In the lecture this week we spoke about the influence of the invention of the telegraph on other technologies and inventions. I however was more interested by this week’s reading by Lawrence Lessig, “Four puzzles from cyber space”. In the reading Lessig (2006) discusses cyberspace and the fine lines between it and reality.
There are a number of stories or scenarios given in the reading. Some describe situations where neighbours are fighting over land, ‘deadly flowers and dogs that can easily be replaced’ (Lessig, L 2006, pg. 10). Before reaching the midsection of the scenario I had realised that it was not something that had taken place in real life. This was a scenario taken from an MMOG or “massively multiplayer online game” (Lessig, L 2006, pg. 9).
Lessig (2006) further draws on the borders and fine lines between reality itself and virtual reality. He states that “virtual spaces let the user control the characters on screen in real time” (Lessig, L 2006, pg. 11). When you think about factors such as real time and effort being dedicated for an online accomplishment it may not make really any sense. However, I believe that other factors such as real life characteristics within the game truly engage the player i.e., being able to build a house, garden, have pets and most of all alter your physical appearance.
To further support my blog I wanted to share a video that I originally saw on Today Tonight – 4/8/2011. I have sourced it from the Today Tonight website, the video shows some of the implications of online gaming on teenagers. The video discusses they way in which the young gamer:
- Quit her job
- Stopped seeing friends
- Stopped going to school
- Would not eat or sleep
Lessig, L 2006, "Four puzzles from cyber space”, Code version 2.0, New York
Today Tonight, 2011, Television program, Australian Broadcasting Corporation, Sydney, 4th August.
I think it's very easy for people, esp young people to get heavily involved with online communities and gaming due to the control-ability of these platforms. A teenager, esp a shy one can find solace in meeting friends. They can control when and with whom they interact and for how long, alter their appearance, their environment and find personal achievement in the attainment of higher levels within the game. I don't think it takes much stretch of the imagination to see why that would be addictive to teens or people in general.
ReplyDeleteIt's tragic how games can make people forget what really matters, and have them fall so far down a black hole. Games should be fun but I suppose some people more so than others don't know when to stop. Maybe it's a personality thing?
ReplyDeleteToday Tonight annoys the hell out of me. I saw that video and to me from a commerce background, the story was unbeleivable and seemed to me more like hidden marketing for the actual game as it didn't really relate that much to the story that followed. No doubt in my mind people visited that game after seeing that story to see just how "addictive" it really is.
ReplyDeleteThat being said I have myself have seen friends play games for 12 hours straight and not realise how fast time passes and some people do get hooked on it like a drug. But that particular story for me, non-existent. Would not eat or sleep, fair enough. Not going to school or work, I highly doubt a parent would allow that to happen.
I absolutely love your background and layout, I love how the bit where you type is transparent! I don't know whether games can really consume us in this way unless we let them. Maybe we 'choose' to immerse ourselves in the online world in this way because it gives us pleasure (or relief from real world anxiety). Marketers and campaigners for instance, as Little Red Lost outlines with the ingame Obama campaign on Second Life, seem to take online reality fairly seriously. Are you really retracting from 'reality' when you're in a MMOG with stax of other people in 'realtime'?
ReplyDeleteCheers, Jo :)
I find MMOGs very troubling. I feel sorry for the kids trying to grow up with them. MMOGs are stealing their childhoods. Users aren't making real friends. Users aren't even going outside. We are going to end up with a world full of fat Michael Jacksons that cant sing or dance.
ReplyDeleteIt is weird to think that someone could become emotionally attached to something that is not tangible. But there is a reason why people do get attached and addicted.
ReplyDeleteAgreeing with what you said about 'being dedicated for an online accomplishment', I believe it is the time and effort that people do put into their MMOG's which could possibly be the reason why they become emotionally attached.
It also allows a form of escapism for the player as Lessig wrote about Jake.