Monday, May 5, 2008

Living the Second Life

Her name is Dena. I’ve known her since I was 16. She’s everything I’m not. She’s beautiful, tall, blonde, tanned and skinny. She earns more money than I ever could, and she’s Mayor of her town. She lives in a perfect house, the house I created. Everyone loves her.

Dena is a Sim. A character in a video game, a virtual creation or avatar (Bente et al. 2008, 288). I created her when I was 16, short, fat and brunette. I wasn’t comfortable with the way I looked and I made her everything I wanted to be. I’m now 19, tall, red-head, average build and I love my curvy body. I look at Dena and I laugh.

A number of studies have explored the idea that avatars are online substitutes for offline interaction and a replacement for personality and body traits (Lin 2008, 47). While this is an interesting topic, I am more interested in the increase in the opinion that online interaction is replacing offline interaction.

In tutorial the other week, a student brought up the fact she believed people who played online networked games were socially retarded. I beg to differ. There is some evidence to suggest that excessive video game consumption has been correlated with violent and antisocial behaviour (Huesmann and Taylor 2006, 393). However as Lachlan, Smith and Tamborini point out “although these findings are informative, they are based on survey data. As such, we have no way of knowing if playing violent video games is actually causing aggressive behaviour” (2005, 314). Causation is a measurement of probability, and very rarely is something ever thought to be 100% cause-effect (Paltridge and Tang 2006). Furthermore these studies do not take into account personality deficiency and other environmental factors such as parental conditioning and peer interaction (Lachlan, Smith and Tamborini 2004).

It frustrates me when people seem to believe that just because an individual plays a simulated real-world game that they are somehow social inept. I have particular sensitivities to the topic because I play a number of video games such as Sims and Grand Theft Auto, and have also played MMORPG's (Massive Multiplayer Online Role-Playing Games) Second Life and World of Warcraft. I would hate to think that I am socially retarded because I play these games.

I understand that in the context of the argument, that playing games for numerous hours daily, with limited interaction with peers in an offline social environment, leaves the participant at risk of social isolation (Sanger et al. 1997, 64). However with the development of online social networks within these games, social interaction is continuous and almost as regulated by norms as offline communities (Flew 2004).

Overall I believe that there are many misconceptions about the socialization of individuals on the internet. The internet, in my opinion, is a very different platform from reality, however the way we act on this platform is fundamentally the same.


Bente, G., S. Rüggenberg, N. C. Krämer, F. Eschenburg. 2008. Avatar-Mediated Networking: Increasing Social Presence and Interpersonal Trust in Net-Based Collaborations. Human Communication Research 34 (2): 287–318. http://www.blackwell-synergy.com.ezp01.library.qut.edu.au/doi/abs/10.1111/j.1468-2958.2008.00322.x (accessed May 7, 2008).

Flew, T. 2004. New Media: An introduction. Melbourne: Oxford University Press.

Huesmann, L. R. and L. D. Taylor. 2006. The Role of Media Violence in Violent Behavior. Annual Review Public Health, 27: 393-415. http://gateway.library.qut.edu.au/login?url=http://proquest.umi.com.ezp01.library.qut.edu.au/pqdweb?did=1040921501&sid=4&Fmt=2&clientId=14394&RQT=309&VName=PQD (accessed May 7, 2008).

Lachlan, K. A., S. L. Smith and R. Tamborini. 2005. Models for Aggressive Behavior: The Attributes of Violent Video Characters in Popular Video Games. Communication Studies, 56 (8): 313-329. http://proquest.umi.com.ezp01.library.qut.edu.au/pqdweb?index=0&did=989459261&SrchMode=2&sid=5&Fmt=6&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1210561042&clientId=14394 (accessed May 7, 2008).

Lin, A. C. 2008. Virtual Consumption: A Second Life for Earth? Brigham Young University Law Review 2008 (1): 47-114. http://proquest.umi.com.ezp01.library.qut.edu.au/pqdweb?index=19&sid=2&srchmode=2&vinst=PROD&fmt=6&startpage=-1&clientid=14394&vname=PQD&RQT=309&did=1451350371&scaling=FULL&ts=1210560265&vtype=PQD&rqt=309&TS=1210560314&clientId=14394 (accessed May 7, 2008).

Paltridge, A. and T. Tang. 2006. Quantitative Analysis and Finance. Milton: John Wiley & Sons Australia, Ltd.

Sanger, J., J. Willson, B. Davies and R. Whittaker. 1997. Young Children, Videos, and Computer Games: Issues for Teachers and Parents. London: Falnor.

6 comments:

melindamarie said...

Some interesting and valid thoughts are expressed in this blog.

You mention a common notion that violent video games result in violent behaviour in gamers. This notion is know as The Media Effects Theory and implies mass media had a direct, immediate and powerful effect on its audiences (Davis and Baron, 1981). If true the simple consumption of violent media forces violent behaviour without intent or control (Alan McKee 2006). However this theory is greatly flawed. Such attitudes lead to a perception a person has no responsibility or control over their behaviour. It also ignores the role of context in violent media, implying that all violence is negative even if the violence is portrayed in a negative light. Thirdly the Effects Model ignore personal circumstance as a contributing factor in violent media’s ability to affect viewers (or participants in the case of gaming). This simple cause and effects model is to simple for real world aplication where causal link cannot be proven exclusively.

I think it is perceptions such as the Effects Model which have created the anti-social stigma which plagues the online gaming community. Concern over the behaviour of a minority group of “extreme case” gamers have led to quick and unfounded public judgements. These extreme cases have lead to concerns by the general community as the affects of the online gaming communities on their participants. To identify the cause of “negative” gaming it would be practical to distinguish the characteristics which separate the anti-social gamers from the masses of other users. These are the problems to be addressed, instead of the general “gaming is bad” notion which has grown out of ignorant direct cause and effect models of behaviour.


Davis, D.K. & Baron, S.J. (1981). A History of Our Understanding of Mass Communication. In: Davis, D.K. & Baron, S.J. (Eds.). Mass Communication and Everyday Life: A Perspective on Theory and Effects (19-52). Belmont: Wadsworth Publishing.

Labryan said...

Alot of the examples cited are related to the media effects theory, as expressed by melindamarie. My concerns of social networking are not centered on your concerns of consumers imitating media behaviour, rather your comments on the behaviour that comes from being part of a networked community. Online communities enable consumers the opportunity to engage in various forms of personal identities, and provides the opportunity for active user participation.

It is apparent though, that social networks open up users to a number of socially disruptive purposes and can in fact disconnect people between their online and offline identities. Online interaction is replacing offline interaction – that is a fact. Every extra hour spent in an online network is one less hour the user is engaged in the ‘real world’. I do not believe that people who are part of online communities and virtual worlds are socially retarded, however, there is evidence to suggest that social networks and excessive internet usage can contribute to anti-social behaviour, as reported by Nie,(2005). The internet is indeed a very different platform from reality and the way we act is entirely different, despite online communities creating norms and attempting to regulate behaviour.

References

American Psychological Association, 1998, Isolation increases with internet use, Volume 29, No 9 http://www.apa.org/monitor/sep98/isolat.html accessed 30 April, 2008.

Nie, N (2005), Researchers link use of internet to social isolation, Stanford University, http://www.apa.org/monitor/sep98/isolat.html accessed 30 April, 2008

Brendam said...

Emma,
I commend you for approaching the often fiercely debated topic of online socialisation. As a relatively new member of MMORPG’s I find your thoughts extremely provoking. The first thing I noticed was your description of Dena, which was simultaneously laced with adoration and contempt. This I think is the beauty of the online Avatar. As you grow, so too do your perceptions, and your ‘ideal’ Avatar. I feel I must admit that I too was one of the leading sceptics who believed that online interaction was indeed a replacement of our physical selves (Lin 2008, 47). I also concede to having quoted that through internet and gaming exposure we are hiding behind a digital projection of ourselves. But as I read further and understand more of the concepts of Avatar usage and relationships, I do indeed see their true worth. By no means do I now feel that online interaction leads to social ineptness, as many popular theories of anti-social conditioning do (Kerbs, 2005). I now understand that an Avatar and online socialisation is simply a futuristic rethinking of our own approach to social exploration (Baym in Flew 2004, 69). And indeed they are an opportunity for us to explore personas as we physically and emotionally mature and evolve (Shenton and McNeeley in Flew 2004, 69). Flew (2004, 69) also notes that online interaction allows us the ability to confront ourselves and overcome the limitations and discontentedness of our ‘real’ worlds. So Dena may not ‘fit’ you anymore, you have developed, so what?! You are by no means socially retarded, in-fact my newfound faith in online socialisation would have me labelling you a social genius. What would a new Avatar possess for you?


Flew, T. 2004. New Media: An introduction. Melbourne: Oxford University Press.

Kerbs, R. 2005. Social and ethical considerations in virtual worlds. The Electronic Library 23 (5): 539-546.

Lin, A.C. 2008. Virtual Consumption: A Second Life for Earth? Brigham Young University Law Review 2008 (1): 47-114. http://proquest.umi.com.ezp01.library.qut.edu.au/pqdweb?index=19&sid=2&srchmode=2&vinst=PROD&fmt=6&startpage=-1&clientid=14394&vname=PQD&RQT=309&did=1451350371&scaling=FULL&ts=1210560265&vtype=PQD&rqt=309&TS=1210560314&clientId=14394 (accessed May 9, 2008).

Amelia Valenti said...

First of all, great blog! I am relieved to see that someone else in this world does not see the use of gaming as a ‘freaks’ past-time. I actually find it to be a great interesting past time and I love The Sims!

When I was the mere age of fifteen my brother got a playstation for his birthday, and so started the long line of games he was going to receive. One of these was The Sims. As soon as I logged onto a new account I was hooked. I made my sim and dressed her exactly the way I wanted to be perceived. I think a lot of people can relate to that way of thinking and always wondering what it would be like to be in someone else’s shoes for a day, these games enable us to do this.

This may sound like a very close minded statement but I always had this perception that only teenagers had insecurities about themselves, and I always thought I would grow out of it. Which I have to some extent, but I do understand people’s curiosity as to what it would be like to become another character.

I am a keen actress and I love getting up on stage. I have found that when performing with masks and costumes, it enables you to become this character easily. In the same way, when people log onto their Second Life, World of War craft or Sims account they feel protected by this identity they have created.

I very much agree with your statement regarding the misconceptions about socializing on the Internet. Although I have no done it myself, I know people who have belonged to dating sites but are too ashamed to tell their families because they are afraid of the judgment this will bring upon them.

Maybe before people start to make judgments about such things as online socialization they should try it for themselves instead of fobbing it off as something for the “socially retarded”.

Hannah said...
This comment has been removed by the author.
Hannah said...

I really enjoyed reading your blog, I can tell it was very personal. Social interaction changes online. People are freed from the immediate perceptions (and perceived threat) of normal social encounters and therefore behave differently than they otherwise would. I wish I had the studies to quote in front of me, but alas, I do not. Often we transcribe our desired personality traits onto an online Avatar (like yourself and I plan to do the same) or simply vent our world opinions in blog or chat. However, while these online alter-egos can represent WHO we are (at least in as much as they say something significant about our inner thoughts/feelings) they, more often than not, differ widely from HOW we are in the real world. Does this have the potential to socially isolate us? Well it does if we let it…..