Communities of Play and the Global Playground (Chapter 1)
Pearce introduces her book by asserting that play and communities are not new to the Internet. Pearce, similar to Gee’s “play is inherently social” idea, continually refers to “social play” and “play communities” (3-4). She then defines “play” and “community” separately (an interesting tactic, since she asserts elsewhere that games cannot be dissected and defined by their individual parts because the whole equals more than the sum-but she applies this ‘dissection’ here). The title of the book “communities of play” is meant as a counter to the anthropological term “communities of practice” (5). Her intended focus for the book seems to be about adult play, specifically something called the “Uru Diaspora” (or the group of ‘refugees’ without a ‘home’ after the game Uru was shut down, twice).
Before looking at virtual multiplayer games, she gives a brief history of multiplayer games from 3500 BCE to the 21st century. One interesting note is H.G. Well’s title Little Wars (which implies in the title that only intelligent girls-and those seem few-are interested in “boy’s games”). She makes sure to mention table-top role-playing games, such as Dungeons and Dragons (from this point on, she makes frequent mention of Tolkein’s Lord of the Rings). Pearce seems to suggest that fantasy and sci-fi genres have the corner on the MMOG and MMOW market.
Virtual Worlds, Play Ecosystems, and the Ludisphere (Chapter 2)
The most striking section of this chapter “Playing with Identity: The Rise of the Avatar” examines player’s bonds with their avatars, and how players will often refer to themselves as “real-life avatars.”
A large portion of the chapter is dedicated to the difference between ludic and paidiaic (or fixed synthetic and co-created) worlds. Fixed synthetic worlds tend to be more ludic, with examples being World of Warcraft and Uru. The creators of the game have absolute control, over narrative, over the world rules, over the world’s design. Paidiaic worlds are open-ended, co-created, primarily an “environment designed for spontaneous play and creative contribution” (32). The game platforms we are using for this course, Second Life and Minecraft, seem to be apt examples of this type of environment. These types of games can also be referred to as “sandbox” games.
Emergence in Cultures, Games, and Virtual Worlds (Chapter 3)
It isn’t until the third chapter that Pearce brings in her idea of ‘emergence’ in general and then in video games. Something Pearce takes care to mention is that “historically, emergent cultures can take hundreds or even thousands of years to develop” (38). With the invention of the Internet, this time has exponentially decreased. She waits until halfway through this chapter to define ‘emergence,’ which I find an odd approach. This is where she believes that the sum of a game equals more than its individual parts. She lists several properties that can lead to emergence within a game: discrete (a closed system with a particular set of consistent rules), open-ended (no definitive win-lose conclusion), persistent (allows for cumulative, building action), synchronous and asynchronous (this sounds contradictory, and isn’t really explained by Pearce), long-term (one player’s behavior builds on another, or similar to the 3 minute, 3 hour, 3 month deadlines we discussed in previous class discussion), accelerated (everything, relationships, etc seems to move at a faster pace, even though tasks can take longer than in the physical world), networked (populated by people, easily connected), and finally diverse (this allows for many types of behaviors. Pearce notes that homogenous groups will tend to perpetuate similar actions, preventing emergence.)
In order to examine the “Uru diaspora group,” Pearce made certain that they met all criteria for emergence. There are six components Pearce considered when making her choice: emergent behavior (the patterns exhibited by the Uru group were evident even outside the realm of the game), events over time (Pearce decided to study this group for eighteen months, more than enough time in this accelerated environment), scale (a large enough group to study-the Uru group contained upwards of 10,000 members, but 160 to 450 were enough to adequately complete Pearce’s study), components versus system (emergence outlines any of the elements within the system, which is true of the Uru game and group), system versus environment (the Uru network ‘traversed’ several different virtual worlds, contacting different ecosystems each time), and lastly method (three components-system, parts and ecosystem- must be able to be viewed concurrently).
Discussion Questions
Discussion Questions
- Since many of us have no background in sociology or anthropology, how would we define the term 'emergence'? How does that relate to the medium of video games?
- How does a virtual diaspora differ from a physical diaspora? Why?
- Do the properties that apply to 'emergent games' apply to 'emergent cultures (physical ones)'? If some do and some don't, explain why.