(In Worlds in Play)
- "White-eyed player" = Taiwanese griefer
- Deviancy in gaming societies
- Move beyond individual conception of grief play -> collective recognition/reaction
- Power in social interactions
- Technopower (code); administrative power (GMs); normative power (explored here)
- "Social control mechanisms"
- Labelling as an othering process
- Uncertain age/gender distinctions in online play
- Grief/white-eyed play associated with imagined youngage
- Players can have separate avatars for normative and deviant play (explorative?), transfer benefits (items, etc.) from one to the other
- Stigmatizer/other griefers in order to define/secure normative identity
- "Griefer roles as collective player reactions to a yet-to-be-normalized environment"
- Explicit (identifiable, deviant, self-aware) vs implicit (occasional, fluid, accidental) griefers
- Definition of griefer is ambiguous, changing, subjective
- Blame motivation/experience level; RW identity/characteristics
- Percieved helplessness against griefers (better to ignore, "don't feed a troll")
- Self-aware griefers "professionalize" grief play (clans, notoriety, etc.), while unconcsious, occasional griefers stigmatize along with everyone else, rationalize as mistakes (us/them, cannot be both a griefer and "normal")
- Anxieties about cross-age play enabled on a large scale by MMOs -> griefers are young, kids, immature
- MUDs: gender anxiety, MMOs: age anxiety
- Calling griefers kids is an attempt to define the "right" age to be playing (reject stigma that games are childish by othering percieved "childish" play)
Showing posts with label Sun. Show all posts
Showing posts with label Sun. Show all posts
August 24, 2010
Holin Lin and Chuen-Tsai Sun, "'White-Eyed' and 'Griefer' Player Culture: Deviance Construction in MMORPGs"
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