A paper I turned in today:
Online communities
have become an integral part of everyday life for much of the population of
this planet. These communities range in
purpose and population as much as if not more than communities of the physical
world. The virtual worlds can introduce people
who would never have met in the real world.
For an example, a single mother can play an online game with a college
student. People then found friendships
based on the game that can be stronger than some friendships created in the
real world. Although they realize the
world is virtual and not real, countless hours are spent in it with friends met
ingame. In some cases, more time could
be spent with friends met online than with friends that a user has met in person. Virtual communities can also be a way for
friends made in real life to keep in touch even though they may live thousands
of miles away. They can still share
experiences and have fun together on a regular basis without the expense of
travel.
Not only do online
communities vary in types of people that play, they also vary in the types of
environments that it creates for people.
Generally the worlds are created for a video game of some sort. The worlds can be text-based or graphical. They can be dark and gritty or brightly
colored and upbeat. The era that the
world exists in can be the beginning of time or the distant future. The environment does not only apply to the
visual features of the world. The
environment created by the programmers determines if the purpose of the
experience is to merely talk to friends or to kill members of the opposing
team. The purposes created by the
designers provide another location for users to perform real world
actions. Games such as Second Life
create a place like a virtual mall for teenagers or a cyber-club for older
people to gather to socialize or even develop relationships. The war games that have been created are not
so different from kids playing cowboys and indians or a game of dodgeball on a
college campus.
The Internet has
really begun to change the definition of the word “community.” Traditionally, a community has been closely
related to one’s physical location relative to others. There was the community of one’s neighbors or
the town. One could call their workplace
a community. Although people may live
some arbitrarily long distance away from one another, they are in relatively
close proximity to one another for forty hours a week. In all of these communities, individual
members who know one another have met in person and know each other’s real
names.
In online
communities, users are not limited to such things as location or even real
names. Online, one can easily pick up a
handle, or pseudonym, that can easily identify the person but does not reveal
their identity in the real world. As far
as location, in one community there are players from the United States, United
Kingdom, Belgium,
and Australia
among others. This global community is
not uncommon in an online community.
One of the largest
sets of online communities is the online gaming community, which has extended
its reached far and wide. In these
virtual worlds, people can gather with others from around the planet to go on
amazing raids or upgrade their characters.
While online, they can make friends they may never meet in person as
they immerse themselves in other worlds.
The worlds can be text-based or feature beautiful graphics. Two such games include World of Warcraft and
Cybernations. World of Warcraft is a
massively multiplayer online role-playing game, or MMORPG, in which players
create a character to upgrade and go on raids.
Cybernations is a text-based nation-building game.
One similarity
between World of Warcraft, or WoW, and Cybernations is the way in which both
games join people together to achieve similar goals. In World of Warcraft, people can temporarily
create parties to help each other complete raids. The parties can last for the length of the raid
or can span multiple raids if the group dynamic is strong enough. Characters can also trade with one another
for needed goods or services.
Cybernations has a similar structure.
Nations gather together to form alliances to aid in building and
protecting their own nations. The game
is also designed with a feature of tradable resources that improves one’s nation. It forces those who want to maximize the
improvements of the nation to communicate slightly with others playing the
game.
Although people
interact with others in these games, does it create a positive or negative
reaction? How does this anonymous
interaction in artificial worlds affect the social skills of those that use
it? Finally, how anonymous is this
interaction?
The interaction between
those involved with online games can be either a positive or negative
experience depending on the nature of the experience. It can be a way to widen one’s world through
new medium. This new process of
communication can be seen as a new, advanced version of a pen pal. Not only can a user write back and forth, but
both members have a mutual goal to attempt to reach. Both parties can then collaborate towards
that goal. Furthermore, a large group of
people can receive the same message and communicate at once. It is as if one can have as many simultaneous
pen pals as they desire. They can then
send the same message to every pen pal with one keystroke. In this way, one can see many different
personal views from all over the world in an instant.
World of Warcraft
allows a player to grow and experience leadership opportunities through the
guild system. Guilds are “groups of
players banded together in an in-game organization for various reasons”
(Cabatingan). The structure of the
guilds can be as varied as governments in the real world. The guild that Mr. Cabatingan is a part of,
known as Prevail, has a basic leadership that fulfills the needs of the
guild. It contains a Guild Master,
recruiter, raid organizer, and offensive and defensive coordinators. The group is well organized and sociable
amongst themselves. The group has set up
a forum outside of the game in addition to in game conversation to have a
central location to communicate and have fun.
The board does not only include discussion about the game. It also includes threads about random topics
that amuse the users on the forum.
With Cybernations,
one can learn about politics. The
alliances can act similar to any governing body except events occur at a much
higher rate. The length of terms of
leaders of each alliance usually last a few months depending on the charter of
a particular alliance. However, alliance
leaders are generally elected for multiple terms. In the alliance known as the United
Commonwealth of Nations, elections were recently held. Leaders presented their views and political
parties were formed for the first time.
One leader of the
United Commonwealth of Nations, or UCN, is known as the Minister of Silly
Walks. He has played Cybernations for
one year and was one of the founders of the UCN. He was recently elected the Secretary
General, the highest office in the alliance.
When asked why he decided to run for the office, he responded with
“[f]or kicks really… it's a game, so that's the only
reasonable response one could give.” (Minister of Silly Walks).
Not only is there
interaction between individual nations within a single alliance, but between
alliances as well. These alliances can
spy on each other and go to war with one another. The UCN is among a group of alliances
currently finishing a war with another alliance known as the Illuminati. The war has taken approximately two weeks,
far shorter than any sort of similar campaign in the real world.
The speed of
Cybernations is faster than the real world for more actions than just war. Before your author was a member of the UCN
for a month, he had been appointed the Director of Finance for the group and
completely restructured the banking system.
Although the money managed is not real, people begin to develop an
emotional attachment to their nation as their nation exists for a longer and
longer amount of time. They want to see
their nation grow and become stronger. One
way for this to be possible is to receive aid from allies. Aid can also help a nation rebuild after
war.
Online games may
not be an entirely useful or healthy experience. Games such as Cybernations and World of
Warcraft can become addictive. The game
can consume one’s life to the point that all other things come second to the
game. Players are willing to sacrifice
times with friends and school in the real world to spend time with people they
haven’t met in the digital one. At an
even greater level of addiction to the game, they will sacrifice to spend time
with characters that are not even people at all but rather bits of code built
to act like a person. Mr. Cabatingan has
said that at the height of his World of Warcraft play, he would spend ten hours
a day engulfed in the game. He even
chose to stay in his room to play with the friends he met online rather than go
with friends to a restaurant in person.
With so much time
spent in the virtual world, one may ask how the gamer’s behavior is different
or similar to how they act to those they know in the outside world. The anonymity of the games makes it an easy
place to act however you wish without concern of real world consequences. There are consequences in the game
however. In World of Warcraft, there are
users known as Game Masters who are assigned to making sure that people do not
overstep certain bounds such as use of profanity. Punishments can be as severe as having the
account deleted. This could potentially
destroy countless hours of gameplay improving their characters. However, punishments may not be as severe as
deletion. The player may be reprimanded
by a moderator and given a warning.
Cybernations has a
similar safeguard. In that game, the
only way to talk to others within the game itself is through personal
messages. A user can report any message
that they feel is harmful. Furthermore,
the alliance that one is a part of has the potential of being another safeguard
against malicious behavior. Alliances
wish to look out for their own self-interest and do not wish for one of its
member nations to bring another alliance’s wrath to their doorstep. As a result, if a member decides to attack a
member of another alliance unprovoked, the member must pay reparations or lose
the protection of the alliance. The
nation is then on its own and at the mercy of the alliance they wronged. That alliance will usually then order a
number of its member nations to neutralize the threat and punish it for the
wrong it caused. In this way, it can
give a person a chance to play war as children did before the invention of
video games. It can also show in a safe
environment that hostile acts can have negative consequences.
The forums for
individual alliances are monitored by the alliance that owns the website. Generally, the elected and appointed
officials of the alliance monitor the boards for malicious activity. If this activity occurs, the player may be
warned or be kicked of the boards either temporarily or permanently.
Mr. Cabatingan
mentioned that “[t]he way I act in WoW reflects how I act in real life, but
amplified to a degree.” In the virtual
world, his sarcastic nature is able to be expressed more freely without the
risk of direct visual ridicule that would occur if the other person or people
in the conversation were in the same room.
Cabatingan notes that he feels “free to act more like myself without
fear.” In this way many other introverts
are able to feel more open to express themselves in a social group. As they begin to feel more comfortable
communicating and perceive that they can become accepted into a social group,
the introverted gamer may learn to reach out to others in the real world and
become more social. For example, Mr.
Cabatingan will be traveling to Las
Vegas this year to meet a number of the people he has
been playing with for approximately two years.
A common question
among people who do not play video games is whether or not violent video games
can cause aggression and violence in people.
The question becomes more interesting when one looks at online games
such as the ones discussed earlier and first person shooting games such as
CounterStrike. In these games, the
player uses graphical representations of real or imaginary, fantastic weapons
to kill their opponents and complete objectives. As the name suggests, the player views the
action of the game through the eyes of their avatar as they try to stop the
avatars of opposing players. World of
Warcraft is a violent video game in which players can attack one another as
well as creatures in their environment.
Cybernations can be considered violent in a different way. One feature of the game is to begin and fight
a war with another nation. Through the
battle, a nation could increase its resources while depleting those of the
attacked nation. Every nation has the
opportunity to purchase soldiers and other armaments. These soldiers are merely numbers on a
webpage but the number lost in a single fight could be in the thousands depending
on the number of the soldiers in the battle.
Does this sort of
virtual combat desensitize children to the horrors of war by removing the human
element? Does attacking creatures and
other individuals’ avatars nurture violent traits within gamers? If one considers history, the answer may not
be the definitive yes that is commonly believed by those who do not play. History can show the brutality of mankind in
many ways, shapes, and forms. The
Egyptians worked slaves to death to create monuments in the pharaoh’s
honor. The Romans put captured prisoners
of war into great arenas to fight for their lives in front of the masses. Supposed witches were burned alive at the stake
based on the word of one witness and a tortured confession. These events occurred hundreds, and in some
cases thousands, of years before the creation of the first video game.
There is one
advocate today known for his hatred of video games, particularly violent
ones. This man is Florida Attorney Jack
Thompson. Thompson has blamed video
games for both the Virginia Tech and Northern Illinois University (NIU)
shootings. He has pointed at games such
as CounterStrike as the reason Seung-Hui Cho and Steven Kazmierczak procured an
arsenal and killed their classmates.
After Thompson claimed that CounterStrike was to blame for the NIU
shooting, Kazmierczak’s dormmates announced that he did enjoy the game but so
did everyone else in the dorm (Benedetti).
Despite of the mass play of the game, one player who had recently
stopped taking his anti-depressant medication decided to ravage his
campus. What is very interesting is that
Thompson blamed Counterstrike for Cho’s actions as well even though there was
no connection between him and video games.
Despite a possible
exclusion from friends in the real world, online video games have an uncanny ability
to bring people together despite differences in age or location. In this way, these games can actually make
the world seem to become smaller.
Cybernations contains users from all over the world. The age of players contains a range from
teenagers to senior citizens. Mr.
Cabatingan plays with a single mother in his guild. With the diversity contained in this virtual
world and the forums to discuss virtually any topic that the group wishes,
players of these games can benefit from hearing of all kinds of views of the
current state of the world. This array
of ideas can only help the player to become a more well-rounded individual. These opportunities would not be so easily
possible if it were not for the internet and the common ground of finding a
game that all those playing can enjoy.
Part of the
enjoyment of the games comes from the fact that it contains a set of rules that
can be interpreted as laws. The laws
come from multiple sources. The first
set of laws comes from the designers of the games. They put certain limits on the game to keep
the game fun for those involved. They
establish limits so that one player cannot unfairly overpower all others. Furthermore, they create their own laws of
physics that can be realistic or completely outside the realm of
possibility. For example, an avatar can
not be able to jump at all, jump a foot in the air, or be able to leap to the
roof of a two-story building. The
avatar’s strength can be that of a normal person or they could be able to carry
a grand piano by themselves.
The second group
that creates laws for the online community is the group that manages the
virtual world. Often these people are
either the original developers or are employed by them. In either case, their goal is different than
that of the developing group. Their job
is to create policy and enforce their rules as well as the rules of the
developers. Their rules can include a
limit of racial slurs. In regards to
enforcing rules of the developers of the community, the virtual world is made
of code and therefore can be manipulated by a hacker. The hack gives an unfair advantage to that
user and is, by definition, cheating. It
is also a corruption of the ideas created by the developers and most likely
violates the license agreement made between the developer and the user. If someone breaks these rules, their avatar
can be deleted and their account closed.
The third group to
create laws for the community is the community itself. Just like any other social group, social
norms begin to develop over time. The
norms will evolve into the etiquette for that community. The etiquette may become a written code. Breaking the social code could cause the
person to be ostracized by the community whether or not the social etiquette is
formalized or not. The harshness of the
reprimand by the community depends on the length of time the user has been in
the community as well as their attitude after the offense. The mentality of the community also factors
into the harshness of the punishment.
Some communities are more forgiving than others.
Generally, if the
player is new and apologizes for the infraction against social norms, the
person who was wronged will assume the violation is due to lack of experience,
explain the infraction, and allow the “n00b” to continue on their way. The person wronged may ask for some sort of
compensation for the infraction which the person should give. However, just like real life, some people are
not reasonable. The player may be
inexperienced at the game and act like they know how the game is played. Another possibility is that the player may be
someone who has played for an extensive amount of time and just does not care
about the rules set by the community. In
either case, the punishment given by the community will be harsh. The user may be banished from many subgroups
within the virtual world. The user’s
avatar could also be attacked by a part of the community if the game allows
it. The user could lose valuable
resources that took hours, days, or months to obtain. All of the time and effort spent on building
up an avatar would be lost and the player would have to start over.
The final
governing body for the user is the user themselves. In the freeform world of online games, the
user can choose to create an avatar however they wish. The can build up certain attributes while
neglecting others. They are also able to
shape the personality of their avatar in any way they desire. The user can choose to play a game that no
one in their real life plays. In this
way, they can be completely anonymous and have no real world consequences for
their actions. In that environment, the
user can create a completely different identity for him or herself. The user can choose to be very similar to the
person they are in the real world. They
can elect to take on a personality completely different from the one they have
in the outside world. Another option to
creating the personality of one’s avatar is to exaggerate certain real life
traits as they feel more comfortable with the anonymity of cyberspace. The choice is completely up to the user. Will they choose to taunt their other
users? Will they make agreements with
players and then decide to betray them?
Or will they choose to help those around them and add to the pleasure of
those around? The choice is at the
discretion of the user.
The laws created
by the online communities are similar to that of the real world. First, the laws of physics determine limits
that any body can do. Although
governments do not have to enforce the laws of physics since no one can change
the fact that gravity is the acceleration of an object toward the earth at
9.8m/s2, it does create policy for its citizens and forces these relatively
arbitrary rules. Outside of the
government, society has a series of laws that it has made that is called
manners. Manners cannot harm us legally,
but if we elect to disobey them, we will be ostracized by society. We could be removed from social situations or
potential employment opportunities.
However, just as in the gaming community, the ultimate decision of the
code of laws that the individual follows is themselves. They only have to be willing to accept the
consequences of their actions.
The line between
the two worlds has started to blur.
Friends from the real world are playing games together. Discussions of strategy for the games are
becoming normal. Additional communities
are being formed online to aid in the organization of groups ingame. Finally, the US government has begun to step
into the realm of the virtual world.
There are two main
reasons for the legislative branch of the government’s intrusion into the
virtual world to add their own rule of law to the current structure. Firstly, the virtual world is expanding
rapidly. Thousands of people are
spending more and more time involved in the online communities and the
government feels that it needs to be there to litigate any possible disputes
rather than allow the company who created the world to act as a mediator.
The second reason
is similar to the first. Characters and
items in the virtual world are beginning to be worth actual money in the real
world. Some people are willing to spend hundreds
of dollars to get the best character money can buy. They do not want to take the time themselves
to advance the character but wish to reap the rewards of another’s work. Or they do not wish to have go looking for
that one, special item. So, they simply
hire someone else to find it for them.
If either of the parties fails to uphold their end of the bargain, there
needs to be a mechanism in the real world to settle the dispute. The only problem is that the dispute is not
over actual property. Instead, the
dispute is over bits of data that is housed on the server of a third
party. However, it seems that if the
user puts in the time and effort to build the character and pays for the piece
of memory on the server. Likewise, if
the purchaser of the avatar or item already owns the account, the user has no
right to withhold the avatar. It is just
like the relationship between an employer and employee. The employer owns the work done by the
employee while he is on the job.
However, the employee has the right to be compensated for his effort.
The legislative
branch is not the only part of the federal government that is interested in
online communities. Agencies such as the FBI and Homeland Security are
interested in looking at World of Warcraft to learn about terrorist attacks. In the game, there are certain curses that
cause a user’s avatar to explode, killing a number of others in close proximity
to them. Another curse causes the avatar
to lose health and is also contagious.
Some users will intentionally infect their avatars with these curses and
then teleport to a highly populated area to infect or kill as many people as
possible with their curse. Security
agencies wish to study this to find the mentality of these virtual terrorists
to see if they can gain a further understanding of real life terrorists. They also wish to see how innocent users
react to the incoming threat. There are
a number of models available to the different agencies to attempt to model what
can happen in these types of situations.
However, models are limited.
Their behavior cannot mimic the natural behavior of a person. People can act irrationally, especially in a
state of strong emotion. So, the
different agencies were excited to think that there was a model available that
had a populace of thousands of real people with their own minds that are under
attack from biological terrorists and suicide bombers. They can attempt to flee. They can attempt to destroy the threat. Or they can simply give up and accept their
fate. The best part of the model is that
although real human minds are being tested to see how they will react, none of
them are in any real danger. If they die
in the game, all they have to deal is the annoyance of having to walk from the
nearest graveyard to where they died.
Once they reach this point, they come back to life and continue their
game.
Some believe that
the fact that there is no actual threat to the user can skew the results of the
observations. Some of the reasons for
becoming a suicide bomber cannot apply to bombers in the real world. When asked, one such bomber responded that he
thought it was funny. It would be hard
to believe that a bomber would give their life and take countless other lives
for a joke. This would be more
reminiscent of the Joker from a Batman comic than the act of a real suicide
bomber. The innocent people on the other
hand, grow attached to their avatar.
They do not wish to see this thing that they have worked on die. More importantly, they do not want to have to
go through the hassle of traveling from the graveyard to their body.
Not all online
communities share the purpose of playing a game to destroy the avatars and
artificial beings around you. Some
communities are created to enhance one’s social sphere. The enhancement could come from meeting new
friends in the virtual world or by creating another way to stay in contact with
friends from the real world. Most of the
communities created solely for the use of social interaction were not created
as games. However, some games have also
stepped forward to also be included in this circle. The communities that are not games include
Myspace and Facebook. The prominent game
currently out that is designed almost exclusively for social interaction is
called Second Life.
Myspace and
Facebook have exploded with users all over the country. People have discovered multiple uses for the
sites. The first use discovered was that
it allowed users to stay connected with friends from their past. In today’s society, people are far more
mobile than they were in the past.
Although it is still an ordeal, people are now more willing and able to
move farther from home than previously possible. Young people go to college for years hundreds
of miles from where they grew up and even further from where they old friends
now go. However, bonds created in youth
are strong and people do not wish to break them easily. With Facebook in particular, one can search
for a name and find an old friend that hasn’t been seen in years.
New friends can
also be met through Myspace and Facebook.
Both contain options to list favorite movies, songs, games, and whatever
else one may desire to say about oneself.
These items are searchable and a connection can be made based on this
common interest rather than that of the goals of an online game.
In addition to staying connected old or new
friends, social networking sites are used to plan events with friends who live
in close geographical proximity to the user.
One can use Facebook to plan a trip to the bowling alley with
friends. A group can form to plan a trip
to a nearby city to celebrate a birthday party.
Invitations can be sent to several hundred people within a matter of
moments. Never since the invention of
the telephone has communication be revolutionized in this way.
Second Life is a
online community that mimics real life more than any other community. It also blurs the line between real and
virtual more than any other game.
Virtual property and clothes can be bought with real money. Universities have bought “property” in the virtual
world of limited space and some schools have actual classes here. People have relationships with each other.
However, the
reality of Second Life presents an interesting situation. In the game, prostitution is legal and
gambling is not (Myers). At first
glance, these rules seem backwards. In
the real world, gambling is legal in some locations and prostitution is
not. However, one can see why this is
so. If people were gambling in Second
Life, they would be gambling with real money.
Different states require different permits to host gambling and some
states do not allow gambling at all. Mr.
Myers states that Second Life was not able to obtain the right clearance to allow
gambling in the game. Virtual
prostitution, on the other hand, is another story. In the virtual world, no one is actually
selling their body. They are selling an
image created by a computer. This is no
more illegal than selling the game itself.
Online gaming may
have its flaws which could harm either the player or those around the
player. However, it seems that potential
benefits also exist. If these games were
to be taken away due to the potential harm they could cause, then virtually
every other bit of technology that we have created also needs to be removed due
to the fact that it could also be harmful to a person under the right
circumstances.
Online communities
provide a valuable service to the new world of technology. It allows friends to stay connected and share
experiences in real time over long distances.
New friendships can be created that would never have been possible
before the internet. The economy has
been boosted by the sale of avatars and items.
Finally, the government is able to use this online model to test real
world theories and increase the safety of the nation. Furthermore, the line between the real world
and the virtual world is beginning to blur.
People wish to spend more and more time in the virtual world and ignore
the real world. As the technology and
society that is built by the new online communities evolve, people will find a
balance between the virtual world and the real world.
Bibliography
Benedetti, Winda. “Why search our
souls when video games make such an easy scapegoat?” MSNBC. 18 Febuary
2008. http://www.msnbc.msn.com/id/23204875/.
Cabatingan, Jeff. Personal
interview. 16 March 2008.
F. Gregory Lastowka; Dan Hunter. The
Laws of the Virtual Worlds California
Law Review, Vol. 92, No. 1. (Jan., 2004), pp. 1-73. http://links.jstor.org/sici?sici=0008-1221%28200401%2992%3A1%3C1%3ATLOTVW%3E2.0.CO%3B2-M.
Minister of Silly Walks. Personal
Message interview. (need to look up date of interview)
Myers, Dave. Instant Message
interview. (need to look up date of interview)
Samuel M. Wilson; Leighton C.
Peterson. The Anthropology of Online Communities Annual Review of
Anthropology, Vol. 31. (2002),
pp. 449-467. http://www.jstor.org/stable/view/4132888?seq=13&Search=yes&term=games&term=video&term=online&list=hide&searchUri=%2Faction%2FdoBasicSearch%3FQuery%3Donline%2Bvideo%2Bgames%26gw%3Djtx%26prq%3Donline%2Bgaming%26Search%3DSearch%26hp%3D25&item=2&ttl=730&returnArticleService=showArticle.
Schairer, Tom. E-mail interview.
7 April 2008.
Thompson, Clive. “Gamers Get
Their Kicks from Dying.” Wired.com 10 March 2008. http://www.wired.com/gaming/gamingreviews/commentary/games/2008/03/gamesfrontiers_0310.
“UCN Internation Headquarters.” United
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