The Proteus Paradox

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by Nick Yee

football, similarities to online games, 36–37

  Forbes, 115

  Fox, Jesse, 113, 154–156

  Frag Dolls, 101

  Frank, Mark, 147

  freedom and escape, 4–5, 34–36, 174–176, 209–210

  free labor, 77

  gamers: and addiction, 36–38; ages of, 24–25, 26; as antisocial, 27–28; emotional investment by, 28; escape and, 3–4, 34–36, 74; gender of, 25, 96–97, 220n.5 (see also gender and sexism); international demographics of, 25–26, 220n.6; motivations of, 28–34; numbers of, 2–3, 217n.2; with physical disabilities, 209; playing with friends and relatives, 27–28, 221n.8; with sexuality issues, 209–210; stereotypes about, 22–24; time spent on game-related activities, 188–189; time spent playing games by, 26–27, 220n.7

  gamification, 5, 75–77, 199–202, 204–206

  Garriott, Richard, 15

  Gartner, 5, 77

  gender and sexism, 96–116; and access to online games in traditionally male territories, 98–99; and assumption that women play only with significant others, 100–101; and designing games for women, 97–98; gender-bending and, 111–113; and history of computer science, 99–100; male fantasies about women, 104–108; and male versus female armor, 106–107; number of women gamers, 25, 96–97, 220n.5; as online problem versus social problem, 114–116; and perceived differences between male and female gamers, 108–110; and presumption of incompetence, 102–104; and presumption of lack of interest in games, 101–102; sexual harassment, 106; using game behaviors to predict gender, 174

  Georgia Institute of Technology, 212

  Gilovich, Thomas, 147

  gold and gold farmers, 78–79, 81–89, 91–94, 224n.6

  Gosling, Sam, 168

  Got Game (Beck and Wade), 75–76

  graphical capabilities, 12–13, 14–15

  grinding, 39, 75, 79–83, 93–94

  Grodal, Torben, 97

  Guardian, 82–83

  Guettal, Adam, 187

  guilds, 65–75; formation of, 18–19, 65–66; leadership as second job, 73–75; personalities and, 66–69; predicting survival of, 161–162; and raids, 68–72; and romance, 121

  Guild Wars, 65

  Guy4Game.com, 80

  Gygax, Gary, 10–11, 21

  Hadean Drive Yards, 63–64

  healer classes, 18, 112–113

  Heeks, Richard, 82, 83, 92

  height and confidence study, 151–152

  height and income study, 151

  Hershfield, Hal, 154

  heuristics, 54, 139–140, 156–157

  History Channel, 212–213

  honesty and dishonesty: and appearance enhancement, 138–139; deception of “Joan” on CompuServe, 117–119; in real world versus online world, 134–137; and romance in online games, 129–131; in wallet-dropping experiments, 177–178

  human brain: learning by watching others, 155–156; and new technology, 52–54, 156–158; priority treatment of faces by, 139–140

  human-computer interaction, 51–52

  Hyde, Janet Shibley, 109

  hydroponic supplies and surveillance, 175–176

  hyperpersonal interactions, 129

  Illinois, University of, 12

  income and height study, 151

  inflation, 92–93, 94–95

  Innova, 171

  instances, 45

  Institute of Creative Technologies, 198, 214–215

  Island of Kesmai, 14

  Iyengar, Shanto, 141

  Jackson Personality Inventory, 165

  Japan, wallet-dropping experiments, 177–178

  Jenson, Jennifer, 101

  jobs. See commercial activity and economies; work

  Judge, Timothy, 151

  Kazan, Olga, 3

  Kerry, John, 141–142

  Kimmel, Jimmy, 23–24

  Knowledge Networks, 141–142

  Koster, Raph, 20, 206, 215

  Kriegsspiel, 9

  Kunis, Mila, 23–24

  LambdaMOO, 203–204, 214

  Langlois, Judith, 148

  Lanier, Jaron, 198, 204, 207

  Learning Channel, 212–213

  Legends of Cosrin, 67

  Lessig, Lawrence, 177

  leveling up, 17–19, 41–42, 79–83

  Light in the Piazza, The (Guettal), 187

  Lineage 2, 47–48, 78–79, 92

  Little Wars, 9

  lock-in, 204–205

  Long Island bridges, 113–114

  loot, 17–18, 44–46, 67–68, 69

  Lord of the Rings (Tolkien), 10–11

  Lord of the Rings Online, 181, 186, 192

  love. See romance

  Lucas, Kristen, 97

  luck and lucky charms, 46–47, 54–56

  lynchings, 94

  magical causality, 55–57

  Manchester, University of, 82

  manufacturing, 59–64

  Martial Heroes, 125

  massively multiplayer online role-playing games (MMORPGS, MMOs), 2–3, 15–16. See also online games

  Maze War, 13

  McGonigal, Jane, 4, 76, 212

  McKinsey Global Institute, 153

  McRobbie, Angela, 22–23

  Measures of Personality and Social Psychological Attitudes, 165

  Meridian 59, 15

  Metaplace, 215

  Michigan, University of, 177

  MIDI, 204

  military training, 9, 198, 214–215

  miniature wargames, 9–11

  Mischel, Walter, 187–188

  MMORPGs (MMOs). See massively multiplayer online role-playing games (MMORPGs, MMOs)

  mobs (mobiles), 18, 45–46, 219n.11. See also monsters

  modders (modding community), 169–170

  money sinks, 92–93

  monsters: as focus of online games, 18; health points, 11–12; and raids, 18–19, 68–72; Rotface, 70–71; spawning/respawning, 43–45; targeting certain players, 55–56. See also mobs (mobiles)

  Moore, Bob, 160

  MOOs (MUD Objective Oriented), 203–204

  moral panics, 3–4, 22–23

  Moses, Robert, 114

  motivations: achievement, 29–31; diversity of, 28–29; escape, 34–36; gender differences in, 97, 108–110; immersion, 32–34; social interaction, 31–32

  MUD (Multi-User Dungeon), 13–14, 19–20, 203

  Nakamura, Lisa, 84–85, 214

  Nardi, Bonnie, 4

  Nass, Clifford, 51–52

  Neuroticism personality factor, 167, 174

  NeverWinter Nights, 15, 16

  Newsweek, 23

  New Yorker, 175

  New York University Stern School of Business, 154

  Nickell, Eric, 160

  Nozhnin, Dmitry, 171, 172

  OCEAN (Big Five personality factors), 166–168, 173–174; Agreeableness factor, 167, 173; Conscientiousness factor, 166–167, 173; Extraversion factor, 167, 173; Neuroticism factor, 167, 174; Openness to Experience factor, 166, 174

  Ohio State University, 113, 154–155

  Oliver, John, 165

  online dating websites, 126–127, 136–137, 153

  online games: addiction to, 36–38; altruism in, 181–183, 184–188, 194; as antisocial, 27–28; character independence versus social interaction, 184–188, 190–192, 195–196; core gameplay of, 17–19; criticism of/warnings about, 3–4, 22–23, 27–28, 37–38; and data accessibility, 159–161, 189–194; death penalties in, 179–183; early multi-user games, 13–14; early networked games, 12; emphasis on war and combat in, 20–21; fantasy literature and, 10–11; first role-playing games, 11–12; gameplay motivations, 28–34; graphics capabilities of, 12–13, 14–15; history of, 9–17; integration of, into real life, 5, 75–77, 199–202, 204–206; massively multiplayer online role-playing games (MMORPGs, MMOs), 15–16; miniature wargames, 9–11; personality expression in, 168–176; as primary implementation of virtual worlds, 20–21; promises of, 2, 4–5, 174–176, 209–210; reliance on avatars, 21; and romance (see romance); rules/laws
and social interaction, 179; simultaneous and independent evolution of, 19–21; success/popularity of, 16–17; superstitions in (see superstitions); using repetitious formulas when designing, 206–207; who plays (see gamers); as work, 73–75, 193–194. See also gamers; virtual worlds; specific games

  ooze creatures, 70–71

  Openness to Experience personality factor, 166, 174

  operant conditioning, 39–43

  Oregon, University of, 165

  over-enchanting, 47–48

  Palo Alto Research Center (PARC), 79, 111–112, 160–162, 164, 171–176

  personality: assessment of (Big Five factors), 165–168, 173–174; digital expression of, 168–176; notion of personality traits as myth, 187–188

  Personality Factor Questionnaire, 165

  personality psychology, 162–165, 187–188

  personal space, 52–53

  physical disabilities, 209

  Pirates of the Burning Sea, 191

  placeholders, 43

  PLATO (Programmed Logic for Automated Teaching Operations), 12

  PlayOn, 162, 164

  power-leveling services, 80–83

  Power of Habit, The (Duhigg), 174–175

  protein-folding game, 77

  Proteus Effect, 2, 152–153

  Proteus Paradox, 4–5, 54, 75, 95, 114, 117, 138, 175, 195, 197

  psychology, 162–165, 187–188

  PvE (player-versus-environment), 19

  PvP (player-versus-player), 19, 30, 224n.6

  QuestHelper, 192

  Ragnarok Online, 48, 128

  Ragnaros, 72

  raids, 18–19, 68–72

  “Rape in Cyberspace, A” (Dibbell), 203–204

  Ray, Sheri Graner, 105

  Read, Leighton, 76, 199

  Reality Is Broken (McGonigal), 4, 76

  Realm Online, 27

  Reeves, Byron, 51–52, 76, 199

  relationships. See romance; social interaction

  Retirement Confidence Survey (2012), 153

  retirement savings experiment, 154

  reward systems, 39–43

  role-playing games, 11–17, 33. See also online games

  romance, 117–137; and communication outside the game, 123–124, 130; deception and risk and, 117–119, 129–131, 134–137; declarations of affection, 122–123; face-to-face meetings, 124–125; geographical distances and, 124–125; happy and unhappy endings, 125; incubation periods for, 122; initial meetings, 120–122; meeting in online games versus dating sites, 126–127; openness and honesty and, 127–129; shyness and, 131–132; stigma against, 119–120; and taking looks out of the equation, 132–134

  Romine, Morgan, 101–102

  Rosedale, Philip, 200–201

  Rotface, 70–71

  San Francisco Chronicle, 3

  Second Life, 53, 139, 199–201, 214

  Seduction of the Innocent (Wertham), 22

  seeding the instance, 45–46

  self-perception effect, 150

  Seriosity, 199

  sexism. See gender and sexism

  sexuality issues, 209–210

  Sherry, John, 97

  shyness, 131–132

  SimCity, 21

  Sinclair, Heather, 49

  Skinner, B. F. (Skinner box), 41–42

  social interaction: and altruism, 184–188; versus character independence, 184–188, 190–192, 195–196; down-time and, 184; hyperpersonal interactions, 128–129; as motivation for playing games, 31–32; rules/laws and, 179. See also romance

  Southern California, University of, 22

  Spacewar, 12–13

  spawn dances (spawning, respawning), 43–45

  Srivastava, Sanjay, 165

  Stanford University Virtual Human Interaction Lab, 1–2, 142–143, 148–153

  Star Wars Galaxies: death penalties, 180; entrepreneurship in, 59–63; rules and social interaction, 179

  Steiner, Peter, 175

  Super 8, 57

  superstitions, 37–58; about over-enchanting, 47–48; dungeon seeding, 45–46; and game developers as gods, 54–57; high risk/low probability events and, 49, 50–51; as indication of engagement, 57–58; interaction with new technology and, 51–54; lucky charms, 46–47; persistence of, 49–50, 51; psychological triggers and, 51–54; reward systems and, 39–43; spawn dances, 43–45

  surveillance, 162–163, 174–176

  Sutherland, Ivan, 197

  Synthetic Worlds (Castronova), 4, 96

  Tabula Rosa, 192

  Taiwan cybercafés, 98–99

  Tale in the Desert, A, 27

  Talon, 72

  tank classes, 18

  Target, 174–175

  targeted advertising, 77, 115, 157–158, 174–175, 211–212

  Taylor, T. L., 97–98, 120

  technology, human interaction with, 51–54

  Terranova, Tiziana, 77

  Texas, University of, 168

  Thottbot, 189–190, 193

  Toledano, Gabrielle, 115

  Tolkien, J. R. R., 10–11

  Total Engagement (Reeves and Read), 76

  Trubshaw, Roy, 13–14

  Turkle, Sherry, 4, 194

  Ultima Online, 16, 20, 48, 69, 73

  US presidential elections, 141–142, 212

  Valins, Stuart, 144–146

  video games, 9, 14, 21, 22–24, 25, 28, 212. See also online games

  Village Voice, 203–204

  virtual classrooms, 143–144

  virtual currencies, 80–83, 91–94

  Virtual Human Interaction Lab, Stanford University, 1–2, 142–143, 148–153

  virtual reality, 148–153, 197–199, 207

  virtual worlds: computer system mediation of human interactions, 141–142; funding of, 214–215; influencing reality, 211–213; online games as primary implementation of, 20–21; promises of, 2, 4–5, 174–176, 209–210; and reimagining reality, 213–214; and replicating reality, 197–201, 204–208, 210–211; social norms in, 52–53; and social science research, 1–2, 162–164; versus virtual reality, 197–199. See also avatars; online games

  Voodoo Doll, 203–204

  VPL Research, 198

  Wade, Mitchell, 75–76

  wallet-dropping experiments, 177–178

  Walther, Joe, 129

  war simulation, 9–10, 12–13, 20–21

  Washington Post, 3

  Wells, H. G., 9

  Wertham, Fredric, 22

  West, Mark, 177–178

  Wi Flag, 55–56

  Winner, Langdon, 114

  women. See gender and sexism

  work: commercial activity in games, 59–63, 64–65; corporate use of games at (gamification), 5, 75–77, 199–202, 204–206; online communities and free labor, 77; online games as, 65–75, 193–194

  World of Warcraft: Armory, 169–171; character independence in, 184, 186–187, 195; and data accessibility, 159–162, 169–171, 189–191; death penalties, 180; demographics, 25–26, 108–109; gender-bending in, 111–112; gold farmers and ethnic stereotypes in, 78–79, 82–89, 91–94; guilds, 65–66, 67, 69, 72, 73, 74, 75; in-game plague, 211; in-game protest and account suspensions, 176; launch of, 17; leveling-up times in, 79; Mila Kunis and, 23–24; number of players, 195; number of subscribers to, 3; personality expression in, 171–176; power-leveling in, 80; and romance, 117, 122, 123, 124–125, 126, 127, 128, 130, 132, 133; Rotface, 70–71; and sexism, 102, 105, 110; and social interaction, 179, 184, 186–187, 190–193; superstitions, 45–46, 46–47, 50; virtual gold sales, 81

  Yee, Nick: Daedalus Project (see Daedalus Project); Palo Alto Research Center (PARC), 79, 111–112, 160–162, 161–162, 164, 171–176; Stanford University Virtual Human Interaction Lab, 1–2, 142–143, 148–153

  Yellowlees, Peter, 201

  yi-shan-guan, 89–91

  You Are Not a Gadget (Lanier), 204

 

 


 


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