In her article World Vision (Autore Magaine Issue 6, ISSN 1832-9152), Justine Larbalastier compared the current use of massively multiplayer online role-playing games (MMORPGs) like World of Warcraft and virtual worlds like Second Life with the similar phenomenon of Dungeons & Dragons, fandoms and sci-fi conventions in pre-Internet, pre-PC times.
Interesting facts and observations aside, what struck me was how our core human nature applies regardless of the time, venue or situation.
- Pretending to be someone else. The most common question a female avatar is asked: “Are you really a woman?” Projection of real or fantasy self. Reflection of inner inadequacies – tall male avatars with large muscles, and female avatars with ultra-thin waists and huge breasts.
- Looking to meet and connect with others with similar interests.
- Seeking social status, and working towards improving that status within a group. Such as levelling up in a game, or buying designer clothing for your avatar.
- Looking for excitement and adventure. The need for make-believe, fantasies and escapes from the real world.
- Needing to express oneself through creativity. Be this writing, building worlds, and designing characters and costumes. Part of this is also to make an impact on the environment one occupies.
- Sex – simulated acts, titillating and exaggerated body parts, and also harassment.
- Making mischief and causing disruptions for the sake of doing so. People join games just to disrupt other players. Giant flying penises interrupts Second life gatherings.
- Money talks – people with money can buy themselves up levels in games (ie increase their social status), or buy more virtual land and buildings in Second Life.
So what has the Internet changed? Only the ability for people to connect with others faster and further. Easier to create and maintain multiple artificial identities.
(Interesting numbers in 2009: World of Warcraft has 8 million users (that is almost twice the population of Singapore, or slightly less that twice of Sydney, or Toronto); Second Life has 20,000.)