Tag: Sherry Turkle

MMOGs: The Avatar of Consumerism

My term paper for ENG 685 (Survey of Modern Cultural Criticism…or something like that…never did learn the full name) was actually completed last May, but I haven’t gotten around to putting it up on the blog until now.

I’m kind of proud of it. It’s not great in that the writing style could still use a lot of work, but I think it’s a solid piece. I’d like to use this as a jumping off point into writing a book on the subject sometime down the road.

Well, here it is, but if you want to read it in an easier on the eyes PDF version, right-click/save-as this link here.

MMOGs: The Avatar of Consumerism

Massively multiplayer online games (MMOGs) continue to draw throngs of players every year with the promise of action, adventure, compelling stories, and untold riches and legendary artifacts that can be your very own. The most popular MMOG at this time, World of Warcraft, has over ten million paying subscribers while millions more are playing dozens of similar competing games (MMOGCHART.com). There is no doubt that, as a cultural product, the MMOG is enjoying a popularity to which few other forms of production can compare (except for perhaps popular music and television). What is perhaps most striking about this form of production is that in addition to being a commodity sold by global media corporations and thus, like all other products and creative projects, comment on the cultural logic — the MMOG is in an unusual position to actually replicate the dominate hegemonic conditions which commodify the participant in active, real-time alternate spaces. Taking a materialist approach to the subject, what follows is an analysis of how the MMOG fits among the contrivances and contradictions of the postmodern culture. But to begin, an examination of how the mystification of commodification relies on the delicate construction of the idea of “the self” will be necessary.

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“Only Words”…

“‘Only Words’: ‘Half-Life’ in Philip K. Dick’s Ubik and the Dynamics of Online Role-Playing Environments.”
Paper Presented at the 28th ICFA

I. INTRODUCTION
“Instant Ubik has all the fresh flavor of just-brewed drip coffee. Your husband will say, Christ, Sally, I used to think your coffee was only so-so. But now, wow! Safe when taken as directed.”i
That is one of seventeen different epigraphs that begin each chapter of Philip K. Dick’s novel Ubik. Each of the first sixteen is a satirical comment on the nature of advertising in the consumerist economy, where the mysterious product called “Ubik” stands in for everything from coffee to women’s undergarments, household cleaner to salad dressing. Each one safe when used as directed, of course.

Eric S. Rabkin, in his article “Irrational Expectations; or, How Economics and the Post-Industrial World Failed Philip K. Dick,” makes a point to establish Philip K. Dick as one of the most important and influential authors, in general if not in speculative fiction in particular, working in a post-World War II attempt to examine the metaphysical connections between subjective realities and the so-called “objective reality” which may or may not even exist in Dick’s work.ii Ubik, published in 1969, is one such work which takes a close examination at the nature of subjective realities. It is a novel that describes a world, and a condition of being, that is prescient when you compare it to the alternate realities of massive multi-player online games, or “MMOGs” — a condition that involves a merging and confusion of identities — identities that are defined by, and devalued due to, the commodification of reality.

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