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Community Implications

This Slate Magazine article on gaming cheats is a great example of a trend that is gaining steam -- the societal and technological implications of increased connection and community on every day life. In this case, it's what happens when computer gaming (which used to be a mostly solo game) enters into the social arena (full disclosure. Years and years ago, way back in the days of DOS games, there was a text only football game that took the names/weights/speeds of NFL players and created a very simple game that allowed two players to "compete" and call plays while sitting at the same table. I, of course, am a SF 49er fan. My buddy was a Raider fan, and we'd stage games between the two teams, most of which he won because the Raiders were a better team at the time, with bigger/faster players, which was all the game really focused on. So one day I discovered I could open up the 49er file in text mode and edit the size of the players. I quickly had a backfield of 400 pound running backs with 3.5 speed over the 40 yard dash, and my unsuspecting comrade was watching his defense be subjected to long run after long run. "I can't figure out what happened!" he said).

Anyway, game cheats have been around for a long time, but now that the social impact of games is much more pronounced, the ability to cheat (hack/tweak, you pick the term) the game moves from being a solo issue to one that the online community needs to deal with. Turns out it's pretty hard, and that the muscle we have built up in the real world about dealing with crime/cheats/social behaviors is not as extensible into the online social worlds now swirling all around us. But the trend is clear.

For another example, lord help us, there is yet another Second Life story in my morning delivery of newspapers, this time courtesy of the WSJ. On the plus side, instead of writing about naked congo lines, the paper (weekend journal, online subscription required) is writing about the relationship implications of online relationships to the real world. I have a few quibbles with the story (please, could someone make a rule that says NEVER AGAIN show a picture of an avatar next to the picture of the real person? It's lame; and if you are going to highlight SL and then note that 30m people participate in online worlds, you'd do better by noting that an almost insignificant percent of that is in SL, with WoW as the by far leader.) Still, the story does a good job of linking the online/offline worlds and examining the real world relationship damages that can ensue. Money quote buried at the very end of the story:

"Sitting alone in the living room in front of the television, Mrs. Hoogerstraat says she worries it will be years  before her husband realizes that he's traded his real life for a pixilated fantasy existence, one that doesn't include her."

As I noted in a previous post about identity, there remain lots of problems to be solved in this intersection between the real and virtual, and between the community and friends we have in the physical world and the net of social and community sites building up in our online worlds.

Clearly, the implications from a communications standpoint are immense. In the same way society is looking to better understand social dynamics online, we are looking to understand how people receive and process information in the different worlds in which they live. Call me biased, but I think those who look at the changes in the world and predict grim results for those of us in the communications industry are missing the point. Our world(s) are getting bigger, not smaller.

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Published Friday, August 10, 2007 7:23 AM by FrankShaw

Comments

 

Peter Lytle said:

Cheating is popular in these games because there is no immediate negative consequence for doing so.  If you cheat at a face-to-face game like casino poker or chess with your friends, you get called on it (with varying levels of negative repercussions).  If you get caught cheating in World of Warcraft, it is totally anonymous.  Nobody knows it was you cheating.  Your character gets defamed or your account deleted, and you move on, totally disconnected from any personal judgement.  

This distancing of the person from the avatar leads to wildly innapropriate social interactions such as blatant cheating in games to flame wars on blogs.  

August 10, 2007 9:33 AM
 

Trinity Sell said:

Oh! I love all your posts they are just great and really get me thinking about these things! I was having a similar discussion about cheating with my signifigant other yesterday about World of Warcraft and the amount of cheating that goes on. There are people that spend all their time farming items and then selling them online to make real money, as well as paid services that allow you to have someone "power level" your charachter...all of which I think is horrible, whats the point of playing the game and paying for the service if all you do is pay someone else to paly the game for you?

On the detrimet to relationships:

I agree that sometimes these immersive games can be a detriment to real life relationships if the person doesnt get up and go outside once in awhile and isolates themselves from people, but in some ways they can also help cultivate them...for example, I have a good friend that lives in Colorado and we never get to see each other, but we play Wow regularly and in that way we can still talk about what is going on in our lives and get a feeling of being connected regularly.

I would suggest to Mrs Hoogerstraat to have her husband give her the free trial account so she can try it out. Who knows maybe she can creat a cute little pink haired gnome and her and her husband could go questing together :) (thats another thing, there are ALOT more girls playing wow than people let on)

August 10, 2007 10:06 AM
 

Marianne Allison said:

Just another reason why you won't find me on Second Life except to garner insights about people who do prefer to live their lives virtually.  Sorry, I'm showing my generational stripes--but I just don't get how this isn't creepy.

I would note that EVERY new media form goes through this stage of "how do we behave?"  It's hard to believe that people had to adjust to sitting together in a dark room to watch movies--courtesies and protocols had to be learned.  The perception of early audiences was that this was totally different from going to a play, where there were live actors and the room was more lit.  

August 13, 2007 11:56 AM
 

Gandalfe said:

I got sucked into SL in a big way after visiting it with plans just to post a company poster in that world. I even wanted to connect a counter to it to see what kind of attention it garnered. After two weeks, my wife interveined; she wasn't willing to let me co-opt so much of my free time in an activity she tried to share with me but didn't appreciate.

Since she is more important to me than the many, many international friends I'd made, I pulled the plug by uninstalling the game from three computers. And I never looked back. Although it was fun practicing my German and French again...

August 14, 2007 9:05 AM

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