As someone who grew up in the era of the Nintendo Entertainment System, the idea of of MMORPGs, or Massively, Multiplayer Online Role-Playing Games baffles me. Reading Dibbell’s, Play Money might as well been an introduction to life on Mars.
Dibbell embarks on an investigative assignment as a writer for Wired magazine and discovers the exciting and sometimes dark world of online gaming, by becoming a player in Ultima Online. By engaging in the world of online gaming, Dibbell uncovers an entire virtual economy in the form of trading goods, property, gold, and other services that can lead to serious profit in the real world. Through his gaming experience, Dibbell demonstrates how online gaming is more than just a game. In addition to providing a platform to make a monetary profit in the real world, online games serve as a meeting place for individuals to build friendships and an interesting experiment in how people “play” and interact.
In describing his adventure to Tijuana to uncover a loot farm, the excitement of making a profit selling goods and property, and the ability to outsmart cheaters, Dibbell paints a fantastical and somewhat sensationalized picture of online gaming. Personally I was along for the ride, enjoying the excitement and scandal involved in the virtual economy, until Amanda presented a very interesting scenario in our class discussion. Dibbell introduces us to his online companion Radny, a 17-year old, who befriends him in the game and to a certain extent outside of the game. In Amanda’s question to the class, she asks if this if there were any ethical considerations between the real and virtual worlds.
Great question.
The MacArthur Foundation recently sponsored an study on teens and their use of digital technology, as part of a $50-million dollar digital media and learning initiative. This study shows the importance of digital technology in shaping how teens learn, play, socialize and participate in civic life. Researchers found that social networking sites, video-sharing sites, online games and other pieces of digital technology were undervalued and misunderstood by adults. Many adults viewed digital technology as having a negative influencer, when in reality, researchers observed the effects as having a positive impact on teens. The study demonstrates that when young people engage in digital technology, including online gaming, they are developing important social and technical skills.
Bottom line- young people are online. They are playing online games, they are on social networking sites. In the virtual world, many have created alternate identities and you really don’t know who you are talking, playing with or selling to, something that could have serious implications in the real world.
My question: is the online gaming world presented by Dibbell a safe place for teens to develop their social and technical skills?
Of course, digital technology has immense value for human communication, but it seems to me that a study endorsing the benefits of online gaming as a tool for young people to develop life skills provides a false sense of security to what is really out there in the world of online gaming. I think that Dibbell presents a slightly dramatized view of the gaming world. Certainly, he sought out most of the action that he encountered, however the ability for young people to effectively protect themselves against schemers, cheaters, theifs, and other malicious individuals is not entirely convincing.
It’s just something to think about before playing.