Making Gamer Worlds in Mass Appeal Futuristic Online Games

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Making Gamer Worlds in Mass Appeal Futuristic Online Games University of Vermont ScholarWorks @ UVM UVM College of Arts and Sciences College Honors Theses Undergraduate Theses 2017 Making Gamer Worlds in Mass Appeal Futuristic Online Games Emma R. Tait University of Vermont Follow this and additional works at: https://scholarworks.uvm.edu/castheses Recommended Citation Tait, Emma R., "Making Gamer Worlds in Mass Appeal Futuristic Online Games" (2017). UVM College of Arts and Sciences College Honors Theses. 46. https://scholarworks.uvm.edu/castheses/46 This Undergraduate Thesis is brought to you for free and open access by the Undergraduate Theses at ScholarWorks @ UVM. It has been accepted for inclusion in UVM College of Arts and Sciences College Honors Theses by an authorized administrator of ScholarWorks @ UVM. For more information, please contact [email protected]. Making Gamer Worlds in Mass Appeal Futuristic Online Games College Honors Thesis Emma Tait Department of Geography College of Arts and Sciences University of Vermont Thesis Advisor: Dr. Ingrid L. Nelson Committee Chair: Dr. Brandon Ogbunugafor Committee Member: Dr. Lesley-Ann Dupigny-Giroux Acknowledgments This project was funded by the University of Vermont College of Arts and Sciences APLE Award and the Department of Geography. I am grateful to the six participants of this study for their time and insights without which I could not have written this paper. I would also like to thank Dr. Brandon Ogbunu for chairing my thesis committee and for his constant enthusiasm for this project. A special thanks to my thesis advisor Dr. Ingrid L. Nelson for her time, her excellent feedback, her humor and her ever present support and words of encouragement. From the day last spring when I nervously asked her to be my advisor through the final stages of this project and beyond she has challenged me, laughed with me, followed my tangents and kept me focused. I could not have done this project without her. Thank you to my academic advisor Dr. Lesley-Ann Dupigny-Giroux for not only being a member of my thesis committee but for her unfailing support and advice through this process and the last four years. I would not have gotten to this point without the many hours in her office and her guidance through all of my many projects, courses, crises and interests. I would like to say a special thank you to Dr. Pablo Bose for helping to get me started on this project. Not only did he help to fund it, but it was Dr. Bose who introduced me to the game No Man’s Sky last spring. He has continued to support me with his enthusiasm and through discussions about my project as well as other cool and interesting games, and attending my talk at AAG. This project wouldn’t be what it is without his incredible support. I would like to acknowledge the entire faculty and staff of the Department of Geography for their support, advice and words of encouragement. I would not have gotten here without all of their support and I am deeply grateful to all for their kindness, support, knowledge and confidence in me. I am so honored to be part of the Geography Department. Finally, I cannot adequately express my gratitude to my family and friends for their emotional support and constant encouragement. I would not have made it this far without such excellent people. I would especially like to thank my parents who have always believed in me, encouraged me to pursue my desires and dreams, and reminded me to have fun along the way. Abstract Online games have become massively – and unevenly – distributed across human society. While most commonly played for leisure, online games also help to raise awareness about environmental degradation and promote conservation initiatives. My research explores the popular appeal of two futuristic online games, No Man’s Sky (2016) and Sid Meiers Civilization Beyond Earth (2014). I examine gamer critiques of the visual and other spatial content—or ‘worlds’—encountered in these two games, in order to understand what kinds of ideas about nature are created, promoted and consumed in mass-appeal virtual spaces. This paper expands the study of nature 2.0—a new component of nature that exists in and through online social media—contributing to emerging research on what it means to engage with nature in the digital age. The environments in these two games are both fictional and alien, yet existing physical environments inspire virtual game spaces and are critical for a player’s successful immersion in the game. Gamers reinvent game spaces to perpetuate a game’s particular narrative or gaming objectives. Much of the imagery that gamers’ consume for other contexts, depicts a narrow or skewed framing of ‘nature’, which scholars have shown impacts real-world interventions and assumptions. I argue that gamers’ world making in virtual game spaces provides opportunities for complicating confronting and renegotiating human nature relationships. Table of Contents List of Tables and Figures .................................................................................................. 1 Chapter 1: Introduction ....................................................................................................... 2 Chapter 2: Literature Review .............................................................................................. 5 2.1 Virtual Space ..................................................................................................... 5 2.2 Virtual Reality, Physical Unreality and the Event of Place .............................. 8 Chapter 3: Futuristic Science Fiction Space ....................................................................... 18 3.1 Civilization Beyond Earth ................................................................................. 18 3.2 No Man’s Sky ................................................................................................... 24 Chapter 4: Methods ............................................................................................................. 31 4.1 Participants ........................................................................................................ 31 4.2 Game Play Documentation ............................................................................... 32 4.3 Semi Structured Interviews ............................................................................... 34 4.4 Analysis ............................................................................................................. 33 Chapter 5: A ‘Natural’ Outer Space? .................................................................................. 38 5.1 Nature as Science .............................................................................................. 38 5.2 What Makes Nature Alien ................................................................................. 49 Chapter 6: What Makes a Game Worth Playing? ............................................................... 55 6.1 Colonial Narratives and Counter Narratives ..................................................... 56 6.2 Making the Frontier Boring .............................................................................. 59 6.3 Bodies in Space ................................................................................................. 67 6.4 Cyborg Bodies ................................................................................................... 71 Chapter 7: Conclusion ........................................................................................................ 75 References ........................................................................................................................... 81 Appendices ......................................................................................................................... 84 List of Figures Figure 1 ............................................................................................................................... 19 Figure 2 ............................................................................................................................... 23 Figure 3 ............................................................................................................................... 25 Figure 4 ............................................................................................................................... 28 Figure 5 ............................................................................................................................... 29 Figure 6 ............................................................................................................................... 40 Figure 7 ............................................................................................................................... 44 Figure 8 ............................................................................................................................... 45 Figure 9 ............................................................................................................................... 46 Figure 10 ............................................................................................................................. 47 Figure 11 ............................................................................................................................. 63 List of Tables Table 1 ................................................................................................................................ 58 1 Chapter One: Introduction Strange how humanity now lives on an alien
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