Archive for February, 2010

Human Nature eh?

What’s interesting about the responses from some of the surveys, is that they often times cite instances involving immature, racist, and d-bag’ish gamers.  When I read these, I often can think back to experiences when I have heard or read similar words of degradation, sometimes these were directed to me personally.  But then I think more and ask whether the gamers who ignite these feuds actually mean what they say?  In the same way that I accuse those who participate in the bigotry, I could probably accuse myself of similar actions, the only difference: when I said it, I was being sarcastic and trying to prove a point.  Though, it makes me wonder, when I recall my past instances (we were all immature at one point in time, remember haha) I can justify my actions, somehow; but equally so, do other gamers justify their actions, too?

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Cross-Cultural Interactions

Just a little about me. I’m Ray, a Communication and Chinese Major at Trinity University. Right now, I am looking at question three of our research survey, which asked our participants to elaborate on any cross-cultural experiences they have had in online worlds. Many of the participants talked about their experiences playing Final Fantasy XI, a massively multiplayer online role playing game that utilized an auto-translate feature, which allowed players who didn’t speak the same language to engage in simplistic communication. Despite this useful tool, many of the participants also discussed the limitations of it. Many said that more thoughtful conversations could not be done with this feature, and many more said even with the feature, many Japanese players were very hostile and had this “JP-Onry” mentality toward North American gamers, which basically meant they would never play with North American gamers.

Many of our participants also speculated on this hostility. Some said that it was the different playing styles between the Japanese and the North Americans. The Japanese value the team dynamic over the individual, and work together to complete quests. In contrast, North Americans are said to play selfishly in online and not really care about their teammates.

Others thought the animosity was because North Americans were very rude, and one other interesting viewpoint  was the hostility was due to the Hiroshima bombing. While I believe rudness is definitely an issue, and differing playing styles can also be a problem, I feel as though much of animosity can be attributed to the inability to communicate.  For any foreign player trying to play with a english player who has no knowledge of their native tongue, collaboration can be a little difficult. Add in a couple negative stereotypes floating around about a group of players online, and it can become difficult to get players from opposing sides to communicate, let alone collaborate on quests.  

 An interesting thing to note is that not everyone said that Japanese were hostile, a few players, some of whom previously studied japanese, were able to have pleasant interactions with the Japanese. So clearly, not everyone is being discriminated for speaking English. However, cross-cultural interactions seem to be, as one gamer put it, 50% hate and 50% love, and there doesn’t seem to be a simple way to get rid of all this animosity. So with that in mind, couple questions to consider.

1. What are ways to improve cross-cultural interaction in online virtual worlds?

2.  Should GM’s become an integral part of helping promote thes cross-cultural interactions?

3. How do we improve upon the auto-translate feature in FFXI and should it become a part of all online games?

Region Locking Video

Last year, we created a video discussing one issue in virtual worlds: region-locking. The video summarized region locking and some of the arguments for and against region locking games. We aren’t taking a side here, but we do want to hear from all of you online gamers out there what you think about region locking and whether it is a good or bad thing. Check it out!

Food 4 Thought

As stated in my previous post I’m continuing to elaborate on findings from question four of our survey.There is one response I would like to elaborate on here.

There are a lot of difficulties with cultural norms, though. For example, certain behaviors in one culture may be considered normal, while in another culture they are frowned on or even offensive. It’s interesting to discover these things, and I think it encourages people to reflect on their own behavior in ways that they may not have if they were only exposed to their local culture. It also helps to unite the world. Cultures used to be isolated, and communication only happened through politics or business. As the internet becomes cheaper and more pervasive, it shortens the distance between one culture and another. It quite literally brings them closer together so that they can see that the people of another culture are really not very different from the people of their own. It no longer becomes possible to hold biases about those people once you’ve made friends with them.

This respondent raises the interesting issues of cultural norms and how there can be so many different interpretations of actions, words and inflections. This ties into the communication issue mentioned last time. While a translator system works for certain phrases, it doesn’t capture the proper inflections needed for certain phrases. These cultural norms are a large reason that many different games have developed in game communities for different cultures. However, games are discouraging this behavior and this is allowing for people to learn about these cultures, and learn how to act in these cultures. Like the poster says, games are facilitating ways for those who are not able to travel to these other countries to learn about cultures. It is unifying the world on the basis of the human race, unlike most people’s general separation and national loyalty. So while behavior can be a barrier, if the game encourages interaction enough, and there are understanding and accepting people willing to learn, behavior can turn into a learning tool, the entire game becomes a learning experience, much like specific educational games, except way more fun.

Separation of Game and State

When people ask you about how you feel regarding other cultures, it’s almost taboo to be apathetic. Everyone responds that they find so and so interesting, and that they always wanted to learn more about such and such. When we asked people in our WorldPlay survey how they felt about cross-cultural interaction (whether they would enjoy it, dislike it, or simply didn’t care) nearly everyone responded in favor of it. To me, those are the generic responses, and aren’t worth a whole lot on their own (but it is worth noting there were a significant amount of them). The answers from people that were opposed to the idea of transnational gaming, however, were particularly interesting, as well as a few of the answers that commented on implementation of a system to facilitate transnational gaming.

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Barriers

In reviewing and analyzing the raw data from the survey results, it is becoming apparent that we all notice the barriers that restrict our interactions amongst one another.  Many of the responses were critical of the language barriers within games but also praised new technologies, especially FFXI’s auto-translator and Google’s new aim at providing live translations.  How developers will treat these emerging trends is still unknown to us gamers, but it seems more than reasonable to suspect that games in the near future will help foster cultural transactions.  But the criss-crossing of cultures may sometimes present challenges.  First, it is obvious but important to note the differences in cultures and cultural norms; how someone interprets communication will nevertheless be unique to another gamer on the other side of the world, how we cope with these (sometimes) “radical” differences to our own is daunting and mysterious, in a way.

Some respondents reported that cross-cultural interactions should not be forced upon the gamer, but instead it should be an option, or an opportunity.  Some gamers may choose to stay in their guilds or play with gamers that they enjoy playing with.  As some noted, isn’t that the point of a game: to have fun?

Question #4 on the survey asks, “In general terms, how do you feel about the ability to interact with players from other countries in virtual worlds? Do you view this as a good thing? Do you view this as a bad thing? Does it matter to
you at all?”  Lucky for us, many view transnational interactions as a good thing, but many are critical or mildly skeptical of it.  As stated, language is a vital issue when analyzing interactions amongst gamers.  Gamers responded saying that they wish communication were easier and more efficient with non-English speakers.  Some gamers felt that broken English took away from their gaming experience, while others praised inproper English, some referring to personal experience commenting that they used games to learn and improve their English skills.  Many made friends in the process–even, get this, a couple got married after meeting through online games, take that e-harmony! (FFXI btw, I believe)

Yet, in this futuristic world we live in (yes, at least I think it’s futuristic!) the boundaries of reality and alter-reality (virtual worlds) are becoming less and less vague.  Technological Singularity poses new questions for the future of humans and humankind… but an essential aspect of the survey responses suggested that gamers just wanted to play with other gamers, other human gamers.  With the question of singularity unfolding, what does it really mean to be human and how will this definition change–it inevitably will?

Lots of questions surfacing with only hints of answers on the way.  Hopefully more research will provide more results alluding to progress.

Posts will be published on the WRI blog and This Blog’s Worldcorrespondingly.