Power in online multiplayer gameplay
The social network I have chosen is
the online multiplayer game Call
of Duty: Black Ops 2 in combination with the PlayStation Network (PSN). I
have been a member of the Call of Duty PSN for a few years and have found that
over time the quality and context as a virtual community has improved.
The Call of Duty game itself is a
network within the PlayStation Network and I chose Call of Duty: Black Ops 2
because it is the most recent game in the Call of Duty franchise. The main
features of this social network are its easy to use communication avenues and
the ability to create a virtual persona. Barnes (1997) wrote, “the fictitiousness of
these virtual environments means that such a travel is actually 'imaginary',
yet they are also entirely 'real' in terms of their immersive potential.” Users
communicate via instant messages and live headset conversations that enables real-time
in-game exchange of information. Furthermore, it enhances the users’ online
experience to be realistic and personal without revealing their true nature.
Power within Call of Duty: Black
Ops 2 online multiplayer is shared among the players, however it is distributed
according to overall score and level. Players are given a rank according to
their score and a badge to show their level. Comparatively, the game creators
and administrator have power through controlling what purpose the game has and
what restrictions are used. For example, a serious misconduct complaint made
against another player enables the administrators to ban a player from participating.
I liken this model of power to the concept of Panopticism as discussed by
Theresa Petray (2013). The game creators and administrators are not virtually ‘seen’
but their presence is acknowledged and the players interact as if they are
being watched.
High-ranking players in Call of
Duty will have the advantage of experience over other players and this can
sometimes lead players to have disputes among each other. Allen (2003)
described power as “a relational effect of social interaction.” I witnessed a
verbal dispute between the two quarreling players to see who is superior.
After back and forth verbal exchanges, the players agreed to have a private 1v1
game to solve the dispute.
REFERENCES
Allen, J. (2003). Introduction: Lost Geographies of Power. Blackwell Publishers Ltd, a
Blackwell Publishing company.
Barnes, G.
(1997). Passage of the Flâneur. Rertieved from http://www.raynbird.com/essays/Passage_Flaneur.html
Petray, T. (2013). BA1002: Our Space: Networks, Narratives and
the Making of Place, Lecture 2, Power:
Big Brother and Self-Surveillance. [Power Point Slides] Retrieved from http://www.learnjcu.edu.au
Image
Credit
Image retrieved from
http://digitalproductionme.com//pictures/gallery/Stock%20images/300x200/GLOBE_BINARY_CONTINENTS.gif
No comments:
Post a Comment