Wednesday, October 20, 2010

"Virtual Worlds," not "Fake Worlds"

In Castronova's analysis of virtual worlds and synthetic spaces, the author describes virtual worlds as computer programs defined by three fundamental features. First, a VW must offer full interactivity, with the choices of an individual having the potential to affect others around him in one way or another. Secondly, the context of the VW must exist within an environment that somewhat simulate a physical environment similar to that experienced in real life including the viewing perspective. And finally, the world must exist independently of the players, keeping order within the world when players are unable to and ensuring that players experience a consistent gameplay experience (Castronova, 2001, pp. 5-6) .

In stating these three defining factors that construct all virtual worlds, Castronova shows that VWs are attempts at mimicking the real world in order to enhance the immersive properties of the game. At the same time, however, VW developers attempt to bend these rules as much as possible in order to ensure a fantasy world in which players are able to have fun and "live" outside of the constraints of real life. These design strategies have been so successful that the game companies involved have spawned VWs with full-fledged economies, VWs going as far as to providing "currency exchanges" of sorts to its players. According to the author, "[VWs] offer an alternative reality, a different country in which one can live most of one's life if one so chooses... A competition has arisen between Earth and virtual worlds, and for many, Earth is the lesser option" (Castronova, 2001, p.9). In fact, digital games in general, or VWs specifically, have contributed to an overall decline in other recreational activities that at one point in time, were considered to be mainstays of life. As such, it only makes sense that these VWs would adapt over time to the conventions of traditional media in the sense that ultimately, it is but a capitalistic venture.

Much like real currency such as the dollar, the euro, or the yen, game currency obtains value because people put their faith in the currency having value and as such, it only makes sense that currency from VWs would have real world value as well. By extension, items within VWs that are "of value" in terms of the game currency, would possess real world value as well. Furthermore, the very avatars that are used to earn this currency and to obtain those items should also possess real world value. Although this may sound a bit extreme, it is in actuality, a reality. Most major VWs (such as Secondlife and WoW) offer currency exchange systems in which players are able to convert their real world currency into in-game currency. As a result, virtual goods have become commodities to be traded and sold, no differently than the clothing, cars, and electronics of the real world. In addition, with more and more people investing hours on end to these VWs, major corporations have found them to be perfect venues for advertising. Many of today's games exist within VWs that are shamelessly soaked in advertisement, product placement becoming more of a blitzkrieg than the art of smooth incorporation. With the excuse that such advertising can add to the realism of these games, many games have become nothing more than playable advertisements, sometimes even to the point of ruining the game experience in its entirety. However, I see this as being no different from seeing movies that have fallen victim to similar pitfalls (*cough* Talladega Nights, Cast Away, Transformers, Up in the Air *cough*). Despite blatant and heavy amounts of advertising, this added "realism" can be seen as a means of reminding the audience that the media is unreal, and as such, should be experienced for what it is: a movie, a game, a television show. Moreover, I believe that the entry of advertisements into the sphere of video games only acts to further confirm that video games have become a recognized and highly regarded form of media.

2 comments:

  1. very interesting post about games as "playable advertisements." Films have gone this route as well, as you say: and films have become advertisements for other films as well, ie. their own sequels. ("Iron Man"). Do you think that this has to have a negative aesthetic effect upon games or films, or do you think that it can work well?

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  2. I think playable advertisements will work only if the advertisement is not dealing with popular figures that can easily lead to fans or zealots to flame the idea. Iron Man is a popular figure. Advertising agencies will never be able to create an playable advertisement while maintaining the visual qualities generated by the movie industry. This marketing move will generate more harm than good.

    However, simpler concepts will work. I posted this link on my response to the article as well.

    http://www.youtube.com/profile?feature=iv&annotation_id=annotation_820885&user=tippexperience

    This interactive advertisement can surely be implemented in television.

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