Wednesday, August 1, 2018

Priscilla Zamora: Summary/Response 5


Chee, et al. “Online Gaming and the Interactional Self: Identity Interplay in Situated Practice.” Summit, 1 Jan. 1970, summit.sfu.ca/item/13571.

Summary:
Due to the popular belief of online gaming taking away the real life social worlds of gamers, these authors have created this article to debunk that theory. They suggest that online gaming is not an addictive place where gamers have social discord, rather, it is a place where you can also build social skills. In fact, they believe that, “these worlds are more integrated than may initially appear”.

Response:
I agree that when online you are in total control of your character and are able to have the confidence to do anything. You aren’t being held down by “social norms” and because of this, you are able to be your ideal-self. This holds true if for example, you want to be a hero that saves people but are afraid and not confident to do it in real life. People like this may turn to the game Skyrim to walk around that virtual world saving people and taking on those side quests to help others.

I also agree that during online gameplay, social interactions are taking place. Even more so if when you meet someone in an online game, you exchange numbers/emails and begin a relationship (not always romantic) outside of the game. Doesn’t that in itself demonstrate that online interactions are also linked to real world interactions?

Quotations:
“…the internet is a paradox: it is both a ‘social’ technology but one that decreases quality time offline leading to reduced ‘psychological wellbeing” (1).

“Unlike offline ethnography, however, people can be very much in control of the character they choose to be as opposed to having one’s attributes assigned due to ‘accident of birth’” (3).

“…the notion of ‘community’ is both an empirically observable co-presencing of individuals and, at the same time, an ‘imaginary’ social construct” (6).

“…the interactions of gamers are not merely play and fantasy but also social interactions that occur within intersubjective and existentially-rooted and ‘real’ engagements that are also intimately linked to gamers’ ‘real’ offline lives” (6).

“The life-world of players and the ways community experiences are described by them are just too…integrated into the everyday life of everyone concerned…” (15).

Terms:
traditional ethnography- the scientific description of the customs of individual peoples and cultures; immersing oneself for an extended period of time in a given field site while attempting to build rapport through networking, experiencing what it is like to live as a local through daily life and guidance from acclimatized locals


3 comments:

  1. Hey Priscilla, great posting. I would have to disagree with you just a bit. Not fully, but a bit. The reason I say this is because as people we live in a real world that consist of human face to face interaction. Now, not to say that this isn't valid or current in the virtual world but we do have to also be present in our physical world as well. Some people, mainly gamers, tend to get lost within a world that is not physical but allows them to be a better part of themselves. Yes, you socialize and exchange email but when it comes to real world socializing, studies have shown, that addicted gamers tend to be socially awkward and or have self-esteem issue. This negative perception with themselves is what causes the addiction to a MMRPG which allows them to be accepted into a community that allows him to be what he wants to be.

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  2. Hi Priscilla, that is an interesting article, when it comes to being social, a lot of people still feel that if you are spending hours playing games, then that person doesn't fit the "social norms." I believe that you just need to have some kind of balance in your life. Whether the gamer is trying to find self-identity through games, or they just enjoy a good game.

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  3. This is an interesting post, Priscilla. I played video games a lot, at one point of my life, and I'm kind of unsure of how video games teach any meaningful social skills. As an adult, I can make the distinction between a fantasy world and the real world. when I play a game, like Super Mario Odyssey, I can understand that the character is completely fictional, but if I could be a video game character in real life; I'd be Super Mario---for sure! Video games are an escape for reality, but if I wish I could be Super Mario in real life, to some extent, then there's probably a connection between gaming and digital identity, somewhere therein.

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