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Friday
Jun192009

Charting the Uncharted Territory of Social Interaction through Virtual Space


     “Never mind that World of Warcraft, is a game, not an addiction, and never mind that most of those 11 million people play it and are completely healthy socially and financially, and never mind even that any evidence you'd find that World of Warcraft causes dropouts is anecdotal at best. Can you really blame a game for someone making the choice to leave college? We, as you might have guessed, think not,” Mike Schramm a regular writer for WoW Insider and Chicago inhabitant discusses common attacks made on video games and the players that engage in them.
    WoW Insider is an online news source that many players use as their source to hear about news, events, and opinions of World of Warcraft. Most of the articles discuss strategy and tactics for gameplay, and there are a few columns that discuss more personal and social issues for the players themselves. More than anything, WoW Insider and other online forums create a network of players, expanding player's own understanding of the game and of how other players are understanding the game. Online game guides, forums, and add-ons are just examples of the collaborative nature of the technology and gaming culture. It is this extended participation in the game that broadens the reach of the game, allowing it to interact with the lives of the players in a new way. As technology continues to be an important part of our daily lives, it is this collaboration and collectivity that paves the way into the uncharted territory of social interaction in virtual space.
    Play within virtual space is an area that has not been fully covered by the sociological literature for many different reasons. Digital play is still not accepted as an area that deserves academic attention.   Many researchers do not classify virtual interaction as real, but as W. I. Thomas eloquently stated, "If men define situations as real, they are real in their consequences."  Delicate methodology and patience are both required to conduct research in a virtual space. While this may be more challenging, it is of supreme importance for us to have a basic understanding of our modern culture and the social operations at work.

Literature
    It is also important to look at the work that has been done on the role of play in society.  We need to understand how to define play, and how it is constructed in society. Brian Sutton-Smith discusses how the definition of play is unclear. What constitutes play, and how do adults play? He argues that the primary way adults play is by taking risks that have real consequences, forcing them to take the game seriously. He gives the example of gambling.  Many adults spend a significant amount of time playing slot machines, card games at casinos, and more recently gambling online.
    This is accepted by mainstream society as an acceptable form of play. There is a certain amount of thrill that one receives while gambling due to the reality of taking risks with monetary consequences. Why is this type of thrill acceptable and yet the thrill individuals receive by slaying virtual monsters, that do not have monetary consequences, unacceptable? Why are video games labeled as unproductive and a waste of time?
    There is an important distinction that Sutton-Smith makes in regards to different forms of play. The type of play that is acceptable within a society is directly related to the culture that surrounds the game and the players that engage in it. When we discuss video games and the role they play within society, it is necessary to take into account the culture in which the play we are discussing is conducted.  To understand the true nature of a game and the social interactions that are constructed in it, we need to understand the broader social norms and traditions within which it operates.  The issue of modern digital media and it's influence on pop culture is important to remember when discussing American social culture. Goffman describes the media as a “feedback loop” in which popular culture is a dialectic process that both socially constructs and is constructed by society. As social interactions increasingly are taking place through these virtual spaces, it is important to understand the nature of the interactions and the effects our culture has on the individuals participating in them.
Age Group
Video games are a recent development in pop culture, they began to gain popularity in the seventies and have grown exponentially ever since. According to a PEW Internet & American Life Project study, 70% of the college students surveyed reported playing video, online, or computer games at least once in a while. It is important to note that although this form of play may not be widely accepted by the over twenty-five age group, it is highly accepted as the norm for those who grew up in the digital era.
Questioning Authority
    The nature of the American civil religion is that a citizen should constantly question authority, and strive to defend personal liberties at any cost. This element of freedom and independence is a theme in American pop culture. Whether it is through music videos of men at war, the endless Bush parodies, or the popularization of donning the flag on everything from clothing to cars to skin, patriotism and freedom are the backbone of American pop culture. As a piece of pop culture, video games are designed with this element of questioning authority and maintaining freedom in mind.
    In order for this piece of culture to be recognized and internalized by consumers of the media, they must understand the social criticisms that are taking place, and engage in a certain type participation with the game.  Sherry Turkle recognizes simulation as a more “sophisticated” form of social criticism. By engaging in a simulation of American culture, it is unsurprising that satire is a common theme built into games. Through simulation you create your own version of reality, your own story.
Participation as Reconstruction
    Raessens describes this process as construction, destruction, and reconstruction. A player must first master the game, then tear the game apart in order to rebuild it as a new unique version of the game. Through this process, and through the capabilities of current technology, players are able to participate in games like they never have before. The rules the game designers make are not always the rules that the players follow. Instead through reconstruction, players are able to define their own limitations, set their own boundaries, and play the exact game they want to play.
Methodology
    For my research, the game I chose to engage in was a game of little rules, maximum reconstruction, and an overwhelming need to understand gaming culture.  I collected data through a number of sources. For four months I have played World of Warcraft (WoW), an online Multiplayer Role Playing game. During my gameplay, I conducted an ethnographic observation of my experiences playing the game, the social interaction that I witnessed, and the changes I noted in myself were all recorded in field notes. It is these field notes that I will use to support my analysis of WoW and the gaming culture that pervades it.
    During the time that I spent playing the game, I had a native gamer to help me to develop the skills necessary to master the game. This native, whom we shall refer to as Bob, was a friend of mine and has been playing video games for as long as he can remember. He has a particular insider view and opinion of video games, player participation, and the real consequences they have on the player's life. As the supervisor of eCommerce at a regional video game rental company, it is his business to understand the market of video games, the creation of video games, and the players that consume them. By observing him and his discussion of the gaming industry it gave me a perspective on multiple games, the meaning behind their creation, and their acceptance or rejection within the gaming community.
    Along with this, I also read daily the online WoW blog newsgroup that offers analysis and opinions about the game of World of Warcraft. By reading the commentary of the game, which is heavily read by the other players, it allowed me to better understand the participation that happens outside of the game and how other players understand their self-constructed game. It is through these outside extensions of the game that players open up a new venue for participation by internalizing how other players participate in the game. It was through this that I was able to understand the entire game of World of Warcraft, not just the constructed version I had created for myself.
Discussion
    Recently, my computer crashed. To give you an idea of the intensity of the game, when I got back online, I had to reset all of my WoW settings, all of my add-ons (120+), rearrange all of my buttons including melee, spell, healing, emergency, etc. for each of my four forms. (As a Druid Character, I have three physical forms: Bear, Lion, and Owl). After three hours of reconstruction that night, my game was complete. The temptation and excitement the next day created an extra element of anticipation and determination for me. I was ready to play.
Burden of Play
    The annoyances and sacrifices one must make to perform in the game seem heavy burdens considering the game is for pleasure and entertainment. Instead it follows the same logic as Max Weber's protestant work ethic, the harder you work, the more pleasure you will receive. The more you devote, the more reward there is. Is the game technically addicting? It is. In the same sense that work is. The more hours you put in, the bigger the raise, the higher the status, and the more satisfaction you receive from your work.
Realities of Group Play
    While you receive benefits from your work, you must always remember that it is group play. The common downside to this is that you often have to spend large amounts of time (15-60 min.) waiting for a group to gather. Usually the group requires a healer (hard to find), tank, a dps (or two), and a various special character to perform a special duty for the particular dungeon you might want to run, or the particular area you want to play. You also may die, in which case there is a code of behavior to follow on resurrection, running from the graveyard, and healing others, (see WoW Insider, Resurrection Etiquette, Sept. 2008).
    On the upside, it often makes it more unplanned, and more variability than playing alone. Occasionally I will get to play with someone whose play-style is different than mine. It can create upsets, but for the most part people work it out together, and develop a rhythm of play together. By overcoming those obstacles, players receive in-game rewards in the form of in-game money, which does not transfer to real American Dollars, (although in-game dollars have known to be illegally sold on e-bay), gear that may or may not be suitable for your character. That is unless you have someone in your party that happens to need that item more than you, in which case it is formally looked down upon if you take it.
    It is through this participation, acting out designated roles, and following strict guidelines of behavior that individuals participate with one another in the game.  If someone steps out of line, they are verbally abused in chat for not knowing the rules of play. Those that do not yet understand the rules are often labeled as “noobs” and are berated constantly. They are told to do more research outside of the game and practice before trying to play again.
    While chat can often be negative, there is the possibility of striking up a genuine conversation with other individuals about the game or other topics depending on your relationship with the other player. If you do know them, the cooperation that you feel when accomplishing a set task, exploring the space, and conquering of enemies with one another, the game can be exceedingly rewarding. And if you have never met them before, perhaps you will meet a new person with which to accomplish more objectives. World of Warcraft is generally accepted to be more rewarding with friends, even if you have only known them online.
    This is the reason for the creation of guilds, which are basically a fraternity of sorts. You join a guild to have individuals with which to play. Knowing others can be exceedingly helpful when trying to accomplish set objectives. Particularly because guilds share a bank, where you can dump unneeded items, collect items that you may need, and borrow money. This is a prime example of the collective culture of the game.
Social Hierarchy, Competition, and Cooperation
    WoW Insider is a newsblog that is updated daily with different articles about updates to the game, new strategies, helpful hints, and opinion columns. Players can participate in the discussion by commenting on articles and other posts. It is meant to be a game guide and strategy tip newsgroup, the articles often provide a from-the-source explanation of the rules and norms to follow while playing, and also the current topic of discussion among the WoW gamer community.  
    When the new island became available in the game, article after article described the new features, where to purchase certain items, how to beat the new levels etc. (Preparing for Wrath Day 2: The dying wallet, Nov. 2008). In the same way that Seventeen and other various women's magazines might discuss the 'trends' and hot topics in the hegemonic female world, so too does WoW Insider provide gossip on the latest addition to the game, the new event going on, and the rewards you can receive. They provide an idea of how others are participating in the game, allowing you to have input  in the community.
    These sites play into the consumption of the game by showing how interested and involved other individuals are, and how engaged they are with it. They give you their strategies and tips, they solve all the puzzles for you, and they provide the easy, less annoying route through the game. In this way, there is immense participation among players, those that have played for long periods of time, and those that have just begun playing in the last year. Creating a social hierarchy in which the number of characters and their respective levels become determents in your social place in the gaming community.
    At the same time they provide a network to compare yourself socially to the abilities and skills of others online. Posting a new score now means more than a personal record, it could be an internet best. There can be often intense competition between individuals that are at a much higher level of play than most others. The King of Kong: A Fist Full of Quarters, a documentary directed by Seth Gordon, captures the spirit of this competition. In the 1990s Donkey Kong, one of the original arcade games created became an intense competition between two men. The game requires a delicate skill of understanding the game, mastering the techniques, and testing your own fortune. The movie, and their fame in the video game community raise them to level of quasi-heroes among gamers.
    This competition and easy access to game insights leads to a highly cooperative community.  One's own participation in these tips and guides is optional, and it adds another element of participation to the game. Within the community these practices are not looked down upon. In fact, they are so widely used that they have become a part of how the game is played. This social hierarchy of a competitive, yet cooperative culture provides the backbone of the participatory nature in gaming culture. An online community allows for participation and engagement on a much grander scale than has ever been possible.
The Importance of Gaming
    This gaming community is not limited to the World of Warcraft online network. In fact, WoW Insider has a sister newsgroup that provides the same information about all games, and the latest updates pertaining to all different types of video games. While some games have the level of participation and online community that WoW has, most of the console games do not. Instead, for the gamer that bounces between many games, as most do, it provides a broader picture of the gaming as an industry.
    There are many different types and classifications of games. Each has their own pros and cons, each has their relative level of ease based on availability of limited game resources, their level of punishment, and pre-determined objectives. They each have their own rules. Every game you play has certain elements that always hold true. In shooter games, like Halo, there is always another target to attack. In side scrolling games, like Super Mario, there are always more enemies to jump over or onto. You always have a set objective based on a set of rules.
     By having to conquer it, the gamer is forced to challenge it. Finding the loopholes and shortcuts is a hidden reward of the game that saves time and frustration, and allows you to experiment with the game's ideology. By testing the limits of the plausibility structure, it allows the player to a learn new strategies for critical thinking and problem solving. These are valuable tools to learn in the age of technology where cost is time, and time can be minimized through technological knowledge.
    For this next generation of youth, a new type of education will be required. No longer is the memorization of facts and bits of knowledge valued. Instead, an ideal employee is one who has excellent problem solving skills, quick reaction times, and knowledge of how to manipulate data and most importantly, how to connect it to your own real world situation. In the age where the internet has all the information we could ever need at the touch of a button, students have new skills to learn.
    Video games teach these skills remarkably well and will be extremely significant for the success of some, and the increased separation of those who are privileged to learn such skills and those that were not. While perpetuating the current inequality in our education system, the future of bureaucratic operation will require an understanding of the cooperative nature of the online community to find information and solve problems efficiently.
    With a broad understanding of the intricacies of gameplay, players begin to see a pattern of questioning ideologies, teaching them to use their problem solving tools on current events. Some see political ideologies exemplified through the simulation and experimentation with real-world ideologies (Parker, 2004). While the simulation is exceptionally life-like, the gamer is able to differentiate between the game and reality, because in order to master the game, one must master the game reality. By seeing many games with similar objectives, it is possible to see a pattern of satire and social commentary that provides another level of entertainment for the player.
    Left for Dead is a game that recreates common plot structures found in films. It allows you to play as the lead role in your own narrative story, with shockingly realistic graphics. When you enter the preparation room, lit only by the flashlight your character is holding, you must scour the room for ammunition and health packs. Supported by your three other computer generated teammates, you travel through a town taken over by zombies, killing every person you come into contact with. There is a certain element of training that happens in the first few levels, as your computer generated companions teach you the battle basics, which are realistic for wartime tactics. They help you take out enemies, cover you in emergency situations, and can help heal you. Through making this socially realistic, they have simulated how life might actually be in a wartime scenario. But because, the topic is discussed through a social commentary lens, it overwhelming shows the horrific nature of war and invokes an element of fear and understanding. If we are to engage in two wars, we as citizens should see for ourselves what war looks like, and what war sacrifices.
    The online gaming community can also become the stage for political mobility and political tensions. In Henry Jenkin's online blog, he outlines an online protest within a Chinese game. There were pro-Japanese symbols displayed, and anti-Japanese sentiments expressed by the Chinese players within the game. In the largest protest ever recorded in a Multiplayer Online Role Playing Game (MMPORG), roughly 80,000 players overwhelmed a server in reaction to an in-game mural resembling the Japanese flag. The clashing of these two ideologies through virtual space had real consequences on the social construction of Chinese culture, the participatory gaming culture, and is impacting the future possibilities of a world wide network of cooperation and collaboration.
    It is unsurprising that these events occurred on Chinese and Japanese servers before American and European servers. These countries have a more established technology and gaming culture, their online communities and networks are more sophisticated than their Western equivalents. Also, as the political situation in China and the official government reaction to video games is a negative one, therefore, citizens are seeking an outlet for this unrest. These differences in parts of culture, create an unstable online world, and one that is ripe for anonymous players to express frustrations and to construct their participation in politics through experimentation in gaming culture. Through a unique combination of cooperation and tension, video games and their online networks could play a major role in the future of political mobility.
    In my online gameplay on November 4th, during the historic election of Barack Obama, and even days later, players were discussing different controversial issues in the campaign. There were  topics discussed, such as what it means to have a black president. In a face-to-face conversation, these types of discussion may have been more difficult for individuals, particularly white individuals, to discuss in the flesh. However, in an anonymous online world, there are less negative consequences for individuals who cross the border on acceptable topics of conversation. It should be noted that in each of these circumstances, those discussing maintained a calm discussion, simply asking opinions and not offering hate as a solution.
Discussion
    Through challenging one another's participation in the game, commentary on real world issues, and the ideology they have created for themselves, video games allow for an experimentation and challenging of real-world social norms that would otherwise be difficult to construct. They foster collaboration, critical thinking, and allow individuals to express themselves in a uniquely human way. Whether or not digital gaming is considered an acceptable form of play will not deter players from continuing their participation.
    Many may argue, as the speaker in the opening paragraph notes, that playing WoW has a negative effect on many individuals lives. It is true, there are many cases where individuals make real world sacrifices for a virtual game. For example, it has been noted that you can buy in-game money on eBay with American Dollars. There are individuals that play the game continuously, because it has no final ending. Instead, Blizzard continues to expand the game every few months, continuing a never ending cycle of revenue for themselves (a subscription costs $14.99 per month).
    These are real world negative consequences to playing this game. However, these negative consequences can be minimized. We as a society need to ask ourselves whether or not it is ethical for a company to create a game that never ends, that continues to draw young people in with flashy updates and additions. It may be easy to blame a game for the social problems that happen as a consequence, but perhaps the overuse of these games are simply a symptom of a larger systemic problem.
    Why is it that an online virtual world is more appealing than the real world? Have we lost the ability as a society to engage our youth? While there are notable benefits to having online capabilities and skills with technology, most would agree that we as a society do not want to live our lives completely online. Therefore it is time we reevaluate our education system, and the way we treat young adults and play in our society.

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