Tag Archive: behaviour


How do you explain where you are going to someone when you enter a virtual world? Is it a secret adventure, another world or just a game?  Or is it a curiosity into the new. For those Gamers and Second Lifers, it’s a question we really never ask. In world – our world – the world we enter, is a way of life. To question it is the same as questioning the concrete world that we inhabit. Why do we exist? What is our purpose here? What is this existence for.

Sitting in front of a computer screen, we click buttons and move the mouse and then emerge as a character in an inexplicable world that sends the adrenalin flowing. It’s a new world, one devoid of many of real life constricts. It’s a creative, challenging, secret world. It’s a world that we can either shed all inhibitions or play out a life we wish we had. It’s an addictive form of escapism.

I’ve criticised the way that the controllers of such environments have manipulated such environments for commercial reasons. Second Life is run on real money with a real economy and creates real problems. Like any addiction, Second Life or many MMORPGs, the inhabitants find it hard to leave behind their concrete world and create a mirror image of it in world. But the potential of these environments is vast on many scales – the potential to breakdown barriers, to allow everyone to cohabit in harmony (albeit often at war with each other). We hide behind masks. We drag our alter egos into virtuality. We sit in front of screens en masse across every continent. Going there is just another inexplicable concept that we accept.

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Normally, before I have had my first cup of tea, I would have done five dailies, farmed justice points and collected 3 stacks of ore from Northerend. How could I even contemplate starting that sentence with the word “normally”?

The Social Network is not a movie – it is a visual book. Save your money instead – there is nothing in the movie that you cannot read about. Strangely enough, a few days ago I had randomly rented a movie through iTunes – The Squid and the Whale in which Jesse Eisenberg played a teenager so affected by his father’s legacy as an academic, that he resorted to cheating in order to impress him only to find that his father was, in fact, living a total lie himself. Here he is again, 5 years later playing a similar role yet with a lot of new moral, ethical and personal questions being raised. This is a movie not about Facebook, but about one blog entry published on the internet in a moment of rejection and anger, fuelled by copious amount of beer. A moment that was to change that one person’s life for ever. Everything else is built around it.

Mark Zuckerberg epitomised contemporary youth – seeking acceptance, wanting to ‘belong’ and angered by his exclusion from all the things that were ‘normal’.  Facebook was not the idea of a couple of jocks who already had that social acceptance – it was the result of a leader who translated the idea into his own language to create something so big that it is forever embedded into this historical culture.

It’s the living behind the screen that draws me most to the events in this story rather than the success of Facebook. Rejected by his girlfriend, Mark angrily posts defamatory remarks about her and her family in his blog. This is instantly proceeded by the setting up of a website to compare the female students at Harvard in a voting system that brings down the entire network. Brilliant! Brilliant because he was able to do it with such ease and brilliant because he knew that the site would instantly get the attention of his fellow students. Disrespecting others from the comfort of the screen is common place. On this occasion, the rejection by his girlfriend face to face was the catalyst to what has turned out to be one of the most successful innovations of this century. That was a key factor in this story.

The legacy of instantaneous posts is growing – the effect on careers and personal lives often takes centre stage in the media. Mark humiliates his ex-girlfriend on the internet and the emphasis that he did it ‘on the internet’ was far more powerful than if he had done it in ‘public’. To Mark, the humiliation of the private rejection was retaliated in force by his blog. That was Mark’s justice.

So before I have even finished that cup of tea, I have read 50 tweets, checked who is drinking a cup of tea on Facebook, and ploughed my way through 20 offers to turn me into a millionaire. Tempting, then I could but that new airbook. Why does this all feel so ‘normal’.

The screen has been acclaimed as a 20th century revolution. But as we move further into the 21st century, the effects of the screen are becoming more and more apparent. Spending too much time in front of a screen can cause a number of side effects including headaches, eye strain, tension, hyperactivity and even depression to name only a few. It can affect sleep, relationships and self-esteem. There have been several reports of children committing suicide after playing for too long where reality and virtuality have blurred into one.

In the New Scientist today, Nic Fleming reports on the negative aspects of too much screen time for kids. .

Are we nurturing a generation who will have the worst psychological problems in adulthood that Western Society has ever seen?

About eight years ago, an American teenager in the same chat forum as I, complained that everyone was bored in life and suggested that what America needed was a war to liven things up. I remember the onslaught of replies that suggested America was invincible and such attacks would never happen. There was a feeling of shock running through me when he posted. Eight years later, the twin towers were brought down. That teenager would have been in his twenties by that time – perhaps newly out of university and just starting a career – perhaps in Wall Street. I always wonder if he remembered his post and if that was the war he envisaged.

Computer games are important in many lives. They create challenges and interaction with others and allow many with disabilities to communicate in a way that they could not in their real life. The environment is rich in visual stimulation and the designs are superb. Teenagers, who are predominantly the users of these games, constantly seek this form of activity. I would much rather see them gaming than creating havoc on the streets. But you need a computer to game and for some games you need a powerful internet connection. That’s not something that everyone can afford.

The media use the term ‘addiction’ more frequently than ever these days when discussing computer gaming. Stories of users committing suicide or relationship failures blamed on this addiction are rich pickings for journalists. But to what extent can we blame gamers for being obsessed with a world that takes them out of their real one?

Are you an addict? Take the test!

Entering the world of gaming was a mysterious adventure into what Spacexcape thought, at the time, was a new world. Forever the explorer, she found herself in land of breathtaking graphics and visual stimulation with constant challenges and achievements. It was not difficult to see why gaming is addictive and why users would rather spend hours in front of a computer than with friends, playing sports or even just watching TV. But the consequences of that are already becoming evident. Research is showing us that gaming is contributing to obesity, depression and violence. Yet it is one of the largest growing activities western society has produced.

Spacexcape’s experiences in World of Warcraft were very different to those in Second Life. In SL, she quickly found like minded people to collaborate with in both the real and the virtual world. In WoW she works in isolation wondering how or if that world could ever be what she needed it to be. 3D animation is a complex and time consuming practice, not to mention expensive and finding a way to progress with the project has been slow. But the gaming experience is very much a part of that progression.

 

 

The communications pod in SL

Communications Pod in the Spacexcape Project (Second Life)

 

There are over 10 million people subscribed to WoW. Gamers appear to fall into two categories – casual that play occasionally for fun and hard core who are totally immersed in the ‘life’. Spacexcape has met both. The hard core are ‘experts’ in their profession and life has to work around the game, rather than the game fitting into their life. This is the excessive, compulsive and addictive nature of the game. But at what price? Is gaming changing the way that people behave?

 

I recently posted a link to a short video that I had made of my mage gnome reading Sartre’s 1945 speech on existentialism, on the WoW forum – part of a piece I am working on at the moment but was intended as a piece of fun. I emerged with only some small pieces of flesh hanging from my skeleton! Gamers are a hard audience to address. Gamers like to be in control. One poster – Santea (in a guild called ‘My little Pwny’ on the Twilight Hammer server) posted a long, long diatribe about the lack of merit in my work and that it was not worthy of discussion … and yet had spent probably 20 minutes doing exactly that! There were other similar posts. One poster wrote “If you want to be an artist give up your dreams because you are terrible.” and another “If it IS serious however, god I do pity upon you.”

I found these remarks to be very insightful and exposing the type of attitude that is prevalent in game. Ask any gamer and they will tell you that the open channels in virtual worlds are swamped with users who seek attention through insult. As a player myself, I have become accustomed to being belittled by the hard core gamers – or those who strive to be. World of Warcraft breeds anger – and it is projected into forums, chat rooms and the world through violence, abuse, and prejudices.

Gaming is a dangerous and yet delicious exercise.

Spacexcape Bridges in Second Life

Does virtual reality allow us to look at the concrete world in in a different way?

– when we enter virtuality do we behave and act in a different way?

– do we see the world from a different perspective?

– does it help us to deal with constraints in our daily lives that hold us back?

Spacexcape was an avatar created in Second Life in 2003 after six years of actively participating in virtual discussion boards.  Now she continues with the same name and different avatars but always as the punk rebel who refuses to accept authority. Travelling across virtuality she is constantly seeking new ground to tread.

In this blog, Spacexcape will be writing about her journey in order to investigate the enquiry outlined above. She welcomes all feedback and help!