Documentos de Académico
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chapter 2
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mainland China, Hong Kong, Taiwan, the United States, and many
countries in the European Union. We found that online gamers in
the European Union closely tracked the demographics of gamers in
the United States but that gamers from the Chinese countries had a
very dierent prole. Their average age, twenty-two, was about ten
years younger than online gamers in the West, with the majority of
the Chinese players between the ages of twenty and twenty-four.
There were also slightly fewer female players than in the West; 15
percent of the Chinese players were women. More research will be
needed to understand what factors are responsible for these demographic dierences, but these ndings suggest that we need to be
careful when extrapolating ndings from Western gamers to gamers
in other regions.
Given the largely adult prole of online gamers in the West, studies on their typical play patterns reveal just how appealing these virtual environments can be. The average online gamer spends more
than twenty hours a week playing online games. Thats the equivalent of half a workweek spent in a virtual world. In one study, 9
percent of online gamers reported that they averaged forty hours or
more each week. And 60 percent of players in that same study had at
least on one occasion spent ten hours continuously in an online
game. These statistics are also not skewed by the playing patterns of
younger players. In two large studies of online gamers, one found no
correlation between age and hours played each week; the other
found that it was actually older players who spent more time in these
virtual worlds. In short, older players in online gamesin their thirties or olderdo not spend any less time in these games than younger players. Although these statistics often appear alarming to nongamers, its important to put them into perspective. According to a
Nielsen report in 2012, the average American watches thirty-three
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For others, it is power over other players that is truly satisfying. This
might be driven by the desire to be on top or the desire to overpower
and dominate weaker players. These players often seek out competitive, player-versus-player activities.
Being the best is most fun. I have always been extremely competitive, I
grew up with a brother who is very competitive, so I have been used to
competition since birth. . . . I have learned to nd satisfaction in winning and love all games, board, sports and electronic games, because in
all games u have winners and losers. [World of Warcraft, male, 18]
And nally, for some players, the joy in playing online games comes
from dissecting and understanding all the numbers and rules in the
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game. This then allows them to plan out and optimize their character.
Just recently, I spent three days working out a jewelry/armor template
that would allow me to max as many things as possible for my last set
of armor when I hit max level. [Dark Age of Camelot, female, 23]
I had created 30+ templates and spent literally 40+ spare hours creating templates at catacombs and other sites to make sure I had the best
build. Then when I nally got there and it all t into placethat made
it all worth it. [World of Warcraft, male, 25, describing his earlier experience in Dark Age of Camelot]
On the other hand, some players who enjoy this social ambience
arent necessarily interested in developing deep or meaningful relationships.
I like interacting with other people, chatting, etc., but . . . I have a
pretty low desire to make what I consider good friends as that would
involve a real-life component Id rather keep separate from my game
playing. [EverQuest II, male, 39]
Now contrast this with other players who are open to or specically
interested in becoming good friends with people they meet online.
Its fun having friends all over the world, you can learn from the way
they live and do things. Thats what I mostly enjoy about meeting
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The last motivation that falls into the social interaction cluster is
teamwork. For these players, what is fun is working with other
players and being part of a team.
A strong motivation for me is working with other people and existing
within a perfect and ecient group. The aims of this group are not important, we could be grinding or camping a spawn to get an item for
someone, when everything goes perfect, no communication is needed,
and everyone just does what they should exactly as it should be done, I
just feel great. . . . Interacting with people and being able to depend on
them, and be depended on by them . . . thats why I play. [World of Warcraft, male, 20]
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and Hawthorne group together, theres a great deal of friendly bickering and /bonk going on. I think its a replacement for the acting I did
in school, which is so hard to t into my life as an adult. [World of Warcraft, female, 36]
Ive been playing as a Night Elf Druid whos older than dirt, but has
been hibernating for millennia. Its been fun to play out her rst encounters with humans, gnomes, and orcs, none of whom existed
when she went to sleep. Ive been playing her as the type thats incredibly wise, formerly very powerful, but somewhat confused about the
modern world. [World of Warcraft, male, 23]
These character stories often lead to improvised, in-character interactions with other characters, referred to as role-playing. Although
nongamers might assume that all online gamers role-play, given that
the game genre is described as role-playing games, this form of improvised storytelling is actually a niche activity. The label roleplaying was devised to mark the shift from army squadrons to individual characters in miniature wargaming, not the importance of
storytelling. Role-playing thus has two very dierent meanings in
online games. In World of Warcraft, the niche status of role-playing is
made clear by the fact that only a handful of the hundreds of available
servers are explicitly labeled as role-playing servers.
Other players interested in stories may instead be fascinated by the
stories of the game worldits characters, histories, leaders, and
cities. These players are interested in exploring the world and learning as much as they can about the lore of the game.
I love the stories around the new Everquest. I went from zone to zone
talking to people trying to gure out how we arrived where we are in
the story500 years later and the moon of Luclin now gone. Where
are those frogloks? I am anxious about getting through certain zones
because I want to see/do more. [EverQuest, female, 37]
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I do enjoy exploring, but what I enjoy even more is the creation and
participation in a story. Exploring the world is a large part of that. Im a
big reader . . . fantasy, sci-, and interesting biography. When Im having my best times in game is when Im pursuing a quest or participating in some grand adventure. [EverQuest II, male, 30]
Online games are like school in many ways. Both provide predened
rewards for a set of highly constrained and objectively measured
activities. If you write all your letters between the rows of gray lines,
you get a silver star. If you get ten silver stars, you can trade up for a
gold star. If you want to get into a good college, you need to get a
certain score on the SAT. Wherever you are in the education tread34
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mill, you know exactly where you are, where youll be next, and
how to get there. For about sixteen years of our lives, this is the
model of progress we are all taught. And then were let loose into the
real world, where these rules go away. Goals are no longer dened
for you. Performance in many jobs has no clear objective measure.
Sometimes your boss takes the credit, someone else gets promoted
instead, or you reach a dead-end within the company. The real world
is tough, and its often unfair.
Not so in online games. Everyone who kills the evil bandit gets the
same amount of experience points. Goals are clear, predened, and
fair. Your achievements are displayed in a multitude of easy-to-read
progress bars.
In an MMORPG you can see a consistent progression of development in
your skills. You are getting better at a steady rate. In RL you dont level up
when you get ahead, it isnt as obvious. [World of Warcraft, male, 31]
While I personally own and run a successful small business, and have
enjoyed reaching milestones and goals Ive set for myself, they come
fewer and farther between than I need, and so, playing online games
allows me to nd a positive outlet for that need to achieve on a regular
basis. [World of Warcraft, female, 37]
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problems, but the problem is when you get back to the real world,
problems and troubles have become bigger, and its a bad, bad cycle.
[EverQuest, male, 26]
I was having nancial troubles and marital problems as well. I could ignore my real life and escape into EverQuest. This wasnt for the fun, it
was a need that I felt to not deal with my life responsibly and EverQuest was my chosen method of drugging myself into blissful ignorance. [EverQuest, male, 33]
Studies have consistently shown that the gamers who are most at
risk for problematic gaminggaming that makes it dicult for
someone to manage their lifeare those who are suering from
depression and social anxiety. In this light, problematic gaming
arises from failed attempts at self-treatment. Players who play to escape are precisely the ones who become increasingly saddled with
reality. Crucially, once these psychological well-being variables are
taken into account, the eect that game variables (such as gameplay
motivations) have on problematic gaming is marginal. In fact, gaming can be benecial when its part of a healthy palette of social
interactions. Family members who play online games together report more family communication time and better communication
quality. Dmitri Williams often uses a phrase that succinctly captures
these dierences in outcomes: The rich get richer and the poor get
poorer. These ndings underscore two related and important points:
gaming can augment existing social networks, and well-adjusted
gamers are largely not at risk of problematic gaming.
As big as the stereotypical jock-versus-nerd divide is in high
school, there are many similarities between football and online
games. Both are social activities that take place in a cordoned-o
portion of reality. In these virtual worlds, dierent rules and objec36
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tives come into play. Players take on fantasy roles that have functional
meaning only in the fantasy world. They are awarded points for
arbitrarily dened tasks. Teamwork and competition play a large role
in both games.
On the other hand, there is a tremendous dierence in how people interpret tragedies that occur in these two games. Between 1994
and 2009, an average of three football players died each year in the
United States from overheating, usually during intensive training in
summer. When such a death occurs, the media often approach the
subject with a holistic perspective: they question whether the coach
set an unreasonably exhausting regimen, whether the parents saw
warning signs, and whether the school reviewed the coachs history
thoroughly; they wonder why the school mandates practice in the
hot summer months and how the team physicians took into account
the idiosyncratic health proles of dierent players. And in no time
during all this introspection does anyone suggest football is addictive
and that a new pathological designation should be created for football. A leather ball is too low-tech and too mainstream to be useful
for instilling paranoia.
We cherry-pick addictions. Some people accumulate cats in their
houses until their lives are overrun with toxic animal waste, but there
are no dramatic news stories warning us that cats are addictive. Certainly, some gamers spend too much time playing online games and
this leads to problems with their work, relationships, or health, but
the label online gaming addiction is a rhetorical sleight of hand
that distracts us from the actual psychological problems from which
these gamers suer. When we focus our attention on the technology,
we take the person out of the equation. These labels are a disingenuous rebranding of common coping mechanisms stemming
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from depression and social anxiety; they sideline the fact that taking
the technology away wont resolve these underlying psychological
problems.
Whether its the frivolous nature of video games, the people who
play online games, or online gaming addiction, our cultural stereotypes often distract us from the reality of gaming. And by focusing
our attention on these myths of bad inputs and outputsdelinquent
male teenagers, antisocial behavior, and gaming addictionthese
self-serving cultural stories have encouraged us to ignore what actually happens inside these online games. In the next part of the book,
Ill draw from dierent aspects of online games to explain why the
promise of escape and freedom in virtual worlds is illusory. Our
psychological baggage and social stereotypes follow us into these
fantasy worlds.
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