Against the Rhetoric of Cosmopolitanism

At the Amer­i­can Asso­ci­a­tion for the Advance­ment of Sci­ence (AAAS) in Chicago, a behav­ioral sci­ences pro­fes­sor from North­west­ern Uni­ver­sity has called into ques­tion the ide­al­ism of much of our rhetoric on the poten­tial diver­sity of human net­works in MMORPGs.

Social Dri­vers for Orga­niz­ing Net­works in Com­mu­ni­ties” appeared as part of a panel called “Ana­lyz­ing Vir­tual Worlds: Next Step in the Evo­lu­tion of Social Sci­ence Research.”

The find­ings are inter­est­ing. Accord­ing to VWNews:

A group of researchers recently took a look at social habits inside the MMOG Everquest II. Their find­ings show that play­ers tend to asso­ciate with oth­ers from their nearby geo­graph­i­cal com­mu­nity. Obvi­ously, game­play heavy MMOGs like Everquest attract a dif­fer­ent user than more open-ended or social worlds like Sec­ond Life or Habbo, but habits like that could present a chal­lenge to cre­at­ing inter­na­tional, large-scale com­mu­ni­ties in vir­tual worlds.

Peo­ple end up play­ing with peo­ple nearby, often with peo­ple they already know,” social sci­en­tist and engi­neer Noshir Con­tracto said in a state­ment. “It’s not cre­at­ing new net­works. It’s rein­forc­ing exist­ing net­works. You can talk to any­one any­where, and yet indi­vid­u­als 10 kilo­me­ters away from each other are five times more likely to be part­ners than those who are 100 kilo­me­ters away from each other.”

Via Vir­tual Worlds News, “Research Shows World­wide MMOGs Not Very Cosmopolitan”

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2 Comments

  1. Mike Moore
    Posted February 17, 2009 at 6:31 pm | Permalink

    I can’t say this result is sur­pris­ing. Speak­ing from per­sonal expe­ri­ence, it is much eas­ier to col­lab­o­rate online with some­one you already trust. It takes a huge invest­ment to build a social net­work. Why spend the time to build a new one when you can cap­i­tal­ize on exist­ing relationships?

    This also reminds me of Gold­smith and Wu’s book Who Con­trols the Inter­net?. Sim­ply put, noth­ing is vir­tual; phys­i­cal space will always mat­ter. Par­tic­u­larly with online games, latency is a very real bar­rier that increases with phys­i­cal dis­tance. While the inter­net makes it pos­si­ble for me to play Gears of War 2 with my friends across the Atlantic, it still takes time for data to travel the dis­tance. While 500 mil­lisec­onds might not mean much for a phone con­ver­sa­tion, it can take all the fun out of shoot­ing the Locust Horde.

    Nonethe­less, it is impor­tant to look at both sides of the issue. While some hard­ware, soft­ware, and social forces may dis­cour­age online gamers from cre­at­ing new net­works, there is still a ker­nel of truth in utopian rhetoric. As the arti­cle empha­sizes, online games do strengthen net­works. More­over, bro­ken as they may be, online games still pro­vide mul­ti­ple mech­a­nisms for coop­er­a­tion among strangers, per­haps most impor­tantly (as Cas­tronova describes) in the form of a shared mythos, an embod­ied jus­ti­fi­ca­tion that this coop­er­a­tive activ­ity is in fact worthwhile.

  2. Posted February 17, 2009 at 9:03 pm | Permalink

    I dis­agree. Build­ing social net­works in the real world is tedious and time-consuming, because they are mate­ri­ally sig­nif­i­cant and so am I. In vir­tual space–especially in gam­ing contexts–social net­works are triv­ial, even dis­pos­able. Peo­ple “friend” me after a game on XBoxLive all the time: They could care less about me… and I don’t care about them (sorry BornLo53r; sorry FalconWing69). In vir­tual space, cre­at­ing a node in the social net­work is a ready affor­dance. (Face­book: “Click to con­firm this friend.”) Not so in meat space.

    I think that, to some degree, there are sev­eral game-related choices that play­ers make to com­pel homo­gene­ity among online com­mu­ni­ties: In War­craft, for exam­ple, you are encour­aged to pick a (rel­a­tively) local shard (state­side, Oceanic, or Latin Amer­ica) for starters. And lan­guage local­iza­tion in WoW means English-speaking coun­tries are all lumped together. Ulti­mately, though, locale is a com­mon topic of con­ver­sa­tion in the guild to which I belong — in which mem­bers range from north­ern Canada to Texas, and across North Amer­ica. And while some in the guild may recruit from real life net­works, the guild’s makeup is so vari­able — of 120 mem­bers, eight joined and three left just yes­ter­day — that some vari­ety is almost guaranteed.

    Finally, in terms of data lag (a favorite scape­goat among gamers), I must say that Mario Kart is likely far more intense than any MMORPG in terms of data through­put, but I fre­quently enjoy Kart races against Euro­pean and Japan­ese play­ers (with gen­er­ally con­sis­tent sta­bil­ity of data flow).

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