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[…] it is not only the world’s fastest growing medium, but also the fastest growing area of global expertise in how to entertain, retain and connect twenty-first-century consumers. If the future is looking more and more like a game, it’s partly because the science of satisfaction has never before been so precise, so powerful, or so profitable. Where play goes, the world will follow.
As you perhaps may have gathered, I spent most of my childhood reading books. This was not due to choice on my part. I have never owned a gaming console. In fact I did not even really start to experiment with computer games until Massively Multiplayer Online titles really began to take off.
Of course I quickly learned what other MMO players know quite well – you go online to fight goblins and monsters you can kiss your social life goodbye. What is interesting is to observe just how mainstream this behaviour actually is. As today’s author Tom Chatfield points out in Fun Inc. there is not a world of difference between online gaming and social network sites such as Facebook. In fact, users of Mark Zuckerberg’s private nation spend an awful lot of time – notably during work hours – playing game applications on the site. Yet these people are not regarded with the same measure of contempt as the proverbial gamer ‘man-child‘ is.
Chatfield’s account gives a history of computer gaming, from its early development in 1962 as an experimental programming model in M.I.T. through to the evolution of the text-based games that led to genre defining titles such as Ultima and then onward through the console wars between Nintendo and Sega, which made clear just how much money could be earned from this evolving entertainment medium. Which was advanced to even more dizzying heights by the entry of Sony Entertainment, with their own console the PlayStation. Gaming is now a billion dollar industry, even threatening the box office clout of big budget Hollywood movies, with the console now poised to become the central entertainment hub of the family home.
Three heavily critical quotes of three very different mediums are presented to the reader at the beginning of Fun Inc.’s fifth chapter. The first is taken from Plato’s Phaedrus and describes Socrates’ disapproval of the written word. The second is taken from Georges Duhamel‘s book Scenes from the Life of the Future, insisting on the corruptive influence of film. Finally we come to a lambasting of gaming as an activity in itself, with London’s Mayor Boris Johnson stepping up to the plate, denouncing gamers as follows:
They become like blinking lizards, motionless, absorbed, only the twitching of their hands showing they are still conscious. [It] teaches them nothing. It stimulates no ratiocination, discovery or feat of memory.
Of course the fear of the new is nothing, um, new. What Chatfield is describing here is a fatal inability to recognize the pervasiveness of gaming. The teenage boy is the typical symbolic game player and yet many professionals, male and female, indulge in virtual worlds after work. One fascinating anecdote has a corporate position interviewee be scolded by a executive for not mentioning on his C.V. that he ran a guild in World of Warcraft. It showed team-building skills and managerial potential. However, there remain scare stories of gaming inspiring acts of real world violence. Chatfield treats of the media furore, as well as the many psychological studies of the effect of games.
There is even an unfortunate quote from Roger Scruton, taken from a 2008 article for The Times “Can Virtual Life Take Over From Real Life?“, where he rails against the ephemeral nature of virtual relationships, be they online communication or in-game narratives. I wonder has he since played Dragon Age?
In the second half of this book, Chatfield’s analysis really takes off. There are some very revealing discussions of online gaming profits, gold farming, Europe’s Pirate Party, as well as spotlighting the work of literate game writers/creators such as Rhianna Pratchett and Jason Rohrer – his game Passage sounds like a genuinely affecting, as well as intentionally morbid, game.
Unfortunately having read Greg Lastowka’s Virtual Justice recently, much of the material here was already familiar to me. In fact the early chapters resembled a superficial a potted history of the game industry. Once again there is discussion of Qui Chengwei, as well as the World of Warcraft ‘blood plague‘.
Then again I read PC PowerPlay a very stimulating games magazine. So hit and miss fare overall.