Tag: gaming

The Server Souvenir: Taking Home Remnants of Virtual Worlds

“It’s amazing to think those little circuits that we can carry around were an entire world to us.” –Diana*, interviewee “We might say that this capacity of objects to serve as traces of authentic experience is, in fact, exemplified by the souvenir.” –Susan Stewart, On Longing: Narratives of the miniature, the gigantic, the souvenir, the collection (1984) In 2011, just seven years after the birth of World of Warcraft (WoW), the game’s development company decided to implement some major changes to their server architecture. Rather than disposing of the decommissioned server hardware that had helped run the game world since the beginning, they auctioned it off for charity. For long-time players of WoW, these pieces of server hardware hold value because they are pieces of the virtual game world that hold spatial memory. WoW players have historically viewed servers as persistent and discrete places, places where players played together, formed relationships, and faced challenges. In this short post, I will outline how owners of commemorative WoW server hardware treat these objects as mementos of their time in the world of WoW.** (read more...)

White Fans, Liberal Ideologies, and the Erasure of Black Stories in Gaming

Last month, the highly anticipated video game Mortal Kombat 11 (MK11) was released to an excited yet wary fighting game community. Game studio NetherRealm’s newest incarnation received praise from both fans and critics for its simplistic yet entertaining combat system, its thrilling cinematic cutscenes, and the reintroduction of original and beloved characters. However, despite its success the game was given little time to rest on its laurels, as a subset of white male fans immediately began to criticize one particular choice in one character’s story. The game featured a compelling tale in which the two separate timelines of Mortal Kombat merged to finish an ongoing plot branching all the way back to MK’s 2006 game Mortal Kombat Armageddon. As a result of this temporal shift, fan favorite black “kombatant” Jackson Briggs (or “Jax”) was given a fascinating story ending, in which he gains the ability to rewrite time, a power he subsequently uses to create a history in which slavery does not exist. (read more...)

A Ludicrous Relationship? A Conversation between Anthropology and Game Studies

Editor’s Note: This is a co-authored piece written by Spencer Ruelos and Amanda Cullen, both PhD students in the Informatics department at UC Irvine. Most work at the intersection of games and anthropology is centered around how ethnographic methods can be applied to video games, especially those based in virtual worlds. Boellstorff’s (2006) essay in the inaugural issue of Games and Culture was central in articulating the possibilities of ethnographic fieldwork in game studies research. While game studies continues to draw on anthropological traditions of ethnography, this seems to be where the conversation between the two disciplines ends. Many of us who work in both game studies and anthropology find ourselves lacking a sense of academic belonging in either field; this post is, in part, an attempt to build deeper connections between these two disciplines. (read more...)

Privacy and Piracy: Investigating Unauthorized Online Gaming

Editor’s Note: This is the third post in our Law in Computation series. When we play an online game like World of Warcraft, where are we? This is not just a metaphysical question—are we in the fantasy world of Azeroth or in front of our computers—but a legal one as well. And there are multiple answers to that legal question. We might take a look at the space of intellectual property at the level of code and creation, whether corporate or by the players. There is also the space of law within the game, of the rules and norms guiding play (De Zwart and Humphreys 2014). What I’m concerned with here, though, are the servers, located in physical places, that connect players through infrastructures of connection whose worlds are sometimes disconnected by proprietary and computational decisions of game world owners. Servers keep online games alive. When online gamers talk about a game world being disconnected, they often point to the server as being “unplugged” or “turned off.” While official game servers are typically owned by game developers and corporations, players are now harnessing this power themselves, using privately-owned servers (“private servers”) as a viable solution for restoring and sustaining older versions of online games previously consigned to oblivion. But why? (read more...)

The Nerd is Dead, Long Live the Nerd!

Editor’s note: This is a co-authored post by Lina Eklund and Evan Conaway. On the internet, a war for identity is being fought in the previously hidden depths of nerd subcultures. In this post we offer a view from the trenches,  examining the rise of a new nerd as different opposing sides embrace the networked structure of online social life. We propose that shifting nerd identities offer new venues for thinking through how technology shapes and is shaped by culture. During the last half-decade, “alt-righters” (we are using the term loosely) and so-called “social justice warriors” (or SJWs) have exchanged blows on social media networks, forums, news-sites, etc. Seemingly everywhere on the internet the right to define oneself as a nerd is being contested at institutional, commercial, technical, and social levels. Originally the preoccupation of a select group of white men, being a nerd is now available to everyone, everywhere as subcultures expand into mainstream culture. (read more...)

Anthropological investigations of MIME-NET

As a new year’s resolution for 2012, I started a wordpress blog titled Robot Futures (see http://robotfutures.wordpress.com/about-this-blog/). The idea was to do some writing that could be more timely and critical than journal publications allow (though the deadlines of the latter and the rest of academic life have limited my posts!) about developments in robotics and artificial intelligence, particularly in the area of remotely-controlled war fighting. Increasingly distressed by the use of armed drones (see Medea Benjamin’s brilliant new book Drone Warfare: Killing by remote control, 2012, OR Books) and the arming of robots (including the 710 Warrior by Boston-based iRobot, makers of the Roomba vacuum cleaner), I’ve begun to focus my research on what James der Derian (Virtuous War, 2009) has identified as the military-industrial-media-entertainment network (MIME-NET), particularly as it has emerged over the past twenty years within the United States and Britain. As someone who has made a (read more...)