I found this reading quite helpful, in that, it contained issues that pertained to my chosen topic of study. The authors wrote that in order for there to be oral order within a community, there had to be culture and locality present. This relates to virtual communities as they follow a gaming culture and although the environment that members dwell in is diasporic (they aren’t associated with real time or time), they still inhabit a space albeit of a virtual locality.
In this community, the members carry bonds of obligation according Miller and Rose. In the virtual community, the obligation of the members is to consistently play the game and complete tasks and quests that will benefit the whole community (the guild, or group that the members belong to). By conducting activities together, members of this online community are able to identify themselves by being in a community of like minded individuals. These networks that they dwell in are networks of allegiance.
I think Miller and Rose are right in saying that the formation of a ‘community is the answer to society’s problems’. In an online virtual world where there exist problems such as griefing and negative gaming behaviour, these problems dissipate when members play the game in bigger groups as opposed to playing solo.
![[Alternative Collaboration]](http://s0.wp.com/wp-content/themes/pub/motion/images/genericlogo.png?m=1266559376g)