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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