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Reality
to Fantasy or Fantasy to Reality? Either Which Way Can Give Satisfaction
to a Player Entering Cyberspace
Ma.
Carmina Felizco
The
World of the Cyberspace (Casual Fridays, 2006)
Violence
had been driving crowds of spectators ever since funeral games in ancient Greece
brought thunders of approval, as seen in ‘Iliad’. The chariot race and
the Olympia from the Black Sea to the Mediterranean coast of Spain drew crowds
of visitors that brought the sacred games to the forefront of the world’s most
distinguished events.
At this contemporary period, however, spectators do not merely wish to see the
spectacle of the event but to experience the event itself in a play that
transforms them to actual players of the game. Just like what was
reflected in the statement of Johann Heinrich Krause, who wrote about the
Olympia and its Greek spectators, playing video games affects the players in the
same way that spectators of the Olympia experienced:
“They were impelled unconsciously to move their hands, to raise their voices,
to jump from their seats, now with the greatest joy, now with the deepest
pain.” (Guttmann, 1998, p.9)
These effects are the same ones that are being experienced by players of the
video game. It brings ecstasy with the advent of seeing people face
dangerous stunts and adventures (e.g., chariot race), not to mention the order
and the uproar, the hedonism and restraint, the pleasure and difficulty, the
life and the death.
According to Jongsuk Ham, writer of the article ‘The Fantasy of Masculinity in
a Massive Multiplayer Online Role-Playing Game’, the role of the cyberspace in
the mind of male players can be reflected in the following:
“Cyberspace
certainly… [performs by] leaving the proper body behind and floating in the
immaterial. But who is adrift in the data stream? All identity is
lost in the matrix, where man does not achieve pure consciousness, final
autonomy, but disappears on the matrix, his boundaries collapsed in the
cybernetic net.” (Plant, 1993, p.13)
It
is as if the player exits the mainstream of the physical body and enters another
being that is stronger, tougher, more heroic and perfect. Fantasy becomes
a reality, as the spectator becomes the active player of the game. Things
that were merely a dream become a flash of reality that could excite the spirits
and control the body in such a way that they “move their hands… raise their
voices… jump from their seats… with the greatest joy… with the deepest
pain” (Guttmann, 1998, p.9).
Playing violent video games is like living up to the elements of fantasy and
recreating the self and the world to come up with a story that indulges the self
to thoughts and acts of masculinity, of heroism,
and
of fantastic strength and bravery. Certain illusions bring utmost
satisfaction and pleasure, driving crowds of youngsters to play a game that
recreates reality and offers intuitive migration in the synthetic world of the
cyberspace. The experience, according to Edward Castranova (2005), is one
that relies on experience:
“Whether the synthetic world grows does depend on the nature of experience
within it, but, critically, it also depends on the nature of experience here on
Earth. People will go where things are best for them. It is an issue
of migration.” (Castranova, 2005, p.71)
Take, for example, the survey conducted by Ham that showed how 61% of Filipino
players of the game Avatar regarded their players as themselves, while 45% of
them did not consider playing opposite-sex avatars (since they regard their
players as themselves). More so, about 65% of Filipino players in the
survey (the other of which are the Koreans) preferred same-sex characters, with
about 21% of them having been negative about other players who took the role of
opposite-sex avatars (Ham, 2008, p.13). This only proves how players,
especially in the Philippines, take the role of their characters, whether the
game portrays violence. For them, nothing is more extravagant and
rewarding than having to play in reality, the role of a splendid hero.
Playing in cyberspace gives satisfaction and ecstasy to
a player that longs to experience both fantasy and reality. In cybernetic
space, the body migrates to a creature or character that gives fulfillment, on
the goal of going through the adventures that only true heroes are worthy of
experiencing. Thus, a feeling of masculinity and valor enters the realm of
consciousness, leaving behind a mind that seeks places where the best can be
found. True, in the issue of migration, the first step rests in seeking
satisfaction.
References:
Castranova, E. (2005). Synthetic worlds: the business and culture of online
games. Chicago, IL: University of Chicago Press.
Casual Fridays. (2006, April 28). Retrieved September 18, 2008, from <http://armchairgeneralist.typepad.com/my_weblog/2006/04/>.
Guttmann, A. (1998). The appeal of violent sports. In Jeffrey Goldstein’s Why
we watch: the attractions of violent entertainment. New York, NY: Oxford
University Press.
Ham, J. (2008). The fantasy of masculinity in a massive multiplayer online
role-playing game: a comparison of Philippine and Korean experiences.
(presented at the 8th ASEAN Inter-University Conference, Manila, May
2008). Retrieved September 12, 2008, from the MMS 100 Final Project
database: <http://sites.google.com/a/upou.edu.ph/mms-100-final-projects/topic-1>.
Plant, S. (1997). Beyond the screens: film, cyberpunk and cyberfeminism.
Oxford: Oxford University Press.