Throughout my time in Second Life, I’ve become accustomed to
certain norms involved in the virtual gaming program. It is a lifestyle all
it’s own, and the users embrace it in a way that makes it more than just a
game, but a place to learn, grow, and meet new people. In Dimitri William’s study of World of
War Craft, he gives it the title of “third place” interaction in an online medium.
I can definitely see this as applicable to many people who utilize virtual
gaming, because not only can you complete quests and find treasures, you can
interact with others, and even continue those interactions outside the online
realm, in a face-to-face setting. Williams reiterates this briefly in his
analysis of Real Life Versus Wow: Social Support, in which he found that most players found social value by
indentifying themselves within a guild. Similarly, in real world circumstances,
associating ourselves with a particular group of people or clique results in a
more in-depth understanding of our social identity. We feel valued when we are
a part of something, such as a club, sorority/fraternity, etc. My experience in SecondLife helped me
find value as being part of a classroom, and a member of a group within the
virtual classroom through the building of objects and rooms with other
members. He notes that the
interaction within the game is a direct result of users personalities and the
coded, “artificial social architecture” of the game world. The mechanics of the game differentiate
it from real world circumstances because the virtual spaces lack organic
qualities. Behavior is constrained
through code that was created to “enable and restrict” users, just as we can do
in the real-world through the use of tangible objects and varying obstacles
(they are similar in that sense).
Because of these codes in the game, users become more inclined to lash
out in rebellion, or be creative with tactics to create new codes or crack the
one’s already in place (much like we do trying to find loopholes in rules and
regulations in the real world).
Coding directly effect’s users as “the structure and rule set of the
game world have a clear impact on what kinds of people play, what they do, and
how and why they interact with one another”. In terms of Williams’ topic The
Role-Play Factor, I feel as if a majority
of users use online gaming worlds as an escape from their real life. I myself
tried to keep my Avatar as close to my real-self as possible, but I can see why
people would do otherwise, and I witnessed it in more instances than I would
have previously imagined. Bogost
uses videogames and smartphone games to englighten others on their potential to
be educational tools. In
struggling to cope with society and the idiotic implications it creates, he
creates games that force users to understand the challenges and choices other’s
face. I feel that this is both
advantageous and an extremely intelligent approach to online gaming. We are in a technological era, so it is
crucial that we learn to use them in ways that help more than they hurt. While I saw online gaming in virtual
worlds as more of an “assignment” (possibly burden) than a learning experience,
I definitely see how there are ways to use them to educate and encourage
learning and growth, for all ages.
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