Week 13: Retrospective

The last four months have taken me on a journey that I didn’t really expect to embark on. Back in the Middle East, the place I call home, video games are getting increasingly popular amongst teenagers and people in their twenties – both men and women. Last summer, I started playing League of Legends and FIFA with my friends when I’d go over to their houses. We’d all bring out our laptops and start playing while in the same room. Interestingly, I found that those experiences did not really bring out much aggression in me and I did everything as I would have in real life. That got me to thinking, was that because I was surrounded by the people I was playing with, in real life?

Fast forward to the second semester: I enrolled in Gender, Race Sexuality and Justice 307. I was expecting to be analyzing news articles and looking at gender roles in popular culture, such as movies and social media. When we were told that we would actually be analyzing a video game instead, I was quite surprised. I decided to stick with the class though and learn more; I’ve never been asked to analyze a video game in this context, or rather, any context really. I was very enthusiastic.

Over the last four months, I learned the process in which game violence impacts psychological aggression levels in players first hand. What was interesting about that is that I learned this process while being aware that this occurs through previous psychological studies conducted that I’ve studied in a class taken during the first semester. This raises the question, is it a placebo effect?

Aside from aggression, I also learned that online gaming is very different than offline gaming. Back home, I played more games on the X-box and Playstation 3 than I did on the computer. I’m used to playing alone virtually without running into other characters that are controlled by other players. That was a new concept to grasp. I have to say though, I really do enjoy online gaming more than I enjoy offline gaming. It brings the games to life and it creates elements of competition and motivation in players.

An event that I found thought-provoking was the World Health Organization’s decision to declare gaming disorder to its International Classification of Diseases. Video games are designed partially to creative addictive responses. The more addictive the video game is, the more successful and popular it becomes. This adds monetary benefits for companies. While it is true that video games may be addictive, I also feel that other addictions are not depicted with negative denotations in the same way. An example of this would be food addiction, which may impact an individual’s physical and emotional health, does not carry negative connotations in the same way. I find that very interesting. Personally, I believe that too much of anything is not healthy, however, I think that this should be applied to other addictions of the same scope as well.

Ultimately, my gaming experience with Guild Wars 2 has shaped me into becoming a great deal more attentive, aware and considerate of my actions – both in the games and in real life. It also encouraged me to try new things and leave my comfort zone; I was not really big on gaming previously, but I’m happy that I experienced Guild Wars 2. It also allowed me to broaden my horizons by allowing me to learn through a new literary lens: archetypal criticism. Guild Wars 2 reflects archetypes that are known within society, but also gives them more life by demonstrating that they are not one-dimensional. There is so much more to a person than meets the eye and than their ‘archetype’. That’s my favorite lesson that I walked away with from this experience.

-B

Week 11: Ambivalence, Conflict, Violence

In the last decade, gaming has become massively popular, as has the controversial topic of its psychological effects of video game violence on players’ aggression levels. In a Psychology class that I took last semester, the material was heavily focused on the psychological effects of game violence on players’ aggression levels in real life. Therefore, this topic has been present in the back of my mind for quite some time; most of my friends are gamers and tend to get aggressive when playing games such as World of Warcraft and League of Legends. However, not all of them display this aggression in real life. It is important to note that many factors play a role in aggression levels, such as the age you started playing, your cultural background, your upbringing, social trends; the list goes on and on.  I found that really interesting.

While interacting in the Guild Wars 2 gaming world with my avatar, I found that I was more likely to have an ‘offense’ and ‘defense’ mentality because I wanted to win and continue to level up. In my lived reality, while I am very ambitious, I do not think about competing with others, but rather with myself; I always want to one up myself. I found that in Guild Wars 2, that was very different. I was acting very differently in the game than how I normally am in real life. For example, when I would see someone in dire need or in pain, either physically or mentally, I would always rush to help in real life. However, in Guild Wars 2, at times I found myself ignoring them and focusing on my own mission. Personally, I find myself to be a very empathetic and caring person in real life; I also am not really violent. Apart from a heated political discussion here and there, I never really get heated. As soon as I started playing, I realized how easy it is to fall into the trap of aggression. This was dangerous. I realized that violence is indeed, more detached than I had ever experienced before. Examples of this include me using more powerful weapons that were not needed to win a battle, or getting excited when I kill a player. In real life, while I am not afraid of conflict anymore, I’d still rather avoid it unless I feel that it is absolutely necessary. When I say conflict in that instance, I refer to standing up for yourself or confronting someone about something that they may have done to upset you. Physical violence has never really been my forte.

It is also valid to say that Guild Wars 2 displays minimal violence, in comparison to other games such as League of Legends. While the debate about short and long-term psychological effects of video game violence on players’ aggression levels is no closer to a resolution than when it began, a possible improvement would be educating game players on the latter. Once people become aware of the psychological effects of game violence on their own aggression levels, perhaps the knowledge of that would make an impact. After all, knowledge is power.

-B

Week 9: Toxicity, Trolls, and Tricksters: Beyond Gamergate to Discord

As stated by Justin Reich, “[we] need to account for our collective human tendency to allow the worst of ourselves to emerge under the anonymity of the Internet.” Anonymity is a fascinating concept as it allows individuals to be whoever they want to be and say whatever they want to say, without having to be accountable for our actions. This is a metaphor for life; give man a mask, and he will be more himself than he has ever been.

Guild Wars 2 allows cooperation, yet it rarely encourages it. What is interesting is that although we have the option to play as a team, many of us chose to play alone. Perhaps that’s a metaphor for our individuality. I have yet to join a guild or embark on group quests with other players, however, I have found that when I attempted to engage in chat with other players, many of them did not address my concerns or help guide me in the right direction. I was happy that I did not receive any offensive comments from other players, which was a preconceived notion that other individuals had mentioned to me multiple times. However, I did find that I had to reach out to other players multiple times in order for me to be taken seriously. In my opinion, I do believe that individuals who react with offensive comments and toxicity online do so for reasons that go beyond the game and have more to do with themselves as individuals. In this case, I do agree with Reich’s statement about “regular people having a bad day” (Reich). Toxicity also exists because some gamers turn to the virtual world to release their stress and emotions.

I made use of out-of-game resources for direction and explanation of things in the game; I was very confused at first. I thought the individuals who created these resources were helpful members of the community as Guild Wars 2 does not really come with instructions. It’s difficult to pick up at first because so much is going on aesthetically and large amounts of information are thrown at the players at the start. For regular gamers, it’s most likely a lot easier to understand in a smaller time frame. While some may consider going out of the game ‘cheating’, I strongly think that it depends on the context and what the information being attained is. If it’s information on how to level up faster, or how to complete the mission, then it could be deemed as cheating and it takes the fun out of the game. However, if it’s information on the game functions and how to play the game, which is what I had searched up, I do not think that that is cheating.

In person, I’m usually quite forthcoming and social. However, in the last year, I feel as though that has decreased significantly and I stopped putting myself out there as much. I participated in quite a few chats with other players from across the globe and enjoyed it. It encouraged me to start putting myself out there again. I would also participate in those types of conversation in person, I think I just needed to be reminded of that fact.

When asking other players for help, some responded positively and helped out, while others responded negatively and with toxicity. I guess that’s why the ‘report a player’ function exists. When I was asked for help on the group chat by other players, I attempted to help as much as I could because I strongly believe in building each other up. One player also helped me flag a target, which I thought was sweet. When reading annoying or provocative comments in chat, I was a little upset just because I do not think that that is necessary. I feel like it just takes away from the fun of the game and creates a negative atmosphere for those being attacked verbally or cyber-bullied. In cases like this, I think that the ‘report a player’ function is useful as it encourages a positive notion of community and a safe atmosphere.

As Lilah Rose Ivy advances in Guild Wars 2, I’ve found that while cooperating with other players may be beneficial, it is not necessarily needed, nor does it make a significant impact on the success of the mission. This is interesting as Guild Wars 2 is a game that is known to be played worldwide, specifically within friend groups who Skype and play at the same time. While that is counterintuitive, perhaps it’s also to say that we, as individuals, enjoy using this mask to create new personas for ourselves and project them onto those that we love. I found that my effective anonymity allowed me to be bigger and better, and while it was tempting to be less patient due to the competitiveness nature of the game, I actually feel like I learned to be even more patient and understanding.

-B

Work Cited

Simon Parkin, “A Video-Game Algorithm to Solve Online Abuse”, MIT Technology Review, September 14, 2015.

Week 7: Storytelling

Storytelling is an art form that has been alive throughout centuries in order to give meaning to life and create a purpose. From folktales in the old days to visual characters in Guild Wars Two, the effect of storytelling is, and always has been, vast. In the game, characters are given specific tasks. NPCs drive the narrative forward by bringing nature and the missions to life by creating purposes to support them. Each task is accompanied by NPCs that help us achieve our goals, as well as other stories that explain why we are going after our target, how to do it and even what it means to specific characters or groups of creatures in the game. Perhaps that’s a lesson that we should all actively re-enforce in society: understanding what something means to someone.

When I first started playing Guild Wars Two, the narrative was very interesting to me. I would minimize the game and google the different types of characters and locations to try to understand the game on a grander level. I became passionate about understanding the lore and cultural productions of the players. What is so intriguing about Guild Wars Two is that the narrative is constantly drawing you in. By giving personal anecdotes and explanations, the game reaches its audience on a more interactive and personal level as it creates a strong sense of understanding and community in terms of achieving targets. It makes you want to achieve those goals, not merely because you want to win, but rather, because of the grander scheme of things and its implications for both your character and NPCs. At times, I did skip over the narrative because it took too long, however, I realized that the times I skipped over it, my mission was less important to me. Guild Wars Two creates an emotional attachment and engagement between the player and their character. This initially begins because you designed your character yourself, but it goes on to expand into so much more than that, such as your character’s interactions with NPCs and achievements, as well as their losses and weaknesses.

Parts of the story were certainly compelling enough for me to engage intellectually as well because it’s almost like developing a new skill, there is so much to learn about the story world. It creates passion and by giving stories to alternate characters, locations and tasks, the game makers give life to the latter. Furthermore, as the game tells the stories in a triggering way, it also pushes your character to perform tasks quickly; it does not leave any room for small talk or understanding while you are in the game itself. You have no time for preparation. Your character is immediately on the get-go. An example of this would be when an NPC says, “hurry, we don’t have much time. The undead are relentless.” How fast-paced the game is taps into my competitive nature and draws me in emotionally. I get anxious when my character is being attacked or when I may not achieve a mission, and I get excited when I am able to achieve my mission. It’s a roller coaster of emotions.

In terms of violence in video games, it is problematic in the sense that individuals may develop violence through vicarious learning. However, I think that in Guild Wars Two it is minimal and less likely to occur through vicarious learning. This raises the question of: to what extent is violence in video games influencial? What does one do about it?

While I would indeed find the narrative of the game interesting if I were not playing a specific role in it, I would not be as drawn in and invested as I am because it is much less personal to me. However, I would still read the book or watch the movie because I love stories. Most of the story is told through visual media for me, however, both words and visual media work hand in hand in creating an empathetic connection between player and character. I personally do believe that this game is forward-looking, and while I understand why some may deem it frivolous because it is a game, I think that it brings important metaphors and stories to life that are evident in our society; it’s an interactive learning tool.

Storytelling exists in every field and aspect of life as we own our stories, our personal experiences, which make us who we are. Perhaps the goal for us isn’t necessarily to live forever, but rather, to create something that will.

-B

 

Week 5: Wandering the Constructed World

As video game landscapes have the ability to create visual constructions of metaphors within society, game makers utilize achieve this tool through a vast number of factors such as color imagery and tapping into ‘schemas’, which are previously stored pieces of information or memories in individuals. While every individual is diverse and has experienced many events distinctively, there are certain universal pieces of information, metaphors and colors associated with specific visual aspects.

In terms of wandering the constructed world, nature comes to life and plays a vital, if not the most important, role in creating these ‘schemas’. The landscapes involved are all set in nature with trees and plants everywhere. However, each landscape remains diverse due to the color schemes, creatures and overall aura of the landscape. Visual signifiers that suggest that a specific territory is friendly and utopian are light and earth colors, such as light green, light blue and turquoise. This color scheme has a calming effect on the game players as it associated with the earth and the ocean in our schemas. Large sized plants and bright colors suggest a welcoming environment. Furthermore, they adds to the mythical setting and the concept of magic as nature and mother earth carry positive and serene denotations and more importantly, connotations, in our schemas. There is a sense of order and control; everything flows smoothly and the characters speak softly. In utopian environments, the characters help each other’s growth and work alongside one another. Alternatively, in dystopian environments, characters hinder each other’s growth and battle against one another more frequently. Dark red, orange and brown suggest a hostile environment as the colors themselves are associated with anger, intensity and darkness. Although brown is also an earth color, it is paired with colors of high intensity and therefore, in this instance, it carries negative connotations. Darkness symbolizes death, whereas light symbolizes life; this is a common social metaphor that is known by players as it is depicted in popular culture, such as films, artwork and music.

Additionally, the dystopian environments are filled with shadows. Shadows carry negative connotations as they exist and follow us around everywhere, yet we still can not understand them completely. In popular culture, shadows are always depicted as ‘evil’ and although literally attached to you, metaphorically detached in terms of their intentions and what they add to your life. This is yet another example of a schema that is known in society as it begins with cartoons such as Scooby Doo, creating this impression in the minds of younger children, and works its way up to movies such as Dark Shadows, for adolescents. The voices and red dialogue of hostile characters in negative environments are deeper and make you feel a lot less calm. Conflicts over territories are also emphasized through shadows, dark colors and the size of the creatures defending them. This creates the idea of order in the environment in the sense that the largest creature has the most control and is seen as the ‘alpha’.

The message that a world that is effectively indestructible and unchanging explicitly conveys is that there is always a hero and a villain; it motivates its players to be the heroes and not the villains, suggesting that to be a villain does not necessarily mean doing something extremely terrible, but rather, the little things in your day-to-day experiences shape the type of that person you are; these little things make the most significant differences in society. The game reinforces the contemporary cultural moment in which governing authorities create and use propaganda to instill ideologies in certain societies, Guild Wars 2 pushes you to break through and gain more knowledge before you pass certain judgements and create prejudices.

-B

Week 3: Creating a Character – Lilah Rose Ivy

“Video games have increasingly being deliberated as a propaganda tool to influence people with regards to some targeted matters. Design of game’s character plays an important role for such objectives.” (Avatar warrior: A Kansei analysis)

With the new advancements in technology and the growing popularity of it amongst the diverse generations, online games have a significant impact as a propaganda tools, both subtly and not subtly, that influence their audience’s opinions on a vast number of subjects.

When creating my character, the first decision that I had to make was the race of the character. While I thought that the human was the most aesthetically pleasing to the eye, the character descriptions really intrigued me because they subtly focus on circumstances that happen to individuals in their daily lives. An example of this would be heartbreak or death, which is subtly implied when they mention how a race goes through something that it is not expected to come back from, but it comes back stronger. However, when I saw the Sylvari race, I immediately knew what I wanted for my character. That was an important decision for me to make because it brought out reflections that I see of myself. They looked so mysterious and magical; it drew me in because personally, I’ve always been into magical ideas and concepts. I love mermaids and the stories around them so much. Therefore, when I saw the Sylvari, it resembled a mermaid in its essence because of how mystical, seductive and magical it looked. Additionally, I feel that I may have been more drawn to the Sylvari because it was the only race that would have been directly classed as feminine in society due to the subtle hints that our cultures use to identify individuals into genders – a subtle example of how a social constraint can further influence the ideas and classification systems in individuals.

What is so interesting about creating a character in a virtual reality is that you have the ability to become whoever and whatever you want to be, although that applies within the limits of the game, it is a massive outbreak from the constraints in reality. I chose piercing amber/yellow eyes because I think they bring out her other features in a beautiful way, and it’s a very unconventional eye colour. I wanted to exist in a world that is as far away from reality as possible, perhaps that’s because in virtual games, we are made to feel as though anything is possible, as opposed to in society where we are held down by social constraints.

When choosing my avatar’s purpose, I chose for her to be a ‘Mesmer‘. This bothered me at first because she had to wear a mask that hid her face, which I thought was very beautiful and wanted to show. However, I later started to view this as a reflection of our social realities as we are all wearing masks, depending on what is accepted, or even idealized in society. This does not apply to everyone all of the time, however, it does apply to certain circumstances in our everyday lives. This taps into the idea of gender essentialism, which suggests that gender is a fixed part of who we are as individuals. Furthermore, the mask almost acts as a social constraint that blinds us to the influenced ideologies and thoughts that our cultures have placed in our minds that are deemed ‘correct‘ and ‘universal‘.  I also chose for my avatar to wear Harley’s smile because I am always smiling and I really admire it when other individuals smile at me. I didn’t realize that I made that decision for that reason until now. My avatar has big eyes and long, dark hair, just like I do. She also has a fairly curvy body, which is similar to mine. I didn’t realize that I made those decisions as a reflection of the way that I look, but it turns out that I did.

Certain choices that were unavailable to me in creating my character were choices that revolved around my character’s body. There were only options to choose a body in its entirety but you could not alter the sizes of different body parts. I found this interesting because it is yet another example of how the social expectations of society exist as bodies are immediately classed into five body types. However, the truth is we all have different body types and they are all so diverse. For example, not every slim individual has thin legs, but in Guild Wars 2, the unavailability of altering the sizes of different body parts confines us subtly into perceiving bodies in limited ways. Personally, I feel like this is also true in reality. Additionally, I noticed that the armor available for the female avatars to wear is subtly trying to be seductive as it reveals the chest area. Perhaps this is a way for the game makers to draw a larger target audience to the game, however, it does indeed add to gender stereotypes.

Choosing the right name was the one of the most important decisions to me. This is because I view my character as a reflection of myself to an extent, but a version that I created. In a sense, we don’t really name ourselves but this gave me the opportunity to recreate myself with no limitations. I chose the name “Lilah Rose Ivy” because the name Lilah makes me think of a fearless warrior – one that stands up for herself and what she believes in, but also one that is mysteriously charming. Roses are my favorite flowers and I think Rose is a beautiful name because it’s so delicate, it adds to her femininity. I chose Ivy because it adds the danger element to her character as ivy is often associated with poison.

 

-B