Showing posts with label digital culture. Show all posts
Showing posts with label digital culture. Show all posts

Digital Culture, Play, and Identity: A World of Warcraft® Reader Review

Digital Culture, Play, and Identity: A World of Warcraft® Reader
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Digital Culture, Play, and Identity: A World of Warcraft® Reader ReviewLike many anthologies, this one is uneven. Nevertheless, it contains some very interesting articles, especially about gender and culture as expressed in World of Warcraft.
My problem with the book, however, is that it purports to have a sort of dual viewpoint, being that all the academics writing about World of Warcraft here are also players. The problem is that none of them, as far as I can tell, have achieved level cap and immersed themselves in the endgame.
Like many MMORPGs, World of Warcraft is many games all rolled into one. There is the leveling game (where you take a new character and head off into the world to have adventures, gradually gaining strength and power as you defeat various challenges). There is the player-vs-player game, where you engage in battles against other players, either in groups or solo. There is the professions game, where you learn to create items in the game and get gradually better and better at doing so, until you can (if you wish) create a business providing services for other players. There is the economic game, where the goal you set yourself involves making as much game money as possible. There are games related to earning what are called Achievements (although these did not exist when this book was being written), and thereby earning yourself titles and/or items such as special in-game pets or mounts.
And there is the raiding endgame. In the raiding endgame, you reach the level cap and play around in small group encounters, gaining skill and gear until you are ready to join larger groups of players, setting off into some of the most intricately designed content in the game. The encounters there are complex and require serious coordination between largish groups of players to defeat. (To give you a sense of the complexity involved, there are some encounters that have taken groups of 25 people numerous attempts to defeat -- and by "numerous", I mean three or four hour sessions twice or three times a week for a month or more.) The organization required to put together a raiding team and keep it going strong for months on end is not trivial.
Most World of Warcraft players at least try out the raiding game; some of them define themselves in part by their refusal to play that game. Different players take different approaches to this raiding game. Some define themselves as "hardcore" and treat the raiding game almost as a job (and they require a group of people to raid with who share the same approach, with the necessary level of organizational infrastructure to support such an approach). Others define themselves a "casual raiders" who seek to experience raiding content as part of what they do, without in any way treating it as "another job". Since the fall of 2008, the raiding game has been available to most players who are at the level cap, at least in a very casual way.
While one can certainly play World of Warcraft without ever raiding, no one can accurately describe the game or the social groups that develop within it without discussing raiding. The vast majority of the authors in this anthology have not reached level cap, and those that have (for the most part, and by their own admission) have hardly scratched the surface of this important part of the game. So much of the game design is built around raiding, so many of the social structures are organized around this activity, that it's hard to take seriously a book about World of Warcraft that doesn't address it.
On the other hand, it's a relief that these authors did not write about something they haven't experienced. Most people who have raided, whether they still do so or not, will confess that it's not really what it looks like from the outside. People raid for a variety of reasons, and the groups they form to support their raiding habits vary a great deal in response to their motivations. It's tiring to read about "raiding" when the writer has obviously never done it, and can't evaluate for herself what her informants tell her about their experiences doing it.
At the same time, the lack of substantive consideration of the "raiding game" leaves a big gap in this book. It's as if someone were writing a book about Major League Baseball and chose to act as if the American League simply did not exist. It's hard to get a real sense of World of Warcraft if you don't talk about the endgame (that is, the things people do in the game once they have reached level cap and determined to keep playing), yet the authors are largely not able to do that, since they haven't gotten there yet.
That's a shame, because the dual-lens of player + academic is a valuable one, and I wish that this book had not ignored such a big part of the game.Digital Culture, Play, and Identity: A World of Warcraft® Reader OverviewExploring World of Warcraft as both cultural phenomenon and game, withcontributions by writers and researchers who have immersed themselves in the WoWgameworld.

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Exodus to the Virtual World: How Online Fun Is Changing Reality Review

Exodus to the Virtual World: How Online Fun Is Changing Reality
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Exodus to the Virtual World: How Online Fun Is Changing Reality ReviewI read and thoroughly enjoyed Castronova's first book on the subject: Synthetic Worlds. And, as in SW, Castronova is at is strongest in Exodus when he explains the "realness" of virtual worlds. The main thesis of Exodus is that because synthetic worlds are more fun, people will increasingly choose to spend time in them over the real world, and that, eventually, the real world must remodel itself, taking cues from virtual worlds; eventually the real world must become more fun. Exodus, though it has a few interesting new contributions, is terribly repetitive book that takes way too long getting to the substantial points. When it finally does, it is shallow in its descriptions and analyses of how, exactly, the exodus to synthetic worlds is going to radically affect the real world.
The biggest flaw (among the several I found in the book) is Castronova's thesis itself - that the real world will eventually have to model itself on synthetic worlds. The flaw is evident in his use of "migration" as the metaphor for what's going on with synthetic worlds. He explains that a family migrates from Old Country to New Country, and then tells its friends back in Old how great New is. Eventually, after hearing how great New is over and again, those that stayed put in Old put pressure on their government to change the country, to make it more like New. Castronova provides no historical examples of this, and I don't know my history well enough to know if this is how it has happened in the past, but the flaw in the metaphor is, and Castronova admits this himself, that the synthetic migration isn't physical, and therefore not permanent. It's super-easy to switch from real to synthetic, or among various synthetic worlds. This undermines not just his metaphor, but his entire argument...
A better metaphor, one that incorporates the ease of movement between places/activities, would be engagement in different activities, like sports: I play baseball when I want to hit home runs; I play football when I want to score touchdowns; I don't complain that I can't hit a home run in football. Or even more broadly: I go to the gym to work out; I go to the library to study. I don't complain that I can't run on a treadmill in the library. Why wouldn't this be the result of synthetic worlds? I hop into WoW to partake of the "good vs. evil" shared lore. I hop into SL to sell virtual real estate. I hop into the real world to go for a run, eat lunch, take a nap, kiss my spouse. Why should I expect to be able to do any of these things in the other worlds? Once it's established that the synthetic worlds provide fun, and that the real world does not, why/how does it follow that the real world must aspire to be more fun, like synthetic worlds? Why would I demand that the real world also be fun?
Castronova's argument that people will go where their utility is highest points to the same problem in his argument. He thinks synthetic worlds provide the highest utility, so off people go. But it's not as simple as "the world with the highest aggregate utility wins." There are different goods to be achieved in different worlds, so people will always come back to the real world for the goods that only it can provide (Castronova raises the issue of childbirth/rearing in a different context, but I think it's an adequate example of what I'm talking about here). Now, maybe some day in the future it really will be possible to hook up electrodes and "virtually" experience things we once thought we could only experience in the real world: eating a cheeseburger, having sex with our partner, giving birth to a child. But I think we are far from that point and can still easily say that there are just some things that we can only do in the real world. It seems more likely to me that we'll end up in a future where we go to synthetic worlds for fun, but still come back to the real world for other activities, even if they aren't fun.
Exodus to the Virtual World: How Online Fun Is Changing Reality OverviewVirtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

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