Throughout the reading of Celia Pearce’s “Communities at Play,” she frequently alluded to a second closing of Uru, but there was not much mention of this event other than in passing throughout most of the text. In the final section “Beyond Uru: Communities of Play on Their Own Terms,” the reader is finally introduced to the full story of the second closing of Uru.
The first chapter of the last section, “Coda: Uru Resurrection—Applied Cyberethnography as Action Research,” was both a mixture of conclusion and another cyberethnographic study. Pearce took part in this aspect of Uru in two ways: first, by being part of the team that put the game back online, and second by continuing to be a player within the game. She explains that she had three tasks during this period of reopening: “The first was to help galvanize the current Uru Diaspora and bring them together to make a business case for reopening of Uru. The second was to continue my ethnographic work and monitor how that process was progressing. The third was to generate a survey to capture some demographic, play pattern, and marketing-related data the team needed for design, planning, and business development” (263-264). All of these jobs are interesting in light of the work she’d done previously within the game.
I was at first a little shocked that the Uru people would be willing to have their game re-opened for fear of losing it again (which they did, but under much less harsh circumstances). Despite this possibility, the people were very interested in re-opening the game that they’d been missing for several years. One of the main selling points I believe, which Pearce was obviously aware of in her quest to get the Uruvians interested in reopening the game, was that the Cyanists appeared in-game “as members of the D’ni Restoration Council to announce the possibility of obtaining new funding to resume its restoration efforts on the City of D’ni Ae’gura” (264). I think this is significant because the Cyanists, who before seemed like cold calculating businesspeople, were now actively taking part in this online world—acknowledging the power that it’s citizens have. I believe that this was particularly important to those who had been playing Uru when it originally shut down because they felt at the time that they were seen only as “gamers” and not people who had become invested in the game.
Next, keeping in mind Pearce’s tasks, the ethnographic study of this closing showed a much different reaction than the first. Pearce believes that this is, in part, due to the player’s transludic identities. When the original Uru shut down, the players really didn’t know if they were going to be able to stay together as a group. Eventually, taking refuge in games like There.com and Second Life as well as in message boards, the group was able to reconvene. During the second closing of Uru, these players were already comfortable with their transludic identities and continued to play within all of the virtual worlds in which they had been taking part. (This is, in part I imagine, because of the hurt they still felt over the first closing—they didn’t want that to happen again without a “backup” virtual world.) On closing day, the Cyanists continued their involvement with the group, further solidifying their acknowledgement of the Uruvians as a culture rather than just a gaming group. After this final (?) closing, the Uruvians went back to their other virtual worlds. Pearce explains that they had learned valuable lessons from the first shut down and subsequent diaspora: “After four years of creating their own emergent cultures, the Uru Diaspora had developed a sense of self-determination, autonomy, and empowerment” (269).
The third task Pearce had was to generate a demographic survey. She did this throughout her work as Uruvian ethnographer. Through the study of this emergent culture (which was, though odd in most games, almost 50% male and 50% female and made up of older adults) Pearce discovered an interesting aspect of gaming. Though the game designers have most of the power when it comes to the game, the very nature of gaming teaches the gamers to subvert the designer’s power. Furthermore, not only have the designers created groups of people that can subvert their power within games, but the ludisphere had taken shape in such a way that the entire “global playground” is made up of players who can subvert the games and virtual worlds which have been created for them. On the other hand, as Pearce notes, the ownership of such games (of course residing with the creators of the game) calls into question the rights that players have in worlds which they have helped to build. As we’ve seen in the Uru diaspora, all that resides in the game can be taken away at any time. Pearce sums up this thought by saying that “While people may feel empowered by their new communities in the global playground, the bottom line is that their communities, their property, indeed their very bodies, are owned by corporations” (280); however, I think the Uru diaspora showed that something exists outside the property and bodies that can and does continue even after the game is over.
Questions:
1. Peace asks this question: How can we use emergence to shape the next generation of MMOGs and virtual worlds?
2. How did you respond to the re-closure of Uru?
3. How did the Uru diaspora prove that the corporations don’t have total control over the virtual worlds that have build up around their games?