PART I: Games, Community and Emergent Cultures CHAPTER 1: COMMUNITIES OF PLAY, PAST AND PRESENT Editorial Notes: Clark says I need an intro paragraph to explain my unique perspective, but I like the start below and I think the intro does that now. Play Communities Play communities are nothing new. They surround us in many forms, from chess clubs, to sports leagues, to summer camps, to bridge clubs; from tabletop roleplaying groups such Dungeons & Dragons, to live-action role-playing communities, such as civil war reenactment and renaissance fairs. In the latter cases, part of what draws a play community together is a shared imagination space in which they can express aspects of their personas that might not find expression in other realms of everyday life. This form of expression can be seen in tribal and traditional cultures in the more serious form of ritual. (Schechner 1988b) (Turner 1982) Adult play tends to be marginalized in the West, particularly the United States, with a few exceptions. Ritually sanctioned events such as Halloween and Mardi Gras create allowances for anyone to engage in provisional, short-term, play Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 22 communities. In fact, year-round communities have formed in preparation for annual Mardi Gras celebrations. By and large, adult play communities that form around sports or card games tend to be more socially acceptable, while those who engage in role-playing communities tend to be viewed as outside the norm. This is especially true of communities whose play cultures is deeply tied to imagination, fiction and identity, such as “Trekkies” who engage in role-play around the television series Star Trek. Like renfair participants of members of the Burning Man festival, these play communities apply a high level of effort and creativity to their play culture, often to the bewilderment of the population atlarge. With the emergence of digital networks, whole new varieties of adult play communities have begun to appear, enabled by global networks and increasingly popular online games and virtual worlds. Some of these are extensions of nondigital forms of play, while others present offer entirely new play experiences and playscapes. Networks enable these communities to grow at a significantly faster pace, and significantly larger scale, than play communities that aren’t connected online. Because they are typically geographically unconstrained, they also allow play communities to form beyond national boundaries. These phenomena allow for new and creative playgrounds to form, not only within discrete networked play spaces, but also through “real-world” interventions, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 23 such as “alternate reality” and “big games,” “smart mobs,” and other forms of play that bleed out into the real world. Marshall McLuhan coined the term “global village” to describe the shared storytelling space of television. In a similar way, online games have created a kind of “global playground” where people can now interact dynamically in real time and build new and increasingly complex forms of play community. The most common of these new global playgrounds is the “MMORPG,” the “massively multiplayer online role-playing game,” in which players develop roles derived from fantasy literature to engage in epic fictions. Others include more open-ended “sandbox” style environments where players can create their own homes and stage events. Between these two extremes are an array of networked playgrounds in which a variety of play communities and emergent social phenomena take shape. This book’s purpose is to look at how these play communities are formed and sustained, and in particular, to study the intersection between a play community and the global playgrounds it inhabits. What is it about play environments themselves that promote certain types of communities to form? How does their design, governance, and ongoing management effect play communities? How do players both leverage and subvert these playgrounds to their own ends? Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 24 What happens with a play community develops such a strong commitment to its collective relationships and identity that it transcends the very context of its formation and begins to traverse into other playgrounds, building and maintaining its own unique play culture? Multiplayer Games: The “Next Big Thing” Since 3500 BC While massively multiplayer online games (MMOGs) are lauded as the newest and fastest- growing genre of computer games, they could as much be viewed as a return to the natural order of things. In fact, the advent of single-player genres as the central paradigm for games is an historical aberration of digital technology. Prior to the introduction of the computer as a game-playing platform, virtually all games played by hundreds of cultures for thousands of years, with few exceptions, were multiplayer. The earliest archaeological evidence includes the Egyptian Senet, dating back as far as 3500 BEC, and the Mesopotamian game of Ur, whose evidence dates back to c. 2600 BCE, or perhaps earlier. Other evidence reveals variations of the popular African game mancala, typically played on carved wooden boards, etched into the stone of ancient ruins in Eritrea and Ethiopia. The Chinese game of Go, which eventually spread throughout Asia, is believed to have existed as early as the Twenty-Third Century BCE. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 25 From a cultural perspective, games have a checkered past. According to historian Marilyn Yalom, chess vacillated from high culture to low, from the game of Kings to the source of social ills such as gambling, violence and even sex. ,Consequently, in each of its cultural contexts, from India to Islam to Western Europe, there were various attempts to ban the game. (Yalom 2004). In her book, Birth of the Chess Queen, she follows the migration and development of the game of chess across epochs, cultures and geographies, tracing the emergence of the queen as the dominant piece on the board to the time of Queen Isabella and the Age of Discovery. The commercial board game of the industrial revolution has a similarly checkered history. Early board games of the 19th Century were surprisingly didactic. Board games of this era arose in the socio-economic context of an emerging middle class and its family “salon.” (Orbanes 2003) (Hofer 2003) The first published in the U.S., Mansion of Happiness, was a didactic “serious game” designed by a woman to teach children values such as prudence, charity and thrift. The game used a “teetotum,” a kind of numbered top, because at the time, dice were associated with gambling and vice. Other play practices of this era included dollhouses, predominately for females, and the male equivalent, the miniature war game, a historical tradition whose resurgence in the early 20th Century can be traced to science fiction author H.G. Wells. (Wells 1913). This era Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 26 also saw the growth of hobby culture as epitomized by the decidedly industrial model railroad. Throughout this early period, board games were largely informative and edifying, with series such as “The World’s Educator” and games such as Authors, What’s His Name (a trivia game), and The Dissected Map of the United States, a geography game. (Hofer 2003) The first board game to be patented, designed by Lizzie Magie in 1904, was also a “serious game” with an activist bent. Based on the economic theories of Henry George, the game was designed to demonstrate how the rental system benefited landlords and exploited tenants. With the rise of capitalist values, this simple game, in which players encircled the board based on dice-rolls accumulating property, eventually evolved into the pro-capitalist Monopoly. (Orbanes 2003) The turn of the Twentieth Century saw a shift of direction with the publication of games such as Finance, Banking Commerce, Railroad and Department Store, all celebrating the emerging capitalist ethos of Industrial Revolution in America. (Hofer 2003) Throughout the first three quarters of the Twentieth Century, games continued to be viewed as a social, parlor-room activity, although the television vied for the attention of middle class families. It was not until the advent of computer games that the single-player game emerged as the dominant cultural form, though the earliest of these were multiplayer. Tennis for Two, a pong-like game developed in Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 27 1958 and played on an oscilloscope, and and Space War, generally (although mistakenly) credited as the first computer game, both had multiplayer interaction. Even the Magnavox Odyssey, the first videogame console released in 1972, was envisioned as a two-player experience, merging the television and the board game to create a new form of family entertainment. Early console games in Japan were developed by card and toy companies, with the “Famicom,” later called the Nintendo Entertainment System, leading the pack in the early 1980s. Some early arcade games, such as Atari’s 1972 classic Pong, were also multiplayer, but over time, perhaps due to the complexity of the technology, perhaps due to the unavailability of networks, console and arcade games took a decidedly more solitary trajectory. It is not until the introduction of computer networks that we see a return to the dominant historical paradigm of multiplayer games. Networked Play and Virtual Communities From the very inception of networks, people have tried to play on them. The hacker ethos epitomized by early games such as Tennis for Two, Spacewar! (and the MIT Model Railroad Club that spawned it), and the Odyssey (which began as a speculative experiment in the R&D lab of a military contractor) has been the primordial soup for games from the very beginning. As networks began to Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 28 appear on college campuses, curious and adventurous researchers and students experimented with their applications to play. Today’s massively multiplayer online games (MMOGs) descend from this college-hacker tradition. Text-based MUDs (multi-user dungeons or domains) and MOOs (multi-user object-oriented environments) emerged in the late 1970s and early 1980s on nascent computer networks in the U.S. and Europe, most of which were on university campuses. One of the earliest of these was MUD (multi-user-dungeons), a roleplaying adventure game designed by Richard Bartle and Roy Trubshaw at the University of Essex in 1978. (Bartle and Trubshaw 1978) MUD was highly influenced by the tabletop roleplaying game Dungeons & Dragons (D&D) (Gygax and Arneson 1974), the J.R.R. Tolkien worlds, and other popular fantasy literature of the day. The tabletop adventure game, with its masculine themes of heroism and combat, its exaggerated gender roles, and its male fantasies of the female body, tended to situate it primarily (though not exclusively) as a male play practice. This, combined with limited computer access, meant that the majority of these early games were designed by and largely for male college students. Over time, the games integrated graphics and eventually made the shift from a niche amusement for technology geeks to mainstream entertainment. Not surprisingly, the games that descend from these genres still tend to attract a demographic of young males in the 18-28 age range. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 29 These trends run a parallel trajectory with the development of military simulation technologies, including military networks in the 1980s and 1990s such as SimNet that can be viewed as the precursor to the more graphical games we see today. A few experiments were conducted during the later end of this period in applying these technologies to entertainment applications for theme parks and attractions. These included BattleTech Centers, Walt Disney’s DisneyQuest interactive gaming and virtual reality centers, and Iwerks Entertainment and Evans & Sutherland’s Virtual Adventures, designed by the author, among others. In the late 1990s. we see the merger of networks, virtual reality and massively multiplayer role-playing drawn from MUD traditions, and graphics. The next two sections will be devoted to defining the terrain of the MMOG, the massively multiplayer game, and the MMOW, the massively multiplayer online world, a more open-ended type of play space. Although these two tracks work in parallel, their histories, roots and characteristics are significantly different to warrant a discrete description of each. The MMOG Boom Over the past decade, MMOGs have emerged as the fastest growing sector of the video game industry. Yet despite an explosion in the quantity of offerings, the range of those offerings remains surprisingly narrow and continues to be deeply Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 30 tied to their MUD origins. Games like Ultima Online, EverQuest, Dark Ages of Camelot, the Korean mega-hits Lineage, Ragnarok and Maple Story, the American blockbuster World of Warcraft, and more recently, The Lord of the Rings Online, embody this role-playing, D&D-derived, Tolkienesque fantasy genre. All of these revolve around a well-established set of conventions, each representing an incremental evolution within a given set of narrative and gameplay frameworks. More recently, also following in the heels of tabletop roleplaying, have been science fiction-themed games such as Star Wars Galaxies, Planetside and Eve Online. City of Heroes and its counterpart, City of Villains, stand out as being unique, as roleplay takes place around superhero characters, although many of the conventions of the game mechanic are borrowed from these other genres. Recently, we have also seen the addition of pirate and gothic themes to the MMOG repertoire. There are several popular misconceptions that continue to plague the discourse on MMOGs in industry and academia. These misconceptions often stem from a combination of historical amnesia and U.S.-centric perceptions of the marketplace. For instance, few even in the game industry are aware that the first graphical MMOG to be published was Merdian 59. (REF) Developed by Archetype Interactive and published by the now-defunct 3DO Studios in 1996, Meridian 59 was released a year before Ultima Online, which is more often lauded as the first. (REF) Meridian 59, like its antecedents, was highly influenced by text- Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 31 based MUDs. Although it closed shortly after its launch, a small but ardent fan base inspired designer Brian Green to re-launch the game in 2002, and as of this writing, it operated as a small, independently owned MMOG. (REF: Indie Game conference keynote) Ultimately far more successful than Meridian, Ultima Online derived from the popular Ultima single-player adventure role-playing series, designed by Richard Garriott (Lord British). The Ultima series introduced a number of terms into the MMOG lexicon, including popularizing the term “avatar,” and introducing the concept of a “shard,” an instantiation of the game world, a method for partitioning server space to prevent overloading. (FactCheck) While it was the first big MMOG hit, Ultima’s subscription base peaked at 250,000, (FactCheck), a relatively small audience by today’s video game standards. EverQuest, (REF) published in 1999, eventually felled Ultima Online with a whopping 750,000 players at its peak (FactCheck). Meanwhile, unbeknownst to most Americans in both industry and academia, EverQuest (or “Ever Crack” as it was colloquially termed) was being outstripped by the Korean offering, Lineage, (REF) released a year earlier in Korea, which peaked at about 3 million subscribers, four times the number of EverQuest. (FactCheck) World of Warcraft, which launched in 2003 and reached ten million subscriptions (FactCheck) in 2008, has been generally and mistakenly believed to be the largest MMOG in the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 32 world. In fact, in 2008, the largest MMOG was another Korean game, fantasythemed side-scroller Maple Story, developed by Wizet. According to its publisher, Nexon, Maple Story has over 72 million mostly tween subscriptions worldwide (some of these may represent multiple accounts) as of this writing and boasts the second best-selling content card in Target stores, after iTunes. (REF) Another popular misconception is that game-based MMOGs are more popular and marketable than open-ended virtual worlds. Maple Story’s somewhat astonishing numbers are eclipsed by those of a social massively multiplayer online world (MMOW) targeted to a similar demographic, Habbo Hotel, which had 89 million subscriptions as of this writing. (REF) Virtually all MMOG and MMOW publishers count demographics by the number of “citizens,” avatars, or subscriber accounts, which does not necessarily correlate to the actual number of players. Especially in games with free subscriptions, many players who have subscriptions seldom if ever log on, while the most regular players often have multiple accounts. Nonetheless, these figures suggest a genre that is exploding, but even so,, the repertoire on the gaming side is still relatively homogenous. Part of the narrowness of appeal may arise not only from the themes and representations in these genres, but also from the game mechanics. Most MMOGs, with a few exceptions, are combat-based and work within a similar leveling structure to the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 33 earlier medieval-fantasy games derived from D&D, regardless of their themes. Players select from a variety of classes (professions, such as hunter, mage or warlock, or hero archetypes in City of Heroes) and races (typically fantasy races such as elf or human, or, in the case of City of Heroes, origins, such as science, mutation or technology) to determine the capabilities of their characters. Players earn experience points by killing “enemies,” typically non-player characters, but also other players with whom they can do combat in playerversus-player, or “PvP,” areas of the game. Players accumulate virtual currency and gear, known as “loot,” from their kills, which can be utilized (armor or healing potions, for example), sold for game currency to purchase appropriate gear and even exchanged on the black market for real-world currency. As players gain experience points, they “level” in the game. Leveling represents an increase in both status and strength, the ability to fight higher-level enemies and the ability to use new skills and special gear. Unlike first-person shooter games, which entail actually aiming at targets, killing in MMOGs is generally based on a statistical virtual dice throw, mimicking the polygonal dice used in Dungeons & Dragons. The outcome of each battle is calculated based on the dice throw in relation to the current level of both the player and the target. Players can incur damage from the target in the process, which may result in a Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 34 temporary death. Even games that depart from Tolkienesque fantasy themes tend to borrow heavily from this stats-based style of game mechanics. For the most part, these online roleplaying games require a fairly high time commitment. Quests and missions can take as many as three to four hours or more, depending on their difficulty level. And because of the relentless leveling system, players who wish to maintain an ongoing play community must put in a certain number of hours per week simply to keep up with their playmates. Most research shows that the average figure is around 20 hours per week, (Seay, Jerome, Sang Lee, and Kraut 2004) (Yee 2001-2008) a figure that is actually lower than the roughly 30 hours per week the average American spends watching television. (Holmes 2006) Hardcore players spend significantly more time ingame, in excess of 150 hours per week at the high end. (REF: Seay et al) MMOGs have been incredibly successful in terms of promoting play communities in various ways. There are generally two grouping mechanisms in the more popular MMOG genres: a large, long-term group, typically called a Guild, and a smaller, provisional group for pursuing specific quests and instances, typically called a Party or Group. The former serves as a means for players to form and sustain play communities over the long term. The latter is comparable to a pick-up game in basketball, where players group for a finite period of time to complete a specific quest or mission. Larger variations, the Raid Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 35 Group, are typically formed for particularly challenging, high-level tasks. Guilds and long-term groups can form around a variety of factors: they might include real-life friends and family members, individuals or groups who have met in other games, members of a larger online play community, or players who come together in a specific game around a specific play philosophy. Groups dedicated to a high level of achievement in the game, often measured by the high statistical status of their members, are termed “uber-guilds.” Both other groups may commit to low-pressure enjoyment of the game, just for fun. Groups can also form around various real-world identities, such as Christian and Gay Guilds, which are quite common. Members of the online game community “The Older Gamers” have guilds in multiple games devoted to a promoting a more mature style of gameplay, free from some of the classic social problems associated with playing with younger players, including grief play, sexism and sexual harassment, and contentious social interactions. (REF: Pearce) Many play communities support their activities with out-of-game web sites and social forums to help in defining community goals, forging relationships, and planning events and activities. These are sometimes used to plan real-world social gatherings, whether associated with fan conventions or organized by individual groups. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 36 In addition to traditional MMOG genres, and often overlooked, are a few independently produced virtual gaming environments that depart dramatically from this mold. One striking example is New Medeon’s Whyville, an MMOG devoted to science learning for kids that had about two and a half million subscribers at the time of this writing, mostly tweens, 60% of whom are female. REF) Puzzle Pirates, a game in which players collectively pilot a ship by playing casual-style puzzle games, is another example of an alternative theme and game genre that has done exceptionally well. (REF) Other pirate-themed games by large publishers have emerged over the past year, including Pirates of the Burning Sea, and Disney’s Pirates of the Caribbean MMOG. (REFS) Other genres are on the horizon, such as the horror game World of Darkness, based on the popular “gothic punk” tabletop series by White Wolf. Because online games are based on an ongoing revenue and development model, rather than a single-product sale like traditional PC or console games, smaller companies have been able to sustain and grow these alternative virtual worlds and games, and even exploit the “long tail” effect over time. (REF: Long Tail) One of the games that falls into the alternative MMOG genre category is Uru: Ages Beyond Myst, also known as Myst Online: Uru Live, the subject of this study. Based on and set in the world of the popular single-player Myst series, Uru took the spatial storytelling and puzzle-solving mechanics of the earlier games in the series and added a multiplayer, cooperative component. As described in later Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 37 chapters, Uru has no fighting, neither points nor levels, and no killing. As such, and as we will find, it gave rise to a distinctively different play community than games of the more traditional genres described above. Understanding the conventions, genres and mechanics of MMOGs is important to us in our study of emergence because it helps us to unpack why certain games attract certain types of players with a proclivity towards certain game mechanics and play styles. MMOWs of the Late 20th Century In parallel with the development of MMOGs has been the trajectory of MMOWs, or massively multiplayer online virtual worlds. Initially, the open-ended textbased environments that prevailed in the early 1980s and 1990s were, like multiplayer roleplaying games, rendered entirely with words. Unlike their game counterparts, these worlds were open-ended and focused primarily on social interaction and creativity. The most famous of these is LambdaMOO, created by Pavel Curtis at XeroxPARC in 1990, and perhaps the most-written about of the text-based MMOWs. LambdaMOO was significant in that it allowed players a high level of creative freedom to actually add onto and build the world, a tradition that was later picked up by its graphical descendants. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 38 Somewhat surprisingly, the transition of MMOWs from text-based to graphicical worlds preceded their MMOG counterparts by a decade. The first online graphical world of this ilk was Habitat, a 2D social environment designed by Chip Morningstar and Randy Farmer for LucasFilm Games (later LucasArts) and Fujitsu in 1985. Habitat launched on the Commodore 64 in 1986, and eventually evolved into WorldsAway as part of the CompuServe online service in 1995. Habitat was the first graphical user world to adopt the term “avatar” to describe a player character in a virtual world. The mid-1990s saw a now-forgotten blossoming and eventual decline of wide variety of 2- and 3-D graphical worlds. The Palace, another 2D graphical chat environment, and Active Worlds, a primitive 3D environment, both launched in 1995, followed in 1996 by OnLive. These two foundational worlds, Active Worlds and OnLive, have some significant parallels with and foreshadow some of the design considerations of their 21st Century descendents. Active Worlds, the oldest continuously running graphical virtual world, was the first 3D world to promote the idea of user-created content. It is without a doubt the precursor of Second Life, many of whose key features see their seeds in its design. Active Worlds uses an ingeniously simple basic interface that allows players to copy any item they see in the world, carry it to another area in the world, and plop it down. (Figure-ActiveWorlds) Land ownership is based on a model of squatting; as soon as you start building, the land became Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 39 yours. The initial world, AlphaWorld followed a highly emergent pattern of development from a dense core area to a sprawling suburb-like perimeter. The aerial view looks strangely like areas of Southern California. (Figure) More sophisticated players could also create models in other 3D programs and add them into the world. Active Worlds also allowed players to create their own original worlds from scratch for a fee. Many different worlds were created, and Active Worlds has been used for everything from art projects, to distance learning, to virtual conferences and trade shows. OnLive, now DigitalSpace Traveler, had similar characteristics and could be viewed as the predecessor to There.com. Like There.com, OnLive chose a path that was more concerned with socializing than building, and had a more abstracted avatar representation. While ActiveWorlds, like Second Life, was focused on expression-through-creation, OnLive was focused on the expressiveness and social interactions of the avatar. Players were represented as a 3D head (vs. ActiveWorlds low polygon, full-body avatar), which allowed for two innovations: facial expressions, and speech. OnLive was the first 3D virtual world to use voiceover-IP combined with avatar lip-synching, and a variety of expressive “emotes” that triggered avatar animations and facial expressions. Both of these features are staples of There.com now. In addition, OnLive also allowed for playercreated spaces. The metaphor used by designers in developing this world was a virtual cocktail party. (REF: DiPaola) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 40 During the Virtual Worlds boom of the mid-1990s, there were also a number of other worlds that came into being, including Cybertown and Black Sun, later Blaxxun (due to a trademark dispute with Sun Microsystems), named for the company that built the metaverse in Neal Stephenson’s cyberspace classic, Snow Crash. (REF) There were many more worlds, as well as virtual world-building tools and technologies such as VRML (virtual reality markup language), a lowbandwidth solution to sending 3D graphics over the Internet. For the more technically inclined, in might be of interest that VRML accomplished this using primitives, geometric shapes, rather than the traditional computer graphics technique of polygons; this is the same 3D consruction method that is currently used in Second Life. This mid-nineties metaverse boom also gave rise to companies such as Construct, which designed virtual architecture and characters for 3D worlds, and Protozoa, which specialized in motion capture animation. Most of the companies that came and went during this period were located within a few miles of what later became the San Francisco headquarters of Linden Lab, creators of Second Life. Similarly, there are now entire companies that service the design and production needs of a rapidly growing Second Life population. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 41 These histories are significant for two reasons. First, in the grand tradition of digital media entrepreneurialism, historical amnesia prevails among today’s virtual world-builders. Second, these primeval virtual worlds struggled with many of the same design, technical and sociological issues as their descendents a decade later. MMOWs continue to wrestle with seemingly simple problems: bandwidth and server processing on the network side; interface, tools and graphics rendering on the client (user computer) side; and social and cultural aspects of design on the player side. They have evolved well past their antecedents in terms of cultures and economics, but today’s MMOW designers and researchers alike would do well to investigate their historical roots, and might be surprised to find that very similar patterns emerged in the virtual worlds of the late 20th Century. Communities of Research: Traditions in Game Studies The study of online play spaces has lagged behind other related disciplines in the fields of Internet Studies and Computer-Mediated Communication. As early as 1995, the Journal of Computer-Mediated Communication, an online academic journal, had a special issue on “Play and Performance,” but the coverage of networked play environments has been sparse, with the notable exception of LambdaMOO. Of all the early text-based worlds, LambdaMOO is perhaps the most written about, and uniquely, from three different perspectives: Jennifer Mnookin’s foundational scholarly analysis of the emergence of law in the virtual world, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 42 Pavel Curtis’ perspective of the practitioner/creator, and Julian Dibbell’s famous excursions as perhaps the first “embedded” journalist in a virtual world. (REFS) As the Internet became more public and its uses multiplied throughout the 1990s, scholarly research on a vast array of social applications of networks grew. While communities of interest, communities of practice and computer-supported cooperative work have all been recognized among scholars as legitimate research domains since the mid 1980s, games remained largely unattended to within Internet Studies. A few pioneering scholars and authors who covered this territory before it became a discipline, notably Taylor, Klastrup, Damer, DiPaola and Book, continue to play a leadership role in the emerging study of MMOGs and virtual worlds. name them here. (REFS: Klastrup, Taylor) “Game Studies,” the academic study of computer games, is a relatively new discipline devoted to a wide range of research questions.i Game studies embraces a wide array of research angles and scholarly disciplines encompassing the expressive qualities of computational media (Murray 1997), the critical analysis of “ergodic,” or participatory, texts (Aarseth 1997), the formal structure of games (Juul 2005) (Salen and Zimmerman 2004) (other taxonomies), the relationship between games and narrative (Ryan 2001(Pearce 2004)), and the behavioral and psychological aspects of gameplay. (Mäyrä and Ermi 2005) As such, it might be more accurately defined as an “interdiscipline.” Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 43 And while it is true that the study of digital games research is a relatively recent phenomenon, the broader topic of games research as an academic discipline is not new. Most video game scholars are aware of the work of Huizinga, Caillois and Sutton-Smith, but they may not be as familiar with the extensive body of sociological and anthropological research that predates “Game Studies” as we know it today. Indeed, most scholars of analog play and games came from cultural disciplines, predominately anthropology and sociology, as well as behavioral and developmental psychology. Many were interested in the implications of play and games as a defining characteristic of human culture. Johan Huizinga, whose seminal monograph on games Homo Ludens (Huizinga 1950) is now a canonical text for computer game designers and researchers, was a Dutch cultural historian. Sub-titled, “the play element in culture,” his treatise is an exhaustive study of the many facets of play in human society throughout history. Its follow-up, Man, Play and Games, by Roger Caillois, a scholar of literary theory and sociology, builds on Huizinga to develop a more cohesive theory of play and play genres. (Caillois 1961), Both of these volumes have become deservedly influential in the field of digital Game Studies, although there has been a reluctance to critique them, producing the unfortunate side effect that game studies has inherited some of their flaws as well as their strengths. Both books suffer from a predictable (perhaps historically Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 44 inevitable) disregard for female play styles and culture, a point that is made transparent by their titles: Man, the Player and Man, Play and Games. Huizinga explores every conceivable aspect of male human culture through a “ludic” (play-oriented) lens, specifically focusing on agonistic play and citing concepts such as virility and, “frenzied megolamania,” and speaks of the way men compete for superiority. (REF; page #) He makes only passing reference to girls’ play activities, such as dress-up and doll play, and even goes so far as to suggest that baroque fashion originated with men and was co-opted by women. (Huizinga 1950) Caillois repeatedly asserts, somewhat dismissively, that girls’ play is, of course, entirely devoted to rehearsal for motherhood. (Caillois 1961) REF: page # (For a feminist theory of game design, see Mary Flanagan’s Playculture.) (REF) Brian Sutton-Smith, also highly regarded among digital game scholars, has written on games since the 1970s and provided us with a more rigorous, more nuanced picture of the various aspects of play from an anthropological, sociological and behavioral perspective. (Sutton-Smith 1997) But these texts are not isolated phenomena. The 1970s and 1980s saw a significant growth in the discussion of games and play as socio-cultural practice. Sutton-Smith’s influence here can be seen beyond his own work, as the founder of the academic journal Play & Culture. Among its contributors was Gregory Bateson (husband of Margaret Mead) who famously put forth his “Theory of Play and Fantasy,” describing the astonishing ability of both animals and Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 45 humans to distinguish between real and play fighting. (Bateson 1972). Also included are anthropologists Robert Schechner and Victor Turner, both of whom embraced games and play within the rubric of theatre, performance and ritual, and introduced useful concepts that have significance to digital game studies. Schechner himself notes the marginalized position of play, pointing out that “In the West, play is a rotten category tainted by unreality, inauthenticity, duplicity, make-believe, looseness, fooling around, and inconsequentiality.” (Schechner 1988b) (REF: page #) Victor Turner introduced the concepts of the liminal space of ritual and liminal space, more commonly associated with entertainment. (Turner 1982) Developmental psychologists such as Piaget and Winnicott explored the importance of play and make-believe in early childhood development and learning. The former found that children perceive the world differently through different phases of play, and also that discovery was a vital part of both play and learning. (Piaget 1962) Both Winnicot, like Schechner, also explored the notion of make-believe characters and play identity, observing that both children at-play and actors in performance contexts inhabited a character that was “not me” and “not not me.” (Winnicott 1971) (Schechner 1988b) Early childhood development expert Maria Montessori also spawned an entirely school system based on the observation that children learn while playing through a process of experimentation and discovery. (REF: Montessori) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 46 As far back as the 1960s, sociologists Iona and Peter Opie conducted a comprehensive ethnographic investigation of street and playground games, mapping popular street games and their variants throughout different regions of Britain. (Opie and Opie 1969) There are also some independent game writers who might be characterized as “game philosophers,” such as Bernard Suits, Bernie DeKoven (DeKoven 1978; Suits 1978), and the founders of the “New Games” movement in the 1970s, whose ranks included Stewart Brand, also known for founding the Whole Earth Catalog and the WELL, one of the oldest continuously running online communities in the U.S. (Brand 1972; Fluegelman 1976) The Return of Player-Centric Digital Game Studies Pre-digital research trajectories were principally concerned with the act of play as a psycho- or socio-cultural phenomenon, rather than with its artifacts. It is not until we enter the realm of the digital that the game “object” becomes the prevalent focus of scholarly attention. Ermi and Mäyrä have pointed out that this tendency towards what might be considered an “object-orientation” within game studies is inherited from its the disciplinary origins in art, literary theory, film and media studies, disciplines primarily occupied with the critical analysis of cultural artifacts. (Mäyrä and Ermi 2005) This has been abetted by the prevalence Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 47 of single-player digital games, further drawing the focus toward the game and away from the player. In object-centric games research, the primary focus of study has been the game as a cultural artifact or artwork in the tradition of critical theory and comparative media studies, where the “text” and “conventions” of the media content are analyzed in detail. (Aarseth 1997; Murray 1997) (REFS) Game scholars are in general agreement that it is necessary to play games in order to perform such analyses (Aarseth 2003; Konzack 2002); however, the focus has tended to be on the game, rather than the player or play process. As a result, this type of research tends to carry with it the implication of a generic player whose desires are uniform and consistent with that of the researcher. Because this generic player is also consistent with the prevalent definition of the “market” for computer games (generally young, white and male), with a few exceptions, games research has engaged in little critique of the “normative” player type. Issues of games and gender, which were addressed in the early years of games studies, (Cassell and Jenkins 1998) are being taken up again, highlighting the continuing lack of equitable labor representation and the prevalence of alienating stereotypes, in terms of both gender and race. (Kafai, Heeter, Denner, and Sun 2008) Artist and author Mary Flanagan has called for feminist game design, an approach which I have also taken up in my work with the Ludica women’s game collective. (Fron, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 48 Fullerton, and Morie 2007) (Fullerton, Morie, and Pearce 2007) (Fron, Fullerton, Morie, and Pearce 2008) (REF: Flanagan) Although game designers often speak of “gameplay” as the elusive quality that makes a game “fun,” they, too, often fail to distinguish between different types of players. Many take as normative a player who typically has the same characteristics and play preferences as the designers themselves. (Crawford 1984) With some exceptions, game designers tend to use the word “fun” in an equally generic sense, as if the experience of “fun” were the same for all people (Falstein 2004). (REF: Koster?) Others argue that “fun” is overused, misleading, an oversimplification, or difficult to quantify. (REF) Nonetheless, many of these writers continue to work with the unstated assumption that a “one size fits all” approach can be used in evaluating the success of gameplay (Crawford 2003; LeBlanc 1999; LeBlanc 2000). (REF) The one place where some designers begin to articulate distinct player styles and play preferences is in the discussion of MMOGs, which we shall address momentarily. (REFs: Bartle, Koster???) Thus in both game studies and game design, the game itself (and by association its designers) have taken a privileged position over the player, and there has been a notable absence of critique of this one-sided approach. This is not to say that there has been a complete absence of player-centric considerations in either game design or research; however, there has been a Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 49 notable imbalance. With the growth of the study of multiplayer computer games, we have begun to see a return to the player-centric approach more typical of predigital games research, a tradition that concerns itself with the individual and social act of playing, the practice of play itself. (REF: Flanagan, Steinkeueler, Taylor) (PEARCE: MediaTerra, and others at that conference.) Play practice can be studied from a variety of scales and perspectives, ranging from the individual’s phenomenological, psychological or cognitive experience of play to behavioral aspects of play to larger patterns of social interaction and fan culture, including productive, subversive, and grief play. (REFS: Pearce, Salen?, Consalvo, Bainbridge) Player-centric research inevitably converges with game-centric research, as Game Studies continues to encounter the ways in which game artifacts are activated and transformed through play practice. Even researchers who previously favored a game-centric approach have also begun to integrate the player into their discourse. (REF: Aarseth, Juul) At the same time, player-centric researchers may sometimes err on the side of underemphasizing the importance of software design itself when analyzing play patterns and styles. Understanding this convergence involves unpacking the ways in which designer values, aesthetics and agendas dictate affordances, representation and gameplay which influence play patterns and behavior. (Taylor 2003a) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 50 The study of massively multiplayer games is the fastest-growing branch of Game Studies in part because the MMOG is the fastest growing genre of commercial computer games. Even within this relatively narrow scope, we see a diverse array of research topics and methods that include studies of player psychology (Yee 2001), demographics and player segmentation, (Yee 2001-2008) (Seay, Jerome, Sang Lee, and Kraut 2004) the economies of fictional worlds (Castronova 2001), the relationship between learning, cognition and MMOGs (Steinkuehler 2004b; Steinkuehler and Squire 2006) (Ref: Gee) , critiques of power structures and representation (Taylor 2002; Taylor 2003a), social and cultural aspects of online gaming (Lin, Sun, and Hong-Hong 2003; Taylor and Jakobsson 2003; Whang and Chang 2004; Whang and Kim 2005) (Taylor 2006) (Steinkuehler and Squire 2006) (Duchenaut and Moore 2004; Duchenaut, Moore, and Nickell 2004), gender play preferences (Kerr 2003; Taylor 2003b) governance and law in online games (Lastowka and Hunter 2003; Reynolds 2002) (Castronova 2005) (Taylor 2002), their educational qualities and discursive practices (Steinkuehler 2004a; Steinkuehler 2004b) (REFS), as well as poetics and typologies of virtual worlds. Klastrup 2003a; Klastrup 2003b) (Aarseth, Smedstad, and Sunnanå 2003; Klastrup 2003a; Klastrup 2003b) (Konzack 2006) (FIX REFS) Game designers have also contributed to the canon of knowledge in this area, and it is one of the few subsets of games studies where practitioners and scholars have engaged in an ongoing dialog. (REFS: Koster, Mulligan, Bartle, etc.) Traditional anthropologists have applied the tools of their trade to the study of virtual worlds, most notably Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 51 Tom Boellstorff’s Coming of Age in Second Life. (REF) At the cutting edge have also been journalists, particularly Julian Dibbell, whose “A Rape in Cyberspace” is now considered an MMOG-studies classic, Peter Ludlow, who was evicted from The Sims Online for his audacious exposés on the game’s mob and prostitution cultures, as well as Wagner James Au, who has spent several years as an embedded journalist in Second Life, among others. (REFS) Historically, the study of MMOGs has inevitably been delimited by what the game industry has offered. Consequentially, much of MMOG research to-date has been highly genre- and gender-specific. The vast majority of foundational research focused on medieval fantasy-themed role-playing games, with the majority of early research focusing on a single game, EverQuest, and, more recently, World of Warcraft. The lack of availability of other genres has made such a focus unavoidable. In addition, there is a natural tendency to gravitate toward games that are perceived to have the largest player population. These games follow a consistent trajectory of conventions and themes, which limit not only their formal elements, but also their audiences. While the total quantity of players for MMOGs in general and medieval fantasy-themed games in particular continues to grow, the demographic mix for the traditional statisticsbased roleplaying game remains relatively consistent. Even though claims continue to be made that MMOGs are attracting more and more women, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 52 virtually all of the quantitative research corroborates the finding that, in a typical MMOG, between 10% and 20% of the audience are female players who tend to be slightly older than their male counterparts, regardless of the overall number. Thus, while it is correct to say there are more women playing these games, there are also more males playing them, and women still represent a relatively small percentage of the overall audience. Although the median age seems to broadening in both directions (MapleStory is targeted to a younger audience, for instance), most studies show a bell-curve that peaks somewhere between 18 and 28 and tapers off at the mid-thirties. (Castronova 2001; Seay, Jerome, Sang Lee, and Kraut 2004; Yee 2001) We often see a spike between 18 and 22, the implication being that males of college age (coincidentally, the founders of this genre), as well as recent grads, remain the primary audience for traditional MMOGs. Because the MMOG landscape has been dominated by a narrow range of both genres and demographics, researchers have somewhat unwittingly arrived at generalizations about MMOGs that say more about particular game genres and their players than they do about MMOGs in general. Probably the best example of this is the ongoing effort to create a refined taxonomy of MMOG players. Richard Bartle, designer of the original MUD game, has laid out a detailed player taxonomy that has been cited extensively by researchers and designers in describing play styles. Bartle’s types of Achiever, Killer, Socializer, and Explorer Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 53 hold up in many instances. However, some have argued that they are overly simplistic and have attempted to test his assumptions against empirical research, developing more multi-dimensional approaches to player types. (REF) However, many of these studies continue to focus on the same game genres. There is a tacit assumption that play style is somehow independent of the game and its affordances. Rather, I would argue that Bartle’s taxonomies are a “self-fulfilling prophecy,” with play styles and preferences that emerge largely from the properties of the game itself. Indeed, Bartle never claimed that this typology should be applied to all MMOGs, merely to games after the fashion of the MUD he designed. Bartle’s taxonomy exposes several weaknesses of the games themselves, even when applied within its intended genre. Although the four types are clearly identified, combat-based MMOGs almost without exception favor the Killer and Achiever types over the Explorer and Socializer. Players receive a fraction of the points for discovering new lands as they do for killing monsters, and socializing is generally rewarded indirectly through teamwork, and in some cases is penalized. (Some games, such as Lineage, gave players increased rejuvenation points for resting in pubs, thereby providing a nominal reward for socializing.) In addition, Bartle’s definition of Achievement is primarily level-based, and does not take into account players within the standard roleplaying genres who seek economic achievement, a growing motivator in MMOGs and virtual worlds with Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 54 dynamic economies. In games where puzzle-solving is the primary feature of gameplay, such as Puzzle Pirates (James 2001-2006) or Uru: Ages Beyond Myst (Miller 2003), the subject of this book, Bartle’s types fall apart. His Killer type, for example, has no relevance in games that have no killing, such as Uru. More recently, Bartle introduced a more generalized classification of game world types, which he describes as “Alice,” the unstructured exploratory style of play, and “Dorothy,” the more linear, goal-oriented style of play. These classifications, which are much broader than his earlier taxonomy, provide perhaps generalizable applications across a wide variety of MMOG genres. (REF) MMOGs vs. MMOWs One of the fundamental questions posed by these play spaces is the distinction between “games” and “virtual worlds.” This discourse comes out of a longstanding debate among both game developers and games scholars about what is and is not a game. Due to early dueling taxonomies in game studies, varying definitions have yet to be resolved in any official, scholarly sense. Among game designers and critics in the game industry, there tends to be a notable bias against defining as games play experiences that lack a goal or a win state. Hence, hugely popular single-player games such as The Sims and Animal Crossing are frequently critiqued as “not being games.” This may also be an encoded means of marginalizing game patterns that are favored by females. (REF: Ludica) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 55 Now that we have seen some examples of each, it is useful to discuss the commonalities and distinctions and similarities between them. A detailed description of the games and virtual worlds covered in the Uru study is provided within the monograph. However, here we shall attempt to provide more general definitions and ground them in some of our current understandings about the role of virtual worlds in structured and unstructured play. While they are very distinct in your underlying structures, MMOGs and MMOWs share a number of defining characteristics. Both can be described as “persistent virtual worlds,” a term I will use generically (along with “virtual worlds”) to encompass both categories. Thus categorized, virtual worlds can be defined as entirely digital, networked environments that simulate threedimensional space and have their own sets of intrinsic rules, “natural” and “man-made” laws, narratives and aesthetic style (also known by practitioners as “look and feel.”) The term “persistent” means that players create an identity that remains the same and is cumulative each time they log into the world, and which therefore develops over time. This distinguishes them from first-person shooter games, for instance, which are typically smaller in size and do not possess the quality of persistence. This is also the distinguishing characteristic of virtual Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 56 worlds that predisposes them to emergence. Emergence, by definition, requires persistence, since one of its underlying characteristics is change over time. Spatial Media and Spatial Literacy The most fundamental characteristic shared by MMOGs and MMOWs is their spatiality. Janet Murray introduced “spatial” as one of the four unique properties of computational media in Hamlet on the Holodeck (1997), along with “participatory,” “encyclopedic,” and “procedural.” Indeed MMOGs and virtual worlds could be characterized as possessing all of these qualities. The application of participatory (interactive) and procedural (rule-based) characteristics to MMOGs and MMOWs is obvious, but most of these worlds are also undergirded by massively elaborate databases and augmented by a wide array of extra-virtual web-based resources, such as forums and knowledge bases, that support players in-world activities. “Spatial media” is a term I’ve adopted to describe digital environments whose primary characteristic is their spatiality. In The Interactive Book, I elaborated on the notion of spatial media by describing architecture as a storytelling medium and discussing the craft of creating “narrative environments” (Pearce 1997), what Norman Klein has characterized as “scripted spaces.” (Klein 2003). I have also argued that due to the predominately spatial nature of contemporary video games (whether real-time 3D, top-down, or isometric), they are more closely Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 57 aligned to architectural forms of entertainment and communication (e.g., cave paintings, cathedrals, and theme parks) then they are to the other media to which they are more commonly compared. (Pearce 2002b) (Pearce 2007) Other scholars have also written about the spatial characteristics of games, most notably: Henry Jenkins’ famous essay on “Games as gendered play space” in From Barbie to Mortal Kombat: Gender and Computer Games (Jenkins 1998); Espen Aarseth’s critical theory analysis of the relationship of play to space (Aarseth 2000) and his typology of virtual space, with Smedstad and Sunnanå (Aarseth, Smedstad, and Sunnanå 2003); and Marie-Laure Ryan’s discussion of Narrative as Virtual Reality, in which she explores the ways in which all narratives possess some core properties of spatiality. Nitsche has also argued that in video games, time and space are integrally related (Nitsche 2007). In Game Zone, Iacovoni explores the relationship between game space and urban space. (REF 2004) More recently, von Borries, et al have edited a volume of scholarly articles on the topic of games architecture, and urban space that explores a number of issues related to game-space in depth. (von Borries, Walz, and Böttger 2007) The topic of game space and gender is also covered in some of my more recent writing with my collaborators in Ludica (Fullerton, Morie, and Pearce 2007). Perhaps the most extensive study of spatiality in virtual worlds is Lisbeth Klastrup’s writings on “the poetics of virtual worlds.” In these, Klastrup Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 58 attempts to point the way, after Aristotle, to a deeper understanding of the properties and conventions of these spatial environments as a form of cultural expression and production, including the defining characteristic of “worldness.” Klastrup attempts to define “worldness” as the elements of a game design that make it believable and immersive. (Klastrup 2003a; Klastrup 2003b) From a design perspective, this definition is a bit vague for our purposes. The sense of “worldness” is difficult to pin down, but we might define it as a sense of coherence, completeness and consistency within the world’s environment, its aesthetics and its rules. In a Tolkien world, for instance, the introduction of a cyborg or a space whip would disrupt the sense of worldness. Thus, to maintain a sense of worldness, a virtual world must create a vocabulary, a culture, and a narrative framework that is extensible, sustainable, and robust. A sense of worldness can also exist in both structured game worlds and unstructured social worlds. A case in point would be There.com, which has a very distinctive aesthetic that prevails throughout the world, and a consistent set of parameters about things like vehicular travel and fashion design affordances. In Second Life, the sense of worldness is more one of décollage, where incongruous juxtapositions are a natural part of the landscape and culture. The illusion of three-dimensional space creates affordances for a mode of nonlinearity with which most people will be naturally familiar, as spatial navigation exploits the intuitive metaphor of navigation through the physical Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 59 world. Nonetheless, this translation from three-dimensional reality to the illusion of navigable three-dimensional space requires the establishment of a set of conventions as a means of understanding or “reading” techniques of threedimensional visual representation and interaction. Just as audiences had to learn how to see films as two-dimensional representations of three-dimensional timebased events, players of online virtual worlds must learn how to both interpret and interact with a medium whose primary aim is to immerse them in the illusion of a three-dimensional space. Films are unreadable by those not acculturated to the conventions for interpreting events in time-based media, such as time compression, montage, flashbacks, establishing shots, close-ups, and reverse-POV. Similarly, players of three-dimensional games and virtual worlds must become acculturated to conventions of spatial media. They must develop a sense of “spatial literacy.” Conventions of spatial media concern themselves with both representation and navigation and are largely challenged by the fact that the computer screen is in fact a two-dimensional dynamic surface. Traditional immersive VR attempts to address this problem with elaborate body gear, including motion sensors, stereo displays, and binaural audio. In PC games, the classic convention is the almostuniversal paradigm of using arrow keys to navigate through a virtual world, or the “point and click” method of pointing to the location to which you want to go. In console games, manipulation of a joystick is the most common method of Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 60 navigation. The use of forced perspective, although quite common in contemporary virtual worlds, is not a foregone conclusion and was preceded by a variety of tricks to compensate for earlier computers’ poor graphics processing capabilities. Methods such as a fixed, isometric view (the perspective used in the original versions of Sim City, The Sims, and Civilization) and virtual sets on which sprites are overlaid onto a static background (games like Blade Runner and Grim Fandango) are just a few of the conventions that were developed to help enhance the players’ sense of dimensionality. [Figure] A key set of conventions concern the player’s relationship to the space: am I a God (or Goddess) overlooking a simulated environment, as with games like Civilization and Sim City? Am I immersed in a first-person viewpoint, as in a firstperson shooter like Half-Life or Unreal? Or is my presence in the world represented by an avatar, which I and everyone else can see, such as is the case in most MMOGs and MMOWs? These and other properties of virtual worlds require players to possess some measure of “spatial literacy,” which enables them to engage in these worlds in a seemingly intuitive way. This so-called “intuitive” interaction is typically learned and adopted, as anyone who has fumbled around with a clumsy and opaque interface when learning a firstperson shooter or virtual world will appreciate. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 61 In the case of MMOGs, and in particular, as we shall soon see, within Uru, understanding the conventions of space and of spatial storytelling is particularly integral to gameplay. Typical MMOG quests often take players across continents of a virtual world, and many times quests are merely a McGuffin to lure players into another part of the world. A significant percentage of the effort in such games is applied to learning the layout and cultural nuances of the world. Understanding the properties of different areas can be a matter of life and death when entering an area populated by hostile enemies or outside of one’s own level capabilities. Uru, and all Myst game, uses an elaborately complex set of storytelling and navigation conventions that require players to adopt a particular type of spatial literacy in order to understand, navigation, agency and narrative within the world. Common Characteristics of Persistent Virtual Worlds Regardless of whether a virtual world is classified as a “game,” a “metaverse,” or merely a “social world,” they all seem to share the following key characteristics: ï‚· Persistent: Identities, structures and objects remain the world and evolve over time; the world remains “on” at all times and actions within it are cumulative. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 62 ï‚· Inhabitable: The world is inhabitable, meaning one may enter the world and live inside it. Marie-Laure Ryan points out that this is a distinguishing characteristic from literature and most other media in general. (REF) ï‚· Populous: A virtual world is by definition a social world; this is one of its distinguishing characteristics from most immersive virtual reality applications, which are largely single-user experiences. Thus, they can be inhabited in real time, simultaneously or asynchronously, by a large population of users. While the population does not have to be massive in all virtual worlds, those with the extra M, such as MMOGs and MMOWs, are by definition, massive: populated by large numbers of people, typically in the tens to hundres of thousands or even millions. ï‚· Maintain Persistent Representation/Identities: All virtual worlds include player representations, also known as avatars, which are persistent and which also evolve over time. One of the key properties of these worlds is that the avatar name is fixed: while you may be able to change your appearance or other aspects of your character, your avatar name is primarily identifier, your virtual fingerprint. ï‚· Contiguous: A virtual world is typically geographically contiguous, and possesses a sense of spatial continuity, or a reasonable premise for breaking that continuity. Games sometimes use the premise of an “instance,” in which a certain part of the world is presented to a selected group of players for a quest or mission. However, even instances typically Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 63 have some physical relationship to other elements in the world. In some worlds, areas can be conceptually contiguous through a fictional construct, such as the linking book in the case of Myst games, or interplanetary travel in a science fiction games. They may also be contiguous through scale shifts, such as the tiny room a player build inside a television in LambdaMoo. ï‚· Explorable: The contiguous space of virtual worlds also makes them explorable; players may go wherever they want, although their movements may be constrained by their level or status in the world, or by available transportation. Traversing the world can sometimes be challenging or involve complex mechanisms. Furthermore, exploration is often “real time” so that the time it takes to move from place to place is directly related to the distance traveled. Unlike films, which use time compression to remove the boring stretches of story or distance, in virtual world, travel happens in real time. Transportation modes can be used to make exploration more efficient or even more scenic. In World of Warcraft, players must walk for sometimes hours to get from one area of the world to another. Obtaining a mount at a higher level significantly shortens travel duration. “Flight points” throughout the world allow players to fly between fixed locations on rented creatures, while viewing areas of the world below them. Players can also take a subway train between the main Human and Dwarf cities in the world. Travel between continents is done Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 64 by boat. In the original Lineage, there was no compression to sea travel; you sat on the boat for the entire duration of the passage. World of Warcraft has introduced time compression to shorten the duration of what is typically a fairly uneventful trip. Most virtual worlds also use portals of some kind. Myst games use the construct of the “linking book” that takes players between game levels, some of which may be geographically connected. In role-playing games, teleports can be earned as a spell or through collecting a special rune or scroll. In social MMOWs, players can typically teleport at will and even summon friends directly to their location. ï‚· Worldness: A sense of coherence, completeness and consistency within the world’s environment, aesthetics and rules. To maintain a sense of worldness, a virtual world must create a vocabulary, a culture, and a narrative framework that is extensible, sustainable, and robust. To create a sense of worldness, it is important that every accessible location in the world be accounted for, in order to create the sense of contiguous, explorable space. Indeed, he very mechanisms of exploration, as described above, are elements of worldness. One would not, for instance, expect to see a space ship in a Tolkien-inspired world, or an elf in a pirate world. Worldness can also be characterized by what the attractions industry calls “theming.” Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 65 All of these characteristics transcend genres and can be applied across anything that is classified as a virtual world whether it is an MMOG or an MMOW. The next section presents a particular approach to making distinctions between these two sub-genres of virtual world. Ludic vs. Paidiac Worlds It would be possible to generate an entire PhD thesis on the definition of the word “game.” Many have indeed attempted to define this term in detail, and the existing bodies of scholarship possess a wealth of game taxonomies that attempt to present the fundamental resolution of what is not and is not a “game.” (REFS) While these arguments and their resolution are not within the scope of this book, because this study includes virtual worlds that are both games and clearly “not games” by anyone’s definition, it is helpful to articulate the distinctions and similarities, especially where they relate to emergent processes. It might be helpful to begin with a generally accepted definition of play. We have already introduced Johan Huizinga, considered the father of “ludology” (the study of play), who defines the formal characteristics of play as: …a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’, but at the same time absorbing the player intensely and utterly. It is an Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 66 activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules in an orderly manner. It promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means. (Huizinga 1950). (pp.#) For the purposes of this study, this definition is serviceable, though I shall argue later against the assertion that “no profit can be gained by it;” this point was later expanded on by Caillois who argues that play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." (REF: Caillois, p#) The notion of a game standing ”outside ordinary life” is central, and games are also frequently characterized taking place within a “magic circle,” or a play frame, in which participants have arrive at a mutual agreement to put aside everyday rules and social agreements for the time being to abide by a shared set of constructed rules, although these rules can and often are subverted or bent in the process. This “magic circle” can be a completely amorphous, abstract construct, as adopted by children in a street or playground, can be constrained by a ritual framework or context, such as Mardi Gras, can be defined by a “boundary object” of some sort, such as a ball (REF: Star and Greisemer), or can be encircled by physical or mediated boundaries, such as a sports field, a game board, or an online game or virtual world. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 67 Caillois elaborates on Huizinga’s points within his own definition, describing play as: 1) Free (not obligatory), 2) Separate (circumscribed within the limits of time and space), 3) Uncertain (outcomes are not determined in advance), 4) Unproductive, 5) Governed by rules, and 6) Make-believe (a ‘second reality’ or ‘free unreality’.) (REF, p.#) While the universal applicability of these six qualities to all play activity is debatable, they provide a suitable starting point for a discussion of MMOGs and MMOWs. The exceptions that are countered by the outcomes of this study are 2, which suggests that games must be cut off from the “real world” or indeed from other games, and 4, the assertion that play is inherently unproductive. As noted earlier, both Huizinga and Caillois are men of their eras in that they tend to trivialize or even ignore female play practices. Huizinga in particular focuses on goal-oriented, “agonistic” (or competitive) play forms. However, Caillois mitigates this somewhat by introducing the concept of paidia, an openended play form that does not necessarily require a goal, competitive framework or even rules. The paidia concept embraces a wider and more diverse range of play styles than Huizinga’s narrow ludic notion of agonistic play, which is Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 68 debate-, combat-, and legislature-heavy, thus highly androcentric. With this caveat, these two definitions combined with Caillois’ paidia concept provide us with a broad and adequate starting point from which to analyze both MMOGs and MMOWs as play spaces whose primary function is to create an engaging context for social play within an imaginary or “virtual” world. Drawing from the aforementioned, and using a hybrid of several derivative definitions, most games researchers seem to agree that a game is a formal system for structured play constrained by a set of rules that prescribe the means of achieving a specified goal. (REF: Salen & Zimmerman?, Suits, Pearce) Bernard Suits humorously but accurately characterizes games as the most deliberately inefficient means of performing a task. (REF: Suits 1967) From here, debate takes over. Must a game’s goal be definitive? Must there be a state which represents the completion of the goal? Must the outcome of gameplay produce a winner? Must a game’s goal or even its rules be articulated at the start of play, or can they be discovered through the process of gameplay? These questions become particularly contentious in the context of MMOGs, most of whose goals and rules are seldom explicitly stated up front. Moreover, the goal of such games is typically based on the open-ended, though linear, objective of “leveling.” This consists of increasing the numerical/statistical values associated with a player’s experience and skills in the game, with no conclusive Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 69 state of winning or losing, although there may be provisional micro-win/lose states associated with a particular quest or task. Players of MMOGs, for instance, are engaged in a constant cycle of death and resurrection, but few of these games possess the property of “perma-death,” a permanent lose in the game. In fact, losing or even winning are anathema to most MMOGs. Because they are subscription-based, they rely on an economic formula that precludes the closure that is typically associated with “winning” or “losing” in traditional games, be they analog or digital. MMOGs can also contain individual goals that differ from the main goals, player- or role- or group-specific goals, as well as “one-off” missions or quests. Players can and do often augment the prescribed goals with meta-goals of their own, such as becoming a successful merchant or creating an über-guild. These meta-goals can be categorized as forms of emergence. The primary distinction between MMOGs and non-game MMOWs is that the latter do not present the player with a prescribed overarching goal. Rather, they provide a range of activities and options for social interaction, including games, and often include affordances for players to contribute to building the world itself. Thus, drawing from Huizinga and Caillois, we might define the MMOG, goal-oriented, rule-based environment as a “ludic” world and the open-ended MMOW or “metaverse” as a “paidiac” world. These non-rule-based, paidaic Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 70 virtual worlds are characterized more as sandboxes, in which players engage in open-ended unstructured play, although they typically allow for more structured play to emerge at players’ discretion. Such MMOW sandboxes often include structured “games” within their larger open-play framework, but due to the absence of an overriding goal, these worlds cannot be considered games in the formal sense. All virtual worlds, whether they are games or not, have structures and rules. “World rules” take the form of player constraints, as well as the world’s properties, its physics, potentially its cosmology or world view, its “karma system,” or causal structure, its feedback systems, its communication mechanisms and interfaces, its economic structure and transaction mechanisms and the like. These qualities all contribute to the sense of worldness described earlier. World rules constrain the ways in which players can interact with the world and the ways in which they may contribute to constructing the world; they also dictate the parameters of social interaction and group formation. In MMOGs, world rules may or may not be tied to the game’s goal. For instance, the class and race structure as well as armor stats of games like World of Warcraft are integrally tied to the game goal and dictates what skills you can develop to aid you in your leveling process and how well you do in combat. World rules generally manifest more broadly as player capabilities within the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 71 world that are not necessarily integral to game mechanics, such as transportation modes. Is the world primarily a pedestrian environment (as most virtual worlds are)? Can players acquire a mount, or utilize public transportation or a flying vehicle? Can they fly unaided? Or can they obtain a teleport, either from another player or by marking a place they’ve already visited? Can they swim in water, walk on or under it, or will they drown if fully submerged? Even if a virtual world has no explicit behavior constraints, the design of the software can introduce limits to player actions, which can also have an effect on social structures. For instance, as touched on earlier, in World of Warcraft, you cannot fly (via rented Griffin or Bat, depending on your race) to any location that you have not first visited on foot. At level 40, players may have access to a mount, which they must purchase for a relatively high sum in virtual currency. This creates a kind of class system around mobility, but also opens up the opportunity for escort parties to help lower-level players obtain “flight points” that enable them to travel by air. World rules also include: ï‚· Communication protocols—Does the system allow for asynchronous communication such as in-world email or forum? ï‚· Group formation protocols—Can I belong to more than one group? Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 72 ï‚· Economics—Are there currencies, mechanisms for in-person or remote trading, such as in-game auction sites? Is there a mail system that allows me to send gifts or messages asynchronously to other players? While both MMOGs and MMOWs have world rules that describe the world and its properties and some constraints of player actions, MMOGs alone possess over-arching game rules: Rules that dictate what players are supposed to do and how they are supposed accomplish given goals or tasks. In both cases, players engage in a high level of experimentation, exploring not only the world but its rules and properties. It is at this intersection that we begin to observe emergent behavior. For instance, in There.com, avatars cannot die. Therefore, the “avie sacrifice,” where players jump off a high cliff and tumble down a series of hills and rocks, has become a popular sport. Part of the enjoyment of this activity is the bizarre ways that the game physics interact with character animations as players plummet downhill. This is a classic example of emergent behavior where players discover and subvert an aspect of world rules for their own enjoyment. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 73 Play Ecosystems: Fixed Synthetic vs. Co-Created Worlds Because the study described in this book spanned several virtual worlds of different varieties, including MMOGs and MMOWs, it became evident that, while helpful as a starting point, the binary distinction of game/not-game was limited in providing deeper insight into emergent behavior within online games and virtual worlds. Since I was primarily concerned with the ways in which emergent behavior grew from software affordances, it became necessary to develop language that was more specific and more nuanced. Borrowing from terminology in complexity theory (which will be covered in more detail in the subsequente section), we can characterize virtual worlds as “play ecosystems” that fall along a spectrum. At one end of this spectrum are “fixed synthetic” worlds. These worlds, while extensible and modifiable, are defined primarily by the world’s designers, who have absolute control over narratives, game mechanics, geographical and architectural design. They tend to have strong themes, an over-arching storyline which comprises smaller subnarratives instantiated as quests or missions and backstory, and more or less fixed goals. At the extreme, these worlds cannot be modified by players in any sanctioned way, although some do allow for limited “mods” that tend to impact the player’s individual play experience, e.g., interface, rather than affecting the world as a whole. In the most extreme cases, avatar representation tends to be limited by the decision you make at the start in terms of appearance and gender, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 74 and by the instrumental function of clothing, such as it’s armor stats. (REF: Ludica costume play). Examples of fixed synthetic worlds include such popular games as EverQuest (McQuaid, Clover, and Trost 1999) and World of Warcraft (Kern, Petras, and Metzen 2003), and, to a lesser degree, Uru: Ages Beyond Myst, the primary subject of this study, since the latter has some affordances for players to physically change the world. At the opposite end of this spectrum is what I will call the “co-created” world, which includes built-in affordances for players to introduce new artifacts and behaviors into the world. At its extreme, virtually all in-world items and activities are created by players, and one could argue that all aspects of such worlds are emergent. These worlds typically do not have a set theme or storyline, although they often have an aesthetic direction and a unifying metaphor, such as Habbo Hotel’s use of a hotel as an over-arching framework. In co-created worlds, players can typically add items, and also have some ability to alter or vary their avatar based on aesthetic, rather than instrumental, considerations. At a more moderate level, players may be able to introduce new artifacts in a limited way into the environment but not to change features or add behaviors. They may be able to introduce buildings and furnishings, for instance, but not to alter the terrain. In other co-created worlds, players can alter terrain, build objects, modify and extend their avatars in elaborate ways, create animations, and modify the code of world itself through controlled and limited authoring capabilities. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 75 LambdaMOO is the primordial instantiation of this type of world and Second Life is perhaps its ultimate instantiation to-date. Both of these worlds have broad allowances for varied avatar representation, and Second Life even allows players to change gender, form, and present as non-humanoid avatars. FIGURE: SPECTRUM OF FIXED SYNTHETIC VS. CO-CREATED WORLDS The fact that these “co-created” worlds have an open architecture, amenable to player contribution, should not mislead one into thinking that they lack rules. In fact, their rules operate in much more subtle ways than the obvious rules of fixed synthetic worlds. As mentioned previously, simple “natural” laws, such as simulated physics, the mortality of avatars and constraints on transportation modes, are just as prevalent in co-created as in fixed, synthetic worlds. Cocreated worlds can also have very strict rules as to what players can and cannot contribute to the world, and more importantly, how they are to do so. In some cases, as with Second Life, there is very little restriction on what players can create; however, the creation mechanism itself places significant constraints on the types of objects and scripts that can be created. Second Life’s authoring environment takes place primarily in-world, so it can be highly collaborative. Yet it falls into the classic game parameter of “easy to learn, challenging to master.” This results, on the one hand, in a lot of “stuff” in the world, much of which is of dubious quality, while on the other, promoting a system of economic status Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 76 around content creation skills. Conversely, in a more controlled co-created world, such as There.com, player creation of artifacts takes place primarily out-ofworld and no new player-created content can be introduced without an official approval from the company’s management. Thus, there is less stuff, but it is more congruent with the world’s overall look and feel, maintaining a more consistent quality, and perhaps a more coherent sense of worldness. These constraints place subtle limits on what players can and cannot do as dictated by the world’s designers, the ultimate “gods” in either type of world. Thus, the claim that a world like Second Life is only limited by the player’s imagination is spurious. In fact, Second Life is as limited by the imaginations of its designers as it is of its players, although players often do things wildly outside of what designers ever imagined, even within a set of narrow affordances and constraints. Conversely, we should not regard forms of emergence that take place within fixed synthetic worlds as “less creative.” Indeed, emergence in these worlds is in some respects far more creative because it is more constrained. The ways in which players appropriate and subvert the environment to their own ends can be extremely creative, and players’ inventiveness in subverting game affordances can be a source of pride, respect and social status. Part of the skill of subversion lies in a thorough understanding of the deep structure of the game and world Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 77 rules and affordances, as well as their defects. Flaws in games are as much a material for emergence as anything else, as we shall see in our case study. One observation we can make from these examples is that “fixed synthetic” worlds tend toward what we typically categorize as “games” with a ludic formal structure, while more paidaic, “co-created” worlds tend to fall into the category of MMOW or metaverse. Key to our concerns here is that: a) emergence happens, regardless of where the world falls along the “fixed synthetic”/”co-created” spectrum, and that b) emergence can and does migrate between both types of worlds, as well as taking place outside the virtual world (in other words, beyond the magic circle) into other forms of online communication, and even into the “real world.” Each of these worlds can be viewed as its own ecosystem of play with its own unique characteristics. As networks of players move between these ecosystems of play, they adapt to accommodate the ecosystem, but more importantly, in the case of co-created worlds, the ecosystem also adapts and mutates to accommodate the play community. The larger sphere of virtual worlds and supporting technologies (forums, chat, voice over IP, etc.) between which players migrate can also be viewed as a kind of meta-ecosystem, a web of complex relationships between these more finite networked spaces. I characterize this network of play ecosystems and supporting technologies as the “ludisphere.” Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 78 The distinction between fixed synthetic worlds (MMOGs) and co-created worlds (MMOWs) is made at the outset for two reasons. One is that the apparent ambiguity and overlap between virtual worlds and online games can create confusion and mire arguments in the question of whether something is or is not a game. Second, the relationship between MMOGs and MMOWs is in the process of shifting due in part to inter-world immigration patterns that cross the game/non-game threshold, such as those explored in this study.ii One important point is that in general, players in this study did not make a cultural distinction between a “virtual world” and a “game,” even though they clearly understood the difference between an open-ended play environment and one with a clear goal-orientation. In practice, all of the environments explored in this study were referred to among the study subjects as games. regardless of whether they met the qualifications described above. Thus the “existential” question of whether something is or is not a game that pervades among games scholars and designers alike appears to have been more or less irrelevant to the players included in this study. Playing with Identity: The Rise of the Avatar The atomic unit of a networked play community is the avatar. Avatar, a Hindi term meaning a god’s embodiment on Earth, has been adopted universally in Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 79 English to describe a player’s representation in virtual world, and increasingly, in online games. The term is attributed to Chip Morningstar, who coined it to describe player representations in the 2D graphical online community Habitat, the first real graphical MMOW, which he designed with Randy Farmer for Lucasfilm, later LucasArts. (Farmer and Morningstar 1991). Its first appearance in print was in 1986, when it was used in an article about Habitat. (REF: Mortabito) The term was later re-introduced independently in 1993 by science fiction author Neal Stephenson in his cyberspace classic Snow Crash.iii (REF: Stephenson) The more common term in MMOGs is “Player Character” or “PC,” or, more recently “toon” (short for cartoon), which has been adopted primarily in World of Warcraft, although avatar is increasingly coming in to use to describe player characters in game contexts as well. In games, non-player, autonomous characters, also known as “bots” (for robots) and “mobs” (for mobile) are broadly referred to primarily as “NPCs.” Some NPCs are enemies (autonomous characters that players do battle with), while others are more helper-characters that send players on quests or serve as merchants selling gear. Although the term “avatar” (sometimes shortened to “avie” or “avi”) can also be used to refer to characters in a text-based MUD or MOO (usually represented only as a text description), it is more commonly used to describe a graphical representation of the player in a two- or three-dimensional virtual world.iv Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 80 The relationships between players and their avatars is a complex subject that we are only beginning to understand. As its Hindu origins suggest, most players in this study perceived the avatar as a medium through which one’s soul, ones deep inner persona is expressed, even though the avatar’s personality may be quite distinct from that of the corporeal human being. Both psychologist Sherrie Turkle and MUD-designer Richard Bartle have pointed out that inhabiting an avatar in a virtual world can often lead to a transformational inner journey. (REFS: Turkle, 1984, 1995; Bartle 2003.) Among participants of the study described in this book, the terms avatar and player are used somewhat interchangeably, although avatar is sometimes used to distinguish things happening to the virtual “body” of the avatar itself. It is important to note that a player is in command of the agency of an avatar, meaning that avatars do not make decisions on their own. However, as we shall see, the distinction between the player and his or her avatar is somewhat blurry, and players will speak about their avatars in both the first and third person, even describing their corporeal body in physical space as their “real-life avatar.” Players tended to make a distinction between the “body,” whether it be “virtual” or “real,” and the person or “persona” which is channeled through one or the other of those bodies. As TL Taylor has pointed out, this does not mean their personas are disembodied, rather that they are expressed through the multiple bodies. (REF: Taylor) Most players interviewed felt that their avatars were Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 81 expressions of their “true” selves as much if not more than their “real-life avatars.” Players who had met each other in real life were able to hold multiple conceptions of each other’s identities in their minds, encapsulating the personas as expressed in both the “real-life avie” as well as the avatar in virtual space. This multiplicity of identities is quite commonplace among people living online lifestyles who, in addition to perceiving their own “multiple bodies/personas,” learn to develop a unique sensibility that enables them to recognize other members of their play community as also having multiple bodies/personas. (Dibbell 1998; Markham 1998; Taylor 1999; Turkle 1984; Turkle 1995) It is sometimes difficult for those unaccustomed to virtual worlds to understand these phenomena as anything other than technologically-enabled (or even precipitated) multiple personality disorder. However, sociologists have long observed how people adopt or “put on” different personalities or personas in their different real-life roles: worker, parent, friend, etc. “Performing” different personas in different contexts is a standard part of how we adapt to social situations. In fact, as Goffman has pointed out, the inability to “perform” appropriately in social contexts is often an indicator of psychological disorders (Goffman 1963). In virtual worlds, what is viewed as “appropriate” is often significantly different from what might be considered appropriate behavior within real-life situations or occasions. Thus players will adapt their behavior accordingly. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 82 Like many aspects of virtual worlds, avatars suffer from the misconception that they are not “real.” Avatars, by definition, are representations of “real” people; while these people are “mediated,” they are no less “real,” and, in fact, no less “mediated” than people we meet in the “real world.” A classic example of this misconception can be seen in a common online training that is given to university researchers in order to obtain approval to work with human subjects. The training web site points out that one of the challenges of Internet research includes, “verifying the personhood of pseudonymous entities.” (REF) The implication here is that people are not easily distinguishable from bots or autonomous agents. Just as players represented by avatars are no less “real” than players represented by corporeal bodies, the communities that form between them are no less real than communities that form between people in physical proximity to one another. They also would seem to have special properties, especially in the context of play, which lead to unique and deeply authentic social bonds. Virtual Worlds/Real Communities Now that we understand the play ecosystem and its inhabitants , we can look at some core concepts around the notion of “communities of play.” The communities of networked play that concern this research exist within a variety Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 83 of different types of virtual worlds, some of which can be characterized as games. As we’ve established, during the time this research was conducted, online games and virtual worlds have gone from a niche audience of computer aficionados to a decidedly mainstream entertainment market. Although millions of players now spend time in these environments, practices of play within virtual worlds continue to be maligned within the mainstream culture and in particular within the news media. Some of this has to do with a misconception of terms, so I will provide some terminology to set the stage for the research and its outcomes. The term with which ethnographers and sociologists of virtual worlds grapple with the most is the term “virtual.” The word is problematic, contested, and continuously in flux, as illustrated by this random sampling of recent dictionary definitions: ‘Virtual’ adj. 1. Being something in effect even if not in reality or not conforming to the generally accepted definition of the term; 2. Used to describe a particle whose existence is suggested to explain observed phenomena but is not proven or directly observable; Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 84 3. Simulated by a computer for reasons of economics, convenience, or performance; 4. Used to describe a technique of moving data between storage areas or media to create the impression that a computer has a storage capacity greater than it actually has. Encarta® World English Dictionary © 1999 Microsoft Corporation, by Bloomsbury Publishing Plc. (USA) adj. 1. Existing or resulting in essence or effect though not in actual fact, form, or name: the virtual extinction of the buffalo. 2. Existing in the mind, especially as a product of the imagination. Used in literary criticism of a text. 3. Computer Science. Created, simulated, or carried on by means of a computer or computer network: virtual conversations in a chatroom. The American Heritage® Dictionary of the English Language, Fourth Edition; © 2000 by Houghton Mifflin Company (USA). adj. 1. (before noun) Almost a particular thing or quality: Ten years of incompetent government had brought about the virtual collapse of Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 85 the country's economy. War in the region now looks like a virtual certainty. 2. Describes something that can be done or seen using a computer and therefore without going anywhere or talking to anyone: virtual shopping/banking Cambridge Advanced Learner's Dictionary, © Cambridge University Press 2003 (UK). These widely varying and inconsistent definitions do nothing to bring clarity to our discussion. The last definition highlights the challenges in working with terms whose official usage is still highly contested, if not entirely incorrect. A clarification of the etymology of the expression provides a more fruitful discussion. The term “virtual reality” in its original sense, is used to describe high-end real-time 3D environments, generally accessed via sensory immersion techniques such as head-mounted displays or panoramic screens, usually but not always in single-user applications. These had their earliest applications in the late 1970s and early 1980’s in computer-aided design and flight simulation applications, and came into the popular culture through novels such as Neuromancer and Snow Crash, and films such as The Lawnmower Man and Johnny Mmemonic. Virtual reality is distinguished from other forms of computer Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 86 animation in that it is described as “real-time 3D,” meaning that an individual can navigate through a simulated three-dimensional space and the position and movement of objects will change based on her orientation toward them. While this was once an arcane and expensive enterprise, confined to corporate, academic and military labs, the majority of today’s digital games, which involve navigating through virtual three-dimensional environments, could be characterized as a form of virtual reality. The term “virtual world” has come into more recent use to refer to multiplayer, real-time 3D online environments that are accessed via consumer-grade computer hardware over the Internet. I have also introduced the term “extra-virtual” to describe activities that happen outside the virtual world but index or relate back to it. The term “virtual community” has gained popularity in common usage as a way to describe communities whose members interact with each other via a network (Rheingold 1993). However well-meaning, this term suggests that mediated communities are in some way “not”—or “less than”—“real.” I would argue that while the online worlds may be virtual in terms of the nature of their existence being confined to a computer screen, the relationships that form between people within these screen-based worlds are no less real than relationships that form in the so-called real world. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 87 It would be easy to get side-tracked into a philosophical debate about what is “real” and what is “virtual,” there is much philosophical analysis written about the topic. (REFS: Heim, Beaudrillard, Klastrup, Ryan, Benedikt, Stone) Such a debate is beyond the scope of this book, which concerns itself with the lived practice of inhabitants of virtual worlds, and their own interpretations of the meanings of that practice. Anthropologist Tom Boellstorff calls this “virtually human,” pointing out that inhabiting a virtual world, far from being “posthuman” and potentially alienating, actually highlights our humanness in interesting and unique ways. He also adds “…virtual worlds show us that, under our very noses, our ‘real’ lives have been virtual all along. It is in being virtual that we are human: since it is human ‘nature’ to experience life through the prism of culture, human being has always been virtual being.” (REF Boellstorff p.5) For purposes of specificity, and to avoid falling into these debates, I have chosen the term “distributed community,” and, more specifically, “play community,” to describe groups who assemble for the purpose of social play. This mitigates the potential impression that the individuals who inhabit virtual worlds or the relationships that are formed within them are, themselves, virtual. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 88 CHAPTER 2: EMERGENCE IN CULTURES AND GAMES Emergent Cultures The emergent properties of real-world cultures have long been a topic of interest to historians, economists, sociologists, anthropologists and urban planners. Urban historian Lewis Mumford described and mapped out patterns of growth in European cities, radiating from a central core, usually a cathedral. (Mumford 1961) Urbanist Jane Jacobs, in her famous critique of 1950s urban planning policies, spoke about the ways in which urban, mixed-use densities promote and hinder emergent behavior, both positive and negative. (Jacobs 1961) Thomas Schelling described this in economic terms as “systems that lead to aggregate results that the individual neither intends nor needs to be aware of.” (Schelling 1971) (p.145) To demonstrate how such a system might work, he created a simplistic model of racial segregation using a rule-based, checkerboard simulation. Individual agents of two binary types were said to more happy when neighboring agents of their own group. Consequently, the outcome over time of a series of proximity moves would result in increased segregation, regardless of whether the agents were deliberately segregationist. He used this model to show how segregation in ghettos can self-organize in an emergent, bottom-up fashion rather than through deliberate or institutionalized exclusion. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 89 Contemporary approaches to human cultural and historical development have taken a similar complex system approach, and have also reconfigured how we think about the notion of “progress.” The now-outmoded idea of “cultural evolution,” which suggests that some societies and “civilizations” are somehow more evolved and hence better than others, is being challenged in various ways by interpretations that frame society and history in terms of the dynamics of complex systems. In his Pulitzer Prize-winning book, Guns, Germs and Steel, Jared Diamond argued for a new reading of the historical domination of some cultures over others as an emergent process arising from the intersection of available resources and technologies, geographical conditions, and biological processes (such as disease), rather than an essentialist predisposition for superiority. Diamond illustrates the role of feedback loops, such as European exposure to and consequent immunity to disease, which served as a powerful, if inadvertent, biological weapon against the indigenous cultures of the Americas. (REF: Diamond) Manuel De Landa argues for a realist philosophy of “nonlinear history” and rejects the presupposed linear outcome of evolution, also an emergent process. Like Diamond, he critiques the notion of the dominance of Western culture as progressive, and looks instead at history as a possibility space that does not necessarily produce inevitable outcomes. He describes emergence as the “unplanned results of human agency.” (REF: p.17) And while some decisions Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 90 made by individuals are constrained by the goals of an organization, in other cases, “…what matters is not the planned results of decision making, but the unintended consequences of human decisions.” (De Landa 1997, p. 17) De Landa argues that emergent properties, which can be characterized as the whole being greater than the sum of its parts, cannot be studied using reductive methods: These emergent (or “synergistic”) properties belong the interactions between parts, so it follows that a top-down analytical approach that begins with the whole and dissects it into its constituent parts (an ecosystem into a species, a society into institutions), is bound to miss precisely those properties. In other words, analyzing a whole into parts and then attempting to model it by adding up the components will fail to capture any property that emerged from complex interactions, since the effect of the latter may be multiplicative (e.g., mutual enhancement) and not just additive. (pp.17-18) Historically, emergent cultures can take hundreds or even thousands of years to develop. Yet as Diamond points out, the advent of new technology can rapidly accelerate these processes. Guns, for instance, allowed for much more rapid colonial expansion and accelerated the rate of genocide throughout the new world. (Diamond 1997) Technologies of transport, as McLuhan has pointed out, accelerated the movement of goods and people across the developing United States. (McLuhan 1964) The Internet is just such a technology, and emergent Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 91 social processes that might take years to play out in real life, such as the example of inter-game immigration chronicled in this book, can happen in a matter of months, weeks, or even days. The speed of communication enabled by the Internet allows for a kind of snowball effect in terms of the feedback dynamics. People tend to follow trends among their peers, not, as some might cynically suppose because people behave like sheep, but because, as Schelling’s model suggests, they wish to maintain a connection to a community. Thus, as with his segregation example, we find numerous instances of humans gathering, moving and assembling based on a desire to join or to remain proximal a community with which they identify. Emergent Cultures in Games Emergent cultures in games have existed from the inception of multiplayer play spaces. Players have been staging weddings in MUDs and MOOs and MMOWs such as Active Worlds since the beginning. In the late 1990s the phenomenon of “eBaying” began to emerge, in which players of Ultima Online and other massively multiplayer games began to sell game accounts (in other words, their avatars), virtual objects and real estate. Supported by an extra-virtual network with a highly developed feedback system, the eBay auction site, they were able to emergently spawn an entire real-world economy around the trade of virtual characters, commodities and currency. This emergent phenomenon inspired Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 92 economist Edward Castronova’s now-famous economic analysis of EverQuest, in which he determined its imaginary universe, Norrath, to have the real world’s 77th largest economy. (REF: Castronova 2001) By analyzing exchange rates and trade volumes on the online black market for virtual goods and currency, he was able to calculate a “gross domestic product” of Norrath that placed it on an economic scale with real-world nations. Castronova’s research is itself emergent, the outcome of emergent behavior on a large scale, precipitating emergent behavior on a smaller scale. Castronova’s groundbreaking work has inspired a growing interest in the economies of virtual worlds. This interest has reached as far as the U.S. Federal Reserve, which is investigating both the tax and regulatory ramifications of virtual economies, and the ways in which they can be used as research contexts for the study of real economic patterns in society. (REF) While “eBaying,” as the practice is called, is banned by most game companies, the black market for virtual items and currency not only flourishes, but has spawned an entire industry. In 2007, journalist Julian Dibbell, known for his early studies of the text-based world LambdaMOO, visited a “gold farming” factory in China. Here low-wage workers, usually young men, live and work in barracks-style housing, spending their days playing World of Warcraft and gathering currency, which their employers in turn then trade on the black market for real-world profit. Dibbell noted that when these young men finish work, they go to the facility’s cybercafé, where they enjoy their time off by playing World of Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 93 Warcraft. This practice has also precipitated new emergent social behaviors within the game. Players believed to be Chinese gold farmers are shunned with a form of racism that conflates the real (Chinese) and virtual ethnicities and identities (gold farmers, and the most common game character types used for this purpose.) (REF: Dibbell) Second Life has brilliantly leveraged these emergent economic trends by sanctioning the trade of real-world money for its virtual currency, in both directions, and has as a result attained a huge amount of publicity as players have begun to make their real-world living through its virtual economy. This policy precipitated the emergence of an in-world banking industry, and the eventual collapse of one of Second Life’s leading virtual banks. As in real life cultures, the outcome was a run on banks, to the tune of $750,000 in real-world financial losses. All of these examples can be viewed as emergent: they were the result of individual agency, bottom-up actions that aggregated into overall patterns of social behavior. While some forms of emergence in games happen as a result of an aggregate of individual actions, others are more deliberate, and resemble real-world grassroots organizing. One example is a game-wide protest that was staged in World of Warcraft in 2005. (REF: Castronova 2005, Taylor 2005.) Warriors of all races, dissatisfied with what it felt were unfair statistics associated with the class, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 94 gathered at urban centers and even blocked a bridge to demand a change to the very software they inhabited. In the process, they managed to down a server, which did not have the capacity to process so many players in a single virtual location at the same time. Game operator Blizzard, in the typically top-down approach of governments and corporations, squelched any further uprisings by banning players found to be involved in or planning in-world protests. In other words, the company took the stance of a totalitarian nation by making civil disobedience punished by virtual death. Because Blizzard is a company and not a nation, its players/customers/citizens, however you wish to frame them, had no rights whatsoever in this situation. The totalitarian stance taken by Blizzard is common to MMOG companies. When players first initiate an account, they are required to sign an end-user licensing agreement, or EULA, that for all intents and purposes relinquishes any rights they might enjoy in the real world as a pre-condition for becoming a citizen of a virtual one. Most EULAs sthat the the company has full ownership of all intellectual property generated by players. Game companies often exercise their own IP rights by prohibiting extra-virtual practices, such as some forms of fan fiction or the buying and selling of virtual game artifacts. Second Life is again the exception: although the instigated a radical policy that allows player to retain all rights to their intellectual property, the company still owns the virtual property Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 95 that represents those ideas; in other words, they don’t own the ideas, but they own the bits. As a result of some of these draconian practices, ethicists and lawyers have begun to ask: “What sorts of rights, exactly, do avatars have? And how might these be reinforced? Do we need some kind of bill of avatar rights?” (REF) One thing seems to be clear: again and again, people inhabiting avatars inevitably arrive at the conclusion that they have rights, often driven by the rights they are accustomed to enjoying in their real-world culture. American players, for instance, expect the right to free speech as well as self-determination. These desires and customs often come into conflict with virtual world owners, who are more preoccupied with business concerns, such as maintaining a high profit level, and protecting themselves legally. (REF: Taylor) Corporations that control virtual worlds will tolerate a certain measure of emergent behavior as long as it does not threaten their bottom line. Consequently, griefing, which harms the enjoyability of games and the rights of players to go unmolested, is generally tolerated to a certain extent, while mass protests and virtual currency exchange are not. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 96 Games as Emergent, Complex Systems The conception of games as complex systems with emergent properties is so prevalent in the discourse of both game design and Game Studies that it would be impossible to cite its origins. Descriptions of emergence can be found in a diverse array of contexts, from books on “popular science” (Johnson 2001) to “game design theory” (Juul 2002; Salen and Zimmerman 2004). So what, precisely, do we mean by “emergence?” Emergence is a phenomenon that falls under the general rubric of “complex systems” or “complexity theory,” a set of ideas that span an unwieldy array of fields and disciplines and as a result has become a fulcrum for interdisciplinary research. The Santa Fe Institute, one of the preeminent centers for the study of complex systems in the United States, encompasses fields as diverse as social science, economics, mathematics, game theory (a branch of applied mathematics and economics unrelated to “game studies”), ecology, evolution, neuroscience, intelligent systems and network infrastructures. (REF: SFI web site) The Human Complex Systems group at University of California Los Angeles embraces every permutation of its theme, from economics to urban planning and computergenerated “synthetic cultures” to multiplayer online games. (REF: HCS web site) The term “emergence” describes how complex, often decentralized, systems selforganize in ways that cannot be predicted by their underlying structures or rule Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 97 sets, nor by the individual behavior of agents within the system. (Bar-Yam 1997) Anthills, freeways, neural networks, stock markets, terrorist cells, cities, the internet and computer games are examples used to describe emergence (Johnson 2001). These disparate systems share in common a display of collective behaviors and even collective “intelligences” that arise out of, and yet transcend the actions of the individual parts or elements. According to Steven Johnson, author of Emergence: The Connected Lives of Ants, Brains, Cities and Software, complex systems exhibit emergence because they …solve problems by drawing on masses of relatively (simple) elements, rather than a single, intelligent ‘executive branch.’ They are bottom-up systems, not top-down. They get their smarts from below. In more technical language, they are complex adaptive systems that display emergent behavior. In these systems, agents residing on one scale start producing behavior that lies one scale above them: ants create colonies; urbanities create neighborhoods; simple patternrecognition software learns how to recommend new books. The movement from low-level rules to higher-level sophistication is what we call emergence. (Johnson 2001) (REF: Page #) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 98 It is significant that one of the key characters Johnson features in Emergence is Will Wright, designer of the games SimCity (Wright 1989), The Sims (Wright 2000) and The Sims Online (Wright, Trottier, and Chalmers 2002). Even in the context of this otherwise serious book, games make regular appearances. That games produce emergence is a de facto assumption throughout the game studies field. Pioneering media scholar Janet Murray has described one of the properties of computational media as being “procedural,” or rule-based. Rule-based systems have a greater tendency towards emergence because they have a larger possibility space with affordances for more varied outcomes. While the rule system itself does not have to be complex in a procedural system, simple rules systems can produce complex, emergent outcomes. So is “Conway’s Game of Life,” an A-Life experiment that famously illustrates this by generating several generations of virtual organisms according to a simple rule that can result in often complex behaviors. . The traditional Chinese game of Go is another classic example of this. Using examples of board games, sports, most action games and all strategy games, “Ludologist” Jesper Juul argues that emergence is “the primordial game structure, where a game is specified as a small number of rules that yield large numbers of game variations, that the players must design strategies for dealing with.” “Progression” he describes as “the historically newer structure” in which Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 99 we find “cinematic storytelling ambitions” in this otherwise indigenously procedural and hence emergent medium (Juul 2002; Juul 2004) (REF p#). In Rules of Play, Salen and Zimmerman look in-depth at notions of games as complex systems and emergence as an outcome of the interaction of rules. (Salen and Zimmerman 2004) In my 2002 paper on emergent authorship, I describe a new model for storytelling in which players themselves contribute to narratives in games such as The Sims, Ultima Online and EverQuest through emergent processes. (REF: Pearce 2002) Cindy Poremba’s Master’s thesis provided a further analysis of the player as co-creator within the context of these emergent story systems. (REF: Poremba thesis) These ideas build on Henry Jenkins’ notion of “textual poaching,” in which fan cultures, such as Star Trek fans, aka “Trekkies,” develop their own emergent narratives from the kit of parts provided by the television series. (REF: Jenkins 1992) So what, precisely, is emergence, and how might it be studied? In his essay for the book Virtual Worlds: Synthetic Universes, Digital Life and Complexity, Yaneer Bar-Yam, President of the New England Complex Systems Institute, defines emergence as a set of “collective behaviors” in which all the parts are “interdependent,” arguing that the more distinct and specialized the individual interdependent behaviors, the more complex the collective behavior likely to arise (Bar-Yam 1999). Bar-Yam describes emergence as Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 100 1. …what parts of a system do together that they would not do by themselves; collective behavior. 2. …what a system does by virtue of its relationship to its environment that it would not do by itself. 3. …the act of process of becoming an emergent system. Further: According to (1) emergence refers to understanding how collective properties arise from the properties of the parts. More generally, it refers to how behavior at a larger scale of the system arises from the detailed structure, behavior and relationships at a finer scale. In the extreme, it is about how macroscopic behavior arises from microscopic behavior. (REF: Page #) In discussing methodology, Bar-Yam suggests a holistic approach to observing the relationship between the parts and the system as a whole: …emergent properties cannot be studied by physically taking a system apart and looking at the parts (reductionism). They can, however, be studied by looking at each of the parts in the context of the system as a whole. This is the nature of emergence and an indication of how it can be studied and understood. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 101 (Bar-Yam 1997) (REF: page #) To describe this process, Bar-Yam invokes the metaphor of “[seeing] the forest and the trees at the same time... We see the ways the trees and the forest are related to each other” (Bar-Yam 2000b). Sociologist C. Wright Mills has drawn upon the same metaphor to describe the essential character of what he calls “the sociological imagination” (Mills 1959). This apt metaphor illustrates the key challenge of studying emergence in largescale social systems. This type of research necessitates a methodology that enables one to observe and analyze phenomena at different scales simultaneously. In other words, it must enable us to look at the behavior of individual units in a complex system, their relationship to each other, and the overarching patterns of the system as whole, all at the same time. We cannot, as De Landa has pointed out, calculate the patterns within a complex system by understanding the properties of its parts. It is also crucial to be able to observe the system dynamics in progress as well as their outcomes. Capturing its evidence exclusively after the fact, either through surveys or forensic evidence, such as artifacts, will not allow a complete understanding of patterns of emergence. In addition, we are faced with the problem of observing the relationship between the play community and the play environment. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 102 As Bar-Yam points out, “One of the problems in thinking about the concepts of complex systems is that we often assign properties to a system that are actually properties of a relationship between the system and its environment.” (REF: p#) This is particularly significant to the research described here, where relationships between players, as well as the players’ relationship to the environment of the virtual world, are central: When parts of a system are related to each other, we talk about them as a network, when a system is related to parts of a larger system, we talk about its ecosystem. (Bar-Yam 2000a) We thus arrive at the concept described earlier of framing massively multiplayer player worlds that fall along the “fixed synthetic” and “co-created” worlds spectrum as “play ecosystems” in which “networks” of players engage in various emergent behaviors. This is where the distinctions between different types of worlds becomes important: each ecosystem provides particular characteristics and affordances which effect the emergent behavior of networks within it. As we shall see, the group exhibits patterns of emergence that transcend any particular world, but these are made explicit through interactions unique to the affordances of each play ecosystem. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 103 One of the critical properties of complex systems is feedback. In cybernetics, feedback is defined as a phenomenon in which some portion of the output of a system is passed through the input. This can be used to describe machines that utilize feedback systems, the classic example being a thermostat on a heater. The thermostat continually reads the temperature and makes adjustments accordingly. Within networked social systems, feedback can be a powerful engine for largescale social emergence, and the accelerated forms of emergence seen in these systems are a direct result of the designed affordances of the software. Examples of this on the Internet include iTunes, MySpace and YouTube, each of which has grown exponentially since its inception through feedback. This process, epitomized by YouTube, can be described thus: the more people who watch, the more people who upload videos; the more people who upload videos, the more people who watch. Networks are particularly good at processing feedback since many units of input can move quickly through the system and be distributed to a large number of outputs. This research concerns the ways in which both the social context of play and the design of the game software itself facilitate this feedback process. The qualities of properties of play are critical. Play can be viewed as a particular type of engine for emergence by virtue of its feedback dynamics. Play is Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 104 inherently spontaneous and experimental, and therefore, players will find themselves responding to social feedback in a very different way than they might in other contexts. The common types of emergence seen within virtual multiplayer games and virtual worlds illustrate this point. As we’ve seen, they include online weddings, game-wide protests, social organizations such as guilds or social groups, various types of social and fashion trends, and extra-virtual phenomena such as fan sites and selling of virtual characters, items or currency. The “play frame” sets the stage for many of these phenomena, but the virtual environments themselves also have particular properties that lend themselves to emergence: 1. Discrete: Virtual worlds are (mostly) closed systems, discrete synthetic environments that possess and maintain a consistent set of internal rules. Within that closed system, we can observe classic properties of emergence, such as feedback, and multi-generational patterns. (Bar-Yam, 1997; Johnson, 2002) In addition, they also have a variety transactions with worlds outside themselves, which can both influence in-world emergence and produce extra-virtual forms of emergence. 2. Open-Ended: Both social virtual worlds and game worlds are openended. Unlike many traditional games, including most single-player Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 105 digital games, they do not have an end state that can be considered “winning.” 3. Persistent: They are “persistent state worlds.” This means that whatever is done in them remains and is cumulative over time, which includes both the individual player identity and the world as a whole. This is a vital component to create the feedback needed to produce emergence. Firstperson shooter games, for instance, while they exhibit their own forms of emergence, do not possess persistence of this type within the world itself. 4. Synchronous & Asynchronous: Because the game is persistent and remains “on” at all times, players can inhabit and construct the world asynchronously from one another, thus adding another vital ingredient for feedback and emergence. 5. Long-Term: Engagement in multiplayer games and virtual worlds is longterm and emergent behaviors happen over time. Typical console games, as an example, allow for anywhere from ten to forty hours of total play time. While this provides for some emergence, the significantly higher time commitment of MMOGs (twenty hours a week on average and sometimes significantly more) (Seay, Jerome, Sang Lee, and Kraut 2004; Yee 2001) (REF: Castronova?) provides for a much greater array of emergent outcomes. It is possible for players to maintain involvement in the game for as long as it is operating, although the “churn rate” (rate of subscription turnover) is more typically around 18 months. (Appelcline Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 106 2000-2006; Yee 2001) (REF: Koster?) Churn can also produce emergent behavior, such as a mass exodus to a new game, which is common among players of medieval fantasy games. 6. Accelerated: Social phenomena in MMOGs tends to happen at an accelerated rate, in spite of the fact that tasks often take significantly longer to perform than in the physical world. Basic tasks such as communication take longer, yet players often report losing track of time and of having the sense that “time flies.” Simultaneously, there appears to be a phenomenon of time compression in which social processes that would ordinarily take much longer are perceived and observed to occur at a highly accelerated rate. Friendships and romantic relationships appear to develop more quickly, and the growth and decline of communities seems to progress much faster than would be the case in real world settlements. 7. Networked: As mentioned earlier, MMOGs and MMOWs are by definition populated. The more people, the larger the possibility space for emergence. 8. Diverse: As Bar-Yam points out, the more specialized the units in a complex system, the more complex the system, and the more opportunities for emergent behaviors. In more homogenous systems, behavior is relatively uniform, so emergence is less likely to occur, as behaviors are less likely to diverge from their initial purpose. (REF Bar- Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 107 Yam new article?) Surowiecki, author of The Wisdom of Crowds, points out that collective intelligence emerges at a much higher level in groups that are diverse than in groups whose individuals have uniform skills and abilities. (REF: Surowiecki) Based on the preceding definition of emergence and the characteristics above, the following criteria were used to select a subject, the study of which would provide us with deeper insights and understandings about the nature and process of emergence in online games: 1. Events Over Time. The study had to be somewhat longitudinal (in “Internet years”) in order to detect emergent behavior over time; eighteen months was selected as the time frame for practical reasons. This timeframe is also line with the “churn” figure described above, and parallels timeframes for field studies in qualitative anthropological and sociological research, one year being the time-frame for typical fieldwork in anthropology. 2. Scale. The group studied had to be sufficiently large to exhibit emergent behavior patterns, yet small enough for a single researcher to feasibly study at multiple levels of magnification. The main focus of this investigation, The Gathering of Uru, comprised between 450 and 160 players during the course of the study. They were a subset of two larger meta-groups, the Uru Diaspora comprising an estimated 10,000 players, Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 108 and the inhabitants of There.com, whose exact number was unknown, but was likely to be in the hundreds of thousands. 3. Components vs. System. By definition, emergent phenomena transcend the life cycle of any one of the elements within the complex system. Therefore, the emergent phenomena studied had to demonstrate recognizable patterns across a diverse sampling of individual participants. 4. System vs. Environment. Emergent phenomena happen when a system comes into contact with a specific environment or “ecosystem.” Earlier, we described the game software as a “play ecosystem.” Emergent behavior arises out of tripartite interactions between a) the individual components of the system, b) the system as a whole, b) the ecosystem(s), or environment(s), that the system inhabits. (Bar-Yam 2000a) In the case of the Uru Diaspora, the individuals and the system actually traversed through different gaming environments, giving us a glimpse into how they adapted in an emergent fashion to each “play ecosystem.” 5. Relationship to Game’s Intent. As stated, I sought to study patterns of behavior that fall outside of the formal structure as intended by the game’s designers, and which exhibit bottom-up process. In other words, I wanted to identity larger patterns that occur as a result of individual agents in the system acting independently, or interdependently, rather than through any central control mechanism. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 109 6. Method. The study had to utilize a multi-scaled method that would allow observation of the “forest and the trees at the same time,” in other words, it had to be possible to observe the three components, system, parts and ecosystem, concurrently. A methodological conundrum confronts us at this point. What tools and methods shall we use to observe the emergent phenomena we have defined here? There are a number of different established methods in game studies. Quantitative methods, such as surveys, and in-game data-mining can provide us with very useful information; they are excellent at understanding the scope of individual’s attitudes about their gameplay experience; and, they are also effective at getting at the larger patterns of behavior and attitudes displayed by individuals. Quantitative methods are, however, less effective at getting at larger patterns of interaction between individuals. Large-scale surveys help us understand that people are spending an average of 20 hours a week in online games, but not specifically what they are doing, who they are spending time with, and how they interact in social contexts within the ecosystem. Data mining, such as capturing chatlogs in a fixed location, is an excellent method for discourse analysis in specific contexts, although it does not give us the attitudinal data of surveys, nor measure larger cultural patterns across multiple locations. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 110 Social network theory, used extensively in Internet Studies and computermediated communications, branches of sociology, and organizational theory, provides excellent methods for understanding the movement of information. Examples are the spreading of a rumor, (REF: Rosvall) the types of connections that occur between people, such as strong versus weak ties, or the number of people within a group required to maintain cohesion. These are very useful for understanding the structures of communities, but they lack two important data types required to describe the phenomena we are concerned with here. First, while social network analysis solves the problem of looking at the relationships within the network in an emergent complex system, it does not provide a mechanism for studying the relationship of the network to the ecosystem. As we’ve learned from Bar-Yam, this is a vital component in the mix. Thus, we need a method to observe how the network of the play community interacts with and within the play ecosystem. Second, social network analysis does not provide the tools we need to interpret the process of the formation of cultures. Thus we need to identify a method that is particularly strong at analyzing and interpreting the dynamics and formation of culture. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 111 CHAPTER 3: READING, WRITING AND PLAYING CULTURE Situating Culture What do we mean by “culture?” Some, especially lawmakers and mass media, would assert that “game culture” is an oxymoron. Indeed, games are viewed as so low a form of culture, at least in the United States, that some Judges have ruled that they do not warrant the same speech protection rights as other media because they do not qualify as a form of expression. (REF: Au, 2002) Most media scholars would disagree. Though video games studies was marginalized (mostly in its host institutions) it its formative years, games are now embraced within a range of disciplines, including comparative media studies, whose foremost scholar, MIT’s Henry Jenkins, has lauded games as “The Medium of the 21st Century.” (REF) The fact of video games as part of the mass media landscape can no longer be sufficiently argued against the data. According to several reports, the number of digital game players in the U.S. has been steadily growing, reaching about 2/3 of Americans by 2007, roughly a quarter of whom are over 50 (about the same percentage of Baby Boomers in the overall population). (ESA 2008; NDP 2007) In 2007, Nielson media research reported that nearly half of American households had a game console by the fourth quarter of 2006. (Nielson 2007) And judging by the fact that there are now sufficient peer-review quality academic papers to justify the publication of a Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 112 journal entitled Games and Culture, it is safe to say we have arrived at a point where the previous debates about whether these two terms can exist in the same phrase can be put to rest. In the context of media, culture is usually thought of in terms of “cultural production,” i.e., arts and entertainment, literature, etc. But to anthropologists and sociologists, “culture” has the much broader connotation of the repertoire of collective symbols and forms of meaning-making, including language, arts, ritual and mythology, and everyday practices that are shared by a given group or society. Such practices are said to be “intersubjective,” meaning that they are constructed through interactions between people, rather than by the strict agency of individuals. Anthropologist Clifford Geertz describes culture as “webs of significance [man] himself has spun,” the analysis of which is “not an experimental science in search of law but an interpretative one in search of meaning.” (pp4-5) (Geertz 1973a) Geerts sees these webs of significance as public systems of meaning that are necessarily the collective property of a group. Culture is both constructed and learned, is iterative, and is constantly in flux; most importantly, culture is shared. The concept of intersubjectivity provides a useful framework to think about the ways culture is constructed, learned and propagated. The culture of a networked game can be viewed a social construction of shared meanings transacted by Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 113 designers and between players. These shared meanings are transacted with what Luckmann called the individual’s “life-world” through everyday social or cultural practices. (Luckmann 1983) Michael Jackson notes Joas’ notion of the “intersubjective turn” as a particularly useful framework for studying nonwestern cultures that allows us to move beyond the Cartesian model of the supremacy of the individual and towards a model of collective meaning and identity. (Jackson 1998) Sociolgist Herbert Blumer, building on Herbert Mead’s previous work, coined the term “symbolic interactionism” to describe this shared meaning-making dynamic. In essence, individuals interpret objects through a lens of meaning that arises out of a process of social interaction and has the capacity to change over time. (REF: Blumer 1969) When we begin to look at fan culture, what we find is an intersubjective process of appropriating and transforming meanings through use, or in this case, through play. Thus, cultural artifacts (and by this we mean virtually any cultural entity, whether it be a piece of architecture, literature or fashion) are produced by their creators, but then adopted and in a sense re-produced, by their users. De Certeau referred to this as the “practice of everyday culture,” and suggests that “consumers” in industrial societies actually produce culture through the use of artifacts. De Certeau thus theorizes that “consumption” is as act of production, perhaps even an art form. (REF: De Certeau 1984) Willis has built on this notion in describing the culture practices of “bike boys” in the UK, motorcycle gangs Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 114 who modify and customize their motorbikes as a form of personal and creative expression. It is through these acts of creative consumption, which I’ve described in some of my earlier work, that “game culture” is born. (REF: Willis 1987, 2000; Pearce 2002) Returning to Jackson, the concept of intersubjectivity provides us with a useful lens through which to observe the construction of culture. First, it “resonates with the manner in which many non-Western peoples tend to emphasize identity as ‘mutually arising’—as relational and variable—rather than assign ontological primacy to the individual persons or objects that are implicit in any intersubjective nexus. (…) Second, the notion of intersubjectivity helps us elucidate a critical characteristic of preliterate thought, namely, the way it tends to construe extrapsychic processes that we construe as intrapsychic. The unconscious (…) is in a preliterate society more likely to be called the unknown. (…) Finally, the notion of intersubjectivity helps us unpack the relationship between two different but vitally connected senses of the word subject — the first referring to the empirical person, endowed with consciousness and will, the second, to abstract generalities such as society, class, gender, nation, structure, history, culture, and tradition that are subjects of our thinking but not themselves possessed of life.” (REF: Jackson 1998 , p. 7) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 115 The Social Construction of Virtual Reality Another key concept in describing how cultures are formed is the notion of social construction. Social constructionism counters a positivist view of the world and states that there are no absolute values or truths, rather, that our perception and understanding of the world, including what we regard as “facts,” and even the way we determine their facthood, arises from a process of social construction. (Berger & Luckmann, 1966) This is a key concept in science and technology studies because it allows us to critically analyze the authority structures that control and disseminate knowledge, and the tenets of social constructionism are particularly compelling at a time when science and religion are engaged in handto-hand combat as “absolute” world views. These broader social issues are not ours to tackle at this moment. However, in the case of virtual worlds, it would be difficult to make a compelling case against their status as social constructions. Furthermore, the sorts of worlds we are concerned with are socially constructed in very specific, deliberate ways, and one way to view their cultures is as dynamic discourse between their designers and their players. Designers construct the worlds they envision; players then reconstruct those worlds through lived practices that engage, subvert and transform the space to make it their own. Thus they become a process of social construction and reconstruction, a constant building, and rebuilding, the result of which is a collaboration Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 116 between virtual world designers and the players who “live” in their worlds. The aim of this investigation is to study that process in an attempt to understand the relationship between the designers’ social construction—the game and the tacit values and assumptions it embodies—and the players’ social construction of their own play culture through lived experience and play practice. This is a unique manifestation of de Certeau’s “practice of everyday life,” in consumption is flipped on its head to become a creative act. (REF: de Certeau) Here, players construct new cultures from a kit of parts handed to them by game developers, often bending and breaking the play ecosystem well beyond the designers’ original intentions. The notion of the situated perspective is also germane to the study of virtual worlds. Virtual reality is, by definition, subjective, and only exists through a particular, situated viewpoint. There is literally no “objective” reality in a virtual world because each instantiation of it appears to a specific player. Between the players there is only code, silicon and wires. The world itself is entirely imaginary and completely subjective, yet at the same time, entirely intersubjective. It is possible to obtain “objective” information about virtual worlds through quantitative data-mining techniques, such as tracking log-ins or player circulation through game space, but these exist as a statistical record of past events rather than an observation of cultural practices-in-progress. Without Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 117 the social context of meaning-making, they are merely data with no particular subjective significance. The social construction of a virtual world is deliminted by the concept describe earlier of the “magic circle,” a boundary of time and space that players enter to engage in a game. Players entering a magic circle, whether sports, board games, or digital games, enter into a mutual agreement to abide by an alternative set of social conventions to those of the “real world” for a fixed period. In the case of online games and virtual worlds, this agreement is decidedly one-way as they invariably require players to sign a literal contract, known as a EULA, or End User Licensing Agreement, in which players agree to abide by the cultural restrictions placed on them by game designers. As we have already seen, these agreements tend to break down in practice, as in the case of the WoW Warriors protest. All players sign these contracts, but few abide by all the edicts put forth in them, and much of what we see in emergent cultural practices in virtual worlds is the outcome of this tension between the absolute control ultimately wielded by the world’s operators, even in worlds that are seemingly a free-forall, such as Second Life. The “magic circle” also has some precedents in non-game cultural practices. Anthropologist Victor Turner has made a similar distinction between the “liminal” space of ritual, a kind of transitional gateway from one dimension or Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 118 stage of life to another (such as between seasons or phases of life, or between the world of the living and the dead), and the liminoid space of respite between daily activities, especially production, characterized by leisure practices in industrialized, Western cultures. (Turner 1982) Each of these modes provides participants with an alternative set of social conventions by which to abide while participating in the liminal or liminoid context. In Turner’s terms, games are probably best characterized as liminoid space since they are secular and not connected directly to real-life transitions; however, an argument can be made that online games may sit somewhere between these two states. On the one hand, they represent a “space between,” but they can also become a site of transformation, as corroborated here and by numerous other studies of the psychology and sociology of games. It is not an accident that the word avatar originates from the Sanskrit term of a god’s embodiment on Earth (Farmer and Morningstar 1991); the spiritual overtones that this implies are borne out in many transformative avatar experiences recorded here and elsewhere. (Damer 1997; Dibbell 1998; DiPaola 1998-2005). (REF: Turkle, Bartle, Taylor, etc.) Virtual worlds create a particularly explicit boundary around the magic circle through the ritual of “logging in;” however, as we shall see, the borders of the magic circles that surround virtual worlds may be more porous than such a formal framework might imply. In some of his early writings, Ted Castronova made a case for maintaining the integrity of virtual worlds as “a world apart” Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 119 from real world laws, customs and culture (Castronova 2004-2005); but he has since rescinded this, finding that such a utopian goal is impractical and ultimately unenforceable. (REF: Castronova, Synthetic worlds 2005) This study illuminates in a very detailed way a number of fissures in the magic circle that undermine the illusion of “purity” created by such worlds. In practice, because online games take place by and large on computers (as opposed to game consoles), they vie for attention with other PC functions such as e-mail, forums, instant messaging and voice-over-IP, productivity software (such as Photoshop and 3D modeling tools), as well as other games. Thus, their borders are not impermeable; and, just as in the real world, cultures cross borders with increasing ease, intermingling and hybridizing to create new cultural forms. Cultural miscegenation of this sort is an inevitable outcome of emergent behavior. IS THIS REDUNDANT. ALSO MAYBE THE ABOVE IS THE BEST TRANSITION TO THE NEXT SECTION?? While games may fall under the rubric of Turner’s liminoid space, they may have also have a greater connection to his liminal space in that they require a higher level of participation than the other entertainment forms which exemplify his “liminoid” concept. Although, like other entertainment forms, they are initially created in the context of an institutionalized corporate structure, once players don their avatar personas they begin to engage in the co-construction process described earlier, especially Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 120 through the enactment of narratives within it, but also by adding their own content to the world itself. (Pearce 2002a; Poremba 2003). The extent to which players become co-creators and co-constructors of the ongoing participatory drama that virtual worlds inevitably become is bounded and influenced by the design of the world. Both Damer and DiPaola have looked at the ways in which player creativity emerges in virtual worlds, especially the range of expressiveness afforded by particular design features and social mechanics (Damer, Gold, Marcelo, and Revi 1999; DiPaola 1998-2005). Mnookin and Dibbell have explored the ways in which social order and democratic structures emerge (Dibbell 1998; Mnookin 1996) while Taylor has explored in depth the role of designer ideology and corporate governance versus players’ sense of or need for forms of self-determination (Taylor 2002; Taylor 2003a). The aim of this study is to examine this intersection, considering the virtual world as designed by its creator(s) and the cybercultures that emerge among its resident avatars. The study seeks to explore large- scale emergent group behavior patterns and to understand the ways in which the game’s design, narrative, structure or social mechanics influence the emergent patterns to which they give rise. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 121 Methodology: Multi-Sited Cyberethnography What research strategy could possibly collect information on unpredictable outcomes? Social anthropology has one trick up its sleeve: the deliberate attempt to generate more data than the investigator is aware of at the time of collection. Anthropologists deploy open-ended, non-linear methods of data collection which they call ethnography; I refer particularly to the nature of ethnography entailed in anthropology's version of fieldwork (Arizpe 1996: 91). Rather than devising research protocols that will purify the data in advance of analysis, the anthropologist embarks on a participatory exercise which yields materials for which analytical protocols are often devised after the fact. In the field the ethnographer may work by indirection, creating tangents from which the principal subject can be observed (through 'the wider social context'). But what is tangential at one stage may become central at the next. (Strathern 2004) Marilyn Strathern’s description of the anthropological method, quoted by anthropologist Tom Boellstorff in the inaugural issue of Games & Culture (Boellstorff 2006), resonates on a variety of levels with the larger project of the study of game cultures. In particular, her description suggests that ethnography itself is an emergent process, and thus is uniquely suited for studying “cultures of emergence” in online games and virtual worlds, and potentially elsewhere. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 122 The ludic environments of online games are characteristically open-ended, nonlinear and participatory, unpredictable and labile, and thus require an agile and responsive approach to research. They are also characterized by lived experience, which is one of the central concerns of ethnography. Contemporary, postcolonial, post-structuralist cultural anthropology avoids arriving at cultural contexts with “hypotheses” or preconceived scenarios about what might occur and what it might mean. This is a particularly useful approach in the social studies of games because of their inherent unpredictability and emergent qualities. Ethnography has been widely adopted among researchers from computermediated communication, computer supported collaborative work, game studies, and a range of other disciplines related to networked communication. Variants of this method have been used to study various aspects of network culture, including the World Wide Web, irc/chat, MUDs and MOOs, and blogs (Kendall 2002; Markham 2003; Miller and Slater 2000; Mnookin 1996; Nocera 2002; Paccagnella 1997; Reed 2005; Turkle 1995) as well as networked work environments (REFS: Dourish, Nardi, and??) The term “virtual ethnography” is sometimes used to describe these uses of participant observation to study networked cultures in situ. Originally introduced by Bruce Lionel Mason, a folklorist, in 1996, (Mason 1996) it was later Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 123 adopted and popularized by Christine Hine (Hine 1998; Hine 2000). Although I concur with the basic tenets that both Mason and Hine present as a framework for this style of research, I prefer the terms “cybersociology” and “cyberethnography” rather than “virtual ethnography.” The latter, as discussed earlier, carries with it the baggae of the term “virtual,” which implies a lack of authenticity or veracity. Hines describes “virtual ethnography” as being: …particularly provocative in exploring the ways in which the designers of technologies understand their users and the ways in which users creatively appropriate and interpret the technologies which are made available to them. Among the questions preoccupying workers in this field has been the extent to which values, assumptions and even technological characteristics built into the technologies by designers have influence on the users of technologies. A view of technology emerges which sees it as embedded within the social relations which make it meaningful. (Hine 1998) Unfortunately, many sociologists of technology are not as conscientious about considering the design of the software they are describing, let alone the values underlying these. Many of the articles featured in the Journal of ComputerMediated Communication, for instance, have little reference to the software or Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 124 interfaces within which social the interaction being described takes place. Social network analysis, similarly, often lacks the sense of context that is vital to understanding games from a cultural perspective. Scholars of human interface design, in particular those who study network collaborative workspace, devote far greater attention to software design. REFS (Bardram and Czerwinski 2005; Dourish 2001; Nardi and Kaptelinin 2006 in press). (Also add something about Nardi’s WoW research.) There is also a significant body of writing about the underlying values of software, (REF: Nissenbaum and others) as well as the cultures of the environments in which software is produced, (REF: Georgina Born, etc.) some of which pertains to games (Liz Losh, Flanagan and Nissenbaum, etc.) There is a great deal of room for further exploration of the game design process both in term of methods used and the socio-economic and cultural contexts in which game design takes place. Borrowing from Marcus’ concept of “multi-sited ethnography,” which addresses the problem of anthropology in a global system, the method used here blends techniques from anthropology, sociology and “virtual” ethnography” in which can be characterized as “multi-sited cyberethnography.” Although not in its original conception developed as a method for studying networked cultures, Marcus anticipated its applicability to media studies, which he describes as “among a number of interdisciplinary (in fact, ideologically antidisciplinary) arenas” that might find utility in such a concept. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 125 Because of the nature of this study, concerning the migration of game communities between virtual worlds, Marcus’ multi-sited ethnography provides a means to, in his words, “examine the circulation of cultural meanings, objects and identities in diffuse space-time” and “…investigates and ethnographically constructs the lifeworlds of various situated subjects…” as well as “aspects of the system itself through the associations and connections it suggests among sites.” (Marcus 1995) This last point is key because Marcus sees multi-sited ethnography as a means of understanding a “world system,” or in this case a “virtual world system,” encompassing the totality of networked games and virtual worlds on the Internet—what I am calling “the ludisphere.” I am also looking at a more microscopic level at the social system within the particular group I am studying, and the ways in which large group behavior begins to take on emergent properties of self-organization. Marcus’ framework of the complexity of anthropology within the world system, and especially the transmigration of peoples, cultures and artifacts across borders, is highly applicable to the project at-hand in which players are migrating across borders of “magic circles” in virtual worlds. It also allows for the multi-scaled approach of looking at both the individual players and the system as a whole, our repeating theme of looking at the “forest and the trees concurrently.” Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 126 Thus, in a multi-sited ethnography, comparison emerges from putting questions to an emergent object of study whose contours, sites, and relationships are not known beforehand, but are themselves a contribution of making an account that has different, complexly connected, real-world sites of investigation. (Marcus 1995) In describing this method, Marcus outlines a number of approaches each of which entails “following” some aspect of culture across borders. The two being applied here are “follow the IP,” or intellectual property, in this case the Uru game and its emergent fan cultures, and “follow the people,” specifically, the migrations of players between different game worlds after the closure of the original Uru game. I would also add to this the methods of “following up” and “following leads,” which often entail taking on the very tangents to which Strathern alludes above, and are particularly relevant in a play space where much of the activity is unstructured and unscheduled. Not only do “cultures […] not stand still for their portraits,” they constantly change their orientation to their portraitists. (REF) This is particularly true in ethnographies of play, where this strategy of “following” requires a highly improvisational approach, and one which I would characterize as opportunistic: being in the right place at the right time and “going with the flow” of whatever is happening in the moment. Play is by nature Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 127 spontaneous and unpredictable, requiring what Janesick describes as a choreographic approach (Janesick 2000) that is flexible, responsive, and playful. Playing and Performing Ethnography All the world is not, of course, a stage, but the crucial ways in which it isn’t are not easy to specify. —Erving Goffman, The Presentation of Self in Everyday Life, 1959 Live in your world. Play in ours. —Sony Computer Entertainment, Marketing Campaign Slogan, 2003 Although sociologist Erving Goffman’s “dramaturgical” approach to sociology (Goffman, 1959) predates the preponderance of electronic media, it also prefigures also the current state of affairs in which the relationship between performer and audience is increasingly blurred to create a milieu of concurrent and dialogic co-performance. As such, in research circles, Goffman is experiencing a bit of a renaissance: in a culture where audience and performer increasingly conflate, his notions of everyday life as a performance takes on new Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 128 significance I the age of MySpace, YouTube and online games and virtual worlds. Sociologist Norman Denzin invokes Goffman in his manifesto of “performance ethnography” when he points out that: “We inhabit a performance-based, dramaturgical culture. The dividing line between performer and audience blurs, and culture itself becomes a dramatic performance.” To illustrate, Denzin draws our attention to the “nearly invisible boundaries that separate everyday theatrical performances from formal theatre, dance, music, MTV, video and film.” (Denzin 2003) Denzin’s analysis of the performative turn in culture is apt and highly contemporary, if not prescient. Yet in enumerating the media that blur the boundaries of performance, he somehow neglects to include the medium that perhaps most epitomizes the world-as-stage philosophy: the Internet. With proliferation of personal web sites, blogs, photosites and forums, as well as online games and virtual worlds, the Internet is perhaps the largest stage in human history. Brenda Laurel was the first of a number of digital media authors to draw a correlation between computers and theater (Laurel 1991); however, the advent of networks has transformed them into a much more complex discursive performative space where every participant is both performer and audience. Online games and virtual worlds, with their fantasy narratives and role-playing Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 129 structures, are arguably the most dramatic instantiation of the network stage. While all the real world may not be a stage, it can be argued that all virtual worlds most definitely are. Performance ethnography has been defined in two ways. The first, characterized by the work of Turner and Schechner, entails the study and analysis of the role of performance and ritual in cultures. (REFS) This form of anthropology has typically embraced play and games as a subset of ritual and performance, although generally not as its focal point. Turner and Schechner also collaborated to pioneer the second type of performance ethnography, that which Denzin explores, specifically, the theatrical performance of ethnographic texts and narratives, often with audience participation (Manning 1988). Yet Denzin’s assertion that “performance approaches to knowing insist on immediacy and involvement” (Denzin 2003) suggests a third type of performance ethnography, that in which the ethnographic method of participant observation is itself framed as a performance. The study of game culture demands such an approach because its object, play, can only be adequately understood through immediate and direct engagement. Virtual worlds provide a unique context for ethnographic research because they are, by definition, performative spaces. Unlike traditional ethnography, one cannot enter into an online game or virtual world without joining in the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 130 performance. There is no defined distinction between performer and audience; they are one in the same. Goffman’s concept of the performance of everyday life (Goffman 1959), especially in the context of public space (Goffman 1963), provides us with a starting point for understanding network game space as a kind of “everyday” co-performance. Thus when we talk about the phenomenon of “seeing and being seen,” we are also implicating the importance of both having and being an audience: the performance is only meaningful if there is someone there to see it. In more recent research, looking at real-life costume play, I’ve observed this phenomenon in the physical context of a fan convention. Each costumed participant took the role of both performer and audience, constantly shifting roles, and sometimes inhabiting both at once. (REF: Dragon*Con research) This co-performative framework can be seen in myriad contemporary ritual practices, from the fan conventions to Renaissance Faires to the annual Burning Man festival, all of which blur the boundaries between Turner’s liminal and liminoid spaces. (REFS) Play contexts where behavior that might not be sanctioned is not only allowed but lauded recall Goffman’s concept of “occasioned” behavior. (REF: Goffman 1963) Here, and in his essay on frame theory, Goffman points out that our roles are constantly shifting depending on the context. (REF) In fact, he famously pointed out that the inability to recognize socially appropriate behavior is a hallmark of mental illness. In game space, however, within the magic circle of the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 131 play context, certain often subversive behaviors become sanctioned which would, in other contexts, be considered socially unacceptable. Goffman’s conception of the dynamics of how people perform in these occasioned spaces was perhaps a bit too rational and premeditated. His descriptions of such everyday performances suggest that people are highly self-conscious about their public behavior; he may thus have underestimated the extent to which such behavior is improvised, reflexive, and emergent. However, his overarching concept provides a framework for better understanding the liberties that can be taken within a game space, and the co-performative quality of the experience. The entrée into this co-performative space is the creation the avatar, a pseudofictional character, an alter ego. The first gesture of a player entering a virtual world is to invent a character name; this becomes the signifier of her situated identity going forward: the marker of reputation, the vehicle of her agency, and the representation of her cumulative actions. This character and even its appearance may change and be transformed over time, but the name remains the same. The player also crafts her initial visual representation in the world, given a kit of parts provided by the designers. This creative act, much like choosing a costume for a masquerade ball, the renaissance faire or Mardi Gras festival, is the first performative gesture in the gaming experience, and the scaffolding on which her future identity will be built. From this point forward, players both play and play with their emergent identities through an intersubjective process. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 132 Far from being singly a creation of the individual, the avatar is a mechanism for social agency; and the player’s identity-creation will emerge in a particular social context through a set of interactions with a particular group of people. Avatars do not exist in isolation, and through this intersubjective co-performative framework players may discover sides of themselves that may not have other avenues of expression in the other aspects of their lives, even sides of themselves of which they may not previously have been aware. At times, these forms of expression can be subversive, in both negative and positive ways. Part of what this study reveals is the relationship between the emergence of individual and group identity through the performance and practice of play. For in practicing the ethnography of play, we are playing ourselves. The ethnography is a mystery to be unraveled, and the identity we form in this context is at once a scientific discipline and an art practice. Science fiction author William Gibson characterized his vision of cyberspace (a term he coined) as a consensual hallucination. When we enter an online game or virtual world, we enter a space of the imagination, and we take on the task of studying a consensual hallucination populated by real people, all of whom share in this performance. The ethnographer is no exception, and very quickly will find that she is drawn into the play space. Yet, she also stands outside the magic circle to some extent. As an observer, she must play the game, but at the same time, she plays a meta-game, the game of ethnography itself. And like her subjects, she Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 133 never knows where this identity will take her. In spite of her objective stance, she is not immune to the very emergent processes she seeks to understand. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 134 Feminist, Alternative and Experimental Ethnography ADD SOMETHING IN THIS SECTION ABOUT POLYPHONIC TEXTS Working with perspectives from contemporary, post-colonial, feminist ethnography, thus study may be construed by different disciplines as “experimental ethnography,” although the methods used are relatively conventional within the rubric of contemporary anthropology. Traditional anthropologists may view its subject matter, the field in which the ethnography takes place, as experimental, although anthropologists have already begun to embark on these shores equipped with far more ethnographic research under their belts than I. From a game studies perspective, particularly in MMOG studies, the subject matter is fairly conventional; but what may be construed as experimental in this context is its framing as a performative act. Just as players themselves are in a sense creating through consuming, the ethnographic process here is ultimately also framed as an art practice, one which is reflexive, and which tries to unravel some of the classic dichotomies of both ethnography and games: what is real, and what is virtual, what is fiction and what is fact, how does the subjectivity of the ethnographer impact the study subjects, and even more interestingly, how do the study subjects impact the ethnographer. Just as the magic circle is porous, this reflexive, performative approach also reveals the porousness of the research process itself: in human matters, boundaries are never as clear as we idealize them to be. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 135 At its core, this research is essentially a study of the everyday practice of popular “fan” culture. As such it may be seen to overlap to some degree with the concerns of ethnographers such as Paul Willis, whose interest in cultures of subversion this research parallels. Willis’ studies of working class youth in a UK secondary school, and of “bike boys” in a UK motorbike gang alluded to earlier, both focus on the ways in which alternative and subversive sub-cultures serve to both deconstruct and reinforce the status quo, and on the role that consumer practices play in this process (Willis 1978; Willis 1981). Willis argues for an approach to ethnography that frames the process of meaning-making in everyday life as an art practice. Similarly, this study explores the relationship between play and creativity, and celebrates the artistic instinct that underlies all play practice. Because the ethnographer must also engage in the creative act of consumption, i.e., playing the game, she is also intimately implicated in these cultural practices. Willis also points out the strong connection between subjective and intersubjective processes, the social construction not only of meaning, but also of identity: Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 136 Cultural practices of meaning-making are intrinsically self-motivated as aspects of identity-making and self-construction: in making our cultural worlds we make ourselves. (Willis 2000) In other words, according to Willis, individual identity and the construction of culture are in constant discourse, and each feeds the other. Far from the Cartesian model of “I think therefore I am,” Willis suggests that individual identity cannot be so neatly separated from culture. “Of the relationship between social constructs and individual behavior, Willis asks: “Do we speak language, or does it speak us?” We could easily reframe the question: “Do we play games, or do they play us?” It is interesting the ways in which these new forms of intersubjectivity connect “modern” civilization to traditional indigenous cultures. This supports an argument for drawing from post-colonial approaches to anthropology in studying virtual worlds. Michael Jackson argues for intersubjectivity as a key framework for understanding cultures, which, he suggests, may be particularly appropriate conceptually when working with non-western cultures. As Jackson points out, different cultures construct different conceptions of the relationship between “the one and the many.” He highlights Joas’ notion of the “intersubjective turn” (Joas 1993) in which “subjectivity has not so much been dissolved as relocated” (Jackson 1998). The advent of digital social networks Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 137 support this intersubjective turn, materializing the abstract notion that theologian Pierre Teilhard de Chardin characterized as the “noosphere,” a kind of shared knowledge space that Marshall McLuhan observed as being realized through electric media (McLuhan 1964; Teilhard de Chardin 1959 (1955)). Interestingly, though not a game scholar, Jackson begins to touch on issues directly relevant to play culture in his notion of “playing with reality”: If life is conceived as a game, then it slips and slides between slavish adherence to the rules and a desire to play fast and loose with them. Play enables us to renegotiate the given, experiment with alternatives, imagine how things might be otherwise, and so resolve obliquely and artificially that which cannot be resolved in the ‘real’ world. (Jackson 1998) Drawing from Willis and Jackson, life might be construed as both a game and an art practice comprising both the exploration of and the bending of rules. Wills envisions ethnography as a puzzle to be solved, a position that this project explicitly embraces as integral to its methodology (Willis 2000). Thus ethnography itself also becomes both a game and an art practice. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 138 Many of these tensions are also at the heart of feminist ethnography, which, Kamala Visweswaran notes, has long challenged boundaries between subjectivity and objectivity, individual and society, researcher and subject, fact and fiction, self and other, art and science, and is frequently dismissed as “subjective” and hence “unscientific.” (Visweswaran 1994) She points out that, as Ruth Behar argues, taking the role of the “vulnerable observer” and accepting emotional engagement as a legitimate part of the ethnographic process, may ultimately lead to a deeper truth (Behar 1996). Feminist anthropology has a significant role to play in games research. Early anthropologists concerned themselves almost exclusively with male aspects of culture, in a way not dissimilar from the extreme yet unstated male bias that pervades both the game industry and, as a consequence, contemporary game studies. Game studies might take a lead from feminist ethnographers such as Mead and Hurston, who tried to amend this by including or even highlighting female subjects. Visweswaran points out the ways in which female anthropologists draw an entirely different reading from a culture by gaining access to women’s cultural practices and perspectives, harvesting different insights than their male counterparts. The work of Margaret Mead, Marjorie Shostak and Hortense Powdermaker, for instance, gives us insight into female attitudes, practices and rituals to which male ethnographers would not have been privy. (Mead 1928; Mead 1963; Powdermaker 1966; Shostak 1981) At the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 139 same time, women ethnographers, viewed as “outsiders” by the cultures they study, can also gain access to aspects of male culture that females native to that culture cannot. Men may also find the female ethnographer less threatening, and thus reveal different information than they would to her male counterpart. Thus, women ethnographers may have an entirely different angle of access to the culture overall as a result of her renegotiated gender status. Visweswaran also describes shifts in structures of power and authority in which subjects take the roles of collaborators, or even drive the research. Ruth Behar was chosen by her research subject “Esperanza,” a Mexican street peddler who adopted the ethnographer as her “comadre” because she wanted Behar to tell her story (Behar 1993). Hortense Powdermaker describes being drawn into a dance ritual by her Lesu subjects and “losing herself” in the experience (Powdermaker 1966). Feminist ethnographers Elenore Smith Bowen (nom de plume Laura Bohannan) and Zora Neale Hurston blurred the boundary between fact and fiction (Bowen 1964; Hurston 1935). Hurston’s work may be categorized as an early example of “auto-ethnography,” as one of her study subjects was the town where she was born. Auto-ethnography is a common methodological approach among MMOG researchers, particularly women, who frequently select their own play communities as a subject of study. Again, different facets of these communities can be seen when viewed from their interiors. “In Hurston’s ethnography,” states Visweswaran, “community is seen not merely as an object Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 140 to be externally described, but as a realm intimately inhabited.” Likewise, the play community may be best studied when “intimately inhabited.” And indeed, as this study shows, such intimate inhabitation may, in fact, be the inevitable outcome of the form of participant observation that is required in oder to study games. Not unlike Hurston’s folklore, this research serves as an oral history alongside the players’ own oral histories of their diasporic experience. Even if the particular subjective position of the female ethnographer were not privileged in this study, it would still stand as a feminist ethnography strictly on the basis of demographics alone. The group of Uru refugees this study concerns represent a disproportionately high percentage of women relative, exactly 50%, as compared to other MMOG communities, and this seems to be paralleled in Uru’s demographics overall. However, this study is very consciously philosophically aligned with the concerns of feminist ethnography as defined by Visweswaran as it explores a different and perhaps opposing border between fiction and reality. (This leads more to Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 141 Reading and Writing Cultures: Ethnography of Fictional Worlds If we agree that one of the traditional ways to think about fiction is that it builds a believable world, but one that the reader rejects as factual, then we can easily say of ethnography that it, too, sets out to build a believable world but one that the reader will accept as factual. Yet even this distinction breaks down if we consider that ethnography, like fiction, constructs existing or possible worlds, all the while retaining the idea of an alternative ‘made’ world. (Visweswaran 1994) (REF: pp.#) What, then, of an ethnography of a fictional world? This study is not a fiction. Rather, it sets out to create a non-fictional account of a fictional world, and explores the emergent culture of a “fictive ethnicity,” an identity adopted around an imaginary homeland. Proponents of Baudrillard’s theory of the simulacra might find such a notion alarming. Indeed, an appropriate subtitle for this endeavor might be “Baudrillard’s Nightmare.” In his disdain for the synthetic, Baudrillard failed to recognize the immediacy and reality of imagination, and the human need for alternative modes of being (Baudrillard 1994), a fact that is welldocumented by Victor Turner and others (Schechner 1988a; Turner 1982; van Gennep 1960 [1908]). Similar to the way in which play has been marginalized in Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 142 Western thought, Baudrillard marginalizes the synthetic, as seen in theme parks and virtual reality, as “fake” and “false,” rather than acknowledging the authenticity of shared imagination. Players within virtual worlds, conversely, might argue that in some respects, their synthetic homes are more “real” than “reality” because they allow for the exploration of alternative realities and identities. Although denizens of fictional worlds, the Uru Diaspora shares characteristics in common with real-world diasporas, commonly characterized by “experiences of displacement, of constructing homes away from home…” and relating to such notions as “border, creolization, transculturation, hybridity.” (Clifford 1994) In conceiving a contemporary definition of diaspora, Clifford cites Rouse who describes diaspora as a single community that maintains “transnational migrant circuits” through “the continuous circulation of people, money, goods and information.” (Rouse 1991) However, as Safran points out, some real-world diasporas may ultimately be just as mythological as the fictive identity of the Uru Diaspora, whose communal identity is of choice, rather than geopolitics or genetics. This fictive identity presents us with a unique conflation of global corporate culture and fan-based media subversion. While on the one hand, the Uru identity is built upon an artifact of corporate media, namely the Uru game, on the other, it provides its denizens with the freedom to build and extend their own vision and values around a fictional identity that provides an additive Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 143 alternative to their various real-life roles. Furthermore, Uruvians frequently make a point of highlighting their nonviolent ludic values, as juxtaposed against those of most other MMOGs and their players. While this notion of a fictive ethnic identity may seem like a conundrum, anthropology is a discipline that has long blurred the boundary between science and art; anthropologists have written along a spectrum from a more formal style of the ethnographic monograph to anthropologically informed works which are baldly framed as fiction. The question of whether anthropological texts can or should be viewed as “literature” has vexed anthropologists going back to ethnography pioneer Malinowski, who wondered whether or not ethnographic writings should adopt a literary style. (Malinowski 1967) At its heart, this struggle is about the role of narrative: should anthropologists be storytellers, or merely interpret data? To what extent is an anthropologist a folklorist, and to what extent a scientist? Margaret Mead’s research on female adolescence in Samoa was famous critiqued as fiction, an assertion which itself is likely to have been fiction as well. (REF) Thus anthropological perspectives, even at their origins, provide a theoretical context for reflexively exploring the contested territory between “real” and “fictional” cultures, and the role of the ethnographer in their construction. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 144 In large part due to its historical relationship with colonialism, contemporary anthropology also provides us with a means to reflect on and interrogate the relationship between the researcher and her subjects, both in the field, and in matters of representation. Visweswaran points out that: Since Malinowski’s time, the ‘method’ of participant-observation has enacted a delicate balance of subjectivity and objectivity. The ethnographer’s personal experiences, especially those of participation and empathy, are recognized as central to the research process, but they are firmly restrained by the impersonal standards of observation and “objective” distance. In classical ethnographies the voice of the author was always manifest, but the conventions of textual presentation and reading forbade too close a connection between authorial style and the reality presented. (Visweswaran 1994) (REF: pp. #) She adds: “States of serious confusion, violent feelings or acts, censorship, important failures, changes of course, and excessive pleasures are excluded from the published account.” (REF: pp.#) Ironically, these types of events are often the most important and can also have significant implications on the research. Ethnography is a messy business, and while the common practice is to present a “cleaned up” version of events, there is also value in exposing the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 145 ethnographer’s process of what Edward Shils calls “learning as he stumbles.” (REF: Shils) I grappled with this extensively, and finally decided to address these issues in Part III, which attempts to address some of these stumbles while avoiding “interrupting the flow of the main ethnographic narrative” (Behar 1996) or allowing my own narrative to eclipse that of my subjects. (Wolcott 1990) In fact, some of the more challenging moments of rupture also yielded significant epiphanies, precipitated a stronger relationship with the subjects, and ultimately caused me to modify my research methods. Therefore, although these narratives may be perceived as personal, they were germane to the research and thus warrant inclusion in the account of the results. Indeed, far from being trivial, they illuminate facets which a traditional “objective” account cannot revel. If this is a polyphonic text, then in a sense, Part III is devoted to my inner voice, reflecting upon the process. This includes both a detailed account of the methods, tools and techniques that were used to conduct the research, as well as the emergent quality of the ethnographic process. In the same way that it is important to remember that the design of online games and virtual worlds are social construction, it is equally important to remember that any ethnography of their cultures is also socially constructed. However, the assumption is often that the ethnographer, as “authority,” may have a larger role Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 146 in constructing the cultures she studies than the other way around may be not only naïve but arrogant in the extreme. Clifford and Marcus have pointed out that “Hermeneutic philosophy in its varying styles…reminds us that the simplest cultural accounts are intentional creations, that interpreters constantly construct themselves through the others they study.” Thus the researcher must take a reflective stance towards her relationship to her subjects, and acknowledge the ways in which each constructs the other. “It has become clear that every version of the ‘other,’ wherever found, is also a construction of the ‘self’…” (Clifford and George E. Marcus 1986) Furthermore, they add that culture is “…contested, temporal, and emergent. Representation and explanation—both by insiders and outsiders—is implicated in this emergence.” Thus the representation itself also becomes part of the cultural process. Not only is it true that “’cultures’” do not hold still for their portraits,” but they may shift in direct relation to their portraitists. This is particularly the case in network play culture, where cultures are constantly shifting in a highly compressed frame of both time and space. (Clifford and George E. Marcus 1986) This privileging of authority, which is often coupled with an anxiety about the biases the researcher brings to the table, overlooks the possibility that the subjects have an active role to play not only in constructing their own accounts of their culture, but in constructing in the ethnographer herself. Time and time again, especially in the feminist ethnographies described above, we see that the Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 147 researcher is as much constructed by the subjects as the other way around. Far from being passive subjects, a mutual construction may take place that transforms the researcher as much if not more than it does the subject. As with anything else, the construction of ethnographic texts and their authors (and in this I include the subjects) is an intersubjective enterprise. While the heart of this story, both structurally and conceptually, is the story of the Uru diaspora and specifically The Gathering of Uru, the meta-story is a larger narrative of the relationship between researcher and subjects. As with Behar’s study of Ezmerelda and Bohanan’s experience of “losing herself” to a dance ritual that her subjects drew her into, the narrative of this study is as much about the “social construction of the ethnographer” as the other way around, perhaps moreso. While I acknowledge that my engagement with the group had an impact on the subjects, it is clear to me that their impact on me was far greater than mine on them. Virtual Worlds Covered in This Study (NEED TO ADD IMAGES) This research was conducted primarily in three virtual worlds (MMOWs), one of which is a game and two of which are not. These worlds were traversed via the Artemesia avatar described above, using the conventions of trans-virtual persistent identity utilized by the study participants. These three worlds have a number of common traits, the most obvious of which is that they all entail the use of an avatar. Although players have ‘persistent identities’, that is, personae Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 148 that they maintain for long periods of time, they do not have prescribed roles in the manner typical of many online games, such as EverQuest or Star Wars Galaxies. In all three worlds, players may create their own unique avatar names, which cannot be changed, although their physical appearance can to varying degrees in each world. These avatar names, which appear to all players in-world, become the marker of persistent identity and also serve as a mechanism for transporting identities across worlds. Uru: Ages Beyond Myst/Until Uru (Cyan Worlds/Ubisoft, 2004) Uru, which falls on the fixed synthetic end of the spectrum described above, is a puzzle-based MMOG based on the best-selling Myst series. In Uru, players solve puzzles, most of which are integrated into the designed environment and pertain in some way to the game’s overarching story. As will be described later in more detail, Uru was originally played in two phases: a single-player phase, Uru Prime, and a multiplayer phase, Uru Live, also known as Prologue. In Uru Live, players could solve puzzles together, visit each other’s Ages (individual instantiations of each game ‘level’) or Reltos (each players individual ‘home base’) and join ‘neighbourhoods’, or ‘hoods’ (the Uru equivalent of guilds), which also connected them to a central gathering place also called a ‘neighbourhood’ or ‘hood’. Though players were able to join multiple ‘hoods’ in the original Uru, most players tended to have a ‘home’ favourite. Uru avatars are strictly humanoid, and although not explicitly stated, it is implied that players are playing themselves as explorers of the lost underground city of the D’ni people. Players can make minimal changes to their avatars, including selecting from a limited, pre-set wardrobe; they could not change their avatars gender. Uru has no economy, no currency and no ability to collect inventory per se, although players collect ‘Linking Books’ in their Reltos that allow them to teleport to various Ages. Like other Myst games, Uru has no point system; rewards consist of Linking Books and Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 149 features added to the Relto. Players can sometimes move objects around, but other than opening up Ages in prescribed ways, they cannot alter the world in any persistent way. Uru also has no age limit. There.com (Makena Technologies 2003) There.com (also known simply as ‘There’) is an example of a moderate ‘cocreated world’ in the spectrum described earlier. Though not a game, There.com includes both games and sporting activities. It has a cartoon aesthetic, resembling Walt Disney films set in the present day. Players can create humanoid adult avatars within the constraints of this aesthetic; once determined, they cannot change gender, but can make various modifications, such as changes in skin and hair style, and changes of clothing. Players can create new objects which they can sell for game currency on an in-game auction site with the approval of the world’s operators, Makena, Inc. Players must pay a developer fee to have their items approved; this is primarily to avoid potential copyright infringement, but also to censor adult content; the latter is especially important since There.com, like Uru, has no age limit. Player creation of new items takes place entirely out-of-world, using a 3D modelling tool, or modifying texture templates with Adobe Photoshop. Players create their own spaces by configuring individual items in a PortaZone, or PAZ, which can be popped up anywhere in-world on a squatting basis. Until recently, players could not actually own land in There.com, and PAZes are all owned by individuals and cannot be worked on collaboratively. Players could, however, group PAZes together to create larger communities. Newer features allow players to purchase ‘neighbourhoods’, large tracts of land with collective ownership and building rights. The overall ethos of There.com is that of a resort environment, a kind of virtual ‘Club Med’ with a number of Islands where players can visit and Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 150 settle. There.com has its own currency, Therebucks, with which players can acquire items; Therebucks can be bought for real-world currency, but not sold. Player-created items include vehicles, such as Dune Buggies or Hoverboats (air bound vehicles that hold 4-8 avatars), readymade or playercreated homes, clothing, furniture, art, and accessories. The world allows for the creation of groups, and avatars may both start and join as many of these as they wish. Players can gain various levels of expertise, such as ‘avid’, ‘expert’, ‘legendary’, in roles such as ‘explorer’, ‘fashionista’, or ‘events host’, sports such as ‘hoverboarding’, and games such as a digital version of the card game ‘Spades’. Second Life (Linden Lab, 2003) Falling on the most extreme end of the ‘co-created’ world is Second Life, an open-ended ‘metaverse’ in which virtually all objects, structures, animations and avatar designs are created by players. Avatar creation is highly flexible, with literally dozens of variables available. While avatars are biped, they can take a variety of forms and sizes, gender can be changed at will, and a single player identity (name) can have an unlimited number of avatar instantiations. Avatars are free to walk or fly around the world or explore via ground or air vehicles. Like There.com, Second Life also contains a number of games and activities, most of which are player-created. A sophisticated set of in-world building tools using geometric primitives (known by players as ‘prims’) and textures allows for diverse variations of objects. Players can own and share land and grant permissions to modify land or objects, allowing for extensive in-world collaboration. Players can create, give away or sell their own buildings, furniture, landscaping elements, vehicles, avatar designs, clothing, accessories (including sex toys) and even fully functional scripts, avatar animations and games. Second Life’s creator/operators, Linden Lab, do not practice any type of censoring or filtering of player-created objects but Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 151 enforce a rigorous ‘over 18 only’ membership policy. Players can also own real estate and create their own public venues, such as malls and shops, discos, casinos, and sex clubs (which abound). More ambitious players can purchase entire Islands on which to create their own environments or games. Players buy and sell objects using Lindens, the in-world currency, which they can also exchange for real-world cash on both authorised and unauthorised Linden Exchange sites. Unlike There.com’s auction-based commerce system, any player-created object can be set to a mode that allows other players to purchase or take a free copy of the object in-world; players can also buy and sell land in a similar fashion. In addition to these three virtual worlds, two other tools are mentioned in this document. The first of these is an online MUD (multi-user domain or dungeon). MUDs are virtual worlds created entirely from text, in which players navigate through written descriptions of environments, and objects they encounter along the way. While still popular, MUDs were more prevalent in the late 1980’s and early 1990’s, having been supplanted by more graphical virtual worlds, many of which still utilise some of their conventions. The second is Adobe Atmosphere, which is used, along with 3D modelling tools, to build small, customisable virtual worlds, and includes a server back-end for small groups. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 152 Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 153 REFERENCES Aarseth, Espen. 1997. Cybertext: Perspectives on Ergodic Literature. London England: The Johns Hopkins University Press. —. 2000. "Allegories of Space: The Question of Spatiality in Computer Games." in Cybertext Yearbook 2000, edited by M. Eskelinen and R. Koskimaa. University of Jyväskylä. —. 2003. "Playing Research: Methodological Approaches to Game Analysis." in Digital Arts and Culture (DAC). Melbourne, Australia. Aarseth, Espen, Solveg Marie Smedstad, and Lise Sunnanå. 2003. "A Multi-Dimensional Typology of Games." in Level Up; Digital Games Research Association (DiGRA) Conference Proceedings, edited by M. Copier and J. Raessens. Utrecht, Netherlands: Universiteit Utrecht. Anderson, Benedict. 1991. Imagined Communities: Reflections on the Origin and Spread of Nationalism. London and New York: Verso. Appelcline, Shannon. 2000-2006. "Trials, Triumphs &Trivialities." in Skotos Gaming & Storytelling community.: Skotos, Inc. Bar-Yam, Yaneer. 1997. Dynamics of Complex Systems (Studies in Nonlinearity). Boulder, Colorado: Westview Press. —. 1999. "Virtual Worlds and Complex Systems." in Virtual Worlds: Synthetic Universes, Digital Life, and Complexity, New England Complex Systems Institute Series on Complexity, edited by J.-C. Heudin. Reading, Massachusetts: Perseus Books. —. 2000a. "About Complex Systems." New England Complex Systems Institute. —. 2000b. "Concepts in Complex Systems." New England Complex Systems Instititute. Bardram, Jakob E. and Mary Czerwinski. 2005. "Integrated Digital Work Environments: Beyond the Desktop Metaphor." Cambridge, Massachusetts: MIT Press. Bartle, Richard. 1996. "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs." Bartle, Richard and Roy Trubshaw. 1978. "MUD (Multi-User Dungeon)." University of Essex. Bateson, Gregory. 1972. "A Theory of Play and Fantasy." Pp. 177-193 in Towards an Ecology of Mind. New York: Ballantine. Baudrillard, Jean. 1994. Simulacra and Simulation. Ann Arbor, Michigan: University of Michigan Press. Behar, Ruth. 1993. Translated Woman: Crossing the Border with Esperanza's Story. Boston, Massachusetts: Beacon Press. —. 1996. The Vulnerable Observer: Anthropology That Breaks Your Heart. Boston: Beacon Press. Berger, Peter L. and Thomas Luckmann. 1966. The Soical Construction of Reality: A Tretise on the Sociolog of Knowledge. Garden City, New York: Doubleday. Blumer, Herbert. 1969. Symbolic Interactionism: Perspective and Method. Englewood Cliffs, New Jersey: Prentice-Hall, Inc. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 154 Boellstorff, Tom. 2006. "A Ludicrous Discipline? Ethnography and Game Studies." Games & Culture 1. Bowen, Elenore Smith (aka Laura Bohannan). 1964. Return to Laughter. Garden City, New York: Doubleday & Company, Inc. Brand, Stewart 1972. "Spacewar." Rollilng Stone, December 7, 1972. Britvich, Ron (aka Protagonist). 1995. "Active Worlds." USA: Worlds, Inc. Bruckman, Amy. 1992. "Identity Workshop: Emergent Social and Psychological Phenomena in Text-Based Virtual Reality." MIT Media Lab, Cambridge, Massachusetts. Burke, Timothy. 2005. "Can a Table Stand on One Leg? Critical and Ludological Thoughts on Star Wars: Galaxies." Game Studies Journal 5. Caillois, Roger. 1961. Man, play and games. Translated by M. Barash. New York, New York: The Free Press. Carroll, Jon 1994. "Guerrillas in the Myst." Wired Magazine, August 1994. Cassell, Justine and Henry Jenkins. 1998. "From Barbie to Mortal Kombat: Gender and Computer Games." Cambridge, MA: The MIT Press. Castronova, Edward. 2001. "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier." CESifo Working Paper Series No. 618. —. 2002. "On Virtual Economies." CESifo Working Paper Series No. 752. —. 2004-2005. "The Right to Play." New York Law School Law Review 49:185-210. —. 2005. Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press. Clifford, James. 1994. "Diasporas." Cultural Anthropology 9:302-338. Clifford, James and eds. George E. Marcus. 1986. Writing Culture: The poetics and politics of ethnography. Berkeley, California: University of California Press. Crawford, Chris. 1984. The Art of Computer Game Design. New York: McGraw-Hill Osborne Media. —. 2003. Chris Crawford on Game Design. Indianapolis, Indiana: New Riders Games. Csikszentmihaly, Mihaly. 1990. Flow: the psychology of optimal experience. New York: Harper & Row, Publishers, Inc. Csikszentmihalyi, Mihaly. 1990. Flow: the psychology of optimal experience. New York: Harper & Row, Publishers, Inc. Curtis, Pavel. 1992. "Mudding: Social Phenomena in Text-Based Virtual Realities." Xerox PARC. Cushman, Dick and George E. Marcus. 1982. "Ethnographies as Texts." Annual Review of Anthropology 11:25-69. Damer, Bruce. 1997. Avatars! Exploring and Building Virtual Worlds on the Internet. Berkeley, California: Peachpit Press. Damer, Bruce, Stuart Gold, Karen Marcelo, and Frank Revi. 1999. "Inhabited Virtual Worlds in Cyberspace." in Virtual Worlds: Synthetic Universes, Digital Life, and Complexity, New England Complex Systems Institute Series on Complexity, edited by J.-C. Heudin. Reading, Massachusetts: Perseus Books. DeKoven, Bernard. "Of Fun and Flow (on www.deepfun.com)." —. 1978. The Well-Played Game: A Player's Philosophy. New York, New York: Anchor Press. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 155 —. 1992, "CoLiberation" www.deepfun.com, Retrieved (http://www.deepfun.com/colib.htm ). Denzin, Norman K. 2003. Performance ethnography : critical pedagogy and the politics of culture. Thousand Oaks, California: Sage Publications. Diamond, Jared. 1997. Guns, Germs and Steel: The Fates of Human Societies. New York: W.W. Norton. Dibbell, Julian. 1998. My Tiny Life: Crime and Passion in a Virtual World. New York: Henry Holt & Company, Inc. DiPaola, Steve. 1998-2005. "Steve DiPaola: A Body of Work (Web Site)." Dourish, Paul. 2001. Where the Action Is: The Foundations of Embodied Interaction. Cambridges, Massachusetts: The MIT Press. Duchenaut, Nicolas and Robert J. Moore. 2004. "The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game." in ACM Conference on Computer-Supported Cooperative Work. Chicago, Illinois: ACM. Duchenaut, Nicolas, Robert J. Moore, and Eric Nickell. 2004. "Designing for Sociability in Massively Multiplayer Games: an Examination of the "Third Places" of SWG." in Other Players. Center for Computer Games Research, IT University of Copenhagen: IT University of Copenhagen. Duke. 2005. "Myst IV: Revolution." in Game Revolution: Net Revolution, Inc. ESA, The. 2008. "Top 10 Industry Facts." The Entertainment Software Association, Washington, D.C. Falstein, Noah 2004. "Natural Funativity." Gamasutra, November 10, 2004. Farmer, Randy and Chip Morningstar. 1991. "Lessons of Lucasfilm's Habitat." in Cyberspace: First Steps, edited by M. Benedikt. Cambridge, Massachusetts: The MIT Press. Fisher, Michael M. J. 1990. Debating Muslims: Cultural Dialogues in Postmodernity and Tradition. Madison, Wisconsin: University of Wisconsin Press. Fluegelman, Andrew. 1976. "The New Games Book." Tiburon, California: Headlands Press. Fron, Janine, Tracy Fullerton, and Jacquelyn Ford Morie. 2007. "The Hegemony of Play." in Situated Play: Proceedings of the Digital Games Research Assocation 2007 Conference, edited by A. Baba. Tokyo, Japan. Fron, Janine, Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce. 2008. "Getting Girls Into the Game: Towards a Virtual Cycle: ." Pp. 161-176 in Beyond Barbie® and Mortal Kombat: New Perspectives on Gender and Gaming, edited by Y. B. Kafai, C. Heeter, J. Denner, and J. Y. Sun. Cambridges, MA: The MIT Press. Fullerton, Tracy, Jacquelyn Morie, and Celia Pearce. 2007. "A Game of One’s Own: Towards a New Gendered Poetics of Digital Space” " Pp. 136-146 in Proceedings of perthDAC 2007: The 7th International Digital Arts and Culture Conference: The Future of Digital Media Culture, edited by A. Hutchison. Perth, Australia. Garriott, Richard. 1996. "Ultima Online." Origina/Electronic Arts. Gee, James Paul. 2003. What Video Games Have to Teach Us About Literacy and Learning. New York: Palgrave Macmillan. Geertz, Clifford. 1973a. The Interpretation of Cultures. New York: Basic Books. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 156 —. 1973b. "Thick Description." in The Interpretation of Cultures, edited by C. Geertz. New York: Basic Books. Gell, Alfred. 1998. Art and Agency: An Anthropological Theory. Oxford, United Kingdom: Clarendon Press. Gibson, William. 1984. Neuromancer. New York: Ace Press/Berkeley Publishing Group. Goffman, Erving. 1959. Presentation of Self in Everyday Life. Garden City, New York: Doubleday & Company, Inc. —. 1963. Behavior in Public Places: Notes on the Social Organization of Gatherings. New York: Macmillan/The Free Press. Gygax, Gary and David Arneson. 1974. "Dungeons & Dragons." TSR. Halberstam, David. 1996. The Amateurs: The Story of Four Young Men and Their Quest for an Olympic Gold Medal. New York: Ballantine Books. Helmreich, Stefan. 1998. Silicon Second Nature: Culturing Artificial Life in a Digital World. Berkeley, California: University of California Press. Herz, JC. 1997. Joystick Nation: How Videogames Ate our Quarters, Won our Hearts, and Rewired our Minds. New York: Little, Brown and Company. Himmel, David. 1998. "Notes on Camp (Episode 109)." in This American Life (Radio Program), edited by I. Glass. Chicago, Illinois: Chicago Public Radio. Hine, Christine. 1998. "Virtual Ethnography." in Internet Research and Information for Social Scientists. Bristol, United Kingdom. —. 2000. Virtual Ethnography. Thousand Oaks : London : New Delhi: Sage Publications. Hofer, Margaret K. 2003. The Games WE Played: The Golden Age of Board and Table Games. Princeton, NJ: Princeton Architectural Press. Holmes, Gary. 2006. "Nielson Media Research Reports Television's Popularity is Still Growing." Nielson Media Research, New York. Holopainen, Jussi and Stephan Meyers. 2000. "Neuropsychology and Game Design." in Consciousness Reframed III. Centre for Advanecd Inquiry in the Interactive Arts (CAiiA), University of Wales College, Newport. Huberman, A. Michael and Matthew B. Miles. 1994. Qualitative Data Analysis. Thousand Oaks, California: Sage. Huizinga, Johan. 1950. Homo ludens: A study of the play-element in culture. New York, New York: Roy Publishers. Hurston, zora Neale. 1935. Mules and Men. Philadelphia, London: J.B. Lippincott Company. Iacovoni, Alberto. 2004. Game Zone: Playgrounds between Virtual Scenarios and Reality, Edited by A. Saggio. Basel, Switzerland: Birkhäuser. Jackson, Michael. 1998. Minima Ethnographica: Intersubjectivity and the Anthropological Project. Chicago, Illinois: The University of Chicago Press. Jacobs, Jane. 1961. The Death and Life of Great American Cities. New York, New York: Random House. James, Daniel. 2001-2006. "Puzzle Pirates." Three Rings Design, Inc. Janesick, Valerie J. 2000. "The Choreography of Qualitative Research Design: Minuets, Improvisations, and Crystallization." in Handbook of Qualitative Research, edited by N. K. Denzin and Y. S. Lincoln. Thousand Oaks, California: SAGE Publications. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 157 Jenkins, Henry. 1992. Textual Poachers: Television Fans and Participatory Culture. New York, New York: Rutledge. —. 1998. ""Complete Freedom of Movement": Video Games as Gendered Play Spaces." in From Barbie to Mortal Kombat: Gender and computer games, edited by J. Cassell and H. Jenkins. Cambridge, Massachusetts: The MIT Press. Joas, Hans. 1993. Pragmatism and Social theory. Chicago: University of Chicago Press. Johnson, Steven. 2001. Emergence: the connected lives of ants, brains, cities and software. New York, New York: Scribner. Juul, Jesper. 2002. "The Open and the Closed: Games of Emergence and Games of Progression." in Computer Games and Digital Cultures edited by F. Mäyrä, ed. Tampere, Finland: Tampere University Press. —. 2004. "Half-Real: video Games between Real Rules and Fictional Worlds." Digital Aesthetics & Communication, IT University of Copenhagen, Copenhagen, Denmark. —. 2005. Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge MA: The MIT Press. Kafai, Yasmin B., Carrie Heeter, Jill Denner, and Jennifer Y. Sun. 2008. "Beyond Barbie® and Mortal Kombat: New Perspectives on Gender and Gaming." Cambridge, MA: The MIT Press. Kendall, Lori. 2002. Hanging out in the Virtual Pub: Masculinities and Relationships Online. Berkeley, California: University of California Press. Kern, Mark E., William Petras, and Chris Metzen. 2003. "World of Warcraft." United States: Blizzard Entertainment. Kerr, Aphra. 2003. "Girls Just Want to Have Fun: A Study of Adult Female Players of Digital Games." in Level Up: Digital Games Research Association (DiGRA) Conference Proceedings, edited by M. Copier and J. Raessens. Utrecht, Netherlands: Universiteit Utrecht. Klastrup, Lisbeth. 2003a. "Towards a Poetics of Virtual Worlds - Multi-User Textuality and the Emergence of Story." Digital Aesthetics and Communication, IT University, Copenhagen. Klastrup, Lizbeth. 2003b. "A Poetics of Virtual Worlds." in Digital Arts and Culture, edited by A. Miles. Melbourne, Australia. Klein, Norman. 1997. The History of Forgetting: Los Angeles and the Erasure of Memory. London and New York: Verso. Klein, Norman M. 2003. The Vatican to Vegas: The History of Special Effects. New York: The New Press. Konzack, Lars. 2002. "Computer Game Critcism: A Method for Computer Game Analysis." Pp. 89-100 in Games and Digital Cultures Confeferencr, edited by F. Mäyrä. Tampere University: Tampere University Press. —. 2006. "Sub-creation of Secondary Game Worlds in Games 2006 :: 115-122." Pp. 115-122 in iDiG - International Digital Games Conference Proceedings Portalegre, Portugal. Koster, Raph. 2001. "Narrative Environments: Worlds That Tell Stories." in Entertainment in the Interactive Age, edited by C. Pearce. University of Southern California, Los Angeles, California: University of Southern California Annenberg Center for Communication. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 158 Lastowka, Greg and Dan Hunter. 2003. "The Laws of Virtual Worlds." California Law Review. Laurel, Brenda. 1991. Computers as Theater. New York: Addison-Wesley. Lazzaro, Nicole. 2004-2005. "Why We Play Games: Four Keys to More Emotion Without Story." XEODesign. LeBlanc, Marc. 1999. "Formal Design Tools: Feedback Systems and the Dramatic Structure of Competition." in Game Developers Conference. San Jose, California: Self-Published. —. 2000. "Formal Design Tools: Emergent Complexity, Emergent Narrative." in Game Developers Conference. San Jose, California: Self-published. Levy, Steven. 1992. Artificial Life: The Quest for a New Frontier. New York, New York: Pantheon. Lin, Holin, Chuen-Tsai Sun, and Tinn Hong-Hong. 2003. "Exploring Clan Culture: Social Enclaves and Cooperation in Online Gaming." in Level Up: Digital Games Research Association (DiGRA) Conference Proceedings, edited by M. Copier and J. Raessens. Utrecht, Netherlands: Universiteit Utrecht. Luckmann, Thomas. 1983. Life-World and Social Realities. Oxford, UK: Heinemann Educational Books. MacKinnon, R. C. 1995. "Searching for the Leviathan in Usenet." in Cybersociety: Computer-mediated Communication and Community. Thousand Oaks, California: Sage. Makena Technologies, Inc. 2003. "There." Silicon Valley, California: Makena Technologies, Inc. Malinowski, Bronislaw. 1967. A Diary in the Strict Sense of The Term. New York: Harcourt, Brace & World. Manning, Frank E. 1988. "Anthropology and Performance: The Play of Popular Culture." Play & Culture 1:180-190. Marcus, George E. 1986. "Contemporary Problems of Ethnography in the Modern World System." in Writing Culture: The poetics and politics of ethnography, edited by J. Clifford and G. E. Marcus. Berkeley, California: University of California Press. —. 1995. "Ethnography in/of the World System: The Emergence of Multi-Sited Ethnography." Annual Review of Anthropology 24. Markham, Annette N. 1998. Life Online: Researching Real Experience in Virtual Space. Walnut Creek, CA: AltaMira Press. —. 2003. "Representation in online ethnographies: A matter of Context-Sensitivity." in Online Social Research: Theory, Methods and Ethics, edited by S. Chen, J. Hall, and M. Johns. Mason, Bruce Lionel. 1996. "Moving Toward Virtual Ethnography." American Folklore Society News 25:4-5. Mäyrä, Frans and Laura Ermi. 2005. "Fundamental Components of the Gameplay Experience: Analysing Immersion." in Changing Views: Worlds in Play/Selecetd Papers of 2005 Digital Games Research Association's Second International Conference, edited by S. de Castell and J. Jenson. Vancouver, Canada: Simon Frasier University. McLuhan, Marshall. 1964. Understanding Media: The Extensions of Man. New York, New York: Mentor. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 159 McQuaid, Brad, Steve Clover, and Bill Trost. 1999. "Everquest." United States: Sony Online Entertainment. Mead, Margaret. 1928. Coming of Age in Samoa: A Psychological Study of Primitive Youth for Western Civilization. New York: William Morrow. —. 1963. Sex and Temperament in three Primitive Societies. New York: William Morrow and Company. Miller, Daniel and Don Slater. 2000. The Internet: An Ethnographic Approach. Oxford: Berg. Miller, Rand. 2003. "URU: Ages Beyond Myst." United States: Cyan Worlds, Inc./Ubisoft. Mills, C. Wright. 1959. The Sociological Imagination. New York, New York: Oxford University Press. Milton, Katherine Hyatt. 2006. "The Alpha Learner and Cognitive Haunting." Arizona State University, Tempe, Arizona. Mnookin, Jennifer L. 1996. "Virtual(ly) Law: The Emergence of Law in LambdaMOO." in Journal of Computer-Mediated Communications, vol. 1: Indiana University. Morgenstern, Oskar and John von Neumann. 1944. The Theory of Games and Economic Behavior. Princeton, New Jersey: Princeton University Press. Mumford, Lewis. 1961. The City in History: Its Origins, Its Transformations and Its Prospects. New York, New York: Harcourt, Brace & World, Inc. Murray, Janet H. 1997. Hamlet on the Holodeck: the Future of Narrative in Cyberspace. Cambridge, Massachusetts: The MIT Press. Nardi, Bonnie and Victor Kaptelinin. 2006 in press. Acting with Technology: Activity Design and Interaction Design. Cambridge, Massachusetts: MIT Press. Nash, John. 1950. "Equilibrium points in n-person games." Proceedings of the National Academy of Sciences of the United States of America 36:48-49. NDP. 2007. "Expanding the Games Market." The NDP Group, Port Washington, NY. Nevrax. 2003. "The Saga of Ryzom." Nielson. 2007. "The State of the Console: Video Game Console Usage, Fourth Quarter 2006." The Nielson Company, New York. Nitsche, Michael. 2007. "Mapping Time in Video Games." Pp. 145-151 in Digital Games Research Association (DiGRA) 2007: Situated Play, edited by A. Baba. Tokyo, Japan. Nocera, Jose L. Abdelnour. 2002. "Ethnography and Hermeneutics in Cybercultural Research Accessing IRC Virtual Communities." Journal of Computer Mediated Communication 7. Ondrejka, Cory R. 2004. "Escaping the Gilded Cage: User Created Content and Building in the Metaverse." Social Science Research Network. Opie, Iona and Peter Opie. 1969. Children's Games in Street and Playground. London: Oxford University Press. Orbanes, Philip. 2003. The Game Makers. Cambridge, MA: Harvard Business School Press. Ortiz, Fernando. 1947. Cuban Counterpoint. New York: Knopf. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 160 Paccagnella, Luciano. 1997. "Getting the Seats of Your Pants Dirty: Strategies for Ethnographic Research in Virtual Communities." in Journal of ComputerMediated Communication, vol. 3. Indiana University. Papert, Seymour and Idit Harel. 1991. Constructionism. Norwood, New Jersey: Ablex Publishers. Pearce, Celia. 1997. The Interactive Book: A Guide to the Interactive Revolution. Indianapolis, Indiana: Macmillan Technical Publishing. —. 2002a. "Emergent authorship: the next interactive revolution." Computers & Graphics 26. —. 2002b. "Story as Play Space: Narrative in Games." in Game On, the History and Culture of Videogames, edited by L. King. London: Laurence King Publishing Limited. —. 2007. "Narrative Environments from Disneyland to World of Warcraft." in Space Time Play: Computer Games, Architecture and Urbanism: The Next Level, edited by F. von Borries, S. P. Walz, and M. Böttger. Basel/Boston/Berlin: Birkhaüser. Poremba, Cindy. 2003. "Player as Author: Digital Games and Agency." Department of Computing Arts and Design Sciences, Simon Frasier University, Vancouver, Canada. Powdermaker, Hortense. 1966. Stranger and Friend: The Way of the Anthropologist. New York: W. W. Norton. Reed, Adam. 2005. "'My Blog Is Me': Texts and Persons in UK Online Journal Culture (and Anthropology)." Ethnos 70:220-242. Reynolds, Ren. 2002. "Playing a "Good" Game: A Philosophical Approach to Understanding the Morality of Games." in International Game Developers Association Web Site: IGDA. Rheingold, Howard. 1991. Virtual Reality. New York, New York: Simon & Schuster (Touchstone). —. 1993. The Virtual Community: Homesteading on the Electronic Frontier. New York: Addison-Welsey. —. 2002. Smart mobs: the next social revolution. Cambridge, Massachusetts: Perseus Publishing. Richardson, Laurel. 1994. "Writing: A Method of Inquiry." in Handbook of Qualitative Research, edited by N. Denzin and Y. S. Lincoln. Thousand Oaks, California: Sage. Rouse, Roger. 1991. "Mexican Migration and the Social Space of Postmodernism." Diaspora 1:8-23. Ryan, Marie-Laure. 2001. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, Edited by S. G. Nichoals, G. Prince, and W. Steiner. Baltimore, Maryland: The Johns Hopkins University Press. Salen, Katie and Eric Zimmerman. 2004. Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. Schechner, Richard. 1988a. Performance Theory. Routledge. —. 1988b. "Playing." Play & Culture 1. Schelling, Thomas C. 1971. "Dynamic Models of Segregation." Journal of Mathematical Sociology 1:143-186. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 161 Seale, Clive. 2004. "Researching Society and Culture." London: Sage Publications. Seay, A. Fleming, William J. Jerome, Kevin Sang Lee, and Robert E. Kraut. 2004. "Project Massive: A Study of Online Gaming Communities." in ACM Conference on Human Factors in Computing Systems, edited by E. Dykstra-Erickson and M. Tscheligi. Shostak, Marjorie. 1981. Nisa, the Life and Words of a !Kung Woman. Cambridge, Mass.: Harvard University Press. Steinkuehler, Constance A. 2004a. "A Discourse Analysis of MMOG Talk." in Other Players. Copenhagen, Denmark: IT University of Copenhaben. —. 2004b. "Learning in massively multiplayer online games." in Six International Conference on the Learning Sciences, edited by Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, and F. Herrera. Mahway, New Jersey: Erlbaum. Steinkuehler, Constance A. and Kurt D. Squire. 2006. "Generating Cyberculture/s: The case of Star Wars Galaxies." Pp. 177-198 in Cyberlines: Languages and Cultures of the Internet, edited by D. Gibbs and K.-L. Krause. Albert park, Australia: James Nicholas Publishers. Stone, Allecquere Rosanne. 1991. "Will the Real Body Please Sand Up?: Boundary Stories About Virtual Cultures." in Cyberspace: First Steps, edited by M. Benedikt. Cambridge, Massachusetts: The MIT Press. Stone, Allucquére Rosanne. 1996. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, Massachusetts: The MIT Press. Strathern, Marilyn. 2004. Commons and Borderlands: Working Papers on Interdisciplinarity, Accountability, and the Flow of Knowledge Oxon: Sean Kingston. Suits, Bernard. 1978. The Grasshopper: Games, Life and Utopia. Toronto, Ontario: University of Toronto Press. Surowiecki, James. 2004. The wisdom of crowds: why the many are smarter than the few and how collective wisdom shapes business, economies, societies, and nations. New York, New York: Doubleday. Sutton-Smith, Brian. 1997. The Ambiguity of Play. Cambridge, Massachusetts: Harvard University Press. Taylor, T.L. 1999. "Life in Virtual Worlds: Plural Existence, Multimodalities, and Other Online Research Challenges." American Behavioral Scientist 43:436-449. —. 2002. ""Whose Game Is This Anyway?": Negotiating Corporate Ownership in a Virtual World." in Computer Games and Digital Cultures, edited by F. Mäyrä, ed. Tempere, Finland: Tempere University Press. —. 2003a. "Intentional Bodies: Virtual Environments and the Designers Who Shape Them." International Journal of Engineering Education 19. —. 2003b. "Multiple Pleasures: Women and Online Gaming." Convergence 9:21-46. —. 2006. Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: The MIT Press. Taylor, T.L. and Mikael Jakobsson. 2003. "The Sopranos Meets EverQuest: Social Networking in Massively Multiplayer Online Games." in International Digital Arts and Culture Conference. Melbourne, Australia. Teilhard de Chardin, Pierre. 1959 (1955). The Phenomenon of Man. New York: Harper. Tiscali. 2005. "10 Years and Counting." in Tiscali Games. Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 162 Turkle, Sherry. 1984. The Second Self. New York: Simon and Schuster. —. 1995. Life on the Screen: Identity in the Age of the Internet. New York, New York: Simon & Schuster. Turner, Victor Witter. 1982. From Ritual to Theater: The Human Seriousness of Play, vol. 1. New York, New York: Performing Arts Journal Publications. Unknown. Unknown. "10 Years and Counting." in Tiscali Games. van Gennep, Arnold. 1960 [1908]. The Rites of Passage. Chicago: University of Chicago Press. Visweswaran, Kamala. 1994. Fictions of Feminist Ethnography. Minneapolois, Minnesota: University of Minnesota Press. von Borries, Friederich , Steffen P. Walz, and Matthias Böttger. 2007. "Space Time Play: Computer Games, Architecture and Urbanism: The Next Level." Basel/Boston/Berlin: Birkhäuser. Wells, H.G. 1913. Little wars : a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girls who like boys' games and books. London: F. Palmer. Whang, Leo Sang-Min and Geunyoung Chang. 2004. "Lifestyles of vitual world residents: Living in the on-line game Lineage." CyberPsychology and Behavior 7. Whang, Leo Sang-Min and Jee Yeon Kim. 2005. "The Comparision of Online Game Experiences by Players in Games of Lineage & EverQuest: Role Play vs. Consumption." in Changing Views: Worlds in Play, DiGRA Second International Conference, edited by S. de Castell and J. Jenson. Vancouver, British Columbia, Canada: Simon Fraser University. Willis, Paul. 1978. Profane Culture. London, Boston:: Routledge. —. 1981. Learing to Labour: How Working Class Kids Get Working Class Jobs. New York: Columbia University Press. —. 2000. The Ethnographic Imagination. Cambridge, UK: Polity Press. Winnicott, D. W. 1971. Playing and reality. London, United Kingdom: Tavistock. Wolcott, Harry F. 1990. Writing Up Qualitative Research, vol. 20, Edited by J. V. Maanen, P. K. Manning, and M. L. Miller. Newbury Park, CA: Sage Publications. Wolf, Margery. 1992. A Thrice Told Tale: Feminism, Postmodernism, and Ethnographic Responsibility. Stanford, California: Stanford University Press. Wright, Will. 1989. "SimCity." Maxis, Inc./Brøderbund Software, Inc. —. 2000. "The Sims." Redwood City, California: Maxis/Electronic Arts. Wright, Will, Chris Trottier, and Jenna Chalmers. 2002. "The Sims Online." Redwood City, California: Electronic Arts. Yalom, Marilyn. 2004. Birth of the Chess Queen: A History. New York, New York: HarperCollins Publishers. Yee, Nicholas. 2001. "The Norrathian Scrolls: A study of EverQuest." —. 2001-2008. "The Daedalus Project: The Psychology of MMORPGs." SelfPublished. Aarseth, Espen, Solveg Marie Smedstad, and Lise Sunnanå. 2003. "A Multi-Dimensional Typology of Games." in Level Up; Digital Games Research Association (DiGRA) Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 163 Conference Proceedings, edited by M. Copier and J. Raessens. Utrecht, Netherlands: Universiteit Utrecht. Damer, Bruce. 1997. Avatars! Exploring and Building Virtual Worlds on the Internet. Berkeley, California: Peachpit Press. DiPaola, Steve. 1998-2005. "Steve DiPaola: A Body of Work (Web Site)." Morgenstern, Oskar and John von Neumann. 1944. The Theory of Games and Economic Behavior. Princeton, New Jersey: Princeton University Press. Nash, John. 1950. "Equilibrium points in n-person games." Proceedings of the National Academy of Sciences of the United States of America 36:48-49. Aarseth, Espen, Solveg Marie Smedstad, and Lise Sunnanå. 2003. "A Multi-Dimensional Typology of Games." in Level Up; Digital Games Research Association (DiGRA) Conference Proceedings, edited by M. Copier and J. Raessens. Utrecht, Netherlands: Universiteit Utrecht. Damer, Bruce. 1997. Avatars! Exploring and Building Virtual Worlds on the Internet. Berkeley, California: Peachpit Press. DiPaola, Steve. 1998-2005. "Steve DiPaola: A Body of Work (Web Site)." Morgenstern, Oskar and John von Neumann. 1944. The Theory of Games and Economic Behavior. Princeton, New Jersey: Princeton University Press. Nash, John. 1950. "Equilibrium points in n-person games." Proceedings of the National Academy of Sciences of the United States of America 36:48-49. Pearce, Celia. 2004. "Towards a Game Theory of Game." in First Person: New Media as Story, Performance and Game, edited by N. Wardrip-Fruin and P. Harrigan. Cambridge, MA: The MIT Press. Piaget, Jean. 1962. Play, Dreams and Imitation in Childhood. New York: Norton. This “interdiscipline” is not to be confused with game theory, a branch of applied mathematics focused on conflict resolution and strategic decision-making, applied primarily to economics and military strategy. Morgenstern, Oskar and John von Neumann. 1944. The Theory of Games and Economic Behavior. Princeton, New Jersey: Princeton University Press. Nash, John. 1950. "Equilibrium points in n-person games." Proceedings of the National Academy of Sciences of the United States of America 36:48-49. While game theory has some application in Game Studies, it is generally viewed as an unrelated and separate field. i For an interesting taxonomy of game worlds, see Aarseth, Espen, Solveg Marie Smedstad, and Lise Sunnanå. 2003. "A Multi-Dimensional Typology of Games." in Level Up; Digital Games Research Association (DiGRA) Conference Proceedings, edited by M. Copier and J. Raessens. Utrecht, Netherlands: Universiteit Utrecht. ii iii According to personal accounts of the parties involved, Stephenson arrived at the usage independently of Morningstar and Farmer. iv For more in-depth studies of avatars and virtual worlds, see (Damer, Bruce. 1997. Avatars! Exploring and Building Virtual Worlds on the Internet. Berkeley, California: Peachpit Press. and DiPaola, Steve. 1998-2005. "Steve DiPaola: A Body of Work (Web Site)." Celia Pearce & Artemesia Communities of Play-v.08-Part 1 Page 164