Unlike Facebook or other such social networking platforms,
the online gaming world requires very little, to no, real-life auto/biographical
details. Instead, the user ‘creates’ his or her own personal profile, including
name and an image to represent their in-game character. A female can even to
choose to be a male and vice-versa. The user does not have to share any
real-life personal details with other players whatsoever. The online gaming
world is literally, in itself, a narrative and players can completely fabricate
a new persona and bibliographical details for themselves. In fact, it can even
be said that one of the reasons people become so addicted to online games that
provide social interaction with people all around the world is because they are
able to adopt a new personality and immerse themselves in a fantasy world
completely free of the burdens of the ‘real world’. http://news.bbc.co.uk/2/hi/technology/4265407.stm
In his work ‘There is
no “I” in network: Social Networking Sites and Posthuman Auto/Biography’, Laurie
McNeill says, “…imagining the Internet as a realm for Dionysian excesses of
identity play, where selves could be put on and off with a few keystrokes.” In
online games, such as Evony, the players are even encouraged to become someone
else, so to speak. McNeill continues on to talk about how our online ‘self’ is ‘collaborated
with the site’s network’, meaning that the site itself encourages people to
display certain details in a particular way. In the online gaming world, whilst
the bibliographical details provided by the player are mostly fictitious, Evony
gives the player a title and rank within the game, such as ‘Lord’ or ‘Lady’ and
‘Knight’ or ‘Prinzessin’. The images provided are made to be sexually appealing. All of this
encourages the players to act a certain way or to become a character within the
game.
(www.evony.com)
In previous lectures we focused on power in social
networking, looking back at that, it can further be said that in an online
game, the administrators of the game still hold the majority of the power. The
case still remains the same when it comes to ‘online identity’. Whilst administrators
are unable to dictate what sort of persona the players put on, they can steer
them in a particular direction by choosing what information can be put on
display and monitoring chat rooms for ‘foul language’ and the use of languages
other than English. Players can be banned, prevented from speaking or given a
brief warning for improper use of language or improper behaviour online.
References:
McNeill, L. (2012). “There Is No "I" in
Network: Social Networking Sites and Posthuman Auto/Biography.” Biography 35.1,
65-82. Biographical Research Center.
Van Luyn, A. (2012). BA1002: Our
Space: Networks, narratives and the making of place, Lecture 4: Networked
Narratives (Lecture 4 PowerPoint slides). Retrieved from: http://learnjcu.edu.au
Waters D. (2005). Losing Yourself in Online
Gaming. Retrieved from: http://news.bbc.co.uk/2/hi/technology/4265407.stm
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