Abstract
Using data gathered from a qualitative study of a popular online game, this analysis considers the relationship between online deviance and real deviance, as well as the relationship between social control in the online setting and its subsequent impact on real world beliefs and behaviors. Findings suggest that three pathways of connectivity prevail in the current setting. Each pathway has in common the role of a transition block that promotes the idea of the online community representing “just a game.” The nature of varied interpretations of this concept and their implications are discussed. Implications drawn from findings include proposed further research of online and offline behavioral connectivity, as well as an integration of social control research into existing studies of gaming influence on deviant and criminal behaviors. The importance of the online subculture as a unit deserving of criminological study is discussed.
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