Kingsley Luo

Virtual Domesticity and Social Interplay:
How Architectural Design Shapes Social Dynamics in Final Fantasy XIV's Housing System


Video games have evolved into complex digital environments in which millions of people interact, socialise, and create communities. This thesis focuses on Final Fantasy XIV (FFXIV), which is a prominent example of a massively multiplayer online role-playing game (MMORPG). Massively Multiplayer Online Role-Playing Games (MMORPGs) are a genre of video games where large numbers of players interact in a virtual world. Unlike traditional video games, MMORPGs provide a persistent world that continues to exist and evolve even when players are not in the game, mirroring aspects of the real world in a digital environment.

In FFXIV, players take on the roles of characters in an elaborate fantasy universe. They engage in various activities, including exploration, combat, crafting, and social interactions. At the heart of these interactions is the game's housing system, which allows players to purchase and customise virtual houses. This system is the focus of my research, In doing so, I make the case that the housing system fundamentally shapes social interactions and cultivates a unique notion of home in the digital realm, significantly influencing the community dynamics within FFXIV.

The research aims to answer the following: How does architectural design in the FFXIV housing system facilitate and influence player interaction and community dynamics? This question can be subdivided into exploring how players engage in virtual spaces, the nature of the relationships formed, and the impact of these digital environments on social behaviour.

I argue that the housing system in FFXIV is an important platform for complex social interactions and community building in the game universe. The thesis argues that the unique blend of architectural elements and player customisation in these virtual spaces –homemaking – reflects and transforms traditional notions of family and community.

As digital interaction becomes more prevalent in contemporary society, it is increasingly important to understand the dynamics of virtual spaces such as FFXIV. This study provides insight into how virtual environments shape human interactions, offering valuable perspectives for game designers, sociologists, and scholars of digital culture. It contributes to the broader discussion of social dynamics in virtual worlds.

The methodology employed in this dissertation combines qualitative interviews with an auto-ethnographic approach to explore the social dynamics and architectural creativity within Final Fantasy XIV's housing system. Interviews were conducted with two players, aged 25 and 29, known by their pseudonyms 猫猫咪哥 (Hereafter referred to as Mao) and Quark, for two hours each in their respective in-game houses; Mao was interviewed via in-game chat and Quark through a voice call. This primary research is complemented by autoethnography, where personal observations and experiences in the game are analysed to further understand the community and architectural aspects.

The dissertation synthesises findings, reflecting on their implications for game design and architectural theory, blending insights from interviews and literature to offer a comprehensive analysis of virtual domesticity and social interplay in digital environments. The dissertation is structured into five chapters, beginning with an introduction to MMORPGs, focusing on Final Fantasy XIV's housing system, and outlining the study's methodology. Chapter 2 delves into the uncanny nature of virtual homes, analysing player experiences. Chapter 3 examines community dynamics, exploring how virtual architecture influences social interactions. Chapter 4 discusses architectural creativity within the game's constraints.