Sarah pretty much covered all of the information regarding the second life article so the majority of this post will pertain to the reading regarding MMOs (massively multi player online) games.
Steinkuehler and Williams argue that online games create a type of "third place" that allows for both informal relationship which exposes users to diverse world views and an avenue to create social capital. This idea of the "third place" stems from the idea of an anonymous existence within a social game. Unlike home or work, MMOS do not place people in familiar circles and are thus a "third place" for social mixing much like a bar or a pub. As outlined by Williams and Steinkuehler, what makes the MMO space unique from that of the bar or pub atmosphere is the anonymous nature of MMOs. Players, for the most part are able to detach their true identity away from that of their characters unless they otherwise choose to represent their characters as themselves. Hence, the authors of this paper refer to MMOs as being a "magic circle" where the offline persona can remain hidden. What remains is a sense of true meritocracy as characters are not judged based on financial status or social stature but almost exclusively on online performance. Furthermore, the vast number of users provide a rich potential for the creation of social capital through online activities.
What ultimately makes this "third place" an effective social mixing place is really the game itself and its demand for communication. As outlined by the authors, their study of four MMOs show that a well developed communications system and a need to communicate allows the user to create social capital. The authors describe the online communication systems of MMOs as a more advanced system of instant messenger. Multiple types of communication apply simultaneously as players message each other privately while also taking part in public chats. Furthermore, the built in features of MMOs such as the ability to bartar and organize in large groups to take on difficult tasks demands a sense communication.
In conclusion, this creation of a "third place" in online space can possibly dispel the classic idea of "bowling alone." Past researchers often expressed a fear towards the possibility that the internet would displace social activity and create an entire general of lonesome social hermits. However, the recent rise of MMOs and the vast popularity of social games has shown that the internet can be the great enabler of social mixing.
1. Discuss some ways in which you believe that MMOs differ from a bar/pub atmosphere and discuss some ways in which your interactions would differ in a bar/pub as opposed to an MMO.
2. Talk about some ways that 2nd life serves as a third space and do you believe that anonymity helps in the creation of a third space?
Wednesday, April 16, 2008
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3 comments:
I think we would be more attentive to our behavior and environment. When we are in a public setting, especially ones that promote social mixing like a bar or pub we are careful not to jeopardize the image/persona that we portray 24/7. Online, probably because of the whole anonymity thing, if we make a mistake in communication or playing a game and feel remorseful about it, we can start anew.
Second life is a perfect example of a third space. Playing in second life made me feel like I was in an animated movie where I I didn't know what was going to happen next.
And I naturally take it as fiction because everything that I am seeing is made up, most of all those avatars.
1
I think MMO settings resemble all of the characteristics we’ve been discussing this semester with regards to lack of non-verbal cues. Likewise, anonymity is a huge factor that alters the way people interact and meet each other. These two characteristics are the ones that make MMO interaction different to a bar/pub or any type of public interaction. Without non-verbal cues, there is a lot of room for misinterpretation. Therefore, I feel that even though you might get to know someone through MMO, you won’t really get a clear sense of what their personality is like. They might be smiling or frowning on some joke you make, but you have no way of knowing. Likewise, in a bar or a pub, you are socializing with a lot of people at the same time and MMOs make this harder to occur. You can shout out a comment to everyone, but it won’t ensure everyone’s reaction. Not everyone will be there (they might have gone to the bathroom), and someone might type a comment at the same time as yours, causing people not to read yours. There isn’t the same sense of physical interaction, you can’t hear people’s laughs and make jokes, or discuss topics in a dynamic way. It is a communication that is very back and forth – I type something, you reply, and that’s it. Whereas in person, you can say something, and while you[re talking, someone is already replying with their eyes, hand gestures or other non-verbal cues.
2
2nd life creates a third space because it is definitely a communication space that allows for people to interact in a setting that is different from their daily lives. It gives them a chance to interact with different people in settings that aren’t their workspace or home. Anonymity definitely helps to create a better third space, because people can be certain that they are in a space where no one knows them. They aren’t confined by their pasts, and people like friends or family members aren’t present to judge their behaviours.
I kind of have two trains of thought on this topic:
First, I would say that 2nd Life acts as a third place not necessarily because of the physical or literal characteristics of a 3rd place that we discussed in class, but more because of the psychological and emotional elements associated with a 3rd place. I think that the anonymity factor plays an important role in the consideration of 2nd life (or any virtual community) because in some sense, it allows people to act with a sense of informality and establishes a neutral environment.
However, my second train of thought is that 2nd Life is not so much a 3rd Place, like we talked about because with anonymity you don't have to be yourself. You can take on an entirely different character, and in this case, you aren't necessarily acting as YOU, therefore I think it is somewhat misleading to label it as a 3rd place in relation to home and work-places where you are acting as you in a physical sense. This is difficult for me to explain online, and I realize this second thought may be difficult to follow. Haha, but I guess the point I am trying to get at is that 2nd life cant be classified as a 3rd place when you are not obligated to be yourself (like in work and home). Because it is a virtual world, it is hard to define it in relation to your non-virtual first and second places...if that makes any sense...
=)
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