Have & Have-Nots in Gaming: Linking Back

For those of you who think that there is no connection between my posts on video games and my posts on stress and inequality, I beg to differ.  Clive Thompson’s commentary, “Suicide Bombing Makes Sick Sense in Halo 3” helps us see how.  First he writes: 

The structure of Xbox Live creates a world composed of two classes — haves and have-nots. And, just as in the real world, some of the disgruntled have-nots are all too willing to toss their lives away — just for the satisfaction of momentarily halting the progress of the haves. Since the game instantly resurrects me, I have no real dread of death in Halo 3.

 Here we have a direct connection to being in the “wrong” class mentioned by Sapolsky, in this case, the have-nots who get killed so quickly it makes their head spin.  But Clive found his revenge by blowing himself and his enemy up with a plasma grenade—and believe me, the elite players hate to die needlessly.   Clive then makes a further point: 

Even though I’ve read scores of articles, white papers and books on the psychology of terrorists in recent years, and even though I have (I think) a strong intellectual grasp of the roots of suicide terrorism, something about playing the game gave me an “aha” moment that I’d never had before: an ability to feel, in whatever tiny fashion, the strategic logic and emotional calculus behind the act.

 Understanding that moment in the aha fashion, the feel of it for the player, is central to our understanding.  And there’s the link to the American Dream post, for Bob Herbert highlights the combined effect of the person caught without a dream in an increasingly difficult American reality.

MMORPG Anthropology: Video Games and Morphing Our Discipline

By Daniel Lende

World of Warcraft is a MMORPG.  And what is that, you ask?  A  massively multiplayer online role-playing game, in this case the most successful one in existence.  It is run by Blizzard Entertainment, based on fantasy role-playing (i.e., swords and sorcery), and has more than 9 million subscribers worldwide.  These subscribers pay a monthly fee (currently $14.99 if you pay month-to-month) and for that, Blizzard says, “thousands of players adventure together in an enormous, persistent game world, forming friendships, slaying monsters, and engaging in epic quests that can span days or weeks” in the realm of Azeroth. 

Blizzard has built a game that appeals to both causal and persistent players, though most of its monthly income is derived from people who put in lots of hours (Ducheneaut et al. 2006; http://gac.sagepub.com/cgi/content/short/1/4/281).  It relies in part on an underground economy, including Chinese “gold farmers” (http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html) to help create some of the in-game wealth that rich players can then utilize in achieving higher and higher levels and better and better items and spells.  Besides the joys of “leveling up” and coordinating massive attacks on either mythical monsters that no one hero can slay alone or on other “guilds” of human players in Azeroth, research has shown that “in keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop (Williams et al. 2006; http://gac.sagepub.com/cgi/content/short/1/4/338 ).” 

They also piss each other off.  One of the main draws of Wow is PvP, person versus person play.  Just as with first person shooters, there is plenty of fun in the single-player game, the mastering of a particular level or killing a “boss” (a hard monster or enemy), but a lot of the persistent fun is in making those rag dolls fly—in winning “the game” when playing against others.  A new art form has developing in filming these encounters: “the proliferation of players, clans, Web sites, and community forums for creating, consuming, and commenting on WoW movies is remarkable” (Lowood 2006; http://gac.sagepub.com/cgi/content/short/1/4/362 ).  The one I will talk about today has been seen over two million times on YouTube. 
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Paul Mason on Neuroanthropology defined

Our colleague, Paul Mason, sent the following post in from fieldwork in Indonesia. He apologized to me for it being ‘rough,’ and I still have to get a bibliography off him for it, but I thought it was well worth posting, especially because it does a great job of highlighting a whole host of intellectual precursors for what we’d like to do. Paul worked in the brain sciences, including in brain imaging, before we lured him over to anthropology, so he’s especially well positioned to help us carve out this new space. I think he brings a whole host of elements to the table that someone like me, trained in cultural anthropology primarily, can’t help but find fascinating and informative. So here’s his original text, with his apologies that it is ‘rough’ (we all know what it’s like to try to write from the field).

The brain is the organ of society and the biological vector of culture (Mason 2006). Neuroanthropology, a field of enquiry at the intersection of science and culture, is “The study of the cultural basis of mind and the biological basis of cultures” (Mason, 2005). Oliver Sacks is perhaps the most famous neuroanthropologist bringing fame to the field through his work on the ‘Neuroanthropology of Tourette’s Syndrome’ for which he received a Guggenheim Fellowship in 1989. The first proponent of the merging of neuroscience and anthropology was Ten Houten (1976) who defined the field as “the investigation of the cultural determinants of the ways in which our brains are developed historically and put to use” (p. 506). The research field was later defined by Laughlin, McManus and d’Aquili (1979) as, “The study of the relationship between the brain and sociocultural behaviour.” Neuroscientist, Jean-Pierre Changeux, has also advocated the unification of neuroscience and anthropology in his book, L’homme Neuronal (1983). The merging of neuroscience and anthropology is not altogether new. Paul Broca, a neurologist, famous for the discovery of Broca’s area of speech production in the brain, was also an anthropologist (Monod-Broca 2005). According to Couser (2001) neuroanthropology aims to study both how culture shapes neurological processes and how neurological substrates may produce distinctive cultural behaviours.

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