DEN ALLVARSAMMA LEKEN Om World of Warcraft Och Läckaget

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DEN ALLVARSAMMA LEKEN Om World of Warcraft Och Läckaget DEN ALLVARSAMMA LEKEN Om World of Warcraft och läckaget Peder Stenberg Institution för kultur- och medievetenskaper Umeå 2011 Etnologiska skrifter 55 Institutionen för kultur- och medievetenskaper Umeå universitet Responsible publisher under swedish law: the Dean of the Faculty of Humanities Responsible publisher under swedish law: the Dean of the Medical Faculty ThisISBN: work 978 is -protected91-7459- 178by the-1 Swedish Copyright Legislation (Act 1960:729) ISSN: 1103-6516 Etnologiska skrifter ISBN: 12-1234-123-1 Layout: Frans Enmark ISSN:Elektronisk 1234-1234 version tillgänglig på http://umu.diva-portal.org/ Tryck/Printed by: Print & Media. Elektronisk version tillgänglig på http://umu.diva-portal.org/ Tryck/PrintedUmeå, Sverige by: Print 2011 & Media Umeå, Sverige 2011 TACK! Tack till alla er som gjort denna avhandling möjlig: min handledare Alf Arvidsson, min bihandledare Billy Ehn, alla vänner från World of Warcraft, Elin, Julian, Frans, Erik, Elza, Anders, mamma, pappa, Deportees, Jonas, Mattias och alla ni andra som stått ut med mitt ständiga tal om virtuella världar. Jag vill också rikta ett stort tack till alla fantastiska kollegor på institutionen. i INNEHÅLL 1. INLEDNING 1 SYFTE 3 ATT VÄLJA EMPIRI FÖR ONLINEROLLSPEL SOM FORSKNINGSFÄLT 4 METODOLOGISKA PROBLEM OCH REFLEXIVITET 7 AVGRÄNSNING AV MATERIAL OCH ETISKA ÖVERVÄGANDEN 10 OM FORSKARENS FÖRSTA MÖTE MED ETT EXKLUDERANDE FÄLT 12 DEN EXPLICITA FORSKARROLLEN 16 WORLD OF WARCRAFT 2005-2010 17 FORSKNINGSSAMMANHANG 19 DISPOSITION 21 2. OM ONLINEROLLSPELENS FORMELLA BESKAFFENHET 22 SPELET 22 Onlinerollspelen och dess historia 22 Om plats och geografi 24 Den användbara estetiken 25 Datorn och drömmen om den genomskinliga tekniken 27 Narrativ, ontologi och kosmologi 28 Om de sociala nätverken 30 Spelar man eller leker man? 31 OM SKAPANDET AV EN AVATAR 33 Val av genus och virtuellt förkroppsligande 34 Att välja sida i World of Warcraft 35 Om server och dess betydelse 39 Att välja namn 40 Jag och mina avatarer 43 3. ATT SPELA SPELET 44 4. GENUS, KROPP OCH DET VIRTUELLA BLIVANDET 68 OM MÖTET MELLAN KROPP OCH TEKNIK 68 ESKAPISM OCH METAFYSIK – EN KRITIK AV VANLIGA FÖRESTÄLLNINGAR OM INTERNETS MÖJLIGHETER 69 OM RELATIONEN MELLAN KROPP OCH SJÄL 71 KROPP OCH TEKNOLOGI – EN ALTERNATIV FÖRSTÅELSE 72 OM BLIVANDE 74 GENUS I DEN VIRTUELLA PRAKTIKEN 75 MANNEN SOM VAR EN KVINNA 75 En kvinnlig bror 78 Medras funderingar 79 Provokatören 82 Ett par i dubbel bemärkelse 84 Det medvetna valet 85 ii Ilska 86 Avslutande tankar om det virtuella blivandet 87 5. 89 LÄCKAGE – OM DE FLYTANDE GRÄNSERNA 89 SPELARE MOT SPELTILLVERKARE 90 Formell kommunikation mellan spelare och speltillverkare 91 DEN INFORMELLA KOMMUNIKATIONEN 96 Rollspelande som alternativ strategi 96 Kazzak tar över staden Stormwind 98 Pestens tid i World of Warcraft 100 LEEERROOOOYYY 103 Hur add-ons kom att förändra World of Warcraft 104 Exploits 109 ONLINE, OFFLINE OCH DET LEVDA LIVET 112 Ekonomin och läckaget 113 Kärleken, vänskapen, socialitet och läckage 118 Sex och lingvistik 121 6. OSKRIVNA REGLER, SOCIALA NORMER OCH ONLINEROLLSPEL 125 NINJAN SOM VIRTUELL TJUV 126 A FUNERAL AMBUSH – OM DE FLYTANDE GRÄNSERNA 132 GRIEFERS OCH VIRTUELLA NORMER 141 7. AVSLUTANDE DISKUSSION 147 WORLD OF WARCRAFT OCH DEN MAGISKA CIRKELN 148 WORLD OF WARCRAFT SOM EN ANTAGET TRYGG, FRI, IMPRODUKTIV AKTIVITET UTAN KONSEKVENSER 152 LEK SOM NÅGOT ENBART NJUTBART OCH ROLIGT 152 SUMMARY 158 1. Introduction 158 2. The formal features of the game. 159 3. Playing the Game 159 4. Gender, Bodies and the Virtual Becoming 160 5. Leakage – on the floating borders 161 6. Unwritten rules, Social Norms and Online Role-Playing Games. 162 7. Final Discussion 162 REFERENSER 164 Bilaga 1: 174 iii 1. INLEDNING När jag skriver detta är det 18 dagar sedan jag avslutade min World of Warcraft-prenumeration. Själva handlingen var till skillnad från dess konsekvenser formell, enkel och till synes odramatisk. I det nu frusna kontot vilar ungefär 250 dygn av effektivt spelande spritt över sex karaktärer. Tid som fylldes med episka strider, vänskap, bråk, arbete, möten, kommunikation, väntan och nätverkande. I det frusna kontot finner man också långa vänlistor, åtråvärda virtuella objekt och ansenliga mängder guld. Den apparat som de senaste sex åren burit mig från den fysiska platsen framför min skärm in i Azeroths förtrollade värld är avstängd. ”You have been disconnected from the server”. Jag sa inte något till mina medspelare om att jag skulle sluta. Och nu talar jag om människor jag spenderat hundratals timmar med. Människor som ställt upp för mig precis som jag ställt upp för dem – människor som gett mig gåvor och berättat om sin cancersjuka mamma. Människor som i alla relevanta avseenden kvalificerar sig till vänner. Mitt tysta adjö ter sig möjligen besynnerligt men tillvägagångssättet är snarare praxis än anomali i sammanhanget. De flesta hängivna spelare jag stött på både vill och vill inte sluta på en och samma gång och när någon helt plötsligt väl gör det väljer man oftast att tiga ihjäl det. Kanske gratulerar man avhopparen och kanske muttrar man något om det praktiska arbetet som kommer att krävas för att fylla tomrummet - vare sig det är i guilden, raiden eller arenalaget. Men man dröjer inte. Den typen av sentimentalitet är sällsynt i World of Warcraft. Praktiken är exkluderande och nu är jag ute. Varför mitt spelande blev så intensivt och varför jag stannade så länge är komplexa frågor, som bara till viss del kommer besvaras i denna avhandling. Vad som däremot kommer att undersökas är hur spelandets praktik ser ut. Hur gör man som spelare, vad går det ut på och vad är det egentligen för slags världar som skapas? Hur bygger spelarna upp en gemensam verklighet? Får de likartade värderingar och synsätt? Reproduceras och befästs endast traditionella roller, beteenden och positioner eller ryms det en potential för något subversivt och annorlunda? Jag är också intresserad av hur relationen mellan spelare och speltillverkare ser ut och hur den påverkar möjligheten att sträcka sig bortom vad speldesignen formellt erbjuder. Det är således spelarnas handlingar – vad de gör och inte gör – som kommer att 1 vara avhandlingens undersökningsobjekt. Och här har jag använt mig själv och mina erfarenheter under fem års intensivt spelande som huvudsakligt forskningsmaterial. Det faktum att jag under mitt fältarbete i onlinerollspelet World of Warcraft själv blev en hängiven spelare visade sig vara såväl en förbannelse som en välsignelse. En välsignelse därför att jag fattade tycke för de virtuella världarna och blev en så integrerad del av mitt forskningsobjekt att min förståelse idag vida överstiger något man kan erhålla via andrahandskällor eller flyktig virtuell turism. Samtidigt var det en förbannelse då det var svårt att upprätthålla intellektuell distans till vad jag åtagit mig att studera. För när jag studerade ”dem” så studerade jag också ”mig”. De nätverk som jag var så djupt insyltad i, både kognitivt och emotionellt, var samma nätverk som jag måste kunna ta ett steg tillbaka från och kritiskt granska. Det var ju mina vänner och jag var som mina vänner. Precis som i traditionell etnografi är etnografens roll i studier av virtuella världar att problematisera de förgivet tagna och ofta outtalade sätt genom vilka människor skapar mening i sina liv. Metoden går, som bl.a. Christine Hine (2005: 5) påpekar, ut på att vara både en lojal deltagare och en undrande främling, att röra sig fram och tillbaka mellan den virtuella världen på datorskärmen och den vetenskapliga. Under min tid som forskare och spelare av onlinerollspel har mycket hänt1. Från att ha varit marginaliserade världar främst förbehållna folk med ofta stigmatiserade, subkulturella specialintressen för fantasylitteratur och klassiskt rollspelande så har titlar som World of Warcraft förvandlat onlinerollspel till en utbredd företeelse. Relevansen i att studera kollektiva, virtuella världar följde på intet sätt av dessas växande popularitet eller ens introduktionen av tredimensionell grafik2 men jag kan inte hindra mig själv från att dröja vid den aggressiva, kommersiella expansion onlinerollspel genomgått. World of Warcraft har nu nått över tolv miljoner användare3 och flera andra titlar uppvisar också växande spelarbaser. Onlinerollspel kräver sina alldeles egna analyser, men emedan ”stora siffror” tenderar att generera intresse för ett fält har jag försökt, men inte alltid lyckats, att inte alltför lättvindigt förföras av det spektakulära i onlinerollspelens världar. Vid en snabb anblick kan möjligheten att använda virtuella världar som teoretisk språngbräda te sig tämligen lockande. Jag hyste till en början egna förväntningar om en möjlig realisering av postmoderna stereotyper såsom 1 Jag startade i onlinerollspelet EverQuest för att sedan flytta min fokus till Anarchy Online. Sedan 2005 har jag dock uteslutande spelat och studerat World of Warcraft. 2 2 Lori Kendall (2002), Jenny Sundén (2003) och Tom Boellstorff (2008) har alla utfört intressanta etnografier i textbaserade virtuella världar. 3 www.pc.ign.com/articles/112/1126366p1.html 2 upplösningen av subjektet genom det antaget kroppslösa, anonyma varat i de virtuella världarna. Snabbt visade det sig dock att den endimensionella föreställningen att någon startar, låt säga en karaktär med klassen shaman i World of Warcraft, kastar en blixtboll och blir en helt annan person än den som sitter framför skärmen varken är sann eller ens särskilt intressant. Min forskning tar istället avstamp i den situerade, empiriskt förankrade praktiken och det är utifrån
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