Technology In Situ: Can Legitimate Field Research Be Performed When There is No There There? AUT Postgraduate Symposium: Techno Praxis: Questioning the place of technology in research Kevin M. Sherman Institute of Culture, Discourse and Communication Auckland University of Technology 29 August, 2007 Background • Online Virtual Worlds (OVWs) comprise a growing and increasingly lucrative industry – It is predicted that worldwide online game revenue will increase from $3.4 billion US in 2005 to more than $13 billion US in 2011. – A single game, World of Warcraft, took in $1 billion US in 2006 alone. – The OVW, Second Life, claims that more than $1 million US is spent in-world each day. Background (cont.) • Furthermore, Some research suggests intense involvement by some OVW participants. – 30% of active SLers spend more than 20 hours per week in-world (Mallon, 2007). – Some 20% of Norrath players consider it their place of residence— “they just commute to earth and back” (Castronova, 2001, p. 3) • Despite their growing popularity and the sometimes intense involvement that occurs within OVWs… Very little social scientific research has considered computer games as behaviour settings in their own right, or investigated computer gaming in situ, as a form of human behavior with its own characteristics worthy of study. (Clarke & Duimering, 2006, p. 2) Introduction • Rather, OVW research tends to follow one of two tracks: – Instrumentality – Experimental approach Introduction (cont.) This begs the question—why? That is, why are there so few studies that approach OVWs as legitimate sites for research in their own right? Introduction (cont.) • In this paper I will interrogate two possible sources of this particular gap in the literature: – Marginalisation through game comparisons – Virtual marginalisation Why game studies now? Because the information age has, under our noses, become the gaming age. It appears likely that gaming and its associated notion of play may become a master metaphor for a range of human social relations, with the potential for new freedoms and new creativity as well as new oppressions and inequality. (Boellstorff, 2006, p. 33) Marginalisation Through Game Comparisons • Are all OVWs created equal? Are they all games? – Types of OVWs seem to fall along a continuum of the very game like to the not so game like Marginalisation Through Game Comparisons (cont.) • Why comparisons between games and the not-so-game like OVSWs (eg SL) are legitimate. Marginalisation Through Game Comparisons (cont.) • The issue is not the validity of comparisons to games • The issue, from my perspective, is the effect of such comparisons on the study of virtual worlds “The key idea here is not that VR [virtual reality] worlds have the final claim on reality, so much as that the RW [real world] has overstated its claim on reality. Maybe RW isn't the final arbiter of what's real after all” (Peter Ludlow, 2001, p. 4) Virtual Marginalisation • The very nature of virtual worlds, that is, their virtuality, has also helped to marginalise OVW-centric research. Virtual Marginalisation (cont.) • The Virtual is real • The experiences are real, the relationships formed are real Virtual Marginalisation (cont.) • Discussions relating to the Internet and this notion of virtual are nothing new • Yet, there is a qualitative difference between an OVW and a blog, for instance. Virtual Marginalisation (cont.) • One of the things that distinguishes OVWs from other Internet-related phenomenon is this notion of mediated presence Other Explanations • Computing power and Internet speeds • OVWs are still only a recent phenomenon Concluding Remarks • I think it is high time rigorous field research within virtual worlds took place. • Although online virtual worlds may seem like silly little games, for many who inhabit them they are anything but. • http://www.youtube.com/watch?v=LxVDVg gLqsA An example of the way in which people are investing intellectual and emotional time and energy in OVWs My Second Life avatar, archmunster Toll Acknowledgements • Professor Allan Bell, primary supervisor • Lecturer Ian Goodwin, secondary supervisor • Institute of Culture, Discourse & Communication (ICDC) • Education New Zealand: New Zealand International Doctoral Research Scholarship
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