Sociology 101! To study how and why people behave as they do, and do this through an online enviroment is fascinating. From an educational point of veiw, looking at sociology in this way gives students a unique perspective on the material. They are actually involved in the culture versus just examining it though text.
One problem I have with looking examining an online "culture", such as The Sims Online, is that "TSO is, in fact, a simplified and idealized world lacking the diversity, complexity, and organizational elaboration of real-life. The world contains no aging process, no old people, no fixed social classes...etc" (Gibson pg 53). I wonder if examining something that is deviod of real issues is valid in terms of actual sociology.
Changing topics slightly. As I worked on my Social Analysis powerpoint for this week, I begin to question why it is that people get involved in online gaming. For me, the whole idea of having an avatar to be my stand-in is sort of creepy. Historically, avatars were the men who went into battle dressed as the King or Commander, and generally, they were killed.
Why is it that we create the avatar's that we do? How do we chose how they look and what they wear? Part of it is the choices we are presented with. But having the ability to change body features and hair color impacts how the avatars look to some degree. I have seen some strange looking avatars as I have wandered about (or gotten lost) SL, but there have not been any avatars that are unattractive by sociatal standards. They are all of a specific height, slender and with no physical deformities. Would I have chosen a short, heavy avatar? Probably not.
After reading both of Elisabeth Hayes' articles, it seemed to me that most people, possibly subconciously, enjoy virtual gaming because of their ability to combine fantasy with real-life. They get the opportunity to be and do things that they may never get to do in their everyday lives.
I apologize that this post may seem slightly scattered and disjointed. I have had a problem untangling some of my thoughts surrounding the concept of identity and virtual gaming.
Any insights would be greatly appreciated.
Katie
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4 comments:
Interesting points, Katie. I hadn't thought about the origin of the term avatar, and yes, it is a little strange! I have never been a big gamer, at least not since I was 12 or 13 using pong or atari boxing! One of the concerns I have with simulation programs like TSO or SL is that there is so much flexibility and freedom, it is difficult to have a valuable experience each time you visit the environment. If the instructor creates a specific location and does a good job with coordinating an activity in the environment then I think it can be positive but that takes a lot of time to develop.
You are definately right about the instructor needing to create and define what is being done in the virtual world with the students. I have noticed that when I am just moving around in SL with no purpose, I tend to get lost and distracted. I can only imagine what my 13 year olds would do.
The world is daunting and intimidating! I don't blame you for being a little scattered. You post is fine, however.
The world of technology has redefined several terms for its own use, such as "avatar" and "icon". I am not sure how most players look at that in a historical context. An interesting exersize might be to take a poll about how the user feels about his or her avatar. That might even be an interesting contribution for week 4/5: build a poll taking machine (a prim that when you click on it, is asks you to take a web based poll).
Do you think it is the amount of diversity in world or the nature of the players that the world is so distracting?
I enjoyed reading this post after I saw your slideshow--yes, I can see you ARE struggling with the concepts of identity in virtual environments--what a great quest you are on!
I wanted to mention that I've seen a few avatars that weren't the norm--the most interesting was a lady who looked frumpy, dressed like a farmer's wife...plaid shirt, shorts up to her waist, socks, tennis shoes, and a cow that followed her. She had saggy eyes, saggy skin, and downturned mouth. I got such a kick out of that avatar--such an expression of creativity. It made me aware that the person could "play" with a part of their personality without really associating themselves with an avatar's look.
Also, in regard to your comment on "real issues in valid terms of actual sociology," you MUST see Ruifang's slideshow. It speaks to a very real social issue of gaming environments.
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