1501 ART NEW COMMUNICATION
TECHNOLOGIES
ASSESSMENT ITEM 3: ESSAY
VIRTUAL CULTURE: THE ADVANCEMENT OF ON-LINE VIRTUAL GAME WORLDS AND THE FUTURE EFFECTS THEY MAY HAVE ON REAL LIFE CULTURE
INTRODUCTION
Virtual culture. A relevant topic for the 21st century. With the advancement of computing technologies and a drop in prices on p.c’s and notepads, more and more people are exposed to a virtual element of life in one form or another. On-line communication is still on the increase through popular websites such as Face Book, My Space, or basic Hotmail types. And gaming is now more than ever a booming industry, especially for console games.
A combination of these two elements (on-line communication and gaming) is what we now are seeing as virtual culture, arising through programs such as ‘Second Life’. This I will discuss further in my chosen topics on this subject.
THE FUTURE OF ON-LINE GAMING
The future of on-line gaming holds limitless possibilities. Today video and computer games can be found in almost every household. With the expansion of console gaming through heavy competition between rival companies such as Microsoft, Sony and Nintendo, the quality of gaming is increasing at a rapid rate. To say that this competitive market has made these consoles and games more affordable would be a lie as you are looking at a hefty price tag of between $600-$900 for a new release console from the leading suppliers. This does argue a point though, that if we are prepared to pay these prices (and you may be surprised by how many people have done) is the allure of escape to a virtual realm more exciting than real life? Is it a possibility that, in the foreseeable future, a new generation could spend their 9-5 or equivalent in the virtual world of an on-line society?
The new consoles available are beginning to focus on on-line gaming as well as one or two player modes, with the inclusion of Internet capabilities now emerging on consoles. PC games are directly marketed toward on-line multiplayer gaming, as this has become the preferred choice of users. This trend lends to the fact that gamers are craving more interactive freedom from their gaming experience. ‘The player has no true agency’, thus ‘is not able to form any intentions within the dramatic world that actually matter.’ (Mateas, 2004).
The boundaries and constraints presented in games are becoming a bore, so we could soon be seeing a dramatic change in the design of games in the years to come. Sony has just released a free program for their Playstation 3 console entitled ‘Home’. This is a very similar program to ‘Second Life’ (p.c only). It encourages owners of Playstation 3’s to interact socially on-line. However, ‘Home’ is a much smaller program with limitations of just one central precinct to explore.
IS THERE A FUTURE FOR BUISINESSES IN WORLDS LIKE SECOND LIFE AND HOW CAN THEY BENEFIT FROM IT?
Second Life is the leading program for on-line virtual culture, offering the user an endless gaming experience, a ‘Second Life’. It is a game world where you and anyone from across the real world can meet and co-exist in a virtual society. It mirrors real world life in social culture, be it work, play or fun, by offering the same experiences in a new and exciting way.
As a source of income, you can work for real world money, open a business, buy and sell land and properties, play the stock market, etc. Many items are available for retail purchase- clothing and accessories for avatars holds a large market, the real estate buisiness is booming. This has led to an interest from major ‘real world’ companies who can smell an opportunity lurking. Any smart businessman knows that to maximize profits, you must keep an open mind towards all potential markets, and the sooner you get in on it the more money there is to be made. In saying that, some companies have deemed this virtual industry as too risky, being an unpredictable market compared to the real world market. But logically we shall see a change in this, as more and more people become members of the virtual community, leading to an increase in both the amount of businesses investing in the virtual market, and an increase economically as a result of stronger on-line trading. ‘Second Life
is a unique technology. It would be really bad for Second Life to be closed off from the real economy. It’s a big part of its raison d’être, to be an economic space that is well integrated into the real economy. That’s different from a fantasy world.’ (Edward Castronova)
THE SIGNIFICANCE OF VIRTUAL WORLDS AS A MEANS OF SOCIAL INTERACTION
In everyday life we use many different technologies as a form of communication. The Internet has taken its place alongside mobile phones as a preferred method, with email, blogging, facebook, my space, etc., becoming part of a daily routine. The ability to stay in touch with family and friends, near or far, is at the touch of a screen or the end of a phone. However, with the exception of web cams and video calling, these are all impersonal ways of conversing with others. This is one of the interesting points worthy of note that Second Life (and other programs like it) presents us with, in that communicating face to face, if only with avatars, provides us with a much more personal experience.
Although, communication of this type is not the sole reason people are joining up to be part of these virtual societies. Many people are using virtual worlds as a form of escape from real life. Says Harold Thimbely ‘the total number of players is expected to reach 40 million by 2020’. Users not only communicate with friends, they are replacing their real world social interactions, with on-line virtual living. You can go clubbing with friends or maybe see a band. You can go shopping or (for the older members) even visit ‘red light’ districts so to say. These are just examples of how easy it can be to replace our real life with an on-line virtual life that we don’t even have to leave our seats to experience.
CONCLUSION
As a result of my research I have come to the conclusion that there is bound to be an increase in the popularity of virtual societies in the type of ‘Second Life’, but not significantly enough to have any major effect on how we communicate and interact in real life. Any notion otherwise seems to be an over dramatized, Hollywood esque opinion. The preferred method of on-line communication, as of now, is still via email or the above mentioned ‘Face Book’ or ‘My Space’ type programs. As their popularity is still on the rise, I think this shall remain the most commonly embraced method for many years to come.
Research:
Jan Simons- Narrative, Games, and Theory
http://gamestudies.org/0701/articles/simons
Terry Harpold- Screw The Grue: Mediality, Metalepsis, Recapture http://gamestudies.org/0701/articles/harpold
John Wills- Digital Dinosaurs and Artificial Life: Exploring The Culture Of Nature In Computer and Video Games http://dx.doi.org/10.1080%2F1362517022000047334
Virtual Worlds, Virtual Economies http://www.businessweek.com/magazine/content/06_18/b3982010.htm