In his book "Video Game Spaces" Michael Nitsche (2008) describes
five layers of spaces referring to video games:
- The layer of hardware on which the program runs and all processes are executed
- The mediated virtual environment as it appears to us on the screen and we can interact with it with our avatar (or however)
- The imaginary layer, which represents what each one of us interprets into the mediated layer
- The real space in which we sit and play the game
- The social space which is created when playing a game (with others or without).
The last layer might also include the social and cultural space
created through video games. As they long passed the state of being a
nerdy, quite unusual leisure time activity and reached living rooms
all over the world, even of people who would not be considered nerds
or even gamers at all. (Triple A) Video games nowadays are comparable
with a shitty reality TV show such as Masterchef or Dating
Naked which "no one likes" but still everyone is
talking about. They became a topic for a short break at school
or university or a coffee at work: "Have you played...", "I
can't wait for the next..." etc.
But I don't want to drift into a discussion about shitty video games
and shittier television shows. The more interesting part here is the
question of the social space, Nitsche mentions in his book and Torill
Mortensen's thoughts about deviant strategies in video games
(Mortensen, 2008). She raises the question what strategies in World
of Warcraft (Blizzard Entertainment, 2004) are normal and which
deviant (Mortensen, 2008).
Her thoughts raise the question if what Nitsche described as
social space is sufficient for describing everything social
connected to video games. What about things that happen inside of the
game, as for example (unspoken) agreements about what is normal and
what is deviant?
Another example is a "funeral raid" as happened in World of
Warcraft many years ago:
In short a player of one faction died (in real life) and his guild
and (ingame) friends organized a funeral in Winterspring. Apparently
players of the other faction got to know about it and disturbed the
funeral, attacking and eventually killing everyon participating in
it. This act of hostility towards players who wanted to show their
condolence towards the loss of other players raised a huge discussion
wether or not it is ethical. Of course this is an extreme case but
the question to ask is if this kind of social (the funeral) and
antisocial (the raid) behaviours can just be generalized under the
term social space of Nitsche.
I say we need at least one more space, the social ingame space.
The aggregation of both phenomena under the same term seems
insufficient as such social phenomena inside of games might be different from real life actions. An example could
be Mildenberger's (2009) discussion about "evil" behaviour
in virtual worlds.
Even though Mildenberger's concern is an ethical one, his example in
EVE Online (CCP Games, 2003) shows in how far behaviour in
virtual worlds can differ from what people do in real life. His
subject of discussion is the act of "suicide ganking" in
EVE Online. Again shortly described, a suicide gank is the act
of destroying the space ship of another player in an area which is
actually protected by police forces. The act of destroying the other
ship will unevitable result in the destruction of the attacking ship
by the police forces. What players do now is, they team up and
destroy a ship just to get destroyed afterwards themselves. A third
party (player) is asked to be at the spot of the kill to collect all
goods resulting of the destruction of the ship and the attacking
ships and the third party share their gains afterwards. As
Mildenberger points out the act of sucuide ganking almost never leads
to a positive outcome (economically) for any of the parties
(considered the attacker and the third party are belonging to one
team; of course the third party could just get away with the loot and
therefore would have an absolute win situation). Therefore
Mildenberger considers the act of suicide ganking as purely evil.
The reason we can use this as an example, even though it is a
discussion of ethics in games and not social gatherings is that it
shows how different people act in video games than in real life. In
real life such an act of pure evil (no gain for anyone) is nearly
unthinkable and the best examples we could find would probably be in
television. In video games on the other hand, players tend to act
like this more often. Because of this I suggested the sixth layer of
ingame social space, as a space in which social behaviour
might significantly differ from the "real life social space".
Bibiliography
Mildenberger,
C. D (2009). Evil in virtual worlds. At The Philosophy of Computer
Games Conference, Oslo. Online at:
http://gamephilosophy2013.b.uib.no/files/2013/09/Mildenberger_Evil-in-virtual-worlds.pdf
Mortensen,
T. E. (2008). Humans Playing World ofWarcraft: or Deviant
Strategies?. Digital
culture, play, and identity: A world of warcraft reader,
203.
Nitsche,
M. (2008). Video
game spaces: image, play, and structure in 3D game worlds.
MIT Press.
Ludography
EVE Online. CCP Games (2003).
World of Warcraft. Blizzard Entertainment (2004).
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