Dear Steinkuehler and Williams,
Your article “Where Everybody Knows Your (Screen) Name:
Online Games as ‘Third Places’” gave a very interesting view on multiplayer
online games. Most people
including myself would simply take games for what they appear to be, a
game. However, you prove that they
can be much more to people.
Parents always want their kids to get outside to play because they see
video games as a waste of time that offers nothing actual life does. The MMOs that are available to us today
offer us so much more including a type of social engagement. Instead of seeing these games and
worlds as a complex fantasy, they’re actually much more relevant to people’s
daily lives than those on the outside perceive it to be. Until I started using Second Life, I
could never understand some of these things but you really are right. You said, “By providing spaces for
social interaction and relationships beyond the workplace (or school) and home,
such virtual environments have the potential to function as new (albeit
digitally mediated) third places similar to pubs, coffee shops, and other
hangouts.” Kids aren’t simply
participating with these online games to complete pointless objectives, but
instead are actually gaining social experiences. Like Facebook and other social networking sites, MMOs allow
the users to use their avatars to interact with both their environment and others
around them. In the past, most
video games meant fictional characters in fake worlds. The MMOs today mean real interaction,
real social networking in a world that’s as real as the people who use it, want
it to be.
Sincerely,
Chris Imperiale
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