GE 4102 Video Game: History, Industry, Society, and Creativity
Transcription
GE 4102 Video Game: History, Industry, Society, and Creativity
GE 4102 Video Game: History, Industry, Society, and Creativity Worlds of massively multiplayer online games World of Warcraft Players complete quests and advance from level 1 to 100 More collaborative play required at higher levels Play against computer controlled opponents or other players Collaborative play against computer controlled opponents Most play require fighting some enemies, but may also include trading, hanging out, chatting, and traveling Buying and selling items Collaborative play against other players Map of area around starting location for humans Northshire, starting location for humans Grinding Ding! Map of area around starting location for humans Stormwind Why do people play a game like World of Warcraft? Bonnie Nardi, anthropologist from University of California, Irvine, described it as an aesthetic experience Art objects have always been closely linked to people’s life However, many have associated artworks with museums and institutions, and overlooked that the aesthetic experience is part of what we do On a contrary, artworks in museums have nothing to do with most of us 10 Lastly, about art as a critique of our society: “[A]rt is sometimes not a direct expression of life, but an expression of its antithesis. The idea, of course, is not in the leisure of which Taine speaks, but in a certain antithesis: art releases an aspect of our psyche which finds no expression in our everyday life. We cannot speak of an infection with emotions. The effect of art is obviously much more varied and complex; no matter how we approach art, we always discover that it involves something different from a simple transmission of feelings. Whether or not we agree with Lunacharskii that art is a concentration of life, we must realize that it proceeds from certain live feelings and works upon these feelings,” In “The Psychology of Art” (Lev Vygotsky, 1922) Monet. An example of expressing life not commonly seen in cities. Units of the aesthetic experience Humans are goal oriented, i.e., we do not act without a goal in mind What drives a majority of people is a form of goal-orientation, and the joy of accomplishing these goals Tasks that are more enticing are those with regular, consistent, and predictable feedback Ways of getting feedbacks in World of Warcraft Players watch the experience bar Experience bar is located at a prominent position on screen But the aesthetic experience is also woven into our social life Is WoW a reflection of our life? According to Dewey, a American philosopher, psychologist, and education reformer, discussed about the aesthetic experience After industrialization, social life changed a great deal A lot of lower and middle class are employed in factories and offices Regular work hours Clear responsibility Often repeated actions that follow corporate policies and procedures Dewey on corporate structure (wrt policies): A [customer] is over-charged, or has some other difficulty with an official of a railroad company. It is … hopeless to look for immediate relief… The conductor … may later correspond with some higher official, and if patience and life both persist long enough, he will probably recover… Hence the individual with a just grievance is likely to entertain toward the corporate the feeling that he is dealing with a machine, not with an ethical being, even as the company’s servants are not permitted to exercise any moral consideration in dealing with the public. They merely obey orders. (p. 503) The same impersonal relation often prevails between employer and employed. The ultimate employer is the stockholder, but he delegates power to the director, and he to the president, and he to the foreman. Each is expected to get results. The employed may complain about conditions to the president, and be told that he cannot interfere with the foreman, and to the foreman and be told that such is the policy of the company… Often any individual of the series would act humanely or generously, if he were acting for himself. He cannot be humane or generous with the property of others, and hence there is no humanity or generosity in the whole system. (p. 501) Most WoW players are middle class Corporate life rarely provides the room for feedback and satisfaction For salary Delayed and indirect Working as a telephone operator Direct and immediate feedback To help a customer Similarly, school life and home life may not provide much of a satisfaction in many regards Typically, only 20-30% of all students can succeed Duran Parsi and his life in StarCraft II Games as arts Games as an antithesis to cultures At work and at school, we can be demoted We could lose our job; we could fail exams In WoW, you may die, but not lose experience points Could “game addiction” be a wider educational problem, i.e., oppression of a large section of student population? WoW players progress linearly, from 1 to 100 levels There is always a sense of progression Players typically level up more rapidly in the beginning, when they have less friends and purposes in the game Leveling up slows down as players turn their attention to other activities, e.g., crafting and collaborative play This experience is also found in other activities A piece of work in finished in a way that is satisfactory; a problem receives its solution; a game is played through; a situation, whether that of eating a meal, playing a game of chess, carrying on a conversation, writing a book, or taking part in a political campaign, is so rounded out that its close is a consummation and not cessation. (Dewey) The aesthetic experience is similar to flow, proposed by the psychologist, Csikszentmihalyi Flow is completely focused motivation. It is a single-minded immersion and represents perhaps the ultimate experience in harnessing the emotions in the service of performing and learning. In flow, the emotions are not just contained and channeled, but positive, energized, and aligned with the task at hand. The hallmark of flow is a feeling of spontaneous joy, even rapture, while performing a task although flow is also described (below) as a deep focus on nothing but the activity – not even oneself or one's emotions. (wikipedia) For Csikszentmihalyi, happiness (lasting satisfaction and fulfillment) does not come from hedonic experiences, e.g., taking drugs or eating Hedonic leads to bodily pleasure, but does not last very long, and does not motivate Flow leads to life long happiness and satisfaction by being able to get into a zone of focused experience Differences between aesthetic experience and flow Aesthetic experience pays attention also to social circumstances and gratification after the experience, i.e., a sense of fulfillment and accomplishment Used as a basis of promoting better educational and social systems Enemies of aesthetic were the inflexibilities of modernity (conventions, rigidity, and coerced submission) that defeat how people like to engage in such experiences Flow refers to the state of mental and bodily concentration—the process itself is gratifying Used as a basis for studying high performance individuals Bonnie Nardi et al. (2006) describes play as a form of collaborative activity Collaboration happens when a group of people work towards common goals In gaming, the goal may be said to be “having fun” “Random” acts of fun in World of Warcraft flirt, dance, drink, hug, joke, smile, laugh, and cheer (e.g., /dance) The prompt says the player “bursts into dance” and the player will begin a genderand race-specific dance While arguments about social life on the Internet have suggested that it may lead to social isolation, or, at best, weak social ties, it is common for WoW players to play with offline friends and family Nardi and Harris, 2006. Strangers and Friends: Collaborative Play in World of Warcraft Players standing in line to attend a guild party Nardi and Harris, 2006. Strangers and Friends: Collaborative Play in World of Warcraft College roommates and friends often play together Two college friends who played WoW in Shihezi, Xinjiang, China WoW can be a topic of offline conversation for people who play together Nardi and Harris, 2006. Strangers and Friends: Collaborative Play in World of Warcraft Nardi et al. interviewed a player named Halbarde, who said: “i think [playing WoW] has made me less social in real life. i will quite often pass on doing things to stay home and play. however, that isn't a bad thing, as before, I was quite the opposite and was having to learn to be by myself and enjoy my own company.” In our society, there is a social bias seeing online relationships (e.g., playing WoW) as having less quality than offline relationships (e.g., attending a party) Debatable What could online relationships do that offline relationships could not? What kinds of relationships are formed in World of Warcraft Persistent communities, for example, guilds One-time collaborative “knots” unique groups that form to complete a task of relatively short duration (e.g., attending a seminar) WoW instance run involving up to five players Even though WoW involves only online relationships, it still requires players—strangers and friends—to develop collaborative structures Highly organized collaborations involving guilds Short-term, weakly organized, collaborations involving temporary groups WoW may lack a deeply cultural, historical-based, sense of communities (e.g., village life) Gemeinschaft is a form of intimate, close relations of a group of people who know one another well and share history and tradition WoW communities are more fragile than gemeinschaft But these online relationships are also more flexible; relationships within gemeinschaft may require long term commitments (e.g., brotherhood) and are unsuitable for the online environment socializing in WoW is brief, lightweight, informal fun; players are free to seek out other games they may enjoy World of Warcraft as a social performance Performance: An activity that requires constant attention and skill https://www.youtube.com/watch?v=12TuK6MacNU As players begin to play more collaboratively, social rules began to emerge so as to ensure a congenial environment Examples of basic rules 1) No spamming in public channels, including participating in "anal, murloc or Chuck Norris" jokes. 2) Guild tabs are for guild member use only. Do not send items to nonguild alts or sell on AH or to vendors. 3) No begging in guild or in public channels 4) No profanity... family guild. 5) Please keep religion, politics and sexual content out of guild chat. 6) Send a mail to Mystrea agreeing to follow these rules within 24 hours of joining. Examples of high level group rules Recruitment Applicants have to be at least level 85, be outfitted to match the guild's needs (including, but not limited to, class, equipment, talents), and be able to keep up at least 80% attendance. The minimum age is 18. Recruitment is currently the responsibility of the guild leadership, although members are asked to recommend strong players. A trial is added to the guild and given the rank of squire. After approximately 1 week a topic will be created on the forum where the squire's positive and negative aspects can be discussed. After at least 4 weeks the squire will be either promoted to knight or removed from the guild. The guild masters ultimately decide, but they are required to listen to the officers and any knight of the same class before deciding. Raiding You are not allowed to join non-guild raids to the current top-end 25man instance. An exception is made for alts, and for knights after we have cleared the instance. Our usual raid schedule is as follows: Sunday - Thursday 19:30pm - 24:00pm. This depends on the amount of raid content available. Ingame raids are open for invites at around 19:00. The GMOTD will reflect this and specify the name of an officer that is currently the raid leader. Whisper 'inv' to this officer to get an invite into the raid. You are expected to join at least 80% of the raids. If you are unable to join the raid for a longer period, please notify the leadership beforehand. If you do not, you risk getting demoted to social, or removed from the guild. To improve raid efficiency, the leadership may remove and invite guild members of any rank to the raid at any time. Mods that help to enforce rules CTRaidAssist (CTRA) Tl Taylor, a game researcher, observed that after a bad raid, her guild leader began to enforce rules: “I am going to be watching his [the next monster’s] target and if I see one of you agro him you are getting minus DKP [dragon kill points, a cumulative reward system guilds often use].” DKP is a form of performance indicator used in WoW At its heart, CTRA is very much a surveillance tool Leaders can monitor how much damage its group members are dealing and the equipment they had brought into raids What if a player does not want to install a the CTmod? Now that feels like work! Hard to divide between work and play Play A subjective experience of freedom An absence of social obligation and physical necessity A subject experience that is absorbing, compelling, or pleasurable Occurrence in a separate realm sometimes referred to as the magic circle For top students, studies could be like play But for bad students: “night ppl [people] c u [see you] after the first day of hell I mean skool” WoW could feel like work in some circumstances “i do more homework for wow than I do for school lol” Another player observes “[Games] hire us for imaginary, meaningless jobs that replicate the structures of real-world employment… If games are supposed to be fun… why do they go so far to replicate the structure of a repetitive dead-end job?” Some Chinese players said: Peng: Our guild is like a work unit, you belong to a certain team. Chui: You have to participate [in raiding] everyday from 7 pm to 12 pm. That feels like work. Lefen: It is very exhausting to participate in regular guild activities, especially for classes whose task is to watch the combat for a very long time. Thus, after finishing a guild activity, we are too exhausted for anything else. This often degenerates into a “class conflict” between expert and novice players, as a guild master summarized: “So where does that leave everyone? People are free to remain here or to go their separate ways if they so choose. If guild is more important than raid to you, that is fine. If raid is more important than guild to you, that is also fine. It’s your game, you choose how you want to play it.” From my own casual (unscientific) observation, guilds began to require more rules at about 100 members, and conflict begins to emerge at about 200 members Guilds with more than 300 members are much more formal