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Sunday, July 14, 2013

Virtual Worlds and Intercultural Communications

What do a farmer, shop-keeper, knight, villager, soldier, wizard, and a priest have in common? They are all avatars—character representations of computer end-users in online gaming and Internet communities or forums. Individuals from all over the world choose or create an avatar (or character simulation) to participate in multiplayer games and virtual worlds and societies with others. Examples of these online communities are: Halo, World of Warcraft, Second Life, and a host of social network Zynga games like Castleville, Cityville, Frontierville, and Farmville.
People of many cultures and countries come together through these venues to work toward common goals; some on the side of “good” and some on the side of “evil,” depending on the viewpoint of the player. What consists of the good side or the dark side is virtually in the eyes of the beholder, or in a manner of speaking, in the hands of the game-control holder. Regardless of how the players meet—through a computer, Tablet, Nintendo Wii, X-Box, or PlayStation—the result is the same; people of different stripes, colors, creeds, class, and nationality interact on a regular basis with common goals to achieve. They must cooperate with one another in order to make progress.
Many of the games allow for “live chat” between players, where they can talk over headphones and mic or type back-and-forth via a text window on the computer screen. Most of the dialogue is conversational; and although game-related, cultural distinctions manifest themselves. Phrases and words unique to a person’s culture are expressed. For instance, an Australian gamer might encourage someone by saying, “Way to go, mate!” A player from Great Britain might exclaim in frustration, “Let’s fight off those bloody enemy bosses!” Asian players, who typically do not show as much emotion as Westerners, might not participate as much in the dialogue as they do in using their avatars to go in and get the job done for the sake of the team.
While multiplayer games can be enjoyed and played without intense interaction between participants, some games, like Second Life, give players the opportunity to learn about other cultures and value systems in a relaxed and safe environment. Researchers Fouts and King explain,
People share information about their real lives and beliefs in a virtual world where physical harm is not a factor and where issues such as gender, race, age and physical ability are hidden from view on first sight, thus creating a level field in which conversations can take place (Fouts and King, 2008).
Individuals have a chance to express themselves and their beliefs without reprisal and in such a way as to promote understanding and good will.
Whatever benefits are gained by using the virtual world medium to explore and understand different cultures, multiplayer gaming has limitations. According to an article in the Canadian Press, “Social networking sites become regionalized with their own cultural differences” (Lasalle, 2008). The article further explains that what one person finds interesting and entertaining, someone from a different culture may not.
Virtual worlds mimic the real world in many ways. Just as people tend to gravitate toward others who are like themselves in social situations, so do gamers via their avatars. Players are more likely to use their avatars to form alliances with people of their same language and cultural traditions, if only because it is easier to communicate and develop role-playing strategies with those who have a similar understanding.
Another limitation is that individuals often take on an “alter ego,” giving their avatar a persona that differs from their own. Because of this, they might not accurately reflect the norms or values of their respective cultures. People who participate in virtual world forums and games are part of a unique group. Not everyone enjoys online gaming, nor is everyone from every culture able to. It is only in technologically advanced countries that virtual world interaction is even possible.

Still, much can be learned and appreciated through Second Life, Halo, and the vast majority of worldwide multiplayer games. The farmer, shop-keeper, knight, villager, soldier, wizard, and priest represent real-life doctors, businessmen, homemakers, store clerks, factory workers, fishermen, and teachers from all over the globe. They come together to interact, socialize, strategize, and explore new worlds. In the end, friendships are formed and barriers are breached, and that is a goal worth playing for.

References
Fouts, J., King R. (2008). Understanding Islam through Virtual Worlds. Carnegie   Council for Ethics in International Affairs. Retrieved from http://www.carnegiecouncil.org/programs/archive/002/index.html
Lasalle, L. (2008). Social networking is spreading worldwide as facebook and others  adapt locally. The Canadian Press, Retrieved from http://search.proquest.com/docview/356600183?accountid=32521

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