By this point there are a few models of how the player identifies with the character floating around; they could use some sorting out. James Paul Gee in his book suggests a three-part model — character, player, and player-as-character.
We raised some questions along these lines the other day in John Black’s seminar. What about games where there is no avatar to identify with, the classic exception-to-many-rules again being Tetris? How do you identify then? Is it appreciably different from the engagement you experience when playing a game in which you have an avatar?
(A few more questions off the top of my head: If particular players strongly feel that their identity is unitary and inflexible, do they not not gravitate towards games in which identification with a character is central to play? Or if they do, do they play differently? And finally, how does your level of agency affect how your identity is enlisted in play?)
Someone in Black’s practicum raised the question of why puzzle and computer card games are more motivating to some people than to others. I have heard it mentioned a few times lately that card players actually make up the largest percentage of computer game players; in that light, it’s worth trying to tease out the range of purposes that video games serve in various players’ lives.
One aspect of this is the social meaning of video gaming in general. Peter Bell, a researcher for the Pew Internet and American Life project, brought up that adult gamers, a growing group, have to contend with the childish image associated with video gaming. This is being made easier by the incorporation of games into cel phones; one can play in public without carrying a game device more associated with children such as the Game Boy. New identities, such as the “wired urban nomad,” are also developing which incorporate gaming in a way that fits into adulthood.
Greg Lastowka, an intellectual property lawyer, talked about the burgeoning field of law covering the virtual worlds of EverQuest, Ultima, the Sims, NeoPets and other role-playing games and simulations. He mentioned there.com and Second Life; these are basically online “worlds” which are mostly oriented towards women and girls. I was a little disgusted to find that in one of them, you can pay actual real-world money for virtual Levis to clothe your character (and then follow a link to buy the same actual clothes for your meatspace body).
Lastowka mentioned that some people involved in these worlds approach them as games, while others treat them more like worlds and places to explore. This is an interesting distinction for us to consider, I think; it places video gaming in a broader but related field of recreational virtual-world interaction, which is perhaps where we ought to be anyway if we want to consider interactions of bulletin boards, web surfing, simulations, and role-playing with games. I think a lot more may already have been written about non-game worlds like this from psychosocial perspectives, specifically Sherry Turkle‘s Life on the Screen and Janet Murray‘s Hamlet on the Holodeck.