First-Person Shooter Games As a Way of Connecting to People: ‘‘Brothers in Blood’’

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First-Person Shooter Games As a Way of Connecting to People: ‘‘Brothers in Blood’’ CYBERPSYCHOLOGY &BEHAVIOR Volume 12, Number 5, 2009 RAPID COMMUNICATION ª Mary Ann Liebert, Inc. DOI: 10.1089=cpb.2008.0345 First-Person Shooter Games as a Way of Connecting to People: ‘‘Brothers in Blood’’ Maria Frostling-Henningsson, Ph.D. Abstract This work seeks to understand young adults’ motives for online gaming and extends previous research con- cerning social interaction in virtual contexts. The focus of the study is on Counter-Strike and World of Warcraft. Drawing on Baudrillard’s concept of simulacra, an analysis of young gamers’ motivation for gaming is carried out. The empirical data was generated employing a mix of qualitative methods such as researcher introspection, observation, and interviews with young adults in two different online gaming centers in Stockholm during 2006 and 2007. The results show that online gaming is foremost motivated by social reasons providing the gamers with a possibility of cooperation and communication. Some of the gamers in the study were motivated by escapism. Online gaming also provides gamers with an experience in which ‘‘flow’’ can be obtained and serves as a ‘‘hallucination of the real,’’ making it possible to do things and try out behaviors that would be impossible to do or try in real life. The gamers felt that online gaming gave them more experiences than real life could provide. For research purposes, this work provides a better understanding of the motivational aspects for gamers. Introduction Simulacrum and simulations are, according to Baudrillard, notions crucial for understanding the postmodern and un- irtual worlds are sometimes called hyperrealities. The derstanding the electronic media culture, and hence they are Vcreation of the hyperreal is one aspect that characterizes vital for interpreting virtual worlds. Baudrillard distinguishes the postmodern condition.1,2,3 The theoretical framework among three orders of simulacra. First-order simulacra are used in this study proceeded mainly from Baudrillard’s frame natural, founded on the image, on imitation. This can be of reference. According to Baudrillard, the hyperreal is a compared with a basic reflection of reality. Second order- universe of simulation, without origin, without a past, with- simulacra are productive, founded on energy, its materiali- out a future, implying a diffusion of all coordinates (mental, zation by the machine, such as science fiction. The third order, temporal, spatial, signaletic). Simulation is a generation by simulacra of simulations, is founded on information, the models of a ‘‘real’’ without origin or reality: a hyperreal in model, the cybernetic game, thus constituting the hyperre- which the simulation begins with a ‘‘liquidation of all refer- ality. In the third order, simulacra have replaced the real and entials.’’1 Thus, the hyperreal is something else altogether. If hence bear no relationship to any reality whatever. Bau- one transfers these theoretical notions to online gaming, it drillard describes this stage as developing when a system has implies a construction of reality forms that have no referents reached its own limits and becomes saturated.2 in an objective reality but instead are mediated in abstract Virtual worlds, such as Counter-Strike and World of realities. There exists an inclination among consumers to Warcraft, are built on their own logic by which the parts construct and to live in the simulation, implying a willingness transcend the whole, here referred to as the real world. among consumers to live in virtual worlds rather than in the Using Baudrillard’s concept of simulacra, such virtual real or actual world.1 Simulacrum means a material object re- worlds would correspond to third-order simulacra. The presenting something. A simulacrum is, according to Bau- virtual worlds encompass fantasies, possibilities, and situa- drillard,2 ‘‘the copy without an original’’ (a copy of a copy), the tions that have no reference in reality, thus ‘‘making the im- meaning of which has become so dissipated in its origin to the possible possible.’’ It is like being able to travel mentally in a original that it ceases to be a copy. The simulacrum therefore borderless time and space without the ordinary restrictions stands on its own as a copy without a model, a simulated that time and space in the real world imply. Online games are realm that is ‘‘more real than the real.’’ like a constant process that you enter whenever you wish in Department of Advertising and PR, Stockholm University, Stockholm, Sweden. 557 558 FROSTLING-HENNINGSSON time; there is no beginning and no end. Baudrillard describes fun and more socially rewarding than gaming online in sol- the hyperreal as having simulation value rather than repro- itude from home. This was one important reason many ductive value. Not an exact but a transgressive truth, which gamers were paying money to go to online gaming centers to Baudrillard2 describes as being ‘‘on the other side of the play instead of playing online from a home computer. ‘‘At truth,’’ meaning ‘‘more true than the true, more real than the home we cannot play like this—together. Then there are real.’’ better computers and headsets here. It is nicer to be able to get Some researchers claim that electronic media provides to town. It is more fun’’ (Pascal, 13-year-old male). Also, for consumers with worlds that are continuous makings of the Cherin, gaming was motivated by the communicating as- present.3,4 ‘‘What is experienced momentarily becomes the pects: ‘‘I cannot do night ‘gibs’ any longer, since I am too tired real, and the constructions of this condition and its intensifi- to go on; before, I could because of the spirit of community— cation constitute the hyperreal.’’3 Therefore, cyberspaces that you know, with friends. If you have gaming as an interest, are experienced momentarily are assumed to be hyperreal- you can exchange experiences. It is a lot, a lot of communi- ities in which consumers can act out roles and game charac- cation in the games’’ (Cherin, 23-year-old female). Gaming ters, so-called avatars, in which the persona in the game was about getting in touch with people. This result is in sometimes is perceived as being more real than the roles line with a study showing that the social aspects of playing played in real life. the online game Everquest were the most important factor in playing.5 There were a few examples of how gaming was as communicative as talking on the phone: ‘‘Instead of Case and Method calling each other, you can sit down and chit-chat to each The research sites were two online gaming centers, Do- other. Otherwise, the phone bills become so expensive’’ mehouse and Inferno Online, located in a rather affluent part (Adam, 16-year-old male). of Stockholm. To date, there is some research carried out describing the demographic factors of online computer Connecting to new people in unexpected ways gamers.5,6 These quantitative studies show that between 81 and 88% of gamers are male and that the average age of Compared to real life, communication in online gaming players is 25 to 28 years old, challenging the stereotypical environments makes people connect in unexpected ways. picture of the gamer as an adolescent. However, first-person People who would not normally socially interact are able shooter (FPS) games attract a somewhat younger clientele.7 to do so online. According to Cherin, playing games was The social aspect of gaming is the most important factor something that everyone could participate in, irrespective of motivating playing for many gamers.5 age, gender, or profession, ‘‘Everyone plays; businessmen The empirical data for this study was collected using a play, teenagers play’’ (Cherin). The encounters that take place qualitative approach. Observations were conducted on 15 in online gaming environments do not have any references to occasions from September 2006 to February 2007. Twenty- physical appearance; instead, all encounters are possible. three online gamers (19 males, 4 females) ranging in age from What become important are personal qualities like generos- 12 to 26 years old were observed and interviewed. Un- ity, reputation, and ability to collaborate. The ways that structured interviews and observations were conducted face people connect to each other are built on personal engage- to face and varied from 30 minute to almost 3 hours. Two ment and interest. This is in line with the results of a quan- thirds of the interviews were tape-recorded and transcribed titative study with 912 gamers, which showed that virtual verbatim. worlds allow gamers to express themselves in ways they may not feel comfortable doing in real life because of their ap- Living the Simulacrum pearance, gender, sexuality, or age.8 Thus, gaming was seen as a way of developing relationships: both old and com- In order to understand consumers’ motives for spending pletely new. Through gaming, people come to understand time and money on online gaming centers, an interpretive each other by the way the avatars act: ‘‘You learn how to analysis was carried out. The transcriptions and the notes cooperate and understand each others’ personalities so that from the interviews, together with the memoranda from the one can quickly adjust. The personality behind the avatars is observations, were analyzed in light of the theoretical frame- revealed in the games. You soon get a reputation. I have a work of Baudrillard,1,2 which has been used in a rather open rather good reputation. Mature, fair, nice, helpful, not so in- manner, meaning that it has worked as a frame of reference, terested in profit. Worst to meet in the cyberspace are teenage guiding and inspiring the analysis. In doing so, the following boys. They have less empathy. They don’t care if they destroy themes inductively emerged from the empirical data.
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