Online games increasingly a place for protest, social activism

i know this has been cross posted (i pulled it from
Nettime) but thought it was worth reposting for those
that haven't read it…

NICK WADHAMS
Canadian Press

Friday, February 07, 2003

NEW YORK (AP) - Gone are the days when playing video
games online meant
simply playing a hand of poker or battling your
buddies to the death in
a
giant arena you couldn't control.

Many games are now all about role-playing, and some
players aren't
participating to escape terrestrial life. They're
getting on virtual
soapboxes and organizing all manner of protests in
cyberspace. Gamers
have
protested the impending war in Iraq, started
newspapers, gathered
charitable
donations - done myriad things they already do, or
wish they could do,
in
the real world.

The line between online gaming and the real world "is
a lot thinner
than
people give it credit for," said Raph Koster, creative
director of the
Austin, Texas, office of Sony Entertainment.

At the new online community There.com, gamers can
clothe their in-game
marionettes and socialize with others. Already, some
players angry with
the
U.S. policy on Iraq have organized a peace rally and
clad their
characters
with the peace symbol.

Not earth-shattering, to be sure, but exemplary of how
thousands of
people
are using online games to either project their real
voices or speak up
as
they might not in real life.

Players of EverQuest, the most popular online game in
the United States
with
about 85,000 playing at any time, held in-game
candlelight vigils after
the
Sept. 11 attacks and even created memorials within the
game's universe.

Such games have become "online petri dishes" to show
how far people
will go
in wedding their real and virtual lives, said Amy Jo
Kim, an
online-games
designer involved with There.com.

People have been attacked in real life for killing
other contestants
playing
Lineage, the world's most popular online game with
four million active
subscribers. And hundreds of players have gathered
within the game to
protest software glitches.

The latest game to hit the market is the Sims Online,
from Electronic
Arts.
Players have control over a character and act out
real-life fantasies.
They've built in-game restaurants, created several
radio stations and
even a
newspaper.

And they are not shy about complaining.

Freelance writer Tony Walsh didn't like a deal
Electronic Arts made to
insert a McDonald's kiosk into the game, so he
organized a protest.

Other gamers have no trouble co-opting games entirely.

To protest the possibility of war, Anne-Marie
Schleiner designed a hack
for
Counterstrike, a popular first-person shooter. With
"Velvet-Strike,"
players
could display virtual posters with such messages as
"Hostage of an
Online
Fantasy" and "You are your most dangerous enemy."

It led to some confusion among gamers who didn't want
reality creeping
into
their fantasy world, Schleiner said.

"It was interesting, disturbing and entertaining to
get so much
negative
feedback from all different directions - some pure
old-fashioned
misogyny,"
she said.

Issues of how far gamers can push have yet to be fully
tested. Like
movies,
games are often based on brands, and designers aren't
necessarily
willing to
have their brands co-opted.

Likely to push those limits is the forthcoming Star
Wars Galaxies,
which
will put players inside the George Lucas popular
universe. That creates
a
problem, because the Star Wars world is one of the
most cherished
creations
in the history of fantasy fiction.

"Somebody saying something in the game and being
witnessed by somebody
else
can reflect not just on the game but on Lucasfilm and
George Lucas,"
said
Koster, a lead designer for Galaxies, which is due in
April. "If
someone
started walking around in the San Diego Zoo screaming
profanity or
handing
out Nazi leaflets, the park would remove them from the
premises. We
need to
be able to do that also."

Should free-speech values extend to the online world?
Will there be a
future
lawsuit from someone who claims they were unlawfully
barred for
maligning
George Lucas?

Walsh, for one, believes gamers should have the very
same freedoms in
cyberspace that they have in the physical world.

"Why shouldn't people protest?" he said. "Why
shouldn't freedom of
speech be
as alive in the Sims Online as it is the real world?"

Copyright 2003 The Canadian Press

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Comments

, Brett Stalbaum

You can see Anne-Marie Schleiner's Velvet-Strike project at
opensorcery.net.

If like myself, you don't game much, the screenshots will give you a good
idea.

http://www.opensorcery.net/velvet-strike/

Shoot love bubbles,
Brett

On Mon, 10 Feb 2003, Ryan Griffis wrote:

> i know this has been cross posted (i pulled it from
> Nettime) but thought it was worth reposting for those
> that haven't read it…
>
> NICK WADHAMS
> Canadian Press
>
> Friday, February 07, 2003
>
> NEW YORK (AP) - Gone are the days when playing video
> games online meant
> simply playing a hand of poker or battling your
> buddies to the death in
> a
> giant arena you couldn't control.
>
> Many games are now all about role-playing, and some
> players aren't
> participating to escape terrestrial life. They're
> getting on virtual
> soapboxes and organizing all manner of protests in
> cyberspace. Gamers
> have
> protested the impending war in Iraq, started
> newspapers, gathered
> charitable
> donations - done myriad things they already do, or
> wish they could do,
> in
> the real world.
>
> The line between online gaming and the real world "is
> a lot thinner
> than
> people give it credit for," said Raph Koster, creative
> director of the
> Austin, Texas, office of Sony Entertainment.
>
> At the new online community There.com, gamers can
> clothe their in-game
> marionettes and socialize with others. Already, some
> players angry with
> the
> U.S. policy on Iraq have organized a peace rally and
> clad their
> characters
> with the peace symbol.
>
> Not earth-shattering, to be sure, but exemplary of how
> thousands of
> people
> are using online games to either project their real
> voices or speak up
> as
> they might not in real life.
>
> Players of EverQuest, the most popular online game in
> the United States
> with
> about 85,000 playing at any time, held in-game
> candlelight vigils after
> the
> Sept. 11 attacks and even created memorials within the
> game's universe.
>
> Such games have become "online petri dishes" to show
> how far people
> will go
> in wedding their real and virtual lives, said Amy Jo
> Kim, an
> online-games
> designer involved with There.com.
>
> People have been attacked in real life for killing
> other contestants
> playing
> Lineage, the world's most popular online game with
> four million active
> subscribers. And hundreds of players have gathered
> within the game to
> protest software glitches.
>
> The latest game to hit the market is the Sims Online,
> from Electronic
> Arts.
> Players have control over a character and act out
> real-life fantasies.
> They've built in-game restaurants, created several
> radio stations and
> even a
> newspaper.
>
> And they are not shy about complaining.
>
> Freelance writer Tony Walsh didn't like a deal
> Electronic Arts made to
> insert a McDonald's kiosk into the game, so he
> organized a protest.
>
> Other gamers have no trouble co-opting games entirely.
>
> To protest the possibility of war, Anne-Marie
> Schleiner designed a hack
> for
> Counterstrike, a popular first-person shooter. With
> "Velvet-Strike,"
> players
> could display virtual posters with such messages as
> "Hostage of an
> Online
> Fantasy" and "You are your most dangerous enemy."
>
> It led to some confusion among gamers who didn't want
> reality creeping
> into
> their fantasy world, Schleiner said.
>
> "It was interesting, disturbing and entertaining to
> get so much
> negative
> feedback from all different directions - some pure
> old-fashioned
> misogyny,"
> she said.
>
> Issues of how far gamers can push have yet to be fully
> tested. Like
> movies,
> games are often based on brands, and designers aren't
> necessarily
> willing to
> have their brands co-opted.
>
> Likely to push those limits is the forthcoming Star
> Wars Galaxies,
> which
> will put players inside the George Lucas popular
> universe. That creates
> a
> problem, because the Star Wars world is one of the
> most cherished
> creations
> in the history of fantasy fiction.
>
> "Somebody saying something in the game and being
> witnessed by somebody
> else
> can reflect not just on the game but on Lucasfilm and
> George Lucas,"
> said
> Koster, a lead designer for Galaxies, which is due in
> April. "If
> someone
> started walking around in the San Diego Zoo screaming
> profanity or
> handing
> out Nazi leaflets, the park would remove them from the
> premises. We
> need to
> be able to do that also."
>
> Should free-speech values extend to the online world?
> Will there be a
> future
> lawsuit from someone who claims they were unlawfully
> barred for
> maligning
> George Lucas?
>
> Walsh, for one, believes gamers should have the very
> same freedoms in
> cyberspace that they have in the physical world.
>
> "Why shouldn't people protest?" he said. "Why
> shouldn't freedom of
> speech be
> as alive in the Sims Online as it is the real world?"
>
> Copyright 2003 The Canadian Press
>
> __________________________________________________
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> Yahoo! Mail Plus - Powerful. Affordable. Sign up now.
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