Online gaming and the crossing of boundaries
Online gaming has become a massive part of modern youth culture. My particular poison has always been the PlayStation, starting out with a PS1 in 1998 and have been upgrading ever since. A lot has changed since renting games from the video store and furiously playing them with friends over a weekend! The online fantasy game World of Warcraft has over 10 million players, nearly half the population of Australia! (Constantiou, Legarth & Olsen 2011, p. 106).
Week 10âs focus has been around EVE Online, a type of game known as a massively multiplayer online game (MMOG), encompassing over half a million players (De Zwart & Humphreys 2014, p. 78). The game is considered unique due to Council of Stellar Management (CSM), a body of players elected to directly negotiate with the creators and consequently allowing players a unique ability to influence the direction of the game which can be seen as a win for both parties (De Zwart & Humphreys 2014, p. 78).
Like many other modern games, EVE has introduced in-game micro-transactions involving real money. This has upset many players, both because of the cost and the ability for players to buy an advantageous position without needing to put in the time or have the requisite skill (De Zwart & Humphreys 2014, p. 86). These controlled online environments have evolved into fully fledged economies that allow real money trading (RMT), a market estimated to be around $USD 2 billion as far back as 2008 (Constantiou, Legarth & Olsen 2011, p. 105). In some instances, this has led to an online black market where âgold-farmersâ secure valuable items, making it difficult to for players to secure these items through game play alone (Constantiou, Legarth & Olsen 2011, p. 106).
Online gaming stats (Limelight Networks 2018, n.p): - Gamers spend an average of 6 hours per week playing - Mobile phones are the primary device - More than a quarter of gamers play at work - One third of gamers want to turn pro
How people approach games, and what is deemed acceptable once âinsideâ them, has long been a topic of debate. John Huizinga, a 1955 scholar, believed that games enable a separate reality governed primarily by their internal rules and regulations (Calleja 2015, p. 211). This interpretation, proposing a âmagic circleâ, has survived to this day but has been heavily criticised for its use in analysing modern digital games. Research into this theory has shown that both negative and positive emotions flow into and out of games (Woodford 2012, p. 5), and that real-life experiences will affect play (Calleja 2015, p. 215). Having played some games myself (mainly FIFA), I know that it can be frustrating and emotive to lose.
FIFA rage!
You canât say after looking at this kind of video that people can remain emotionally disconnected from a game. I donât have a headset to communicate with people while playing but I do remember somebody sending me threats after I beat them in a game of FIFA. This type of action has also raised questions regarding legal jurisdictions in the online gaming world. Determining which of these behaviours is actually illegal and which are simply somebody behaving badly can be difficult according to de Zwart & Humphreys (2014, p. 93). To further complicate matters, there are some who believe that the online cultural and community norms created in the game should also be considered when punishing unacceptable behaviour (Suzor & Woodford 2013, p. 1). As you can see, the complexities of the online gaming environment must be an absolute nightmare to control or regulate.
References
Calleja, G 2015, âLudic identities and the magic circleâ, in V Frissen, S Lammes, M de Lange, J de Mul & J Raessens (eds), Playful Identities: The Ludification of Digital Media Cultures, Amsterdam University Press, pp. 211-224.
Constantiou, I, Legarth, M, & Olsen, B 2011, âWhat are users' intentions towards real money trading in massively multiplayer online games?â, Electron Markets, vol. 22, pp. 105-115.
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.
Limelight Networks 2018, âThe State of Online Gaming â 2018â, Limelight, viewed 15 January 2019, https://www.limelight.com/resources/white-paper/state-of-online-gaming-2018/
Suzor, N & Woodford, D 2013, âEvaluating Consent and Legitimacy amongst Shifting Community Norms: an EVE Online Case Studyâ, Journal of Visual Worlds Research: Legal and Governance Challenges, vol. 6, no. 3, pp. 1-14.


















