In the Game – In the Flow: Presence in Public Computer Gaming Jo Bryce Dept of Psychology, University of Central Lancashire & Jason Rutter Centre for Research on Innovation & Competition (CRIC), University of Manchester Poster presented at "Computer Games & Digital Textualities" IT University of Copenhagen, March 2001 Introduction It is estimated that almost three quarters of people under thirty have played a computer game, and the leisure software industry is estimated to be worth more than $6 billion in Europe making it a more lucrative market than either the USA or Japan. In the USA, sales of games now outnumber sales of books and in the UK games are worth 80% more than video rentals. In the UK – which makes up more than half the European market – gaming software is not just significant in terms of consumption, as it also has an impressive development an export profile massively outperforming film and television. (ELSPA, 1999)Despite this, there remains a lack of understanding of computer gaming as a serious leisure activity or within an interactive context. This paper investigates the emergence of public forms of gaming such as national competitions and LAN parties. This is done through exploring notions of presence at these events and three interlinking places of presence are explored: The physical presence that games and their machine inhabit at the events The virtual presence gamers have in the games through their characters or agents The psychological presence gamers inhabit while competing Physical Presence If public gaming events were only about gaming then it would seem plausible that increases in online and networked facilities would lead to a diminishment of events rather than the increase that we are witnessing – but this is not the case. There must be reasons, beyond the joys of lag-free play, why gamers choose to bring themselves and their computers to the same point at the same time. LAN parties especially take planning, investment and negotiation to set up and attend to assure that everyone turns up at the same time and same place with PCs, network cards, sleeping bag, food and are met by a functioning and reliable network. What competitions and LAN parties offer is a rare chance for gamers to compete face-to-face with members of the larger gaming community outside their immediate circle of friends. They offer opportunity for conspicuous display and the challenge of skills developed through domestic gaming and practice to be applied to a public field of competition. Part of the attraction of public gaming events is not just to be challenged and compete but to be seen to do so and make eye contact with other members of the gaming communities. It is not unusual for gamers to search out the “real person” behind the gaming personas they have played against. Physical presence means that gaming events become social events. From the nervous talk that takes place while cueing to register at a console championship to the swapping of warez and pornography in the middle of the night at a LAN party, talking and making contact is central to the interactions that go on at public gaming events as gamers stops being onscreen nicks and become people. Face-to-face interaction is the feature that turns gaming into an event. It constucts “liveness” (Rutter, 1997) and gives a sense of the event being unique and open to change and happenstance. Virtual Presence Since the early days of Pong computer and video games have offered players the chance of being part of a game which takes place on the inside of a cathode ray tube or LCD display. The player is at the same time both viewer of the game and a participant in it. In Pong, movement of the control paddle moved the onscreen bat in order to hit the onscreen ball. In Quake 3 Arena or Unreal Tournament - the lingua franca of LAN parties – keyboard, mouse or gamepad movement correspond to character actions. The product is more complex but the principle is the same. Of course, there is no real bat in Pong any more than there is a real Duke Nukem or Taki but these simulations can often be hyperreal. (Baudrillard, 1988) A state in which “images desperately try to produce an effect of the real” (Baldwin et al., 1999) but where the images become the only real thing. In the hyperreal world of gaming players interact with the code which produces a game but do so in an emotional and committed way. In interview gamers often mention the experience of playing Doom and the sounds that were part of the game. Not the electronic bleeps and booms of Defender or Asteroids but a thematic soundtrack. The sounds were part of the atmosphere, they heightened the players’ awareness as the division between the gamers’ unfeeling avatar on screen and the emotional player blurred to complement each other. This is often the case for the public gamer. The world of the first person shoot-‘em-up is a strangely close up one in which gamers only have a field of vision of about 55° which compares with natural vision of up to 140°) as they and their avatar share the same world perspective. Especially at LAN parties where headphones are compulsory the gamers become part of what happen in the game rather than, as Turkle would have it on the screen (1996).The customisation of on screen characters, through choice, naming, and skins increasing the personalisation of the game for the gamer. Psychological Presence Psychological presence in public gaming arenas is investigated by the use of the optimal experience or the flow framework (e.g., Csikszentmihalyi, 1975). The concepts of optimal experience and flow have been used to investigate positive experiences in a variety of settings such as work, school, leisure and sports. This theoretical framework suggests that the psychological experience of various leisure pursuits e.g., rock-climbing, art, chess, sailing etc. have several common dimensions. These aspects of the flow experience are intense involvement, clarity of goals and feedback, lack of self-consciousness, a balance between the challenge of the situation and the skills required to meet them, and a feeling of total control over the activity. More recent research has investigated the flow experience in relation to physical sports such as athletics and football (e.g., Jackson, 1995; Kimiecki and Stein, 1995) and also to computer use (Ghani, 1991; Ghani and Deshpande, 1995). The use of this framework allows an investigation of the experience of leisure-related computer use, and more importantly, the comparison of computer-based leisure activities with other leisure activities. More detailed discussion of the application of the flow framework to computer use more generally can be found in Bryce and Higgins (2000). Preliminary research suggests that the psychological experience of gaming is consistent with the dimensions of the flow experience as outlined by Csikszentmihalyi. This is evidenced by the authors’ quantitative research which demonstrates a high level of comparability of the psychological dimensions of public competitive gaming, with that of other competitive and public sports (e.g., athletics). Ethnographic observations of public gaming events and analysis of the online forums that develop around such competitions have reinforced this. Gamers typically described ‘being in the zone’ or ‘in the flow’ of the game. The psychological experience of flow during competitive or non-competitive gaming form the basis of the psychological presence of gamers within the game and provides a useful framework investigating differences of the experience of gaming between different game genres and context of play. Conclusions The research suggests that the notion of presence in public computer gaming has a number of dimensions encompassing the physical, virtual and psychological. The importance of the social contexts of public and competitive computer gaming is demonstrated by the continuing popularity of LAN parties and the role of gaming in existing social networks at a more casual level. Teamwork, shared presence, community and the cultural capital associated with gaming at these events illustrate the need to move beyond disciplinary-specific approaches to the examination of computer gaming and the importance and appeal of public and competitive gaming. The changing social context of computer gaming also demonstrates the need to examine issues such as the creation of, and presence within, new leisure spaces and the blurring of boundaries between home-based and public leisure spaces
© Copyright 2024