Social Gaming: Playing the crowd.
The case study in focus in this weeks readings, in particular the Mittani/EVE case (de Zwart & Humphreys 2014) was an eye-opener for me! Having been completely naïve to the online gaming world and not partaking in any (minus dabbling in words with friends way back..) online gaming communities, I found the depth of interactions, and in this case conflict that ensued within the games and communities an interesting topic of study.
The crossover, or the blurred lines in this case, highlight the potential issues with the online gaming world involving multiple players and the forming of online communities.
My take on this article, and the online gaming world in general, is that the need for clearly defined rules, and ‘laws’ based on morals and ethics within the game and external of the game are needed. As the EVE online gaming community saw in ‘The Mittani’ issue, where the player made comments that seemed to encourage other players to gang up on a particular player and make another player commit suicide, the need for separation between real / online world needs to be clear. Whilst the game indeed promotes and encourages murder, thievery and in general ‘villainous’ efforts, it needs to make sure that this doesn’t affect players IRL (in real life). The world of online gaming / real-life is separate, the level at which players become involved and consumed can have an affect on well-being that needs to be looked at. Understandably this looks more towards a phycology aspect of the issue, the need for strict guidelines and laws need to be attained online to ensure the safety of players.
The idea of cyber-bullying in any way ‘irks’ me, so of course the ability to be able to sit down and ‘virtually’ murder someone does not sit well with me at all. If social gaming has progressed from face to face board games of monopoly and scrabble, which seem to promote socialising and interaction, the online world of todays MMORPG platforms seem a fair way away from the ‘social gaming’ world of yesterday.
Whilst being connected online to multiple players, the idea of Sherry Turkles ‘Connected, but alone?’ from wayyyy back in week one resonates as a strong theme throughout the online gaming world.
TED-Ed 2013, Connected, but alone?- Sherry Turkle, 19 April, viewed 3 August 2016, <https://www.youtube.com/watch?v=rv0g8TsnA6c>.
de Zwart, M & Humphreys, S 2014,' The Lawless Frontier of Deep Space: Code as Law in EVE Online', Cultural Studies Review, vol. 20, no. 1, pp. 77-99.














