Professional Documents
Culture Documents
Digital Worlds Against - All - Odds PDF
Digital Worlds Against - All - Odds PDF
Abstract: Over the last three decades digital games and their uni-
verses, as parts of the wider digital culture, have become the reality
(in front of and behind the monitor) and will undoubtedly play a
greater part in the daily organization of life of an increasing number
of people of all ages,with very different levels of education and social
status, around the world.
The games rapid spreading has provoked a continuous review of the
current understanding of reality, and thus became the basis for the
establishment of completely new identities and new cultural heri-
tages. These are bound, obviously and inevitably, to overcome the
current limits of national states, ethnic and local communities, and
to build new communities based on genuinely shared experiences
and memories (assumedafter all, for all the existing communities).
Anthropology as a discipline is challenged by the modern times to
engage in studies and observation of this process. At the same time,
and for the first time in the history of discipline, a possibility to es-
tablish a true shared anthropology became an optionthat in turn
could help to level out the status of anthropologists from small and
poor countries (such as Serbia and Macedonia) in regard to their
counterparts from the Western world.
Over the last few decades, especially since the establishment of Internet
in the last decade of the 20th century, video/digital games became part
of the “real” life for a great number of people around the world1in a way
that only a few decades ago did not seem possible except in the context
of science fiction (dystopian) future.Therefore, the games, along with the
worlds and cultures within which they are formed and function, became
a logical subject of anthropological inquiriessince anthropologists should
study problems, processes and relations important to people they study2
and games, more than obvious, established themselves as important and
integral parts of lives for many people.
Then again, the movement of a growing number of people from the “real”
into the virtual/synthetic worlds, is changing the “real” world. This is ex-
plained by the simple fact that the players carry into digital worlds the
knowledge, experiences, beliefs and worldviews of the RL3 in the same
way they carry newly acquired knowledge and experience acquired in digi-
tal worlds in their physical everyday life, changing and adapting behaviors
accordingly. This, as one of the modern transformation processes within
society/culture, is necessary to study if we want anthropology to remain a
relevant discipline that allows us to understand the world around us, that
is, the society we live in.4 Given their rapid development, these processes
should be studied right now, as they are unfolding in front of us, asthey
will be, in just a few decades, impossible to reconstruct.
Digital worlds are defined in various ways (cf. Gavrilović 2016: 55-59),
while the most precise and at the same time, the most detail definition
many people consider that playing the various puzzles or card games, especially on
phones and other gadgets, is not the “real” playing, hence they do not identify them-
selves as players. That year there were about 7.4 billion of the total population of the
planet (http://www.prb.org/publications/datasheets/2014/2014-world-population-
data-sheet/data-sheet.aspx), this means that digital games were played by a quarter
population of the world, with the percentage raising on a daily basis.
2 Carole McGranahan stated clearly that today even students at the undergraduate
level anthropology recognize that ethnography has to have a"clear demonstration
that the topic being studied matters; by this they meant mattered not only in an an-
thropological sense, but mattered and was relevant to the people in the community"
(McGranahan 2012).
3 Common acronym for Real Life: the term is used to indicate the “real” physical
world within the distinction real: digital/virtual/synthetic, and in that sense itwill be
used hereinafter.
4 This, by the way, is the most important requirement made by today financiers, in-
cluding the state, placed in front of all the sciences, especially social and humanistic
disciplines, which at first glance are not profitable.
160
Anthropology of Digital Worlds
161
Against All Odds: Ethnology and Anthropology between Theory and Praxis
7 The worlds of games usually assume areas (geographical and social) formed in the
Massively Multiplayer Online Role-Playing Games (MMORPG) / Massively Multi-
player Online Games (MMOG) based on the imaginative narratives and more or less
linear story, but also metaworlds (Massively Multiplayer online Worlds / MMOW), as
simulations of a “real world”.
162
Anthropology of Digital Worlds
Shared anthropology
Despite the specific difficultiest hat do not appear in any of the RL re-
search, studies on digital worlds possess a number of qualities already set
as the ideal goals in the RL research. Though, some of the goals have never
been met (for objective reasons).
The first is to literally put into practice the decades old idea of “the ob-
served” as those who (in addition to anthropologists, or parallel to them)
make the ethnography.9 While this was a great idea that sought to abolish
163
Against All Odds: Ethnology and Anthropology between Theory and Praxis
many years later, commented: “The anthropologist must have a different, negotiated
relationship with subjects as, to a degree, her epistemic partners. To accomplish this,
sameness and difference between anthropologists and subjects becomes a key realm
for rethinking method, practice, theory, etc.” (Rabinow at all 2008: 65)
10 In cases of research at home, and far more if there are significant cultural differ-
ences between researchers and the observed ones.
11 World of Warcraft, Blizzard 2004: expansions: The Burning Crusade 2007; Wrath
of the Lich King 2008, Cataclysm 2010; Mists of Pandaria 2012, Warlords of Draenor
2014 and Legion 2016.
12 For the first character, it took me about six months to get through to the then maxi-
mum ninetieth level. Two and a half years and two expansions later, the three char-
acters at the maximum level and ten more in various stages of development, I am still
amazed every time I pass lightly areas where I was stuck for days with my first avatar.
164
Anthropology of Digital Worlds
case, becomes an integral part of the culture he/she studies, and his/hers
knowledge (anthropological) cannot possibly positioned him/her above
the other members of the community; thus, the researcher and the rest of
the studied community members share knowledge about the world and
the relationships formed within. This is a true shared anthropology.
Another important aspect of the shared anthropology, arising from its
shared character itself, is that this still is (and in societies such as ours it will
be for a long time) an action anthropologythat provides voices to stigma-
tized although invisible minority.13 Thereby, this does not include gender,
racial, ethnic or other already recognized discriminated minority groups. In
recent decades,in some western and far-eastern societies, game playing has
become socially accepted activity, but in the Balkans, the environment re-
mained quite intolerant and unsympathetic of non-majority behavior; thus
games still carry mostly negative connotation.14 Due to this image, many
players are reluctant to talk about themselves and/or to be defined in this
context, except in their relatively closed communities. Gamers are not the
only minority of this kind, but as all new socially discriminated minorities
(workers, poor, religious minorities, members of subcultures, aged people,
etc.), they remain invisible due to the continuing social stigma. Therefore,
this minority and culture they make in digital reality are important study
subjects not only for the sake of getting to know these cultures in the mak-
ing, but also to raise awareness of various invisible and non-standard mi-
norities in contemporary societies (so far in this regard, at least in Serbia,
only sportsfansare recognized - cf. Đorđević 2015).The studies on these
165
Against All Odds: Ethnology and Anthropology between Theory and Praxis
subjects can show the extent to which modern society is operational, and
at the same time, fragmented on various grounds. Furthermore, the studies
could also provide an insight of how some seemingly (at least for the major-
ity of population) irrelevant segments of life are needed in order that, even
in this world, we can feel like a normal human beings.
15 As some authors pointed out (cf. Crawford 2011: 12-13), it is possible to be involved
in the research of games that does not include active participation in digital worlds:
Issues of creation/design of the worlds and their production do not require an active
participation in the life of the world – these are the issues raised regarding the world
but not about it. Therefore they require material gathered by other means. It is often
necessary to combine online and offline research, especially if we want to appraise
the impact of digital world (knowledge, experience, skills acquired) on the RL player,
or effects the RL conditions on gaming behavior within digital world (cf. Snodgrass
2015: 469- 470).
166
Anthropology of Digital Worlds
167
Against All Odds: Ethnology and Anthropology between Theory and Praxis
19 Even contemporary (albeit very rare) methodological literature about field re-
search in Serbian anthropology rarely discusses participation as a method of data
collection (Vučinić 2013: 125-127), or, when it does, discusses it briefly and only as a
possibility, not as a real practice.
20 At the end of 2016, WoW (without the last expansion) costed € 14.99, the expan-
sion pack (not required in the first phase of the research, during the construction of
the character) was 44.99 €, while the monthly subscription fee was € 12.99. Obvious-
lythese are to a great deal less expensivefeatures than of any other type of research. In
addition, playing on pirate servers (on one hand, this partially limits the comprehen-
sion of the world/culture, but on the other it can provide some very different insights
and can be incorporated in a Playing Research: Methodological approaches to game
analysis of a broader research design), make the costs practically nonexistent.
21 Nevertheless, countries with low Internet network coveragestill remain unequal.
These are mainly the poorest countries in the world, African and Asian stateshit by
raging wars, drought and famine;in spite, in the last 3 years even in those countries
internet coverage has increased. (http://www.internetsociety.org/map/global-inter-
net-report/?gclid=Cj0KEQjwwoLHBRDD0beVheu3lt0BEiQAvU4CKvcG3tGyIniTo
DoDlMWirih8ZKUtY3O83EH8tsIPxLoaAnVC8P8HAQ).
22 So far a limited number of studies discussed this problem. I am aware of only two
studies: the first is about the relationship between Chinese and Taiwanese players
in WoW (Lin and Chuen 2011; Feng 2014), and the second is my own study of the
players’ behavior in the same game in the first decade of the 21st century (Gavrilovic
2012).
168
Anthropology of Digital Worlds
References
169
Against All Odds: Ethnology and Anthropology between Theory and Praxis
170