
A Phenomenological Analysis of Massively Multiplayer Online Games by Kevin Eldred A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Department of Philosophy University of Toronto © Copyright by Kevin Eldred, 2011 A Phenomenological Analysis of Massively Multiplayer Online Games Kevin Eldred Doctor of Philosophy Department of Philosophy University of Toronto 2011 Abstract This dissertation conducts a phenomenological analysis of Massively Multiplayer Online Games (MMOGs) – networked computer applications that thousands of people play simultaneously using avatars to interact with one another and with computer-controlled entities within a game- world typically rendered in 3D. Part 1 argues that existing studies of MMOGs often utilize concepts that, while presumed to be well understood, are often problematic in ways that conflict with the actual claims of the studies in which they play a central role. Three issues in particular are highlighted. It is argued, first, that common conceptions of virtual should not influence understanding of MMOGs; second, that there are prima facie problems with how existing studies frame the subject of avatars; and, third, that there are substantive problems with accounts of avatars that involve notions of representation or embodiment. Part 2 develops an interpretation of MMOGs that both extends understanding of these games, and reflexively unsettles the traditional phenomenological perspective that orients this interpretation itself. The analysis begins by arguing that MMOGs are worlds – understood as ii places of meaningful, fallen, thrown, collective conduct – and introduces the idea of conjuncture to account for how Dasein and avatars function together at an existential-ontological level. In so doing, the dissertation puts pressure on the fundamental-ontological distinction between Dasein and entities other than Dasein, the idea that Dasein alone discloses world, and the notion that whatever Dasein uses in its environment only obtains a place because of the de-severing and directionality of Dasein. By interpreting the virtuality of MMOGs as the creative repetition of ontological structures of existence, the dissertation provides insight into the phenomena of virtual death and time. This in turn draws into question the idea that quantifying time blocks access to original human temporality, and that the transcendence of Dasein uniquely involves self-overcoming. iii Acknowledgments Even though, technically, I wrote this dissertation, it would be terrible to think of it as anything other than a collaboration. First and last, I have to thank my wonderful wife, Michelle. Her boundless enthusiasm, kindness, patience, understanding, love, and support – both emotional and, let’s face it, financial – made completing this project possible. She put up with more and for longer than I could have reasonably expected, and with more and for longer than I actually deserved. I’m very, very lucky and extremely grateful. Love you, and thank you. I also owe a great deal of thanks to Maria and Josip Fabry – not only for helping Michelle and I manage our wonderful kids, Jasper and Audrey, while we were both working, but for always expecting good things, and for their support and patience during my research. Puno hvala. My supervisor, Brian Cantwell Smith, vastly improved both the content and the presentation of this dissertation (several times). He gave his attention and faculties willingly and often when under immense pressure, and I thank him not only for his criticisms and insights, but also for his frankness, enthusiasm, and friendship. In addition, I would like to thank Bob Gibbs for reading and providing several decisive comments and recommendations as this dissertation neared completion. I would also like to thank Rebecca Comay for providing her support and insights during the long germination of this work. I would also like to thank members of the Coach House / AOS Metaphysics Research Lab / Amanda Collective – in particular, Brian, Jun Lo, Carolyn Richardson, and Steve Hockema – both for reading and commenting on an early version of one of the main arguments of this dissertation, and for providing the kind of community that everyone should be lucky enough to experience while pursuing higher education. Neil and Liz Manson, Hilary Kivitz, and Michael Inwood at Oxford; and Kate Talmage and Allen Richardson at the University of British Columbia helped to develop the foundation for this dissertation in more ways than I can list. I feel very lucky to have been in contact with so many stellar examples of how to think, conduct one’s self, and teach philosophically. iv I am very grateful for the funding I received from SSHRC while studying at the University of Toronto. In addition, I was lucky enough to have consulting work at two fantastic organizations during this period. Bob Murray, Manager of Technical Communications at PMC- Sierra, helped me immensely in the transition back into academic life, and showed great enthusiasm for this project. I have to thank Bob and the rest of the PMC-Sierra crew for supporting me early in my research: without them, this dissertation would not have got off the ground. More recently, I was lucky enough to work alongside the talented team at Sheridan College’s Visualization Design Institute under the direction of Julia Walden. Thanks to Julia in particular for her vision and drive, and to Julia, Ian Howatson, Song Ahn, Jonathan Eger, and Damian Domagala for providing an engaging environment in which to conduct applied research, and for the comradery that develops when completing projects under (crushing) pressure. This dissertation would not exist were it not for those online. It all started in the Innothule Swamp with Tyranakor – sorry I turned out to be the worst shaman ever. Fortia (and Spookie of course), thanks always for more than the powerleveling. I still visit the City of Mist in your name(s). Thanks also to Dahlea, Juror, and Loral of Healers United for introducing me to the wider world of EverQuest, and to Fires of Heaven, Legacy of Steel, Triton, Blood of The Spider, Lotus Cult, Wraith, and Vis Maior for showing me just how far everything could be taken. And first and last I have to thank Michelle. v Table of Contents Acknowledgments.......................................................................................................................... iv Table of Contents........................................................................................................................... vi List of Figures............................................................................................................................... vii 1 Introduction................................................................................................................................1 Part One: Existing Studies of Massively Multiplayer Online Games........................................... 16 2 MMOGs: Their Character and Impact ..................................................................................... 16 3 Virtual Worlds?........................................................................................................................ 27 4 On Avatars ............................................................................................................................... 60 Part Two: A Phenomenological Analysis of Massively Multiplayer Online Games ................... 83 5 Phenomenology as a Provisional Method................................................................................ 83 6 Preliminary Interpretation of MMOGs .................................................................................... 92 7 Interpreting MMOGs as Places.............................................................................................. 107 8 Fallenness, Thrownness, and MMOGs .................................................................................. 138 9 Interpreting MMOGs as Virtual Worlds................................................................................ 168 10 Virtual Death: A Preliminary Phenomenological Analysis ................................................... 174 11 Virtual Death and Temporality .............................................................................................. 195 12 Conclusion.............................................................................................................................. 213 Bibliography ............................................................................................................................... 221 vi List of Figures Figure 1: Death Knight Mechanics Discussion ............................................................................ 40 Figure 2: Armor Penetration Discussion....................................................................................... 41 vii 1 1 Introduction This dissertation conducts a phenomenological analysis of Massively Multiplayer Online Games (MMOGs). For the purposes of this introduction, these games can be regarded as networked computer applications that tens-of-thousands of people (or more) play simultaneously using characters or avatars to interact with one another and with computer-controlled entities (commonly referred to as non-player characters or npcs) within a game-world that is typically rendered in (or as) 3D. Given only its title and the preceding brief description, this dissertation may appear odd to both groups for whom it is primarily intended:
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