Thursday, 13 November 2014

If You Build it, They Will Come: User Created Agency in Virtual Worlds

In a video game, agency is the ability for a player to perform an action or complete a task and be rewarded with in-game results. In the virtual worlds of a massively multiplayer online game (MMO), this may mean a player sees their character getting stronger with each monster slain, witnessing the satisfying results of the defeat of a big villain or simply gaining access to new areas of the world as they complete objectives. In regular video games, agency is restricted by what game designers have programmed into the game. Uniquely to MMOs, however, players have the power to create their own agency through social interactions, with rewards imagined by the players themselves, rather than programmed by the game designers.

To highlight how agency can be created by players in MMOs I will be looking at the 3D chat client IMVU. IMVU allows users to design a 3D avatar as well as build their own 3D chatrooms using countless resources created by other members of the community. While not strictly a MMO in the sense of games like World of Warcraft, many users still approach IMVU as though it is a game, bringing with them goals and ideas of what they would like to achieve – their own agency. Many players even go so far as to treat their avatar as a character rather than a representation of themselves. Although restricting movement to preset poses in certain locations, IMVU allows users to inhabit a virtual world and interact with others within it, and therefore delivers the opportunity for player created agency.



(Picture: IMVU allows players to create a diverse range of characters, including vampires, assassins, fairies, fantasy creatures, androids and much more.)

How we present ourselves online depends upon the context of the situation, where certain aspects of our identity may be more important than others (Rodogno, 2011, p. 314). For example, we are likely to present ourselves differently on Facebook compared to a dating website. In a similar vein, how a player presents themselves in a MMO depends on what they hope to achieve. The creation of a character is where the creation of an identity within a MMO begins. As seen above, there are a range of options available to users on IMVU, where they can customise age, race, appearance, gender and more. As is also suggested from this picture, players are less likely to create an accurate representation of themselves, and much more likely to design an idealised self through their character. Through this idealised character, a player can then enact aspects of their ideal personality through, for example, being more extraverted (BessiƩre, 2007, p. 531).

Having created an idealised character, a player now has a medium to interact with the virtual world and others in it. The character gives the player a sense of being in a virtual world and creates an arena for them to create agency (Crowe, 2014, p. 219). In the virtual worlds of MMOs, and certainly in IMVU, “users can choose the spaces as they want, generate any activities or events they want, and form a story in which they play the main roles of the game characters” (Park, 2011, p. 2372). At this point, you can feasibly split users of IMVU into two distinct groups. The first of these are social players who play as themselves, if not idealised representations. The second group are role-players who create a character with an identity separate to that of themselves, and interact with others as that character.



(Picture: Players socialising in a virtual club on IMVU)

Social players of MMOs create agency for themselves through pursuing social interactions. The goals they wish to achieve for themselves can only be achieved through interacting with other people. For example, a player might wish to see themselves become well known in the game by having a large circle of friends. Social interactions are a large part of any MMO, and are what IMVU was constructed around. IMVU has many user groups, sorted into various categories, that a player can become a part of and interact with people who share like interests. These are, in a sense, similar to a guild in other MMOs, where players are linked by shared in-game interests. By participating in these groups, a player can foster a sense of belonging to a community and feel their social interactions have meaning in the virtual world (Zhong, 2011, p. 2353). Agency may also be created on IMVU simply by forming friendships. As a player interacts with others on IMVU they may witness bonds form between them and the other players. (Zhong, 2011, p. 2361). In order to help foster agency in this manner characters can be created to be representative of shared interests, or designed in such a manner to be popular.



(Picture: Role-players playing a story where two of their characters get married)

Role-players are perhaps the best example of how agency can be created by the players of a MMO, and IMVU is highly suited for this type of player. Because of the range of characters that can be created and the virtual environments that can be interacted with, the possibilities for role-players to tell stories in IMVU is massive. A character created by a role-player can be entirely different to the player, right down to age, race and even gender. Role-players use their created characters to interact with the characters of other role-players in order to tell stories. If MMOs can be defined as “highly social spaces where the interaction between players drives both the narrative and game dynamic” (Crowe, 2014, p. 221) then role-players can be said to capture this idea in its purest form. On IMVU, no narrative exists outside of what the players bring themselves. These role-players create agency through the telling of their own stories, be it an epic medieval tale or a simple romance.

Another aspect of role-playing is it gives players a chance to explore different aspects of their identity, or pretend to be something they can never be. Sexual identity is a strong example of this, where research into MMOs has found that 30% of players regularly role-play as the opposite gender (Martey, 2014, p. 286). This is a more common practice among male players, who often embrace it as a way to explore their non masculine side (Crowe, 2014, p. 227). Players can then observe the effect this has on the game world, and other players. Through observations, and seeing the pay-off of their gender choice, they create agency.

By imagining their own rewards or goals, players of MMOs can create agency for themselves. In IMVU, this can be achieved through forming friendships, strengthening bonds in groups or role-playing to create characters, tell stories or explore identity. By showing how this can be achieved in IMVU, an environment without game mechanics yet treated as a game by its users, we can see how this can be applied to all MMOs. These activities that occur in IMVU also occur in many other MMOs.


Reference List:


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