Celia Pearce’s book “Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds” is an interesting addition to our reading. While Gee focused on the pedagogical aspects of games, and Bogost examined the procedurality of games, Pearce is particularly interested in the cultures that have evolved around digital networks (both within the digital world and in the “real” world). She begins the first section by explaining that virtual worlds can be studied anthropologically, just as “real” worlds are studied, because communities are formed in these worlds. Though these communities are formed by choice, they have similar qualities to communities that exist because of actual location, race, etc.
Because her book contains so much information in a small space, it would be impossible to touch on every aspect of gaming that she discusses, so I will focus on a general overarching theme I found within the text that, of course, includes the ideas of these communities. Gaming communities are formed among groups of avatars, which Pearce explains are “a player’s representation in a virtual world” (21). Pearce notes that these avatars are often considered to be representations of the “true self”; therefore, it seems that her study of gaming communities would lend itself to a unique insight—some people don’t act like their true selves in any given situation, and the fact that an anthropologist is watching them certainly wouldn’t help the matter.
Pearce’s third chapter “Emergence in Cultures, Games, and Virtual Worlds” is primarily interested in the fact that such virtual cultures are coming into being, especially in terms of how these communities are “spilling over” into non-virtual life. She provides the example of eBay auctions, which Gee also discussed briefly (the $2000 sell).
This first section seems to be a laying-out of the ways in which Pearce studied the virtual Uru world. The fourth chapter “Reading, Writing, and Playing Cultures” is the chapter in which I am most interested, perhaps because she explains the ways in which non-virtual studies can be grafted onto the virtual world. Pearce notes that her study of the Uru relies heavily on the idea of ethnography, or the scientific description of the customs of peoples and cultures. This is particularly interesting because her’s is a study of a virtual community—a community within a larger community, or many larger communities. This leads to what I imagine will be a very diverse culture to study. Pearce discusses this concern by listing some questions that may arise from studies such as these: “what is real, and what is virtual, what is fiction and what is fact” (54). Because this type of study is actually very different from “real-life” ethnography, Pearce explains that there is a particular type of ethnography suited to this situation: virtual ethnography; however, she prefers the term “cyberethnography” because of the baggage that “virtual” carries with it. One of the interesting aspects of cyberethnography, as Christine Hine explains, is “the ways in which users creatively appropriate and interpret the technologies which are made available to them” (56).
Pearce explains that she uses a multi-sited ethnography in her study of communities of play (this concept belongs to someone whom she refers to as Marcus, but I can’t locate this person’s first name). This multi-sited method of ethnography has three main approaches: Follow the People, Follow the Thing, and Follow the Story. Pearce notes that she will make use of all of these in her study of the Uru Diaspora.
Toward the end of this chapter, Pearce describes the performative nature of the virtual world—the nature that she will be studying because, as she notes, “virtual worlds present us with a unique context for ethnographic research because they are inherently performative spaces” (59). This harkens back to her idea about the avatar being the true self. Players are performing their true selves; however, they are also doing that in a space that allows for “occasioned” behavior, or behavior that “might not ordinarily be sanctioned” (59). An example of this behavior, going back to her discussion of the avatar, could be the idea of trans-gender play. Men and women are allowed to paly one another in these games without the possibility of being shunned. In fact, most of these people are probably not transgender in the “real” world.
Finally, Pearce discusses the idea of feminist ethnography, which is often disregarded in “real” anthropology. However, Pearce points out that in feminist ethnography “community is seen not merely as an object to be externally described, but as a realm intimately inhabited” (61-62). This type of ethnography is particularly useful in gaming because one must take on the role (create an avatar, for example) of a gamer in order to study this virtual world. In this sense, the researcher is not only constructed by the subjects of the study, but by the entire study itself.
Questions:
1. Pearce makes a number of comments about the roles girls and women have in games. At one point she describes female armor as “kombat lingerie” and in another section she says that some games are created as a “rehearsal for motherhood”. In what ways are these ideas changing? In what ways are they staying the same?
2. On a personal note, how involved do you become with your avatars during play?
3. How do you feel about an anthropological study being done on virtual worlds? Do you think this is a good idea or a waste of time?