Dissertation 33226106
Transcript of Dissertation 33226106
Goldsmiths, University of LondonDepartment of Media and CommunicationsMC71138A August 2012
A Cultural Analysis of Massively Multi-User Online Gaming as a
Form of Sport
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Submitted by Chwen-Yuh Lin (St.-ID: 33226106) in partial requirement for theDegree of MA in the Program in Digital Media: Technology and CulturalForm, Goldsmiths College, University of London, 2012.
Abstract
This paper considers the popularity and cultural significance of Massively Multi-User
Online Games as a form of sports. As Massively Multi-User Online Games continue
to be one of the most popular forms of digital gaming, discussions of how this genre
of gaming is being recognized a sport has sparred noteworthy discussions. Drawing
qualitative analysis of two of the most popular MMOs in World of Warcraft and Star
Wars: The Old Republic, this study argues that these games has proved particularly
popular due to its player perceptions and in game qualities which links to the sporting
activities allowing for these games to be drawn on as a resource in conversations and
cultural discourse. In particular, this dissertation speaks to the certain aspects of
gaming, such as player control; social formations within the player communities in
these games that are like those of some of the sporting communities. It also
demonstrates how the perception of gaming changes under players’ context of play.
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Table of Contents
Introduction...................................................................................................... 4
1. Literature review.......................................................................................... 13
2. Theoretical Background/ Methodology........................................................ 20
3. Game Analysis.............................................................................................. 27
3.1. ........................................................................................................... 27
3.2. ........................................................................................................... 36
4. Discussions and Conclusion......................................................................... 42
References........................................................................................................ 44
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Introduction
Digital gaming has frequently been considered with the lack of
social interaction, giving the notion that gamers ‘retreat into… [a]
fantasy world’ (Miller 1993: 2) and away from their ‘actual’ lives.
Gaming has also been accredited to creating ‘mouse potatoes’
(Kline et al 2003, quoted in Rutter and Bryce 2006: 157) that sit
glued to their computer screens instead of taking part in more
sociable activities such as doing sports. However, each day, millions
of users log on their accounts to take part in the events of online
digital constructs known as MMOs- Massively-Multiplayer Online
games. Whether is it to collect the proper gears, revise tactical
plans in arranging and coordinating a twenty-five-person dragon-
killing raid or even to have a cross-server, cross-nation competition
for first kills in the hope of gaining glory for the guild (online society
for persistent users). This form or achievement as a show of
sportsmanship could very well be noted as drawing its parallel in the
sense of athletes of different nations competing on a shared stage
in the hopes of bringing honour to the countries they represent. The
increasing popularity of these environments makes it crucial to
understand the ways in which we use, interact and live in the
seemingly sporting aspects of these digital constructs. By analyzing
MMOs as a form of sport, this research hopes to investigate the
perspective that gaming could be just as sociable as sports and
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culturally important to the millions of users that willingly spent time
on it.
Since its advent in the 1980’s, the medium of online games
has received a widespread global exposure yet its academic
reception has been comparatively overlooked before the year 2000.
As a young discipline, existing research on the theoretical issues of
gaming tends to focus on the positive or negative effects of playing
video games. For example an extensive line of research has focused
on demonstrating that playing violent video games increases real-
life violent behavioural possibilities in the form of delinquency (See
Anderson & Dill 2000, Bryce 2006). Another line of gaming studies
focuses on the debate of whether games could have potential
pedagogical purposes in the investigations of the possibility in
enhancing sensorimotor skills (see Fery and Ponserre 2001). Yet
another aspect of study carries on the argument of ludology versus
narratology (see Dovey and Kennedy 2006, Juul 1998, and Nielsen
et al. 2008). Ludlogy stems from the Latin word ‘ludus’ meaning
game, noted by Gonzalo Frasca in 1999, he offers the explanation
that ludologists reject the concept of games as serving a form of a
narrative and through this refusal cautions the world to look further
for the specific qualities and properties of the different games
themselves to devise new a form of theoretic for the purpose of
independent analysis (see Frasca 1999).Additionally, in terms of
examining the constructs of the virtual worlds created in the digital
gaming environments there has been many studies conducted in
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Virtual Reality (VR) research laboratories around the world on topics
of the theoretical implications of interactions at a social level in
Collaborative Virtual Environments (CVE) (see Normad. Et al.: 1999).
While the three lines of research mentioned above focuses
predominantly on single-player games, MMOs are now on the
forefront of a new generation of computer games that takes
advantage of the accessibility of innovations such as the advent of
high-speed internet connections as well as newer, lower cost, and
faster computer processors all in which attributes to the dynamic
shift of paradigm in the field of computer gaming. MMOs allows a
prevalent setting where millions of users immerse themselves
willingly in a graphical virtual environment and conduct actions in a
team-like sporting manner through their avatars (the
representations of the players physicality in a digital space) on a
daily basis. The opportunity to study what drives players to engage
in such actions in a virtual environment with thousands of other
people cannot be ignored, which is the basis rationale for this study.
By definition, MMOs are capable of accommodating of at least
one thousand convergent players (Blizzard 2012). As opposed to a
stand-alone game and local area network games, which are more
simplistic in terms of player accommodation and only have the
capability of allowing up to no more than 20 people. These games
are typically set in an area that could easily be traversed in a matter
of minutes with the player’s in game avatars. On the other hand,
MMOs take their settings in a persistent world that stands
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independent of its users; to the player the world only exists when
the user engages in activities in the game itself and the it carries on
its existence before and after the user logs on and off. More
importantly, events that occur in the world happen regardless of
user intervention. The necessity to allow for the large number of
users to engage in activities of the game, the worlds in MMOs varies
in themes and is also vast in relativity.
To those that do not subscribe to the engagements of this
form of online gaming, MMOs could otherwise be interpreted simply
as an online chat room through which a player-controlled avatar
communicates via methods of using typed chat as well as pre-
templated expressions and gestures to accomplish a host of
interactive tasks set in a visually pleasing environment. Within these
tasks are the chances of exploration of ancient ruins, oceans,
mountain ranges, and witness volcanic eruptions in graphically
enriched real-time 3D animations. Depending of the settings of the
particular games players could be allowed to travel anywhere along
the axis of the time-space continuum. Players also partake in
numerous activities that increase in difficulty in the world by using a
combination of mouse and keyboard input commands that rewards
according to the level of play. The actions that a players do revolves
around character advancement and directly translates into skills
and items that are advantageous in the mechanics of the virtual
world, all of which could be in the forms of social status, avatar
achievements, equipment quality or even fishing skills. For instance,
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in EverQuest, players are free to indulge in treasure hunting or
underground trading or even become a combat veteran while
commanding their own platoon of mercenaries (Sony Online
Entertainment 2012).
Most forms of character advancement in MMOs require player
cooperation or interdependency on other users, often in a mutually
beneficial way. In EverQuest (Sony Online Entertainment 2012), the
approach of how each player chooses to advance in their profession
and skill set is totally free, each player is able to choose three
crafting skills to supplement his or her character’s in game needs,
this mode of offering pathways also plays part in ensuring the
success of players of all intensities. Since there are more skills for
choice than the choices allowed, out of necessity players are made
to sell and trade then resources they gather for the purposes of
excelling in their skills. In almost all of the levelling up instances,
players need the complementary support of each other as they face
the creatures and enemies that increase in difficulty yet in turn hold
larger rewards.
In contrast to some earlier popular MMOs that focus mainly on
either player versus player or otherwise player versus environment
advancements, the more recent successful MMOs have qualities
that encompass both forms of engagements. Consequentially, the
more in-game achievements players strive to accomplish, the more
meaningful the game becomes to the individual player at more of a
personal level as the games my not only be the player’s form of
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leisure, but also something else altogether. Thus we arrive with the
notion of ‘serious games’.
The umbrella term ‘serious games’ was coined by the
American academic Clark Abt in 1968 (see Abt 1968), today it refers
to the wide array of video games that have been produced to serve
proposes that are other than pure entertainment. As one of the
most controversial and contested issues of this discourse has been
the definition of the so-called ‘serious games’ (Nielsen et al. 2008:
205). Just as the word ‘game’ suggests video games’ primary
function is to entertain, but as we investigate further into the profit-
making juggernaut that is the gaming industry we may come to
realize that other uses have sparred from the advent of such serious
games.
Serious games come in many forms and may be in the field of
educational games, or advertisement games, political games,
medical games and so on (See Michael and Chen 2006). As we can
imagine, serious games span across a wide spectrum and the
games that are of topic may not be intended to be “serious” but its
inception but rather ‘any video game can be perceived as a serious
game depending on its actual use and the player’s perception of the
game experience’ (Nielson et al. 2008: 205).
I find this notion noteworthy in several ways: firstly, it
acknowledges that specific games are capable of having a change in
usage in the minds of the actual users rather than simply having
only one key characteristic; secondly, because of their interest in
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the ‘realistic usages of the serious games’ (See Coventry
University’s Serious Games Institute). Although it seems evident
that the approach to investigating the qualities of gaming be
overshadowed by the way players view the game in respect to its
attractiveness and the sense of accomplishment in engaging it.
Instead of asking the general question of ‘Why people find MMOs
worthwhile?’ which comes to mind with the presupposition that
MMOs are something quantifiable in its value. This leads to some
researchers into being more concerned with what players get out of
their playing time. Instead, I would like to cross-reference the
attributes of MMOs with that from the field of sports and hopefully
demonstrate to a limited extent that MMOs is comparable to that of
a sociable sport.
Along with the concepts of serious gaming, I would also like to
include the comparisons of cultural analysis of sport and gaming
into this study for I believe that games could be approached as a many-
dimensional object of study. If we were to take a few steps back and approach the
concept of gaming as a medium that offers to users (passively or actively) something
more than pure entertainment we will be confronted by the fact that the full range of
significance of games as objects are exhibited with more clarity only through
activities of players partaking in the gaming experience. It is through engaging the
sport-like qualities of gaming along with the seemingly endless number of uses of
gaming that a player’s perception of a culture is formed.
Frans Mäyrä (2008) points out that to begin with the analysis of gaming, one
must first understand the ‘two elementary senses or ‘layers’ in the concept of game:
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(1) core, or game as gameplay, and (2) shell, or game as representation and sign
system (Mäyrä 2008: 17). Often when a game is addressed in discussion it is
misleading because of the failure to address the specific dimensions at play. So we
must pursue with the notion that the core layer is actions the players can do while
playing the game. The shell would be all that the players deem worthwhile and all of
which makes the interactions as well as all the semiotic richness contained within the
game (Mäyrä 2008).
There is no superseding importance between the core and the shell, which
means there both are key components of what a game provides for its users. But they
should be perceived as different kinds of key components. It is at the core level of
gameplay that one can find the transferable qualities of the game itself: the rules of
engagement. For example, if we were ever to find ourselves without a deck of poker
cards at hand but what is available is a pile of blank index cards, we could make use
of these cards and still carry on with a game of Black Jack. So in the narrow sense,
games are indeed defined by its rules. Nevertheless, the actual materials of the
manufacturing of the game pieces would play a role on the effect of the experience of
playing, in the sense of digital games, the entanglement of qualities of play lies in the
matters of software and hardware and even the wetware: the players’ attitude and
competences.
What makes this study a worthwhile endeavour? Through
careful analysis of some the qualities of selected MMOs I hope to
investigate whether if MMOs has what it takes to be adorned as a
sport to its plethora of users. With this model of understanding
hopefully we could gap the division between how gamers perceive
their involvement with online gaming and familiarize ourselves with
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online gaming with a more personal aspect that is a sport. It may
also help to explain how and why MMOs are one of the biggest
stories in the booming gaming industry.
To be able to give myself enough space for an in-depth
analysis, I will set my focus on two specific games in this
dissertation, along with limited examples of other games which will
hopefully be sufficient in comparing and contrasting the possible
sport-like qualities within the games while determining whether if
these qualities would be sufficient to be perceived as comparable to
that of a team-based sport on a cultural level. Although there are
MMOs that are in the genre of the sport games such as Need for
Speed: World (Electronic Arts Inc. 2012), which is a MMO in the
genre of sports racing. I would like to target my studies on two of
the most popular MMOs to date and hope to demonstrate the
benefits of my proposed approach and exemplify how it can be done
in practice through detailed analysis of my chosen games.
The organization of this dissertation will be as follows: chapter
one provide the review of literature for my selected topic in which I
start off my offering a glimpse of what I perceive as vital
components of culture, through which I discuss the possibilities of
serious gaming as well as the ways in which player input effects how
players view gaming and vice versa. Chapter two will focus on the
rationale and reasoning behind my chosen methodology in
conducting this study while chapter three will consist of a two part
in depth analysis of two MMOs that I have played extensively. The
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first game that I have chosen is the massively popular World of
Warcraft (Blizzard Entertainment 2004), a MMO based in the high-
fantasy land of Azeroth where players have the role of choosing
either to be a member of the Alliance or the Horde in order to battle
the opposing faction for the greater glory of each. While this
summary hints the ongoing friction between the divisions, the way
in which the gaming aspect is conducted is very interesting.
Through a number of cut-scenes and in-game cinematics players
can fully immerse themselves in the narratives of the story while
having a chance to interact with fellow gamers as partners or
competitors. The second game I want to analyse will be Star Wars:
The Old Republic (BioWare 2012). Star Wars: The Old Republic is a
recently released MMO based exclusively on the storyline of the Star
Wars (Lucas 1977) enterprise. In it, a player one could decide either
to become a champion of the Empire or the defender of the
Republic and battle for what they believe is right. This game heavily
remediate the worlds created in the Star Wars franchise, which
through the different commands and in game settings allow players
from the culture of the Star Wars fandom experience the wars
fought in the movies and take part in the storyline of the movies
from through their computer screens and in their carefully selected
avatars. And finally, chapter four will be a summation of my findings
in as well as the discussions of the implications of the outcomes of
research for the propose self-examination of this undertaking.
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This research will not be able to examine all the aspects MMO
gaming, nor will it be sufficient to prove whether gaming could in
turn be recognized as a sport. It should rather be viewed as
demonstrating its purpose as one example of how a cultural analysis
of gaming could be done. I hope this dissertation would serve with
the purpose as a contributing piece to the study of gaming in
general and hopefully provide an addition to the studies in the
discourse of seeing digital games as a form of sports.
1. Review of Literature
As mentioned above this study is mainly influenced by two
academic traditions cultural studies in gaming and serious games; if
we were to peer into the spectrum of gaming through the looking
glass of a cultural standpoint whilst acknowledging it as a form of
sub-culture, we must begin with the examination of some of the
current culture theories and how the discourses are taking shape.
As Raymond Williams mentioned: ‘[c]ulture is one of the two or
three most complicated words in the English language’ (Williams
1983: 87); with its initial association with the word ‘husbandry’ and
the meaning of ‘tending of crops and animals, the word “culture”
has diverged in meaning, one that Williams offers the following
concepts of:
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(i) the independent and abstract noun which describes a
general process of intellectual, spiritual and aesthetic
development, from C18 [the 18th century]; (ii) the independent
noun, whether used generally of specifically, which indicates a
particular way of life, whether of a people, a period, a group, or
humanity in general… But we have also to recognize (iii) the
independent and abstract noun which describes the works and
practices of intellectual and especially artistic activity. This
seems often now the most widespread use: culture is music,
literature, painting and sculpture, theatre and film. (Williams
1983: 90)
To cite readings from a more recent account, the notion of
culture has widened to describe the generation of symbolic meaning
as well as material production along with the processes of
development (See Crawford and Rutter 2006). In the respect of
digital gaming, not only are the developments of hardware and
software a vital portion the late 20th to early 21st century industrial
culture, through the in-game actions of characters such as Lara
Croft from the Tomb Raider (Core Design 1996) gaming franchise,
via this translated iconography she captures our understandings as
either a ‘Feminist Icon or a ‘Feminist Icon or Cyberbimbo’ (Kennedy
2002).
In the effort to comprehend our own societies through the
production and the consumption of cultural products, scholars in the
field of culture studies that have built up on the studies of Raymond
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Williams have thus produced works that have explored the
relationship between production, text, and audience for media
including television (see Hall 1980, Hall et al. 1978, and Morley
1980). Such an approach opens up the opportunity for readers to
investigate the different understandings and they way messages are
encoded or resisted within the texts and how they play out the
members of specific societies within and without it. This approach
allows for the investigation of the various ways in which culture is
not just something that is an fragment of our imagination for us to
passively immerse, but rather as something which we learn, create,
and carry out within our networks of social interconnections, which
includes families, friends, colleagues, schools, and leisure practices
and hobbies (Crawford and Rutter 2006).
Within this concept of acknowledgement of games as a form
of culture, I draw much inspiration from Stuart Hall’s paper
Encoding/decoding (Hall 1980). In it, he contends that cultural products
may be provided (or encoded) with inherent values, and beliefs for
the audience to perceive. However, the ways in which the audience
‘decodes’ the messages in the texts is something that is more than
merely a translation into a feeling, but a process subject to each
individual’s interpretations and cultural background. Hall (1980) also
believes that although some audiences may willingly accept the
values provided in the texts, others might negotiate with it by
accepting only parts of the whole value or even reject them all at
once. This study is vital in the sense that it recognizes the fact that
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media audiences are not the passive consumers of information or
products but rather are actively engaging in the interpretation or re-
interpretation of these forms of media.
In regards to seeing the importance of the role of the active
audience model in the relation to digital game players, Kline et al.
(2003) offers examples of how gamers will re-direct their intake of
knowledge or change the games accordingly to the degree they
prefer. This means that digital games offer to the players a degree
of choice to adapt the games to his or her preference. This could be
done via the options that are in-built to the gaming menu, or could
otherwise be done by the aid of external methods such as hacking
or the use of illegitimate programs. Nevertheless, Kline et al. advise
that the audience should not be overly exaggerated, for the
audience is still a significant portion of the games industry as
primary consumers. And it is this group of consumers that in turn
plays the part that determines the culture. This interaction between
the game and the gamer provides the foundations of the concept of
how games shape the cultures that the users build around it.
Pierre Bourdieu (1984) uses the concept of ‘habitus’ (Bourdieu
1984: 170) to examine how command and understanding of certain
forms of culture is used by social groups for the expression of the
group’s good taste and the generation of self-belonging within that
certain group. To give explanation to the term, Bourdieu states: ‘the
habitus is both the generative principle of objectively classifiable
judgments and the system of classification […] of these practices’
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(Bourdieu 1984: 170). I think Bourdieu’s work could also be utilized
to explore the social distinctions and codes of authenticity within
gaming. Such an example could be how MMO gamers use their
understandings of the in game actions and cultures to differentiate
from the non-players just as an athlete separate himself from the
‘amateurs’. Bourdieu, as an ex-rugby player, he uses games and
sports as a metaphor for social practice for the argument that
playing a sport was not merely the matter of understanding the
rules the actions bound to these rules, but having the larger context
of the team, and the game itself.
Following up on the notions of the habitius, I draw my
attention to Mihaly Csikszentmihaly’s Flow: The Psychology of
Optimal Experience has often been referenced to shed light on the
joy players find in video games. The term “flow” describes the state
of satisfaction one experiences when performing an activity that he
or she enjoys very much, this activity could vary with the specific
interests of the performer whether it be playing an musical
instrument to kicking a football (in our case here it would mean
engaging in MMO gaming). If the action itself is one that the
performer enjoys, it becomes an ‘optimal experience’
(Csikszentmihaly 1990: 72). According to Csikszentmihaly, flow
usually refers to the activities that are outside of our daily routines,
and will typically entail a certain sense of playfulness.
Argued by Csikszentmihaly, the theory of flow could help to
explain why players find enjoyment in gaming. For oftentimes
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games adapt to the expertise of the player and it is this inherent
match between ability and goal of which the actions of gaming
concurs with. In other words, as Csikszentmihaly suggests that in
order to turn an activity into a flow experience, the first step is to
make it into a game. And if the person could establish his or her
goals and rewards and lets himself be fully absorbed in the quest of
the goal it could mean the beginning of flow.
Another notable scholar who has written much about the
simulated identity and interactions in game worlds is Sherry Turkle.
In Turkle’s work Life on the Screen she includes a large amount of
empirical information in the forms of accounts told by participants in
multi user dungeons (MUDs) as well as role-playing games of
various genres. She uses MUDs as spaces where users could create
and play out a different culture with alternate identities. She asserts
that, ultimately, there is no unified self in this form of gaming.
Reality is simply seen through another window, a window that we
see as the computer screen, this reality is also the one that players
see and experiences online that garners the real-life implications
and consequences. Seen as a positive trait from the works or Turkle,
I believe her works on MUDs plays a relevant part to all social
gameworlds where players create an fictional identity, and is
certainly a influencing factor to the study of gaming one of which
carries on the discussions of how gamers have their sense of self
profoundly influenced by the games they play.
Serious Games—
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Since the inception of the term Serious Games in 1968, the
term has spread its wings to cover many aspects of the gaming
industry and culture. But the breadth of what constitutes a serious
game entails that various research topics and approaches converge
at this juncture of a topic. Examples from an earlier date includes
the work of Patricia Greenfield (1984) in her book Mind and Media
she discusses how computer games influence individuals’
development; Geoffrey and Elizabeth Loftus (1983) co-authored the
book Mind at Play, which deals with the learning gains at a cognitive
level from various forms of video games. More recent studies
include the work of socio-cultural theorist Kurt Squire (2004) on the
implications of using mainstream entertainment games in actual
classrooms.
As we can infer from the works of the above mentioned
authors, serious games have a tendency of being related to
teaching aids in classroom environments and prompts us to ask the
following question: What exactly are serious games? From my
readings I come to the understanding that this terminology is
oftentimes misused inconsistently. In order to seek a solution to this
ambiguous situation I look to Clark Aldrich (2009) to offer a better
insight on the necessary connotations of the term serious game.
Clark Aldrich (2009) sees virtual worlds, games, and
simulations as points along a continuum. All of which are highly
interactive virtual environments (HIVEs) in nature, dealing with their
own priorities and purposes. At a glance, these three environments
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may look similar as they are all could be set and accessed by users
in 3D worlds with 3D avatars but Aldrich points out there are a few
fundamental differences:
1: Simulations for the purpose of education use rigorously
structured scenarios with a highly refined set of rules, challenges,
and strategies that are carefully designed to develop specific
competencies that can be directly transferred into the real world.
2: Games fall under the category of fun engaging activities typically
used solely for entertainment purposes, but they may also allow
people to gain exposure to a particular set of tools, motions, or
ideas, sometimes games may even provide knowledge of a certain
background. All of the games are played in a synthetic (or virtual)
world are structured by specific rules, feedback mechanisms, and
requisite tools to support them – although these are not as defined
as in simulations.
3: Virtual worlds are multiplayer (and often massively multiplayer)
3D persistent social environments, but without the focus on a
particular goal, such as advancing to the next level or successfully
navigating the scenario. (Aldrich 2009)
It is under this impression of seeing the seriousness in games I
look to investigate the possibilities in offering a discussion on MMOs
with a sports point of view. At the closing points of this chapter I
draw on the teachings of Bolter and Grusin in their concept of
remediation. In their book Remediation: Understanding new media
they write:
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No medium today, and certainly no single media event,
seems to do its cultural work in isolation from other media,
any more than it works in isolation from other social and
economic forces. (Bolter and Grusin 1999: 15)
To second the thoughts mentioned by Bolter and Grusin I would
further want to say that I believe all aspects of video games must be
seen in connection to its surroundings and the underlying context in
which it resides. To name an example: virtual gameplay is linked
directly to the real world and is claimed to have a persistent
influence to cultural behavioural rules in societies. All of these
aspects influence the process of game perception to players and
non-players alike. The term remediation should not be understood
as a process or re-forging and repackaging of media content but
seen to be a giver of new possibilities in offering media in novel
forms and fashions to the world.
In summation of this section I want to briefly re-capture the
main aspects I adopt from the thinkers mentioned above for my
theoretical framework: - A defined boundary of audience and media
in games cannot be a one-way traffic. – Culture is not shaped by
only the providers as well as the narratives in the games but
garnered together by both the game and the users. – The sense of
joy in carrying out the action of game engagement is not situated in
the position of only gaming, but all that the players find enjoyable. –
The determination of what is culture and what the games do to
shape it is not just an abstract, theoretical issue, but one that is
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entangled in the material and the virtual world, in which player
perception plays its part as a consequential element.
2. Theoretical Background/ Methodology
As mentioned in the previous chapters, we can see that under
the concept of serious gaming, gaming could indeed be interpreted
as a multi-facet medium of media. In the case that Fine (1983)
studied how the sense of ‘fun’ fantasy role playing games generates
its own set of rules and sub-cultures, Yee (2006) address how mass
appeal is generated in MMOs. I think both lines of discourse are
equally important and tie in with each other to offer insight to the
study of analyzing MMOs as a sport.
As Mäyrä (2008) mentions, gaming as two levels: the core and the shell, in the
case that contemporary theories set their focuses on the shell of gaming in the
narrative and cultural sense (see Frasca 1999) it is worthy to note that the core of
gaming is also where discussions on gaming culture is situated as well. Nevertheless,
to be able to understand how gaming is related to sports on a cultural level, it is
imperative to analyse it at the core where gameplay is the main object. Since the
aspect of this discussion is still relatively scarce and far apart, I will follow up the
discussions of the core of gameplay with the inspection lens that is tinted with the
colouration of sport.
If we want to be able to talk about MMO gaming under the context of sport, I
believe that I would need to first offer to readers of this paper the concepts of sport
that I wish to adopt in drawing my comparisons. In regards to the concept of
sport I believe that there needs to be two sets of considerations: the
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interior and the exterior (See Jarvie and Maguire 1994). Just as
digital games may mean different things to different people, sports
too, have the same characteristics. According to Jaryrie and Maguire
(1994) there are several key features in sport that identifies its
function to the participants of it. They believe that sport is a ‘social
institution that transmits values to participants’ (Jaryie and Maguire
1994: 9).
Indecently, this notion correlates with our discussions of MMOs
at the same level. Another feature which I take great interest in is
the point that they raise on how sport could be seen as a ‘cultural
subsystem of society’ (Jaryie and Maguire 1994: 9) which in this
form of player culture, fair play upon the actions under the mutually
accepted rules are praised and valued. Still another notion of sport,
which resonates, with the constraints of MMO gaming is the matter
that sport practices intermeshes members into a society to form a
culture. It is with these basic points where I begin my discussion in
attempting to draw the boarders of MMO gaming and that of sports.
Although it is not in my position to claim that the concepts on sports
I mentioned in this text covers all the ideas that have been brought
up under the academic discipline, but I still would like to use my
paper to forge a bridge these concepts and link them with current
gaming studies and hope that it would be understandable to the
readers of this article.
To offer a glimpse on how the notion of video gaming is a
shared experience that carries with the sense of player culture is
24
just like how sports fans have their cultures and backgrounds, I draw
on the studies by the influential and wide ranging study of Amanda
Lenhart’s 2008 Pew Internet/MacArthur Report on teens, Video
games and Civics in the US. In her study, she surveys over 1,000
teens whom she believes are the best indicators of the future trend
to come in the field of video gaming in saying that 94 per cent of
teenage girls and 99 percent of teenage boys play video games in
the United States. And across both sexes, 74 percent played with
people they have face-to-face contact with. Furthermore, Lenhart
points out that the sense of being able to engage in discussions and
partaking in a shared community serves as the topic and the
underlying reasoning in the wide acceptance on gaming.
Putting my thoughts together in this dissertation with the idea
of seeing MMO gaming as a form of sport has been a progressively
built on a process of game study. I must also reiterate the fact that
without this due process of forming this dissertation I could not have
formulated the ideas as clearly as I wanted it to be. Throughout the
process of this study I had to redefine and rethink my own thought
and perceptions of how gaming and sport would fit together as one
of same thing.
Before we move onto the next chapter, I want to further
present my stance on how I view gaming as a sport. For this I would
like to present my point of view through examples of which I have
come across in my upbringing. The goal to achieve in the playing of
a video game, depending on the specific genre, would be that the
25
player strives to either finish the game by solving puzzles, finishing
all the quests, or to push their scores higher to obtain a sense of
self-satisfaction. When a player picks up a game of Pong for the first
time he or she could easily make the assumption that the game
clearly resembles the game of ping-pong. Where the dot is passed
back and forth the screen to simulate the actual sporting game of
ping-pong on a digital display screen, provided that the player has
knowledge of the sport of ping-pong as the dot gets passed for
longer and the rallies get harder and harder he or she would most
likely experience the anxieties of match point after match point as
he or she strives to claim that elusive match point.
Just as athletes have to abide to the rules of engagement on
the playing field, gamers within their games also are confined by
the codes written by the programmers of the games. The player of a
video game may not agree to all the settings in a certain game, but
just like all sports, so long as the rules have no issues of biasness to
certain parties, it is fair game to all. Nevertheless in the case of how
players engage in MMO gaming, the ways in which each player’s
culture and background are shaped would most certainly determine
the views and how the player perceive it.
In the likeness of sports, researchers who have studied
videogames have argued that certain qualities present in the
medium of videogames are valuable opportunities for learning (Gee
2003). For instance, Gee argues that videogames can, under the
correct circumstances, create an embodied empathy for complex
26
systems, therefore permitting for deeper understanding of
simulations (Gee 2005). Games can also be action-and-goal-oriented
preparations for, and simulations of, embodied experience. In this
way, they would allow for meaning about what is being experienced
to be situated (Gee 2005). It is precisely from this notion I take my
opinion that games are (in certain aspects) very much alike sports.
This I believe is a relatively unexplored question and I think that
reasons for this might be because to acquire knowledge in gaming
would take up long periods of time and also games are not
necessarily all easy to play, or easy to master. (Gee 2003). In
addition, Bransford et al. (2000) mentions the case that if the ordeal
one has to go through to achieve a deep understanding of a domain
or subject matter is difficult, and then it should be fair for us to
assume that learning about games can be somewhat of a challenge.
Even to gamers who are accustomed to playing a variety of games
it might hard for them to fully master a certain game completely. If
we want to gain more insight into how to have a different angle of
how we approach video games are forms of sport from a cultural
standpoint we have to look to the games themselves and try to ask
better questions about what and how they actually are. To make a
fundamental correlation between MMO gaming and sports Gruneau
(1983) says:
The answer is an historical one, and requires that we situate
our study of play, games and sports in the context of
understanding the historical struggle over the control of
27
rules and the resources in social life and the ways in which
this struggle relates to structured limits and possibilities.
(Gruneau 1983: 51)
What he is trying to make point of here is the fact that we as academics who are
trying to see another point in the notion of gaming should not be fixed to the
constraints of the social value or the outcomes that playing games brings. But to look
at gaming with the same sense of contrast so to allow us see the similarities rather
than the differences. The presentation of games may be the works of engineers who
want to sell the games to a wider public; but how games attract and turn players into
persistent players requires something else more than the graphics and the narratives of
the games themselves. And formulating a method as well as conducting a sound
discussion upon our findings in which to address this “pull” is then an non-dismissible
part of this study.
Eric Zimmerman notes that: 'A game is a voluntary interactive
activity, in which one or more players follow rules that constrain
their behaviour, enacting an artificial conflict that ends in a
quantifiable outcome' (2004: 160). This may be correct if we are
discussing games that fit the ancient Olympic motto of "Faster, Higher,
Stronger" such as the game of Tetris where players only strive to stay in the games
longer to obtain the highest personal best score. But in the case of games where there
is not a finite ending, Zimmerman’s notion could be challenged. One such game is the
popular game Creatures. Created by CyberLife Technology Limited (1997), it started
out as a cyber pet that players could interact with on their desktops. But as the
program made its advancements players could then via their pet explore the world it
lives in and encounter unexpected scenarios and outcomes.
28
Once our focus on what the individual aspects of qualities of
what makes a sport out of a game from cultural standpoint is set,
we need to now determine how to investigate it with the best
possible method. In the case of my dissertation I believe that a
qualitative analysis would best suit my aim to conduct discussions
upon my chosen topic because I do not think that I have the tools
for an adequate quantitative analysis yet. Nor do I have the skills to
analyze the source codes of a given game. For reasons being the
source code is the underlying operations program that a
programmer writes in order for a program such as a game to work.
And manufacturers do not allow access of the source code to the
public.
Nevertheless I still wish to acknowledge the possibilities of
other methods from the fields of textual analysis, narrative studies,
or semiotics from a virtual possessions point of view. The difference
in methodology does not mean that we cannot take heed of their
tools and cross-examine their findings in connection to other
ongoing works to the benefit of obtaining a greater knowledge in the
field of game studies. I think it draws down to the simple factor of
choice. I believe that to fully develop my thoughts and provide a
fuller description of my selected topic this form of qualitative
analysis is in deed necessary.
As I do have the knowledge of the notion that a quantitative
method would be a useful method of obtaining quantifiable data
concerning how players view the games and how they think of the
29
games whether it may be purely as a form of entertainment or
something else all together, yet in the interest of my dissertation,
questionnaires are not the best possible method to tackle the
multitude of similarities and difference which I am trying to form
correlations with. Thus I believe it is in this dissertation’s best
interest to use an in-depth qualitative analysis to address the games
and how they are played. This form of analysis will be that of a
narrative of my experience of playing the games, coupled with
deliberations upon this as both an insider and an outsider to achieve
the optimal accuracy of analysis.
To move onto the next chapter I propose the following
questions as lead for the following analysis:
- What parts of the games do the players influence?
- In which ways are they influenced?
- How are the games set up for us to make the connections with
sports?
- Through the process of playing the games, within the cultural
context and player conventions, how does a player obtain the sense
of actually being in a sporting event?
3. Game Analysis
3.1. World of Warcraft
Initially after loading the game, the player is faced with a
multitude of choices that makes up the character creation stage of
the game. The very first choice would be whether the player would
30
want the choice of choosing a Player-Versus-Player (PVP) or a
Player-Versus-Environment (PVE) server. PVP servers are simply a
pre-determined environment that allows that players from the two
opposing factions of the game to engage each other in combat
freely at any time during the game. Whereas in PVE servers, play to
player combat will only be allowed under the condition that both
parties have knowledge of the forthcoming engagements. Right
after the choosing of servers, players move onto the next stage of
character creation which is choosing the factions of which the player
wants to fight for, just like how athletes choose teams, here we
have two teams to choose from, one is the Alliance and the other is
the Horde. Right after choosing the factions, players will need to
move on to choose the race of which the avatar belongs to and what
he or she will play as the class (profession). I liken this as the most
important decision of the player because the class of the avatar is a
choice that cannot be changed once the game begins for the
character. And whichever class the players chooses will determine
the set of skills and abilities he or she will be allowed to use for the
rest of the time in the game of World of Warcraft. Shortly after the
player finalises the gender and features of the avatar and decided
on the name, the game starts with a brief cut-scene depicting back-
story of the players’ chosen race and the cut-scene also explains
where and how and where the player would begin his or her journey.
Depending on the race of the avatar that the player chooses, he or
she would start the game in the respective “beginner village” where
31
the game will officially start for that given avatar. Beginning from
the end of the cinematic cut-scene moment, the player is then free
to move around the map of the so called “beginner village” where
the player can get to know the basics of the controls using the
keyboard to run, jump, sit, and other basic commands in conjunction
of the mouse. The mouse offers the player the ability of being able
to select targets to which players could determine which level of
engagement he or she wants such commands could be: attack, talk,
use as well as it allows for the player to change the direction of
which the angle of camera is set, this motion is much like the
turning of our heads. As this part of the game is intended for the
gamer to get accustomed to the controls and the leveling up
methods, there are leads to obtaining and completing quests in
order to be given experience points that will be the currency which
each avatar needs to move up a level. It is by design that as the
player moves his avatar around the map he or she will eventually
encounter non-player characters (NPCs) that will offer to players
quests of which the player will need to complete. The forms of the
quests offered by the Non-Player characters (NPCs) come in four
categories: finding objects or other NPCs to talk to, killing a certain
number of in game creatures (mobs), exploring a certain part of the
map, or to use/return items that are in a player’s backpack to
another character. As the player levels up within the game, the
levels of the mobs in the given map that the player is situated in
also differs thus offering the player the right level of difficulty so as
32
to not to make gameplay dull or monotonous.
(Figure 1: Screen shot of the process of character creation in World
of Warcraft, screen shot taken from:
http://www.mobygames.com/game/windows/world-of-warcraft-wrath-of-the-lich-
king/screenshots/gameShotId,338179/)
As the first part of the game, here what I would like to call the
levelling up stage, this is the part where the player needs little to no
user-to-user interaction. In the beginning stage, the message that
the game hints to the players’ is that the main priority is just to
reach the maximum level permitted by the designers of the game
and through the process get to fully understand the skills and
abilities that each avatar could use.
33
To draw comparisons with sports, this early stage is similar to
the initial self-aptitude exam. Prior to becoming fully committed to
the class of which he or she chooses, players could switch and open
up different avatars to try and test all the classes out to find the one
to commit to. While players who are new to the game might have
seen or read advertisements on how the game is played out and
how the game offers its players a chance to explore the unseen
lands from the lavishly decorated virtual world of Azeroth. In our
case here most players would come into WoW with a pretty certain
idea of what he or she intends on playing once the player gets into
the higher stages of gameplay, whether it be in the forms of tank,
healer or damage-dealers (DDers) of which are like the different
positions that one can assume in a game of football. This initial
evaluation stage sets up players to find out what their place of the
game that they want to partake in and to allow their avatar to grow
into the roles they assume for the benefit of the teamwork play to
come.
No matter how much time the player devotes on playing
through the first stage of the game, he or she will eventually reach
the ‘level cap’ of the game whereby the game no longer has the
particular goal of levelling up and it is at this point beyond which the
avatar will no longer increase in level nor their viral statistics. By the
time the player reaches this second stage of the game, the player
will have had ample time and occasions to harness all the given
abilities of each class of avatars to start on the high-level dungeon
34
runs. Simply put, a dungeon in a MMO is a map that players can
only reach after passing through a series of requirements. Such
requirements could be in forms of the avatar reaching a certain
level requirement, equipment grade, or having to be in a team with
at least two team members. Typically, the dungeons in WoW are
filled with monsters four to five times amount of health compared to
the monsters that roam freely on the open maps and every dungeon
will have numerous Bosses of which they possess the loot that all
players that venture into the given dungeon strive for. With the
quadrupled health means that theses monsters are almost
impossible for a lone player to slay. But what drive players back to
these dungeons is the possibilities of gaining treasure (or loot) that
are also of a higher calibre as well as obtaining reputation points.
Reputation points are what players need to gain to be able to enter
some dungeons or are needed for the ability of buying better
equipment.
It would seem that from the moment the avatar reaches the
level cap, the player shifts his or her focus from being goal oriented
gameplay towards a process oriented game play in that once at the
highest achievable character level, the size of the WoW community
comes into part. With this I mean that the game has made itself
friendly and accessible to the ‘play-for-fun’ players as well as the
hardcore players. At this point of the game, players are free to fully
show their full personalities and behaviour at which they feel
comfortable with. Instead of taking a video game too seriously,
35
‘play-for-fun’ users get to do whatever that they want, and in return,
the game allows for the detailed combination of pop cultural
references, elaborate visuals, and clear notions of what each
players’ in-game options are. One example would be that players
could solely dedicate their time into obtaining a number of virtual
mounts to traverse the different maps for his or her emotional
reasons.
Moreover, by the time a player fully grasps the basic handlings
of playing and advancing while having more time to interact and
chat with other player their through their character avatars in WoW
they could soon catch glimpse of the differences within the different
classes of avatars. And with this knowledge of how each class is
capable of providing a different skill set to the team, players would
need to conjure up different methods of game plan to tackle the
harder bosses in the more difficult dungeons. Players would for
instance come to the realization that a priest is not a character that
excels in dealing physical damage and is oftentimes used as
healers; a warrior on the other hand, with its ability of wielding a
shield and wearing plate-mail best serve as the damage-absorbing
tank of a party; the class of hunter is capable of taming wild animals
as combat pets with specific party-aiding abilities and deals ranged
physical damage as one of the most powerful damage dealers of the
game, and so on. This notion of being able to mix different classes
of characters to provide more complex sets of permutations directly
results to the final stage of the game. In this final stage of the game,
36
players could gather raid parties of ten or twenty-five adventurers
with the sole purpose of fighting and clearing their way into the
most challenging dungeons in search of the legendary loot that will
not only grant players stature among his peers but also push the
avatars’ skills up to a higher level.
The processes in which these skilled adventurers pass through
these raids require the most coordinated strategies and finely tuned
skills of each player. All of which demands for the highly
sophisticated sets of player behaviour that creates a social
environment that resembles an well balanced and coordinated
American football team. In order for this team work to run raids
smoothly one needs have the leaders with excellent interpersonal
skills for player managements as well as each player needs to show
their compliance of inter-player reliance.
As players gradually reach the level cap of the game and start
seeking out ways to engage in the higher level raids they will come
to the realization the importance of inter-player reliance. As the best
way to allow progress and pleasure to combine in WoW players will
need to form alliances with other players and construct guilds.
Guilds in the game are what I would describe as structures of
hierarchy, making up of a pyramid of powers descending from the
apex leader (guild master) through officers and members down to
the applicants who do not belong to any guild and are willing to join
just for the possibility of belonging to a part of a community. A guild
could hold as many as up to five hundred or more players and each
37
guild would have its distinct goals and objectives of the game.
Oftentimes, real-life friends would create guilds with more of a
casual tone just to help themselves tackle a few more challenging
raids. On the other hand, more serious players might form guilds
that are strict and with runs with an operational schedule like a
militarily operation, with timetables, guild rules, some may even
require in-game monetary patronages from members.
At the juncture of the process of gaming, players could be
placed in different discourses. Reasons being that players are
playing at different levels of intensity add up to the difference in
perceptions of the game. What WoW means as a game to a certain
player could be understood through the way it is played. Though it
is not yet clearly defined, I will try to show some more of the
differences throughout the process of playing.
For instance, as a player with his fellow guild members engage
in a ‘raid run’, he or she would need to gather up twenty-four other
players in a careful way that all of them have compatible abilities
and could all contribute to the wellbeing of the team. All of the
players must then agree to follow a pre-designated leader who is in
charge of passing out orders and must meet online at a pre-
arranged time and place. By using microphones and headsets, all of
the players have to keep in vocal communication to be able to reply
and contact other players without having to resort to typing in the
chat channels. As these raids may sometimes take up to ten hours
to complete, there would be breaks and saved progress for
38
continuations so as to divide the ‘raid run’ up as a few days’ work.
Here is where players who are interested in achieving a higher
status or better equipment deems participating in a structure as a
guild as ever so important.
By the time players have gathered all the weapons and
equipments that the current ‘patch’ of the game is situated. The
gameplay would become stagnant to the specific avatar. There will
be some more daily quests to do whereby players could earn in-
game cash for buying and selling resources. But for the most serious
players gameplay by this point would become somewhat of a
display activity in being able to show-off his or her well-earned loot
as well as re-running the raid instances in ‘farming’ sessions to allow
other members of the guilds to obtaining equipments of the same
calibre.
Another finding in my analysis of WoW comes from the recent
progress that the makers of WoW are currently engaging in. Using
the player versus player arenas for tournament matches in its
conventions, players are encouraged to practice in their own servers
to match the avatar requirements through their own winnings in
equipment and avatar advancements for the chance of becoming
listed on the global player rankings. Just like the professional
sporting associations, as players reach the amounts of points
required to enter, they would then be invited to play in the
tournaments hosted by Blizzard Entertainment and other
enterprises to compete for cash prizes some of which totals up to a
39
staggering amount of $200,000 (see:
http://eu.battle.net/wow/en/pvp/ ).
For those players who excel in the PVP and are willing to
participate in such tournaments they would first need to form of
WoW could join as teams of two, three, or five players (depending
on the formatting of the specific tournament) and compete in a
battle to the death under the same rules and environment. These
games would then be broadcasted over the Internet via sponsoring
web-based enterprises such as Twitch.TV (see: http://zh-
tw.twitch.tv/ ) so that intent viewers could watch live just like
professional sporting events we are accustomed to watching. This
form of Internet based live-casts are hence dubbed the name
Electronic-Sorts (E-sports). And as this form of broadcasts grows, it
spars up a lineage of web-game casters and analysts to join in the
game to form an even bigger growing gaming community.
So what did this analysis allow us to see? From the analysis we
have learnt that through participating in the community-rich side of
the guild attending and raid running aspect of WoW, players must
keep to and understand the parts they play in a team. All guilds
have a distinct goal, just like the myriad of different sports clubs.
The player is not always in control of whether he or she will be able
to attend a raid, but like all bench-players on a team, being well
prepared at all times would increase the chances of success when
the opportunity arises.
Seen from the perch of the serious gaming aspect, the tactical
40
gaming aspect of the game might not resound as much of a sport as
the management qualities one takes part in. Without a doubt the
game has another side that appeals to the more bloodthirsty
gamers, which engage in player versus player combat. And if
players go through this path, aided by the community and proper
sponsorships, they may one day become professional gamers of
which fellow gamers would look up to.
Both the PVP and PVE aspects of the game require the same
components as any team based sport: vocal contact, teamwork,
strategy, stamina, sharp reflexes and focus. To make sense of the
correlations between these forms of gaming and sports we have to
follow its cultural implications just have to see it as an action for
which there is a set goal. Not to be over deterministic about what
the physical outcomes of carrying out such for of training would do
to the players’ bodies but how this form of sports affects the player
communities’ mindsets.
3.2. Star Wars: The Old Republic
Jut as the name suggests, Star Wars: The Old Republic (SWTOR)
is a MMO that belongs to the Star Wars (Lucas 1977) movie
franchise’s fictional universe. The back-story of the game sets itself
at 3,500 years prior to the events in the Star War films. From the
onset of the game the player starts by pledging his or her alliance to
the Sith Empire of the Galactic Republic whereby doing so the
player choose the faction of the avatar of which they will be playing.
41
As hinted in the Star Wars movie, the eternal struggle of good
versus evil is at the very core of the gameplay of SWTOR. Once the
player has selected which faction to join in the aim of battling the
opposing faction, he or she will not be able to switch sides as some
of the species of avatars are unique to each faction.
Class selection in SWTOR is not definitive in the sense that
although players have a general choice of which forms of abilities to
use (whether it be in the forms of ranged, melee, or healing)
characters could supplement their primary skills with secondary
abilities thus having to rely on peer support less as compared to the
distinct class specifications of World of Warcraft. The rationale
behind this setup is for a more player-friendly gaming environment.
Character advancement in SWTOR comes in three modes: mission
completion, exploration of worlds, and slaying enemies. In order to
complete heroic mission player are expected to form squads for
cooperation in completing the different mission objectives. As the
players level up their avatars, now skills are unlocked and could be
obtained from NPC trainers who are stationed thought out the
galaxy.
SWTOR relies heavily on engaging in the narratives of the Star
Wars lore in the sense that players’ decisions to act upon any given
mission would alter the outcomes of the storylines permanently. In
the intention providing extra context to the Star Wars universe, all
the characters seen in SWTOR features an enhanced voice dialog
system in that players could hear every conversation between their
42
avatars and NPCs.
It is worthy to note that SWTOR implements a companion
system of NPC sidekicks for players’ avatars. Payers of SWTOR are
encourage to choose their own NPC companions and in doing do
develop their own personal relationship and storyline with the
chosen NPC companion who will help players get past some of the
most challenging scenarios of the game. Like the Star Wars movie,
SWTOR pays emphasis on the exploration and the governance of
alien planets. Players are free to explore the plethora of planets with
their unique star ship. As producers of the game try to bring the
players into the movies, flying in spaceships is one the top
attributes of the game.
Since SWTOR is a game that is based on a world that a wide
audience has already been familiarized with, the classes and
species that the players can choose from have almost already been
pre-determined. In game choices of classes are free in the sense
that all the species of avatars a player can choose is compatible
with every class offered by the game is that players could
essentially ‘buy’ the rights to have abilities added onto their avatar
with the in-game currency provided as players advance their
avatars. This is achievable by a player’s character earning enough
experience points, in doing so he or she could then choose to get an
advancement of classes which opens up the storyline as well as
provide players skills and missions to continue questing.
In the most familiar way, the playing the game seems
43
sometimes like being in a golf match. As the player plays through
the game as the main subject of the game and the aid of
companion’s part is played out by the NPC companion, help and
advice and even expectations are prompted by the NPCs of SWTOR.
Though it is I who draw on this likeness between golf and gaming,
this likeness may be just specific to me as other players might have
their own interpretations of their gaming experience. The role that
the NPC companion of the game plays to me will always be at a
personal level. For the relationship between the payer and the
companions have to be earned and maintained, failure to do so
could spell disaster to the character advancements in that the NPC
might not offer their support or give non-productive advice that will
result in the player wandering the cosmos aimlessly looking for the
clues to completing their next mission. Thus it is of the utmost
importance that players keep engaging in constant dialogue with
the ‘caddie’ of the avatar.
Guilds are also a presence in SWTOR as well. As players begin
to venture out to other planets they would run into missions that
require help from other players. Although these missions are not as
difficult as the twenty-five person raids in World of Warcraft,
nevertheless parties of up to five players could be formed for killing
monsters that would otherwise be impossible to be slain single-
handedly. As the storyline progresses, players would also get a
chance to engage in team-based combat with the opposing faction
in what I would describe as a game of ‘capture the flag’. This battle
44
requires players enter a arena with pre-made or random teams at
which both teams strives to defeat the other according to whichever
of the three maps they select.
Of the three currently implemented PVP maps in SWTOR, I find
the game of ‘Huttball’ most interesting. It is one of the unique PVP
maps only available in SWTOR. The why in which one engages in the
game is that each team tries to pick up the ball that spawns in he
middle of the map a do their best to transport it to the scoring zone.
Only one player is allowed to carry the ball at any given time but the
ball can be passed from player to player should the carrier come
under attack from the opposition. As for the team without the ball,
their main objective is to kill the opposing team with the aim of
bringing to ball to their opposing score-zone. Each match of the
game is timed at fifteen minutes, by the end of which the team with
the most points wins. The key to winning in the game of Hutball is
teamwork. Working alongside the teammate with the ball and
ensuring the carrier in having a safe passage will result in fast
points.
Huttball clearly remediates the game of rugby in the sense that
there is a clearly defined stage of opposition and defence. And just
like any amateur rugby squad, once a player gets accustomed to
playing with the same group of players and find themselves
befitting in the class composition in the team, players would then
come together to join and create a guild. Such PVP guilds would
then have a set of rules and game plans of which guild members
45
would practice time and again to ensure the maximum chances of
winning each ball game.
(Figure 2: Scene from the game Huttball, Screen shot taken from:
http://www.gamefluke.com/video/star-wars-the-old-rebublic-huttball-
warzone/)
All forms of media have distinct ways of presenting stories (See
Lister et al. 2009), therefore as a form of interactive media; video
games use an interactive approach. Star Wars: The Old Republic
demonstrates the way gameplay and narrative works
simultaneously without either one overpowering the other. As an
extended part of an already well-known franchise, SWTOR carries
with it the cultural influences of the Star Wars fan-base in that
players yearn for the sense of suspension of disbelief in the hope of
being immersed in the worlds created by the movies. By adding the
essence of sport provides a further weave in this net of the never-
46
ending battle of the light and the Dark Side. To the players of
SWTOR, the feeling of achievement will not be stemmed from
becoming victorious but rather from the process of which each
individual battle winnings accumulated in the forms of ‘Valour
points’. Valour points are the currency for which players can
exchange for upgrades in the equipment that has two uses; one
being these equipment offer better protection and enhances the
abilities of the avatars, the other in being the trophy of the players’
devotion to the game. In terms of sporting culture the latter point
could be seen as trophies that are won by athletes who excel at
their particular field of play. This idolisation could very well be
revered in many forms of MMO gaming especially so in the game of
SWTOR.
As this game seems without an end stage, SWTOR relies on the
narrative of the background story heavily to captivate its numerous
users; its heavy use of remediation of movies, sports, and flight
simulations completes this notion seamlessly. Just like any other
good competitive sport, SWTOR has all the qualities except that
players would not have to leave the comforts of their living rooms
furthermore adding on the possibility of interpreting gaming of this
form as a form of sport.
47
4. Discussions and Conclusion
Throughout the course of my research for this dissertation, I have tried to
demonstrate how a new approach of discerning the sports in MMO gaming from a
cultural perspective could be carried out. And at this point I stop to question myself:
How successful was I in doing so? What are the implications of this method in being
better or more beneficial over other methods? As I understand that my research is
merely a part of a much bigger picture in the study of game cultures, I most certainly
cannot have the answers to these questions. But I still need to leave with a segment of
self-criticism for there may be ones who might follow up on this method of study.
Coming back to the research question that this dissertation set out to answer, to
what extent have I been able to test my research proposal? My analysis of the two
MMOs has shown some interesting likenesses between gaming and sports in the sense
that gaming could either be produced to have sport like qualities for players to engage
in as it is for the case of Star Wars: The Old Republic. Or that depending upon how
players react to the difficulties found in the game of World of Warcraft, players would
then themselves create sub-cultural formations in guilds to make the possibility of
prolonged team play possible. Additionally, gaming companies has been striving to
make gaming into a form of sports under the title of Electronic-sports (E-sports). This
serves as implication that with the increase in number of viewers watching live-
coverage of gaming could help gain exposure as a mainstream form of entertainment.
After re-reading the findings and the methodologies I have made in order to
conduct this study. I come to the acknowledgement that limitations of this study come
two main forms. Firstly, I have come to realize that the cultural form of analysis of
either sports or video gaming has limitations in the broadness of scope. By this I mean
that I could not have covered all the aspects of how different players view sports and
48
the yielded results still remain vague. Just as how the way to approach video gaming
is different to each player, and the sense of meaning from the participation of video
gaming as well as sports is an should be a ongoing process, and to sum up this process
within a single study will offer results that are otherwise biased or partial. In addition,
genre selection of the games conducted in my qualitative analysis may have interfered
with the outcome of the findings. Perhaps further research could be carried out on
different genres of video gaming and have the same study repeated at different
locations with players that are not of the same origin or cultural background in the test
of public acceptance of watching gaming as a form of televised or broadcasted sport.
Other games should include games of the Real-time strategy (RTS) or the commonly
referred-to name of the ‘War Games’ genre. Still another possible topic is to conduct
a wide survey of how the onset of the topic of E-gaming brought changes in the
gaming and recreational sporting habits of youths who engage in both activities.
Perhaps such future researches on the subject of gaming could future uncover how
gaming shifts our understanding of sports in a way that is previously unperceived.
In conclusion, the research I have done upon the subject of exploring the
possibility of perceiving massively multi-player online games a form of sports in a
cultural context gives implications of it being in an ongoing process. As we do not
have sufficient information as to how far this process has to go for gaming to gain the
status as for instance, the Major League Baseball (see: www.MLB.com ) nor are we
to comment on whether it will ever reach the identical stature. But as we are certain
here, players and the gaming industry are both working in conjunction to inch ever
closer to this goal and I believe this work should provide a useful piece to the
discourse of this subject. (Word Count: 12,350)
49
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