Friday 20 September 2013

Final Essay

 Compare the economic and social world that video games conjure with the real world today. How close are these imagined worlds to our world, and what are the ramifications of participating in these virtual environments in regards to human communication?

Repeated consumption of new forms of communication is ensured by the societal constructs from the real world which are crucial systems involved in the large communal situation of online digital spaces. The academic analysis of familiar elements in these virtual worlds allow for a greater understanding of why participants will invest time, money and effort into an environment which mimics real world behaviours and situations. By analysing World of Warcraft's similarities to real world economic and social systems we can discern that virtual worlds stand as an extension of the real world. Just as forms of entertainment stand as a reflection of cultural values of the time, digital spaces must be created with familiar elements in order to be widely adopted by the population. The theorised bleeding between reality and cyberspace is being reached by familiarising users with large scale online games; thus making way for the preference of the illusory over the real (Torikian 2010). The purpose of this essay is not to predict that video games will become a future permanent location in which players time is entirely invested but to suggest that this new communication technology will pave the way for future adoption of virtual reality and cyberspace (Lupton 1995).

Blizzard Entertainment's World of Warcraft (WoW) is an example of a virtual space which demands a large investment of time and money. WoW is a Massively Multi-player Online Role-playing Game (MMORPG), a genre existing to incorporate elements of story and adventure from role-playing games and apply them on a massive scale where friends can face challenges and overcome them together. The game serves as a gigantic social platform (the massively multi-player component) and it does not adhere to the same goals as more traditional video games which maintain either a score or end goal. WoW's capability for thousands of players participating on a single server provide a different measure for achievement, this measure as in the real world is often defined by gold. Some players maintain that their only goal is to experience the story or world or to socialise with others, this is often true however it is the implementation of a defaulted capitalist economic reality keeping players invested (Rettberg 2008).

The business model of all MMORPG's as forms of entertainment require a large investment in time and money from the player. Given the relatively low cost of buying into this world (the game also implements a free trial system), the main source of income for Blizzard is the monthly subscription fee required for a player to log in to the game world. A key way to keep players invested is providing a sense of immersion and escapism. WoW provides a 'capitalist fairytale' in which progression is fuelled by consistent rewards, as long as effort is applied (Rettberg 2008). This is contradictory to the real world economy however as we do not live within a perfect capitalist environment, the real world is steeped with failures and unpredictability unlike that of the 'safe' digital world. WoW also makes an attempt at avoiding typical social binaries and adopting a morally grey 'truce' (players may still fight one another in sanctioned player vs. player zones) between the two player factions the Alliance and the Horde. Both factions harbour varied races which have been warring against one another for generations but are never positioned as good or evil. This demonstrates a possible outcome of virtual environments bridging morals, values and demographics and providing a connection not previously possible on a wide scale (MacCallum-Stewart 2008).

A major theme in the work of novelist William Gibson was the separation of the human mind from the body in a kind of immortal ascension into a digital space. WoW's main purpose is to keep players invested rather than provide a world that one can enter and influence with great purpose. Blizzard developers (programmers) maintain control over the virtual space, running servers, maintenance and providing updates. The large scale expansion 'Cataclysm' completely overhauled outdated content that was no longer relevant chronologically. The trailer shows the transformation that occurs between the original 2004 content and the updated content which essentially overwrote the old (Blizzard Entertainment 2010). This change was implemented as a feature to maintain immersion for long term players by providing a sense of an evolving 'real' world. As players grow older they feel that the game world progresses with them, inviting them to return as if they had never left and enforcing the concept of WoW as a 'deterrence machine'. The term coined by famous simulation theorist Jean Baudrillard states that the role of these worlds is to defer users from real life and create a kind of dystopia in which the program rules and our bodies lose their role entirely (Crogan 2007). The crafting of these types of digital environments prepare human beings for the possibility of complete integration within cyberspace.

Mortensen (2008) describes the coding of WoW's development plan as a construct only changeable by the programmers who act as an external source of rules for the player. These programmers provide rules and constructs similar to those of the real world such as the passage of time, gravity and speed. Given the success of WoW one can assume that such wide popularity can only be achieved when following similar rules yet limited in their capacity in order to streamline the experience of life, often resulting in the games being experienced as 'better than real life' (Aupers 2007). The game world progresses with a 24 hour day cycle, yet you do not have to eat, sleep and rest; it is in this way that the digital world is an extension of real life. It is interesting to note that there are players that enter the world without the aim to take on the role of their character or to socialise but to simply exist in it. It is rather concerning then that people will spend more time in a deliberately more limited digital space and would even consider the possibility of virtual reality when that technology reaches its pinnacle.

Certain academics use WoW as a testing ground for ideas, a kind of playground where mechanisms can be analysed and player behaviour can be monitored and reflected upon for real world application. Corneliussen and Rettberg (2008) acknowledge that all essays collected in 'Digital Culture, Play and Identity' were provided by members of an in-game guild inside of WoW. They met in the virtual world to study the very same virtual world, this highlights a startling parallel between the real and digital in which one must participate within the culture to critique it. Filiciak (2008, p 88) notes MMORPG's as the 'first interactive mass medium to unite entertainment and communication in one phenomenon'. Both interaction and communication have always required a strong sense of identity that has not changed since the modernist era. Examples such as WoW generate populations the size of cities creating new identities in the form of 'avatars' and so is worthy of study.

It is interesting then that the most 'human' behaviour in WoW occurs during unpredictable circumstances. On September 13, 2005 a programming error found after a patch update resulted in the deaths of thousands of player avatars, although death is not permanent in game it is still an inconvenience at best. The incident was named the Corrupted Blood 'epidemic' due to its similarities to real world epidemics. The problem began when a debuff (negative effect) from inside a confined 'instance' on the affected servers made the transition from inside the dungeon and into the general population of the game world. Once a player left the instance the condition would spread to other characters that came within a certain radius of the other. This led to a rapid spreading of the plague once the player entered a capital city, the most heavily populated areas of the world. This unpredicted event resulted in players behaving instinctively as if it were a real world situation. Healers would come to the cities and heal the afflicted, those that could not help would flee the populated areas to avoid all contact. These behaviours were so surprising to academics that there were studies performed and documented in medical journals on this event and was taken quite seriously as an example of how humans would behave in such a situation (Lofgren 2007). Players would continue to participate in the game until the issue was fixed a week later. This problem also highlighted the fact that human beings were clearly determined to stay inside a digital space that was tearing itself apart rather than the real world.

Blizzard took incredible care in creating a world that would require player investment, through the games reward system to its artistic direction, every choice was made to immerse the player in a digital environment to supplement their own reality. User's choose to dedicate their own time to the world even when situations in the digital space have negative connotations for the user's in game identity. By researching these phenomena we are able to predict what is required of these digital worlds to incentivise users to maintain their identity exclusively in a virtual environment and separating their mental and physical realities.

References

Aupers, S 2007, '”Better than the real world”: on the reality and meaning of online computer games', Fabula, vol. 48, no. 3/4, pp. 250-60, viewed 10 September 2013, via ProQuest Central database.

Cataclysm reveal 2010, online video, Blizzard Entertainment, Irvine, California, viewed 17 September 2013, <http://us.battle.net/wow/en/media/videos/?keywords=&view#/cataclysm-reveal>

Corneliussen, H & Rettberg, J 2008, 'Introduction: “orc professor LFG,” or researching in Azeroth', in H Corneliussen & J Rettberg (eds), Digital Culture, Play, and Identity: A World of Warcraft Reader, MIT Press, Cambridge, MA, pp. 1-15.

Crogan, P 2007, 'Remembering (forgetting) Baudrillard', Games and Culture, vol. 2, no. 4, pp. 405-13, viewed 13 September 2013, via Sage Publications database.

Filiciak, M 2003, 'Hyperidentities: postmodern identity patterns in massively multiplayer online role-playing games', in M Wolf & B Perron (eds), The Video Game Theory Reader, Routledge, New York, NY, pp. 87-102.

Giddings, S 2007, 'Dionysiac machines : videogames and the triumph of the simulacra', Convergence, vol. 13, no. 4, pp. 417-31, viewed 4 September 2013, via Sage Publications database.

Lofgren, E & Fefferman, N 2007, 'The untapped potential of virtual game worlds to shed light on real world epidemics', The Lancet Infectious Diseases, vol. 7, no. 9, pp 625-9, viewed 12 September 2013, via ProQuest Central database.

Lupton, D 1995, 'Cyberspace and the world we live in', in M Featherstone & R Burrows (eds), Cyberspace/Cyberbodies/Cyberpunk: Cultures of Technological Embodiment, SAGE Publications, London, pp. 97-112.

MacCallum-Stewart, E 2008, '”Never such innocence again”: war and histories in World of Warcraft', in H Corneliussen & J Rettberg (eds), Digital Culture, Play, and Identity: A World of Warcraft Reader, MIT Press, Cambridge, MA, pp. 39-62.

Mortensen, T 2008, 'Humans playing World of Warcraft: or deviant strategies?', in H Corneliussen & J Rettberg (eds), Digital Culture, Play, and Identity: A World of Warcraft Reader, MIT Press, Cambridge, MA, pp. 203-23.

Rettberg, S 2008, 'Corporate ideology in World of Warcraft', in H Corneliussen & J Rettberg (eds), Digital Culture, Play, and Identity: A World of Warcraft Reader, MIT Press, Cambridge, MA, pp. 19-38.

Torikian, G 2010, 'Against a perpetuating fiction: disentangling art from hyperreality', Journal of Aesthetic Education, vol. 44, no. 2, pp. 100-110, viewed 13 September 2013, via Project Muse database.

Thursday 12 September 2013

For my essay due on the 20th of September I will be discussing the topic of video games in regards to real life social and economic simulation and their impact on our transition into cyberspace. 

I have derived my question from the Cyberpunk essay topic:
Choose a cyberpunk story or movie. Compare the economic and social world it conjures with the real world today. How close is this imagined world to our world and are we moving towards the imagined world or away from it?
Instead of analysing characteristics of cyberpunk stories I will be looking at certain features of video games (particularly online video games) that reflect real world occurrences as well as video game situations that act as simulations or experiments for future events.

The main example for my analysis will come from World of Warcraft. A game that I have both played and studied in the past. An example of an event that both reflected real world events and served as an analytical piece of information to be studied was the 'Corrupted Blood Incident', a virtual plague that was even looked at by medical academics as an indicator of what would occur in a real world plague (Lofgren, 2007). After this unpredictable event there was an increase in the number academics utilising virtual environments to simulate real world economical, political and survival situations.

So if I were to re-work the original cyberpunk question it would be something like this.
Compare the economic and social world video games conjure with the real world today. How close are these imagined worlds to our world and what are the ramifications of virtual environments closely resembling reality?

Lofgren, E & Fefferman, N 2007, 'The untapped potential of virtual game worlds to shed light on real world epidemics', The Lancet Infectious Diseases, vol. 7, no. 9, pp 625-9, viewed 22 September 2012, via ProQuest Central database.