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Holy-Mecha — Net Culture - Just a game?
Published: 2005-07-10 10:17:51 +0000 UTC; Views: 208; Favourites: 0; Downloads: 15
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Description When the innocuous Famicom (Family Computer) was first unleashed on the Japanese public in 1983, there was a national outcry. In a trend to be repeated for decades to come, parents claimed that the new home video game system would be the demise of the family unit. Whether or not computer games are having a degrading effect on society is still undisclosed; but those who decry them may be missing the point. Outside the public field of view, video games have been building societies of their own.  

  The games in question are Massively Multiplayer Online Role Playing Games. Their main hook is the perpetual world in which players' characters exist; a world which continues existing when they are not playing, a world populated by real people, and a world as compelling, if not more so, than the real one. Some MMORPGs have literally millions of players; around half of these consider themselves to be physically addicted to their virtual world.

   For anyone who doubts the degree to which one can become involved in “a game”, consider the recent case of Qiu Chengwei, 41, who has recently gone on trial for the murder of  Zhu Caoyuan, both fellow players of the popular game “Legend of Mir III”. The case is essentially a property dispute gone bad, with one key difference – the disputed item was a Dragon Sabre which existed only within the virtual world of Mir.    The item was evidently real enough for Qiu to assault his erstwhile friend for improperly selling it.

  Immersion to this level can be attributed to a number of factors. MMORPGs have sometimes been likened to virtual Skinner boxes (devices used to train laboratory rats to perform specific tasks, through a series of progressively less predictable rewards), in which personal wealth, physical prowess and technical skills are all accrued through continued play. But this ignores the massive social aspect of the games – the most succesful MMORPGs force players to interact in order to progress. From the simple parties of green beginners through to hundreds-strong guilds of seasoned veterans, these sprawling social networks may often spill over into the real world, both as friendships and romantic relationships.

  Despite the huge potential for human interaction within MMORPGs that marks them apart from conventional computer games, it is the advancement of a criminal underculture that could soon see them emerging as real economic entities. It has been estimated that the most successful MMORPGs may have a GDP per capita somewhere between that of Russia and Bulgaria. This money is all accounted for in blackmarket terms – trading between the “real world” and that of the game through the medium of E-bay; this is what Zhu did, selling on his partner's item to a real-world buyer for ¥7,200 (£560). It is quite possible for players to make a healthy living raising characters (and funds) online and selling them on to others looking for a head-start in their virtual world.

  This sort of trading – effectively smuggling – is in breach of the player's end-user contract, but is not covered by any national law. Game administrators attempt to deal with it in a variety of ways - Sony have recently set up their own “Station Exchange” in the long awaited “Everquest II” to undercut the pirates, selling virtual items for real money – but more importantly,  both “legal” and “illegal” trades are tax-free. In an era where net-businesses are struggling, the largest pools of online capital are considered not to exist by the governments of the world.

  Considering both the capital within MMORPGs, and the emotional and psychological investment people put into them, precious little is being done with the research surrounding them. Sony have recently renewed a patent (granted in March 2003) for a theoretical technology, based on ultrasound, which will alter the firing of neurones in certain parts of the brain, to provide the ultimate in immersive entertainment – potentially making the entirely virtual community a physical reality. For now this remains a pipe dream. Most scientists have more modest visions for the future of MMORPGs – personnel evaluation programmes and interactive learning environments are frequently on the tips of tongues. Future uses aside, it is the present of MMORPGs we should be interested in – virtual worlds mentally, socially and economically every bit as real as this one.

Bibliography  

Edward Castronova    “Virtual Worlds, a First-Hand Account of Market and Society on the Cyberian Frontier”

Nick Yee   “The Daedalus project”  www.nickyee.com/daedalus

China Daily Newspaper online archive www.chinadaily.com.cn/english/…

New Scientist online  www.newscientist.com
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Comments: 13

demonlight [2005-09-28 20:59:53 +0000 UTC]

I have to second `diamondie - this was accessible, coolly written and interesting, enough that I sat through ten minutes of non-fiction online . Maybe you should also consider networks more similar to real life (eg, DA) that still seem to suck people in through a reward system of favourites and critique. I know people who will spend days on here. And no, I don't mean me .

I'm glad this was highly commended.

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diamondie [2005-07-13 12:49:49 +0000 UTC]

Good article, that's what I can say. Well written and structured, intelligent and informative. I like your neutral approach, it's too eachy to go for preachy or sensationalist. You could have written something more about the possibility of gaming leading to real life relations.

The title could be better, I think it gives a slightly misleading impression of the article as it might make the viewer think you're going to describe online culture in general when your focus is on one gaming subculture. In general I don't fancy that kind of titles much. Your last two paragraphs are also a bit heavy with hyphens.

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Holy-Mecha In reply to diamondie [2005-07-13 18:35:41 +0000 UTC]

The way in which RL and ingame relationships can spill over back and forth sadly didn't make the final cut - there really is so much to say on MMORPGs that choosing what was left in and what wasn't was always going to be difficult. The title I left to the last minute - I really had to pull it out of the air; I was probably starting to hate the article by that point as well. And yes - I really do suffer from - multiple - hyphens ^.^
Thanks for reading and commenting

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Holy-Mecha In reply to diamondie [2005-07-13 18:34:40 +0000 UTC]

The way in which RL and ingame relationships can spill over back and forth sadly didn't make the final cut - there really is so much to say on MMORPGs that choosing what was left in and what wasn't was always going to be difficult. The title I left to the last minute - I really had to pull it out of the air; I was probably starting to hate the article by that point as well. And yes - I really do suffer from - multiple - hyphens ^.^
Thanks for reading and commenting

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AlexiMcLachlan [2005-07-11 15:25:28 +0000 UTC]

MMORPGs are evil......

I'm gonna go play everquest now.

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Holy-Mecha In reply to AlexiMcLachlan [2005-07-11 18:03:50 +0000 UTC]

that stuff's addictive you know

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AlexiMcLachlan In reply to Holy-Mecha [2005-07-12 15:41:40 +0000 UTC]

tell me about it. you play?

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Holy-Mecha In reply to AlexiMcLachlan [2005-07-12 15:42:48 +0000 UTC]

Nooo, I value my education far too much to risk getting hooked on a MMORPG - I have an ddictive personality

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specimen56 [2005-07-10 23:46:29 +0000 UTC]

Extremely well thought out, highly developed arguement, compellingly written, though more example may be warrentedof how MMORPG's are affecting our sociological sturcture in my opinion.
Though this bit: "It is quite possible for players to make a healthy living raising characters (and funds) online and selling them on to others looking for a head-start in their virtual world." borders a bit too heavily on the side of the slippery slope- I would like to see some evidence to back it up.
I have one other question about this- do the computer game companies have any kind of sociological responcibility that a MMORPG holds? Are they not just developing a product, and society is creating the gap which is being filled by MMORPG's, and even computer games overall?

Sorry to be a bit harsh, but I'm honestly trying to help. For a better responce and critical evaluation, I' suggest posting it here: [link] I know its newgrounds, but in the politics forum you will get very intellegable responces.

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Holy-Mecha In reply to specimen56 [2005-07-11 07:37:39 +0000 UTC]

Mmm, yeah I should have backed that up with some evidence - it's not as if there's a shortage either, it's a fairly well researched and documented fact. There are even "MMORPG-sweatshops", wherein people work constantly raising characters and selling them on over e-bay.
As for the social responsibilty of MMORPG makers, I suppose they would have to have the same moral and social responsibilty as the governemtn in the real world - they do fill the same sort of social role.

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specimen56 In reply to Holy-Mecha [2005-07-12 22:26:48 +0000 UTC]

No so much a fact, but a collective opinion. A game is a game. However the way society is at the moment, games are used as a way of doing things that we've always wanted to, but not really. However there are those out there for whome the lines becomes blurred... Maybe putting in some psychological reviews...?
I meant in terms of the sociological issues of a person killing another person because of something in a game- the game companies just make a product- is it not society that has allowed this kind of mentallity to arise? is there not something fundamentally wrong with society rather than the games?
Just something to mull over...

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Penslinger [2005-07-10 16:48:26 +0000 UTC]

Up there with anything that I've read in Edge for style of prose. I get the feeling that were you not trying to explain concepts that we take for granted it may have been easier, but then I suppose that was the idea.

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Holy-Mecha In reply to Penslinger [2005-07-10 19:43:37 +0000 UTC]

Knowing your opinion on Edge, high praise indeed - but looking at it now, yes, I was so concerned with cramming lots of things into the word limitm that I didn't explain anything satisfactorily... next year

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