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Yale University Press is collaborating with JSTOR to digitize, preserve and extend access to The Proteus Paradox.
http://www.jstor.org
Yale University Press
Chapter Title: REFLECTIONS AND THE FUTURE OF VIRTUAL WORLDS
Book Title: The Proteus Paradox Book Subtitle: How Online Games and Virtual Worlds Change Us—And How They Don't Book Author(s): NICK YEE Published by: . (2014) Yale University PressStable URL: http://www.jstor.org/stable/j.ctt5vksvj.16
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chapter 12 reflections and the futureof virtual worlds
In this book, I’ve focused on how online games often subvert the
promises of freedom and escape. This is not to say that players never
achieve transformative experiences. From the Daedalus Project sur-
veys, two categories of players discuss finding escape and freedom in
positive ways. The first group consists of those with physical dis-
abilities.
Several years ago, I was working as a nurse on the graveyard shift at a
local hospital. While repositioning a patient, I seriously injured my
back (L4–5 disk). I’ve been disabled and unable to work since then.
MMORPGs have allowed me to interact with people and feel more
whole/able. . . . With online gaming I can meet people and have
something of a social life even while isolated and pretty debilitated in
‘‘real life.’’ [Star Wars Galaxies, female, 46]
The second group comprises those who are struggling with issues of
sexuality. Given the fear and uncertainty of coming out to friends
and family, some players find a safe environment to explore and
discuss their sexuality online.
In my family guild there was a female character who was quite flir-
tatious, mostly with the guys but every once in a while with the
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reflections and the future of virtual worlds
girls. . . . One day, after I mentioned having real-life ties to the gay
community, this player confided in me that not only were they really
male, but that they were a youngish gay male. He played a female to be
able to flirt with the gender he preferred to flirt with. But, knowing the
usual homophobia, he was careful to keep all relationships strictly on-
line and banter. . . . I mentioned the GBLT guild on the other server to
him and he cautiously made a female player there. Once he had a feel
for the supportiveness of the GBLT guild, he promptly deleted the fe-
male character and played an openly gay male character on that server
in the GBLT guild. I think he said it was the first time he had played a
male character without being in fear of saying the wrong thing to the
wrong person. [City of Heroes, female, 40]
Responses like these, however, are uncommon in the Daedalus Proj-
ect surveys as a whole. We have seen the social and psychological
phenomena that have broad impact on virtual communities: how the
operant conditioning that leads to superstitious behavior is some-
thing we’re all psychologically wired for, the way gold farming in
online games has had a significant impact on the gaming landscape,
and so forth. No doubt some players have found beneficial and trans-
formative freedoms in online games, but I would argue that they are
the exception.
There are three mutually nonexclusive trajectories that virtual
worlds can take: they can replicate reality, influence reality, or re-
imagine reality. Let me describe the possibilities of these di√erent
trajectories.
Replicating Reality
For all their dragons and magic, fantasy worlds actually aren’t all that
di√erent from reality. One trajectory for virtual worlds is that they
continue to perpetuate, reinforce, and produce social norms. Along
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reflections and the future of virtual worlds
211
with TV shows, movies, and magazines, virtual worlds become just
another place where boys and girls learn what men and women are
supposed to be. Virtual worlds create an appealing but illusory uto-
pia, fooling us into thinking that ethnicity and global inequities no
longer matter. They promise to transform us while preserving the
status quo.
Oddly, the preservation of social norms has a silver lining. Social
norms allow virtual worlds to be used to simulate and understand
human behavior. The unintentional spread of a virulent in-game
plague in World of Warcraft has prompted medical researchers to won-
der if virtual worlds can be used to model and study epidemics. And
Edward Castronova has argued that virtual worlds are ‘‘the modern
equivalent to supercolliders for social scientists. . . . Virtual worlds
allow for societal level research with no harm to humans, large num-
bers of experiments and participants, and make long term and panel
studies possible.’’ Indeed, the ability to collect longitudinal and de-
tailed behavioral data from millions of people around the world has
significant scientific potentials.∞
Influencing Reality
Whether it’s the avatar you’re given, a doppelgänger of you, or the
rules of the game, virtual worlds give us unparalleled tools for
changing how we think and behave. Instead of providing an escape,
virtual worlds can be used to influence how people behave oΔine. In
this ironic trajectory, virtual worlds come to control reality. How we
are influenced depends on the intentions of the manipulators. Virtual
worlds may become a great way for retailers to make money from us.
Our behavioral profiles in consuming entertainment reveal our ma-
terial desires, allowing advertisers to target us more precisely. And
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reflections and the future of virtual worlds
for those who do not initially have such material desires, a dop-
pelgänger might convince them that they need to buy something
after all.
It is easy to underestimate the power of subtle manipulations be-
cause they are both so pervasive and so di≈cult to detect. But con-
sider that the simple ordering of names on a presidential election
ballot changes the vote outcome. In California’s eighty assembly dis-
tricts, the order of candidates on a ballot is randomly assigned. In
1994, Bill Clinton received 4 percent more votes in the districts in
which he was listed first. In 2000, George W. Bush received 9 percent
more votes when he was listed first. Even in high-profile elections in
which voters presumably have thought about their preferences be-
fore arriving at the voting booth, the simple ordering of candidate
names matters.≤
This influence can be wielded for both good and bad. As we’ve
seen, avatars can help people plan for their retirement. Ian Bogost, a
game designer and media philosopher at the Georgia Institute of
Technology, has used video games explicitly as social commentary.
In one game that satirizes airport security procedures, players must
quickly react to the capricious nature of the rules at the screening
checkpoints. And game designer and researcher Jane McGonigal has
created games that help people engage with pressing global issues,
such as the reliance on fossil fuels. Unfortunately, the reality of our
time is that major content creators need to care more about attracting
large audiences than about generating highbrow social commentary.
The programming shift on the History Channel, the Learning Chan-
nel, and the Discovery Channel—including attempts to gain broader
market share via sensationalist coverage of aliens, a family with nine-
teen kids, and child pageants—stems from this market dynamic. And
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I have a hard time believing that advertisers will care more about
social well-being than their bottom line.
Reimagining Reality
Virtual worlds hold infinite possibilities, but so far we’ve explored
only a sliver of those potentials. Yet we’ve seen that sliver replicated
and superficially modified so often that it’s easy to convince our-
selves that we’ve covered a great deal of ground. Instead of replicat-
ing reality, virtual worlds could allow us to imagine new ones. Early
textual virtual worlds allowed users to invent their own gender, but
contemporary virtual worlds often provide just two options. Would
leaving our bodies behind or creating novel forms of embodiment
allow us to imagine new forms of work, play, and interaction? This
issue is particularly relevant for business applications. Avatars don’t
inherently make work more e≈cient or more fun, but they certainly
make people more distracted by their virtual hair and clothes. Cer-
tainly, some of the alternatives I’ve mentioned in the previous chap-
ter may seem impractical, but I didn’t think that the goal of virtual
worlds was to be practical.
Sadly, it’s not clear that we would embrace this freedom even if it
were handed to us. We gravitate toward the familiar; bodies in virtual
worlds may function as McDonald’s does when we’re looking for
food in foreign countries. They are a necessary psychological anchor
in a sea of uncertainty. And perhaps we replicate the darker parts of
our oΔine lives in virtual worlds—work, stereotypes, and conflict—
because they are nevertheless comforting and help moor us to the
only reality we know. Research in early textual virtual worlds high-
lights this resistance to change. In these worlds, users were not con-
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strained by graphical representations; avatars were created via textual
descriptions alone. And yet, users often created avatars that leveraged
racial tropes and stereotypes. As digital media researcher Lisa Naka-
mura has documented, many Asian-appearing avatars in Lambda-
MOO borrowed heavily from martial arts or samurai movies. Per-
haps the hypermaterialism of Second Life isn’t caused by the presence
of avatars. Perhaps it’s just human nature.≥
How Do We Get There?
These three trajectories are all somewhat double-edged, but even if it
were clear that we need to try harder to use virtual worlds to re-
imagine reality, I’m not sure gamers or laypeople could do much to
influence the shift. This is primarily due to the significant costs in
creating and maintaining virtual worlds. World of Warcraft took over
$60 million to create, and that doesn’t take into account the contin-
uous operating costs. Only large corporations and game developers
have the capital to create virtual worlds. Not only does this limit the
ability of laypeople and even academic researchers to create their
own virtual worlds, but it restricts the kinds of online games created
due to risk adversity (and understandably so, given the entry fee).
Of course, there is also funding for virtual worlds from federal
agencies, but here, too, the tendency is to create virtual worlds that
replicate reality with ever higher fidelity. In the previous chapter, I
mentioned the cross-cultural military training simulation developed
by the Institute of Creative Technologies. That e√ort was made pos-
sible by a $45 million grant from the US Army. The institute collab-
orates with film studios and video game designers with the under-
standing that any new techniques developed are free to be used in
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video games and movies. There are also similar virtual simulations
for training in other areas and to help soldiers overcome post-
traumatic stress disorder. Replicating reality is a key goal of the mili-
tary’s interest in virtual worlds because the training context needs to
match the actual context, and this has a trickle-down e√ect in terms
of the technologies and graphical assets that are then available for
commercial use.∂
And there’s the rub. Experimentation in virtual worlds is expen-
sive and resource-intensive, requiring very specialized skills in 3D
graphics, server optimization, game design, storytelling, commu-
nity management, and so forth. It’s di≈cult for gamers or even tech-
savvy folks to put together a prototype. But we have seen the democ-
ratization of technology occur in other areas. Blogging software gave
everyone the ability to create their own website without needing to
learn a single HTML tag. And Picasa allowed everyone to manage,
edit, and share their digital photos without needing to learn a com-
plex photo-editing package or understand photography concepts
such as white balance. Raph Koster, lead designer of Ultima Online and
Star Wars Galaxies, began development of a software platform called
Metaplace that would have allowed anyone to create his or her own
virtual world with a low barrier of entry. If you wanted a kingdom of
flu√y cloud animals, you could build that. If you wanted a story-
telling game set at Downton Abbey, you could build that, too. Unfor-
tunately, the Metaplace platform closed in 2010, but I strongly believe
that we need something like Metaplace to move us along our experi-
mentation with virtual worlds. Since the boom days of World of War-
craft and Second Life, there has been a strange, stagnant lull in terms of
virtual worlds. I think gamers and academics have kept wondering
what would come next in either the online gaming or social virtual
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worlds spaces, but nothing has transpired to shift the attention from
these two existing worlds. Yet in the same way that blogging soft-
ware has allowed everyone to become comfortable with digital pub-
lishing and sharing (which helped to pave the way for social net-
working sites), it is only by lowering the entry cost of virtual world
creation that we can understand the full potential of virtual worlds.
Instead of being content to visit virtual worlds, we need to ask our-
selves what new worlds we would create if we had the chance.
This content downloaded from 193.198.212.4 on Mon, 23 Nov 2015 08:50:38 UTCAll use subject to JSTOR Terms and Conditions