Le Partage Des Jeux En Ligne: Conceptions

Total Page:16

File Type:pdf, Size:1020Kb

Le Partage Des Jeux En Ligne: Conceptions ”Ceci est un monde” Le partage des jeux en ligne : conceptions, techniques et pratiques Vinciane Zabban To cite this version: Vinciane Zabban. ”Ceci est un monde” Le partage des jeux en ligne : conceptions, techniques et pra- tiques. Sociologie. Université Paris-Est, 2011. Français. NNT : 2011PEST0077. pastel-00712658v2 HAL Id: pastel-00712658 https://tel.archives-ouvertes.fr/pastel-00712658v2 Submitted on 19 Jun 2012 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. UNIVERSITÉ PARIS-EST ÉCOLE DOCTORALE ORGANISATIONS, MARCHÉS, INSTITUTIONS THÈSE NOUVEAU RÉGIME POUR LE DOCTORAT DE SOCIOLOGIE Présentée par : Vinciane ZABBAN Sujet de la thèse : « CECI EST UN MONDE. » LE PARTAGE DES JEUX EN LIGNE : CONCEPTIONS, TECHNIQUES, ET PRATIQUES Thèse présentée et soutenue à l’Université Paris-Est Marne-la-Vallée le 04 mars 2011 devant le jury composé de : Patrice FLICHY. Professeur de sociologie à l’Université Paris-Est Marne la Vallée (Directeur de thèse). Franck COCHOY. Professeur de sociologie à l’Université Toulouse II (Rapporteur). Éric MAIGRET. Professeur de sociologie à l’Université Sorbonne-Nouvelle, Paris 3 (Rapporteur). Nicolas AURAY. Maître de conférences en sociologie à Télécom ParisTech. Dominique CARDON. Chercheur en sociologie à Orange Labs. Laboratoire Techniques, Territoires et Sociétés UPEMLV/ENPC/CNRS (UMR 8134) 5 boulevard Descartes - Champs-sur-Marne 77454 Marne-la-Vallée Cedex2 (France) « CECI EST UN MONDE. » LE PARTAGE DES JEUX EN LIGNE : CONCEPTIONS, TECHNIQUES, ET PRATIQUES Mots Clés Jeu, Usage, Conception, Pratique, Technique, Médiations, MMOG, Monde Social, Monde Virtuel, Arène, Technique, Pratique, Médias, Massification. Résumé Les jeux électroniques sont intimement liés au développement des technologies informatiques, apparaissant parmi les premières applications des innovations réalisées dans ce domaine depuis la fin des années 1960. La technologie du réseau n’y a pas fait exception. Les univers fictionnels accueillant les connexions à distance de plusieurs joueurs, d’abord sous forme de texte via les « MUD » (« Multi-User Dungeons ou Dimension ») puis via une interface graphique, comptent eux aussi parmi les premières expériences de communication et de coopération a distance, médiatisées par les techniques informatiques. Longtemps réservés à un public d’initiés, ils connaissent une augmentation importante de leur public au milieu des années 2000, qui est accompagnée d’un intérêt croissant de la part des médias comme du monde académique. Novateur à plusieurs égards, ce genre déborde les cadres conceptuels jusqu’alors réservés au jeu électronique et force à renouveler les réflexions portées autant sur ces objets que sur les perceptions classiques de l’activité de jeu. Les « MMORPG : Massive Multiplayer Online Role Playing Games » n’offrent au joueur ni exclusivement une ligne narrative avec laquelle interagir, ni uniquement une mécanique de jeu singulière à maîtriser. Les objets ici étudiés : World of Warcraft et Age of Utopia proposent avant tout un espace conçu pour la rencontre ludique, au sein duquel une population de joueurs aux profils variés (étudiants, salariés, joueurs expérimentés, novices, etc.) interagissent à divers degrés au travers d’activités hétérogènes (coopération, compétition, discussion, balade, etc.). De la même manière que se connecter ne signifie pas toujours jouer on observe que l’espace et les technologies proposées par les éditeurs ne couvrent pas intégralement les besoins des utilisateurs. Partant d’une base qui n’est que partiellement déterminante pour l’usage, le jeu est outillé et sa pratique se prolonge en ligne, via différents espaces et supports médiatiques (forums, bases de données, messageries instantanées). Dans ce contexte, les concepteurs des MMORPG, devenus fournisseurs du service de maintien et d’amélioration de ces espaces de rencontre ludique, doivent composer avec cette clientèle hétérogène d’abonnés qui investit l’univers de façon parfois inattendue. Mais ils doivent aussi composer avec l’histoire d’un projet singulier, les contraintes techniques et les aléas d’un processus de production qui s’étire sur plusieurs années. Les MMOG sont ainsi mis en perspective comme des mondes en partage, objets de processus de redéfinition continus. En s’appuyant sur un travail de récolte de données autour de la conception et de la réception de l’un de ces univers (AoU ; 2006-2008 : observation participante en entreprise, entretiens, documents, questionnaire en ligne) et sur une observation participante en jeu (WoW ; 2006-2010), c’est au final le rôle que jouent des technologies de l’information et de la communication dans l’élasticité des cadres de l’activité, ici ludique, que ce travail de thèse propose d’explorer. 2 MES REMERCIEMENTS À Patrice Flichy, qui a accepté de diriger et de soutenir, avec patience, ce travail thèse. Pour sa disponibilité, sa rigueur, sa pertinence, mais surtout pour avoir acceuilli avec une véritable curiosité et un véritable sérieux la proposition du jeu comme objet de recherches; À l’équipe TIO, à tous les membres du Latts, à qui ce travail doit beaucoup, et plus largement à tous ceux qui, à l’université de Marne la Vallée et ailleurs, m’ont permis, au fil du temps, de comprendre la richesse du métier d’enseignant-chercheur. Merci tout particulièrement à Ashveen Peerbaye, Eric Dagiral et Pierre-Henry Gomont qui ont accompagné et enrichi ma progression en laboratoire comme en jeu ou dans la “vie réelle”, bien au-delà de ce que je pourrai exprimer ici. Merci aussi à Sylvain, Julien, Leslie, Thomas, Aurélie, Manuel et Lionel; À Xavier, qui m’a ouvert l’accès à plus d’une coulisse, et plus d’une piste de réflexion. Merci plus largement aux travailleurs d’Age of Utopia, à g0eth, Aya, Hamster, Yog, Steph, Duff, Mitch, Qrrl, et à tous ceux que je ne peux citer, de m’avoir acceuillie dans la confidence de leur œuvre. Merci aux Songeurs, d’avoir également répondu à mes questions, et d’encore faire tourner ce si joli monde; À tous les joueurs croisés, traversés, fréquentés le temps d’une vente, d’une instance ou d’une guilde sur Les Sentinelles. À Veni Vidi Aggro pour une première expérience de guilde, aux Pirates du Nord pour avoir transformé Caracole d’elfe de sang en une pirate aguerrie aux mœurs de l’Innomable, à Azeroth Assistance et sa pleiade de reroll, au Peuple Fremen pour ses petits drames quotidiens, au Cri du Sang pour m’avoir presque emmenée aux portes du Roi Liche. Merci à Steppe, Lavidia, Carmage, Carquois, Actaeon, mais merci aussi aux Rox0r77, lëgöläs et autres k3v1n; À Gauthier pour avoir, presque toujours, supporté avec bon sens mes doutes. Merci à mes parents, Aldo et Marie-Louise, à mes sœurs, Marie-Amélie et Annabelle, et à ceux qui les accompagnent, notamment pour avoir souvent revu leur emploi du temps afin que je puisse achever ce travail; À Salem, Ali, Aïssa, au petit monde du Muguet, pour sa Chouffe à bon prix, les discussions stériles, et celles qui changent la vie. Aux esthètes de la Job team, à Christophe, Seb et Arthur, à qui je dois mon intérêt critique pour le jeu vidéo. 3 “The problem of too serious or not serious enough arises in game encounters not because a game is involved but because an encounter is involved. (…) As far as gaming encounters and other gathering are involved, the most serious thing to consider is the fun in them. Something in which the individual can become unself- consciously engrossed is something that can become real to him.” Erving Goffman. “Fun in games”. Encounters. 1961 pp. 69-72. 4 Sommaire SOMMAIRE INTRODUCTION GENERALE 10 « CE N’EST QU’UN JEU ! » 10 LE JEU, OBJET UTILE OU FUTILE ? 10 LE JEU, FORME SOCIALE PURE 12 LE JEU, CADRAGE SINGULIER DES INTERACTIONS 13 JEUX EN LIGNE MULTIJOUEURS A UNIVERS PERSISTANT 15 CE QUE CHANGENT LES « NOUVELLES » TECHNOLOGIES 19 PLASTICITE DES PRATIQUES, TECHNIQUES ET ESPACES MEDIATIQUES 20 L’ARENE D’UN MONDE EN PARTAGE 23 TERRAINS, METHODES, ET MATERIAUX 28 AGE OF UTOPIA : STILLNODE, ONIRIS ET LES SONGEURS 28 WORLD OF WARCRAFT : CARACOLE ET AUTRES AVATARS 31 TERRAINS ET RAPPORTS AU TERRAIN 35 DES MONDES EN PARTAGE ? 36 PARTIE 1 / CONNEXIONS 39 CHAPITRE 1 : DE NOUVELLES TECHNOLUDIES 42 I. JEUX ELECTRONIQUES 43 I.1. JEUX DE LABORATOIRE 44 I.2. LA MISE EN PLACE D’UNE INDUSTRIE 47 I.2.1. JEUX D’EXTERIEURS ET CONSOLES DE SALON 47 I.2.2. LE KRACH DES ANNEES 1980 ET LA RESTRUCTURATION DU SECTEUR 49 I.2.3. LA GENERATION NINTENDO 51 I.3. LE TOURNANT PROFESSIONNEL DES ANNEES 1990 53 II. CONNECTER LES JOUEURS 58 II.1. L’ELITISME CULTUREL ET TECHNOLOGIQUE DES PREMIERS UNIVERS EN LIGNE 58 II.1.1. PLATO, ILLINOIS, ÉTATS-UNIS 59 II.1.2. MULTI-USERS DUNGEON, ESSEX, ROYAUME-UNI 63 II.1.3. MULTI-USER DIMENSION, INTERNET 63 II.2. COMMERCIALISATION DES UNIVERS EN LIGNE 66 II.2.1. DES RESEAUX PRIVES AU WORLD WIDE WEB 67 II.2.2. MASSIVEMENT MULTIJOUEURS ET PERSISTANTS 69 CHAPITRE 2 : JEUX VIDEO ET CULTURE 72 I. RICHESSE DES TECHNOLOGIES, MONDES COMMUNS 74 I.1. L’INTERACTION LUDIQUE : TECHNIQUES ET SAVOIRS 74 I.2. CONVERGENCE DES PRATIQUES 77 I.2.1. MONDES FICTIONNELS 79 I.2.2. TECHNIQUES 81 I.2.3. PRATIQUES 83 5 Sommaire I.3. DES UNIVERS PARTAGES ET MASSIFS 85 II. L’ESSOR DES GAME STUDIES 91 II.1. LE JEU COMME OBJET VULGAIRE, UNE EPOQUE REVOLUE ? 92 II.1.1. LE JEU COMME SIMULATION ET LES PLAY STUDIES 94 II.1.2 LUDOLOGIE CONTRE NARRATOLOGIE 94 II.2.
Recommended publications
  • BAKALÁŘSKÁ PRÁCE Na Téma: Etické Aspekty Aktivit Ve Víceuživatelském Virtuálním Prostředí: Srovnání Uživatelský
    Ladislav Zámečník Fakulta humanitních studií Univerzity Karlovy BAKALÁŘSKÁ PRÁCE na téma: Etickéaspekty aktivit vevíceuživatelském virtuálním prostředí: Srovnání uživatelských postojů k danénetiketě Vedoucí práce: PhDr. Daniel Říha, Ph.D. Kralupy nad Vltavou, Praha 2007 1 2 OBSAH PRÁCE Úvod..............................................................................................................................5 Stručné přiblížení zkoumané oblasti .............................................................................5 Cíle bakalářské práce....................................................................................................8 Použité metody..............................................................................................................8 Historie víceuživatelských počítačových her s přehledem jejich charakteristických vlastností.......................................................................................................................9 „Malý“ multi-player ..................................................................................................9 Masivní multi-player a jeho znaky .............................................................................10 Vývoj masivního multi-playeru .................................................................................11 Vybrané etické aspekty MMOG..................................................................................16 Přínosy a nebezpečí vstupu do virtuálního světa pro lidský život mimo něj .......................16
    [Show full text]
  • Computer-Supported Cooperative Work for Music Applications
    Computer-Supported Cooperative Work for Music Applications Author: Álvaro Mendes Barbosa April 2006 Dipòsit legal: B.48971-2006 ISBN: 978-84-690-3933-5 Dissertation submitted to the Department of Technology of the Pompeu Fabra University for the Program in Computer Science and Digital Communication, in partial fulfillment of the requirements of the degree: Doctor per la Universitat Pompeu Fabra with Mention of European Doctor Dissertation directed by Dr. Xavier Serra and co-directed by Dr. Sergi Jordà Universitat Pompeu Fabra Departamento de Tecnologia Estació de França Passeig de Circumvallació, 8 08003 Barcelona, España Research leading to this Dissertation was conducted by the author at: This Doctorate Research Work was supported through the award of a Doctorate Scholarship by: (SFRH/BD/5192/2001) The Author is affiliated with: To Sofia Abstract This dissertation derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work (CSCW), which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation or Education. The first contribution originated from this research work is an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of- concept application entitled Public Sound Objects (PSOs).
    [Show full text]
  • Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
    UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado.
    [Show full text]
  • A Chronicle of Map Interfaces in Games
    Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces.
    [Show full text]
  • What Is the Future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What Is the Future of Massively Multiplayer Online Gaming?
    What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) An undergraduate dissertation submitted in partial fulfillment of the requirements of CS335 - The Computing Dissertation module of BSc (Hons) Computer Science. I (Richard Slater) hereby certify that the content of this document has been produced solely by me in person according to the regulations set out by the University of Brighton, as such it is an original work. I so declare that any reference to non-original document or material has been properly acknowledged. Document Data Total Word Count 8944 Word Count 8090 excluding footnotes and annexes Modified 26 February 2004 By Richard Slater Revision 78 a PDF version of this document is available at http://www.richard-slater.co.uk/university/dissertation Page 1 of 28 What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) 1) Table of Contents 1) Table of Contents................................................................................................... 2 2) Abstract................................................................................................................ 3 3) Introduction........................................................................................................... 4 3.1) Terms and Definitions.......................................................................................4 3.2) Quality of references........................................................................................5
    [Show full text]
  • List of TCP and UDP Port Numbers from Wikipedia, the Free Encyclopedia
    List of TCP and UDP port numbers From Wikipedia, the free encyclopedia This is a list of Internet socket port numbers used by protocols of the transport layer of the Internet Protocol Suite for the establishment of host-to-host connectivity. Originally, port numbers were used by the Network Control Program (NCP) in the ARPANET for which two ports were required for half- duplex transmission. Later, the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) needed only one port for full- duplex, bidirectional traffic. The even-numbered ports were not used, and this resulted in some even numbers in the well-known port number /etc/services, a service name range being unassigned. The Stream Control Transmission Protocol database file on Unix-like operating (SCTP) and the Datagram Congestion Control Protocol (DCCP) also systems.[1][2][3][4] use port numbers. They usually use port numbers that match the services of the corresponding TCP or UDP implementation, if they exist. The Internet Assigned Numbers Authority (IANA) is responsible for maintaining the official assignments of port numbers for specific uses.[5] However, many unofficial uses of both well-known and registered port numbers occur in practice. Contents 1 Table legend 2 Well-known ports 3 Registered ports 4 Dynamic, private or ephemeral ports 5 See also 6 References 7 External links Table legend Official: Port is registered with IANA for the application.[5] Unofficial: Port is not registered with IANA for the application. Multiple use: Multiple applications are known to use this port. Well-known ports The port numbers in the range from 0 to 1023 are the well-known ports or system ports.[6] They are used by system processes that provide widely used types of network services.
    [Show full text]
  • Telecommunications Seminar 2007
    Why peoPlE play MmorPgs Indiana University 11 th April 2007 Prof. Richard A. Bartle University of esSex introduction • This talk concerns massively multiplayer online role-playing games – Mmorpgs to the players • Or mmogs, mmos, pws, muds, mugs, mu*s, … – Virtual worlds to academics • Or synthetic worlds, virtual environments, … • My aim here is to explain Why people play them – Because, hey, then we get better ones! • Get comfy, it’s a long journey… 1 What are vws? • Virtual worlds are places • being places, they have a number of place- like features – You can visit them – Other people can also visit them – At the same time • They are, however, not real • This seems like a major disadvantage – How do you visit somewhere that isn’t real? Answer: • You use an avatar – Or, more technically speaking, a character 2 About avatars • Far from its being a disadvantage , people often like using an avatar Furthermore… • Some people prefer it to reality 3 Leisure time • People play these for several hours a day – Day after day • Month after month – Year after year… • I have players for my own game that are still there after 19 years • Surveys have consistently shown that The average time a player spends in a virtual world is around 20 hours a wEek – They often invest a lot of time in it oFfline , too • So where did these games come from? World of warcraft • world of warcraft , blizzard, 2004: 4 everquest • Everquest , sony online entertainment, 1999 connection • Everquest ruled until Wow came along – 480,000 subscriptions at its peak • Wow is modeLled
    [Show full text]
  • La Co-Construction D'un Dispositif Sociotechnique
    UNIVERSITÉ DU QUÉBEC À MONTRÉAL LA CO-CONSTRUCTION D'UN DISPOSITIF SOCIOTECHNIQUE DE COMMUNICATION: LE CAS DE L'INTERNET RELAY CHAT THÈSE PRÉSENTÉE COMME EXIGENCE PARTIELLE DU DOCTORAT EN COMMUNICATION PAR GUILLAUME LATZKO-TOTH MAI 2010 UNIVERSITÉ DU QUÉBEC À MONTRÉAL Service des bibliothèques Avertissement La diffusion de cette thèse se fait dans le respect des droits de son auteur, qui a signé le formulaire Autorisation de reproduire et de diffuser un travail de recherche de cycles supérieurs (SDU-522 - Rév.01-2006). Cette autorisation stipule que «conformément à l'article 11 du Règlement no 8 des études de cycles supérieurs, [l'auteur] concède à l'Université du Québec à Montréal une licence non exclusive d'utilisation et de publication de la totalité ou d'une partie importante de [son] travail de recherche pour des fins pédagogiques et non commerciales. Plus précisément, [l'auteur] autorise l'Université du Québec à Montréal à reproduire, diffuser, prêter, distribuer ou vendre des copies de [son] travail de recherche à des fins non commerciales sur quelque support que ce soit, y compris l'Internet. Cette licence et cette autorisation n'entraînent pas une renonciation de [la] part [de l'auteur] à [ses] droits moraux ni à [ses] droits de propriété intellectuelle. Sauf entente contraire, [l'auteur] conserve la liberté de diffuser et de commercialiser ou non ce travail dont [il] possède un exemplaire.» À ma grand-mère Elen In memoriam AVANT-PROPOS Il n'est jamais aisé de choisir un sujet de thèse, car cela signifie renoncer, et ce pour plusieurs années, à d'autres questionnements qui nous semblent tout aussi dignes d'attention.
    [Show full text]
  • Muds and Power. Reducing the Democratic Imaginary? Icts And
    i i i i MUDs and Power. Reducing the democratic imaginary? Nico Carpentier; Niky Patyn Nico Carpentier - Vrije Universiteit Brussel (VUB - Free University of Brussels); Niky Patyn - Independent researcher E-mail: [email protected]; [email protected] ICTs and the democratic imaginary NFORMATION and communication technologies (ICTs) have received am- I ple attention as potential tools for democratic innovation. Without entering all too deep in the discussion on this utopian claim, it should (at least for now) be noted that the emerging virtual communities were seen as one of the pro- mising areas for new (democratic) practices to take place. Although critical voices were soon to be heard, they usually focused on retorting the utopia- nism. This article wants to take these analyses one step further, by not (just) arguing for ordinariness in stead of newness (including the “normal” presence of disciplining and surveillance (Lyon, 1994)), but by analysing the extraordi- nary quasi-authoritarian power relations in two specific virtual communities, both Multi User Domains/Dungeons (MUDs). We knowingly enter with this choice into the world of play and fantasy, but at the same time we want to avoid underestimating the importance of this sphere. All forms of human encounter need in our opinion to be conside- red vital learning sites through interaction (as was already argued in symbolic interactionism). This social learning also immediately includes democratic and political learning, if a broad definition of democracy and politics is ac- cepted. From this perspective MUDs act as virtual places where subjects are confronted with the workings (or micro-physics as Foucault would call them) of power, authority and hierarchy.
    [Show full text]
  • October 2019
    Registered by Australia Post-Print Post Approved PP631937/016 ISSUE OCTOBER 2019 1 OFFICIALS 2019-20 CLUB FOUNDED 1971 President - Bill PIKE Foundation Members 0417969716 [email protected] Fred PITTER (Deceased), Harold BRAUND (Deceased), Norm HART, John HEAD, Rob MEN- Vice President –Michael ROCK ZIES, Colin PITTER, Ian INGLES & Len GLEN. 0437999009 [email protected] Life Members IT Manager –George JOHNSON Norm & Margaret HART, Harold BRAUND 0478109454 [email protected] (Deceased), Laurie BRIGGS (Deceased), Bill BEA- Web Site ihc.wildapricot.org TON (Deceased), Bernie MC CORMACK, Ray & Anne BUCK, Glen BRITZA, Brian FITZGERALD Secretary-Steve ARMSTRONG (Deceased), Glenda PATTERSON, Doug BAKER, 0438597290 [email protected] Syd TAYLOR, Larry ALLEN, Richard CLARK, Leith PRESLAND, John PRESLAND & Jeff SMITH. Membership Manager-Glenda PATTERSON 0417018225 [email protected] Deceased Members Treasurer-Bert SYKES Fred PITTER, George HALL, Doug BRITTAIN, 0400799947 [email protected] Merv CURGENVEN, Max SHARPE, Jim WAL- LACE, Peter GROUCOTT, David O’KEEFE, Ken Newsletter Editor-Doug BAKER HASTIE, Don ROOKE, Terry SHAND, Peter JE- 0416226508. [email protected] ROME, Brian HARTLEY, Vern KARLSEN, Bill HAWKINS, Tom RUDLER., Harold BRAUND, Mur- Club Captain-David (Dave) LIND ray CAMPBELL, Laurie BRIGGS, R (Jim) BULL- 0419434789 [email protected] OCK, John WEBB, Bruce LENEGAN, Lloyd GREEN, Phil MURRAY, Bob JONES, Dennis Vice Captain-Vacant NOONAN, Brian FITZGERALD, Bill McDER- [email protected] MOTT, Bill WAKE, Tom TALBOT, Alexander (Roy) MELVIN, Thomas (Howard) WHALEN, Richard Librarian-Amanda BERNHARDT TOWNEY, Laurence McCREED, John HIGGS, Ross 0474857840 [email protected] PAYNE, Ron GILL, Stan RODGERS, Vic RICH- ARDSON, Colin (Westy) WEST, Trevor WHITTLE, Machine Examiners Anthony (Clive) MARWICK , Leslie (Sandy) VLA- Murray RUDLER (DOT) 0477932060- 97315406 DICH, Joe ZAPPA, John WRIGHT, Bill BEATON & [email protected], Ray BUCK 97211397, Doug Bruce FOWLER.
    [Show full text]
  • Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
    Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time.
    [Show full text]
  • Mud Connector
    Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.
    [Show full text]