A trip to FanFaire
Dear Taylor,
At
first, I was a bit bored by the reading – it seemed like a story about a trip
to a “real-life” version of a computer virtual reality game where a bunch of
computer geeks meet together to discuss fantasy strategies that don’t apply to
real life. In all honestly, I thought of it as borderline pathetic. I was surprised to learn that at this
FanFaire for the game Everquest, held in a Boston hotel, the
turnout was much more varied than I had originally expected. As you describe, it was not a group of
isolated male teen shut-ins, but also included men, women, couples, and various
races and age groups. I was also shocked to learn that the so-called social
aspect of the game was not, as you said, an “add-on”, but a crucial component
to the success of the game. As you
explained “Social connections, collective knowledge, and group action are
central to the individuals experience… Shared action becomes a basis for social
interaction, which in turn shapes the play”. I was also intrigued by your approach to this study. Instead
of just observing the players of the game, and playing it yourself, you looked
beyond the game itself into the idea of these virtual reality games as social
structures. The interweaving of “spheres” between online virtual reality and
offline reality is a concept that I had not even fathomed prior to this
reading.
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