Dear Constance Steinkuehler and Dmitri
Williams,
I think it is evident that the social
and civic life in America declined once the rise of television
occurred, so one would assume that Internet-based media would
likewise be the same. However I love how you exposed this paradox by
supporting the positive aspects of MMOs by arguing that “the
Internet's capacity for connecting people across time and space
fosters the formation of social networks and personal communities and
bridges class and racial gaps.” It definitely sheds a different
light to how we assume that MMOs isolate us from social activity when
in reality it is actually connecting us to the world. I would have
never thought to compare MMOs to pubs, coffee shops, and other
hangout settings, but the things we do in person at these places are
the same as what virtual users do in MMOs.
There is such a hype about Harry
Potter and Lord of the Rings because they present an alternative
world found in science fiction or fantasy literature. People want to
be immersed in this escapist world and possess powers that the
typical human being cannot have. MMOs provide that direct
interactiveness to this third place appeasing the desired “escapist
fantasy” and providing “social realism.” Human beings are
social creatures, and this third place provides an additional channel
for people to socialize with besides in the workplace or at home. I
feel like I wouldn't necessary compare MMOs to be a home away from
home because although it can be a place for spiritual regeneration or
provide a feeling of possession, ease, and warmth, it's still a vast
world of uncertainty. It's interesting how third places are defined
as neutral grounds where individuals can enter and leave as they see
fit without having to ask permission or receive an invitation, but
virtual users often have difficulty leaving because they get sucked
into and addicted to MMOs.
Sincerely,
Clara
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