Florence Chee
Florence Chee is a PhD Candidate in the
School of Communication at Simon Fraser University, where she works
at the Centre for Policy Research on Science and Technology (CPROST)
and the Applied Communication and Technology (ACT) Lab. She has
published numerous journal articles, and her research interests focus
on the ethnographic investigation of how users socially define
themselves amidst their technologies and lived realities. Her
fieldwork in Korea examined the ways in which gaming can differ with
regard to cultural, social structure, infrastructure, and policy
factors.
Primarily, I want to know if you
have any other ideas on how these gamers are going to move, whether
in the long-term or short-term.
Florence Chee: We can think of MMOGs as
just one instance of a broader trend in "retribalization,"
which media theorist Marshall McLuhan discussed in his work as early
as the 1960s. He argued that new media was in essence causing a
trend towards 'retribalization' of the once individual, literary
man. That is, he saw the affordances of new media favoring a
type of collectivism, as opposed to individualism. McLuhan
believed that new media had the ability to change people's ideas--and
had the inherent ability to persuade. We see manifestations of
this phenomenon in everyday branding and marketing, to be sure.
In terms of what we see happening with
online games is a type of retribalization. Social networks
facilitated by new media (Facebook, MySpace, and various online
games) enable the state of being 'with it,' when people rely on mass
media or groups to guide them in their beliefs and actions. I
mention other online applications along with games because they are
no longer distinct, but related. Just think of how many
applications an individual uses to organize a group online to do
anything on a daily basis (like raids, just say).
Having said
that, I believe that the large-scale movement of players from game to
game that we are seeing (the ones that are in the millions) is
indicative of a global process in which people are attempting to make
sense of their online/offline interactions. They are figuring
out what 'game' best fits their needs for retribalizing and the games
that have more of those needs fulfilled are, as we've seen, the most
successful.
I don't believe we are at the point yet where we're
going to have 'one game to rule them all,' because we're only
beginning to understand the realities of local contexts that may or
may not work with the mechanics of certain games culturally, or
otherwise. In other words, the game itself cannot do it alone. It
must be strongly integrated with a person's 'lifeworld' as a whole.
So you think that in looking for
a way to balance 'normal' life with encroaching technology, we've
headed into games? And if gaming tech offers the “right stuff,”
it could be a rallying point for future networking/social
media technologies?
FC: yeah, that's the essence of what
I'm sayin. I think McLuhan's take is a bit too
tech-deterministic, but there's not enough room to go into the nuance
of it, and the basic principle of retribalization is useful for
thinking of games and sociality.
How much of our attention
does Warcraft really deserve in relation to some of its
contemporaries? Do you think WoW, whether knowingly or unknowingly,
capitalized on any major long-term or short-term reasons for play?
FC: Interestingly phrased.
"Deserve" is such a loaded term :) What I can say is
that a virtual online game environment like WoW cannot thrive without
players. Because the revenue model is subscription based, it is
really the players choosing to throw their support behind the
continual development of that online world. How they make that
choice is a different matter.
Inertia, tipping point, buzz,
whatever you want to call it, WoW had an edge because they
strategically crafted that buzz while leveraging a pre-existing
narrative from the successful WarCraft RTS trilogy. So, they
attracted players like me who were familiar with the RTS and excited
about a MMORPG version, along with a distinct n00b clientele who
could play the game like golf. I believe those are some reasons
behind the success of WoW. Still, it's not always a 'black hole,' and
one's choice in game has very much to do with whether or not one is
established in another game. Some die-hard City of Heroes
players I knew refused to 'make the switch' because they had 'too
many friends' on CoH and didn't want to leave.
Blizzard's ever-popular World of Warcraft
What's in store for single
player games?
FC: Single player games aren't
going away, and it would be silly to assume that one genre is going
to win out. They serve completely different purposes, and we're
starting to target different demographics for different genres.
Though I may not necessarily agree with the way some categorize
players and genres, I do know that there is a trend towards creating
'single player, casual games' for middle-aged women because they are
a largely ignored demographic in need of relaxation (for example).
If you've only got 20 minutes to spare, you're not going to get much
out of playing a MMORPG.
Platform is also a consideration.
We've got to get more creative with the hardware as well. The
Nintendo Wii is a good example of how to take problems and criticism
(like sedentary, boy-biased games) and design solutions that engage
and include previously ignored segments of the population. We've been
riding old business models for way too long. The money is there
to be made (and piracy is something that is not going away either),
but the models can't rely on revenue from the sale of 'boxes'
anymore.
If Warcraft collapsed today,
then where would the players go? Other MMO games, single player
games, the gym?
FC: You can guarantee that there
will be lots of forum threads going "OMG! What happened??!!11"
Someone set us up the bomb!
FC: After that kafuffle, the taste
leaders would probably find a similar environment and spread the word
of the 'new' place to hang out. I think they would still stay within
the same genre (i.e. not single player, or the gym) because the other
activites would not fulfill the same social purposes as WoW.
Do you anticipate the arrival
of more game genres that might directly compete with MMO, Single
Player, Multiplayer online, etc?
FC: If I knew that, I would quit
academia and proceed to build an alternative gaming empire. If it
comes to fruition, I'll let you know.
Alright, last question. If
you were stuck on a desert island, with only one game to sustain you
over the long years, then what game would you pick?
FC: If I had to play single player,
it would be Jumpman. I love ASCII games. They were thoroughly
engrossing and yet relatively simple :)
This, assuming that I'm ignoring
the fact that I would need electricity... and everything else to run
the game. If I could choose an MMO I would log on and ask for help
off this island!
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