Blog Post #8: Let The Games Begin
I never would have considered myself to be a gamer. Iâve never been into Call of Duty, Fallout or Massively Multiplayer Online Role-playing Games (MMORPGs) like World of Warcraft and Eve Online. The popularity of social games has risen, creating networks and profiting from social media sites such as Facebook, the digital gaming community has expanded to include players of Zyngaâs FarmVille and Kingâs Candy Crush; games which I too, have fallen victim too. Has online gaming become more socially acceptable?Â
Eve Online is a MMORPG set in space - players explore galaxies, fights battles, build and destroy empires and participate in economic warfare. According to Eve Online player, Jestertrek, there are 21,000 concurrent players, having reached peaks of approximately 36,000 players in the past (Martin, 2015). Players can interact, socialise and communicate in fan forums, as well as with the Council of Stellar Management (CSM) to contribute to game management.  CSM is a player-elected representative board who relays player concerns, statistics and suggests implementation of change to the game developers - CCP (Crowd Control Productions).Â
In 1938, Johan Huizinga introduced the analogy of the magic circle, proposing that events within games world are âquarantined from the âreal worldââ (de Zwart & Humphreys, 2014, p.91). Are social games and MMORPGs blurring the line between real world and gaming? The analogy of the magic circle suggests that in the gaming world, everyday rules and morally acceptable conduct are altered for virtual space.
Eve Online players must accept the EULA (End User License Agreement) before commencing. Within the gaming world murder, theft and abusive language are key to the role playing, gaming experience, with players harassing others to maintain dominance and seize control of property. However, âabusive, defamatory, ethically or racially offensive, harassing, harmful hateful, obscene, offensive, sexually explicit, threatening or vulgar languageâ are all in violation of the  terms of service (de Zwart & Humphreys, 2014, p.80).Â
The Mittani - CSM member and Goonswarm Alliance leader, received a thirty-day ban before leaving the council following his inappropriate behaviour at the March 2012 EVE Fanfest. The presentation at the Alliance Panel was streamed live, discussing how an anonymous player was being repeatedly harassed and killed, scammed out of his in-game currency (InterStellar Kredits), believing he would be protected. In a chat forum the player announced he was divorced; suggesting suicidal tendencies. Alex Gianturco (The Mittani) then revealed the players in-game name,  for those who âwant to make the guy kill himselfâ (de Zwart & Humphreys, 2014, p.88). He later apologised for breaching the EULA and terms of service. Gianturcoâs address was leaked, receiving rape threats against his wife (de Zwart & Humphreys, 2014, p.91). Is this response justified?Â
The Mittaniâs 2012 Fanfest case demonstrates how âout-of-game behavior can be punished through in-game sanctionsâ (de Zwart & Humphreys, 2014, p.88).Â
Eve Online 2003, Council of Stellar Management, Evelopedia, viewed 28/01/2016Â <https://wiki.eveonline.com/en/wiki/Council_of_Stellar_Management>
de Zwart, M & Humphreys, S 2014, âThe Lawless Frontier of Deep Space: Code as Law in EVE Onlineâ, Cultural Studies Review, vol. 20, no. 1, pp. 77-99.
Lefebvre, E 2012, The Mittani gets hit with ban and resigns in wake of EVE Online controversy, engadget, 28th March, viewed 28/01/2016 <http://www.engadget.com/2012/03/28/the-mittani-gets-hit-with-ban-and-resigns-in-wake-of-eve-online/>
Martin, M 2015, âEVE Onlineâs player count drops to lowest since 2008â, VG247, 29th June, viewed 29/01/2016 <https://www.vg247.com/2015/06/29/eve-onlines-player-count-drops-to-lowest-since-2008/>
The Mitten 2012, 27th March, Apology on Eve Online discussion forum, viewed 29/01/2016Â
<https://forums.eveonline.com/default.aspx?g=posts&t=86980>
The pattern of negative social media behaviour with activities such as online bullying, trolling, and antisocial gamers is quite stark, donât you think? Â To some degree they all use the cloak of anonymity or virtual environments to abscond from the responsibility of real world social norms, preferring traits such as intimidation, manipulation, mistreatment of others, and predatory habits toward their target audience. Â Perhaps a percentage of gaming profit should be afforded to social interventions that promote rewards for shared cooperation, and stricter punishment for violence and victimisation. Â Thanks for an insightful post. âș
I totally agree with you. Â Gaming has changed the way some people behave inside and outside of the game.
















