The Guild is Home

How representation, communication and expression within online communities allow gamers to find their non-physical homes

A warm dimly lit living space containing armchairs and a fireplace provides a background for cursive white text reading 'The Guild is Home'

When we hear the phrase “home is where the heart is”, it springs to mind the idea that homes need not to be a physical place, but rather somewhere where we most feel like ourselves. This means online communities, in particular, online gaming communities can be classified as a home for individuals. Guilds refer to online communities in the gaming world where players can express themselves and socialise, and to many the guild is a home.

We often hear that our families can be found and not based on blood, with these found families coming in the form of our friends. The idea of family and home are closely connected to each other so therefore, it makes sense that online friendships should factor into an idea of a “found family”. Personally, I’ve met so many of my friends through digital platforms like Discord, Instagram and WhatsApp. Even though I see these friends regularly in person, our first contact was online, so therefore, the friendship was only made possible by virtual spaces. Digital contact has revolutionized modern communication making distance an irrelevant factor in communication, I was still able to contact friends who had moved back to their hometowns over the summer or talk to family members who live overseas.

Gaming also allows people to discover themselves. This occurs in a few ways. Firstly, the game itself can have heavy themes that those playing the game can relate to or find representation within themselves. An example of this is The Last of Us featuring protagonist Ellie Williams, who identifies as a lesbian and has girlfriends over the course of the series. The inclusion of Ellie in The Last of Us received widespread acclaim, with many gamers relating to her sexuality and feeling represented by her inclusion in the game.

The ability to express yourself within games amplifies the sense of belonging and representation within digital spaces. Baldur’s Gate 3 had an extensive character customization menu which allowed players to choose their characters pronouns, with the player character being referred to by those pronouns throughout the entire game. The game also allowed players to start a romantic relationship with companions from any gender or sexuality, therefore, the communities around these games allowed people to feel a sense of belonging. Another example of this is Minecraft, which gives players the option to add forms of physical aid support onto their character, allowing players who are disabled find expression in Minecraft, raise awareness and destigmatising their conditions. Character customisation is an integral part of feeling visible in an online community, allowing players to create representation for themselves.

Image credit: Peter Herrmann, Unsplash (edited by Ali Shaker)

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