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Internet and Media, Internet, Gaming

Can I See Your Virtual ID, Please?


The days of the identity crisis may be over.

 

That’s because game developers want your money, which they are accomplishing by allowing gamers to freely express themselves within a hierarchical social sphere. This makes it increasingly easier and more common for gamers to create and live a virtual identity through massively multiplayer online (MMO) games.

 

And, the ability to essentially live as someone else has appealed to millions. Just look at World of Warcraft: the MMO has well over 10 million subscribers worldwide, earning it the Guinness World Record for “Most Popular MMO Role-Playing Game.”

 

Even casual free-to-play MMO games such as Maple Story have been popular with gamers, with over 50 million people with subscriber accounts internationally.

 

But what’s the appeal of these online games?

 

“It’s human nature,” says Jon Radoff, CEO of social gaming network GamerDNA. “Social status and social currency are fundamentally important to people.”

 

Social gaming sites such as GamerDNA and the recently-formed Raptr serve as portals through which gamers can connect and hone their own gamer tastes and identity. Presenting one’s gaming histories, scores, and accomplishments for others to see becomes an important way for gamers to stand out in a playing field where nobody knows what you look like and who you really are.

 

These sites, though, are just springboards for a more immersive experience. MMOs such as World of Warcraft, The Lord of the Rings Online, and even Maple Story allow players to create their own avatars. The customizability of a character’s appearance becomes incredibly appealing, as the character can become an extension of a gamer’s real-life persona or a means for them to live out a fantasy of, say, being a cyborg mermaid.

 

But, simply having a custom look is not enough to keep players engaged. Second Life is a prime example of this – the virtual chat room isn’t nearly as popular as other MMOs because it doesn’t build upon the superficial skins.

 

Games such as World of Warcraft probe into the need for “social status and social currency” by featuring guilds, levels, and goals. A person who is level 54 has a higher standing than someone who has just started playing, just as a person who has played for many hours probably has more knowledge and advice to impart than someone who only plays briefly and sporadically. Meanwhile, in Second Life, no matter how long you “play,” you are still on the same level as everyone else.

 

Jim Drewry, Executive Director of Marketing for The Lord of the Rings Online creator Turbine, suggests that beyond avatars, a deeper sense of “identity” comes into play.

 

“It’s the ability to become a hero [that’s so appealing],” he says, adding that MMOs “allow complete control over a character.”

 

The fact that a character in an MMO does not have dialogue written for him or her makes the entire experience more personal, as the player imbues the avatar with their own thoughts, words, and actions.

 

But, it’s the interactions that players have with other players that ultimately lead to the long-lasting success of MMOs. A person hones their identity on a virtual plane, and from there shares their “self” with other players and their “selves.” The combination of look, personality, intimateness, control, sense of accomplishment, and a collective drive to complete a goal “becomes something they take with them into their real lives,” says Mr. Drewry.

 

Mr. Radoff adds the crucial point that “games are no longer stigmatized; rather, they are becoming more mainstream.” As the anonymous freedom of the Internet ingrains itself even more into our lives, MMOs can be seen not as a time-wasting nerd-fest (though it certainly can be at times), but as a bridge between the real and virtual that connects gamers and lets them freely express themselves.