmo

Jauss, H. R. (1970). Literary history as a challenge to literary theory (E. Benzinger, Trans.). New Literary History, 2(1), 7–37. (Original work published 1967). https://doi.org/10.2307/468585

Jones, D. (1948). Differences between spoken and written language. Le Maître Phonétique, 26(63), 1–8. https://www.jstor.org/stable/44705274

Kagen, M. (2022). Wandering games. MIT Press.

Karhulahti, V.-M. (2020). Esport play: Anticipation, attachment, and addiction in psycholudic development. Bloomsbury Academic.

Klastrup, L. (2008). What makes World of Warcraft a world?: A note on death and dying. In H. G. Corneliussen & J. W. Rettberg (Eds.), Digital culture, play, and identity: A World of Warcraft reader (pp. 143–166). MIT Press.

Koga, Y., Kawano, K., & Kawashima, D. (2025). Does video game play elevate suicide risk?: A cross-sectional study of Japanese young adults. Japanese Psychological Research, 67(1), 49–61. https://doi.org/10.1111/jpr.12442

Kosonen, H. (2015). The death of the others and the taboo: Suicide represented. Thanatos, 4(1), 25–56. https://journal.fi/thanatos/article/view/137417

Latakienė, J., Skruibis, P., Dadašev, S., Grižas, A., Dapševičiūtė, I., & Gailienė, D. (2016). “They don’t take it seriously”: Perceived reactions of surrounding people to suicide communication. Illness, Crisis & Loss, 24(3), 123–136. https://doi.org/10.1177/1054137315589691

Lau, K. J. (2017). Masculinity and melancholia at the virtual end: Leaving the world (of Warcraft). Differences: A Journal of Feminist Cultural Studies, 28(3), 44–66. https://doi.org/10.1215/10407391-4260531

Lehdonvirta, V. (2010). Virtual worlds don’t exist: Questioning the dichotomous approach in MMO studies. Game Studies, 10(1). https://www.gamestud-ies.org/1001/articles/lehdonvirta

Lin, H., & Sun, C.-T. (2003). Problems in simulating social reality: Observations on a MUD construction. Simulation & Gaming, 34(1), 69–88. https://doi.org/10.1177/ 1046878102250607

Massanari, A. L. (2024). Gaming democracy: How Silicon Valley leveled up the far right. MIT Press. https://doi.org/10.7551/mitpress/14531.001.0001

McCutcheon, L. E., & Campbell, J. D. (1986). The impact of video game playing on academic performance at a community college. Community Junior College Research Quarterly of Research and Practice, 10(1), 59–63. https://doi.org/10.1080/0361697860100105

McKenna, B., & Chughtai, H. (2020). Resistance and sexuality in virtual worlds: An LGBT perspective. Computers in Human Behavior, 105. https://doi.org/10.1016/ j.chb.2019.106199

Nagenborg, M., & Hoffstadt, C. (2009). A life no longer worth playing: Some remarks on in-game suicide. Journal of Gaming & Virtual Worlds, 1(2), 83–95. https://doi.org/10.1386/jgvw.1.2.83/1

Nolan, F. (2020). Intonation. In B. Aarts, A. McMahon, L. Hinrichs (Eds.), The handbook of English linguistics (pp. 385–405). John Wiley & Sons. https://doi.org/10.1002/ 9781119540618.ch20

Owen, G., Belam, J., Lambert, H., Donovan, J., Rapport, F., & Owens, C. (2012). Suicide communication events: Lay interpretation of the communication of suicidal ideation and intent. Social Science & Medicine, 75(2), 419–428. https://doi.org/10.1016/j.socscimed.2012.02.058

Poor, N., & Skoric, M. (2016). Play together, stay together? Community cohesion and stability in an MMO. 2016 49th Hawaii International Conference on System Sciences (HICSS), 2266–2275. https://doi.org/10.1109/HICSS.2016.283

Ramirez, F. A. (2018). From good associates to true friends: An exploration of friendship practices in massively multiplayer online games. In K. Lakkaraju, G. Sukthankar, & R. T. Wigand (Eds.), Social Interactions in virtual worlds: An interdisciplinary perspective (pp. 62–79). Cambridge University Press. https://doi.org/ 10.1017/9781316422823.004

Ruotsalainen, M., & Meriläinen, M. (2023). Young video game players’ self-identified toxic gaming behaviour: An interview study. Eludamos: Journal for Computer Game Culture, 14(1), 147–173. https://doi.org/10.7557/23.7270

Saleous, H., & Gergely, M. (2023). Uninstall, noob!: Views on rampant toxicity in online gaming. 2023 IEEE Intl. Conf on Dependable, Autonomic and Secure Computing, Intl. Conf. on Pervasive Intelligence and Computing, Intl. Conf. on Cloud and Big Data Computing, Intl. Conf. on Cyber Science and Technology Congress (DASC/PiCom/CBDCom/CyberSciTech), 183–190. https://doi.org/10.1109/DASC/Pi-Com/CBDCom/Cy59711.2023.10361444

Smith, N., & Linker, S. (2021). Suicide-memes as exemplars of the everyday inauthentic relationship with death. Mortality, 26(4), 408–423. https://doi.org/10.1080/ 13576275.2021.1987668

Soper, W. B., & Miller, M. J. (1983). Junk-time junkies: An emerging addiction among students. The School Counselor, 31(1), 40–43. https://www.jstor.org/stable/23900931

Sorensen, R. A. (1991). Fictional incompleteness as vagueness. Erkenntnis, 34(1), 55–72. https://doi.org/10.1007/BF00239432

Spain, J. W., & Vega, G. (2005). Sony online entertainment: EverQuest® or EverCrack? Journal of Business Ethics, 58, 3–6. https://www.jstor.org/stable/25123495

Spates, K., Ye, X., & Johnson, A. (2018). “I just might kill myself”: Suicide expressions on Twitter. Death Studies, 44(3), 189–194. https://doi.org/10.1080/ 07481187.2018.1531085

Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), 885–909. https://doi.org/10.1111/j.1083-6101.2006.00300.x

Taylor, T. L. (2006). Play between worlds: Exploring online game culture. MIT Press.

Van de Mosselaer, N., & Gualeni, S. (2022). The fictional incompleteness of digital gameworlds. Transactions of the Digital Games Research Association, 6(1), 61–94. https://doi.org/10.26503/todigra.v6i1.130

Walton, K. L. (1990). Mimesis as make-believe: On the foundations of the representational arts. Harvard University Press.

Wasserman, D. (2016). The suicidal process. In D. Wasserman (Ed.), Suicide: An Unnecessary Death (pp. 27–38). Oxford University Press. https://doi.org/10.1093/ med/9780198717393.003.0003

Webber, N. (2020). Discourses of departure in massively multiplayer online roleplaying games (MMORPGs). In A. L. Brackin & N. Guyot (Eds.), Cultural perspectives of Video games: from designer to player (pp. 55–68). Brill. https://doi.org/10.1163/ 9781848881617_007

Wells, G., Romhanyi, A., Reitman, J. G., Gardner, R., Squire, K., & Steinkuehler C. (2024). Right-wing extremism in mainstream games: A review of the literature. Games and Culture, 19(4), 469–492. https://doi.org/10.1177/15554120231167214

WHO. (n.d.). Gaming disorder. https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder

Wildman, N. & Woodward, R. (2018). Interactivity, fictionality, and incompleteness. In J. Robson & G. Tavinor (Eds.), The aesthetics of videogames (pp. 112–127). Routledge. https://doi.org/10.4324/9781315210377

Zhengchuan, X., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: motivation and prevention factors. European Journal of Information Systems, 21(3), 321–340. https://doi.org/10.1057/ejis.2011.56

Downloads

Published

2025-06-26

How to Cite

Gutiérrez Carrera, J. (2025). Fictional videogames as framing devices: Suicide communication in MMOs. Eludamos: Journal for Computer Game Culture, 16(1), 99–114. https://doi.org/10.7557/23.7894

Funding data