Virtual worlds don’t exist: questioning the Dichotomous approach in MMO studies
By Vili Lehdonvirta
(Accessed 25th Nov 2010) http://gamestudies.org/1001
Real world vs. Virtual model
His study involves how the players’ boundaries are broken in both real and online. I did find it somewhat difficult to comprehend some of the study itself.
Relationships with people online ‘can be as deep and meaningful as those acted out face to face’- it’s become much more socially acceptable, it doesn’t limit itself to MMOs however, sites like facebook are also similar in that aspect; it’s just more commonly thought of when you hear ‘online friends’ or something along those lines.
He examines varieties of ‘dimensions’ when it comes to online play; virtual space vs. Real space, population, identity, relationships, institutions, economy and law and politics. Mentioning the, where space ends and the other begins, as I read it, it became apparent as to how hazy the border between the two is.
Population in real world can be easily generalised, it’s explained how ‘elusive’ the concept is- population problem with virtual being, how much the amount of play ‘qualifies as “active participation” ‘ which depends on the service being looked at.
Identity is one of the biggest problems in online gaming as “virtual worlds give you freedom that no one has on Earth: the freedom to be who you want to be. (Castronova 2006)”, but Lehdonvirta explains that even with that, the players identity and their avatars are never disconnected as most of the players values, attitudes etc. Are brought over to their virtual self.
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