Putting the 'Reality' in Virtual Reality
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| The Minecraft Forums is a site which brings all players together |
By Jayson Lightbound
Communication can be defined in many ways, with the most
common being the “act or process of using words, sounds, signs, or behaviours
to express or exchange information or to express your ideas, thoughts and
feelings to someone else” (Oxford Dictionary, 2017) . Communication is a
key aspect to human life as it gives us the ability to spread knowledge, ideas
and information to one another; in both good and bad ways.
In recent years with the accelerated growth of the ‘World
Wide Web’, it has made it easier for us to communicate with other people across
the globe, which not only benefits us as a society, but can also have strong
negative impacts. One example being that face to face communication is now
lacking within our society. The idea of talking face to face with someone is
becoming a tough decision for younger generations due to the latest technology
which let you communicate without even leaving your bed (Nguyen, 2017) .
Another major way we communicate and connect with each other
is through gaming. No more are the days of going outside and playing with
friends on the street, not when it can be as simple as simple as sitting in a
chair and holding a controller in your own room. In ‘multiplayer heavy’ games
such as Minecraft, people can create their own virtual profile to connect,
communicate and play with their friends at anytime and anywhere in the world.
Most often, players are given the ability to create their own
‘Avatars’ to anything they can imagine, using clothes, skin colour, hair styles
and props to create their online identity. In extreme cases, players will even
use this identity outside of the virtual world, because which one sounds
cooler: Jayson or XxDragonSlayerxX? As spoken about in this week’s lecture with
Victoria Kuttainen, French psychoanalyst Jacques Lacan was quoted saying “who
we are is based on a fundamental misrecognition of self—substituting image or
reflection as stand-in for real” (Kuttainen, 2017). In more simple terms, you
are what you think you are.
An example in relation to Minecraft is that players can customise
their character with different skins and armour, which allows players the
option to pick an identity of being tough and intimidating or something more
peaceful and nonviolent.
Furthermore, Author, Bruce Chatwin, of the outstanding book
‘The Songlines’ talks with an Indigenous man who explains that even the most
“far-flung” tribes could be connected through a Totemic Ancestor who would
travel across the country leaving “musical notes along the lines of his
footprints” (Chatwin, 1987) . Although this may not be interpreted
within Minecraft as a game itself, players can share their worlds online and
can use links, hashtags or references for followers to click which will allow
them to view or visit that person’s world. Therefore, these players are
creating virtual ‘pathways’ in the form of hashtags or links to connect their friends
and followers back to their worlds and creations.
In summary, it is evident many gamers use the internet as a
way of connecting themselves to other players or followers using pathways such
as links or hashtags. Also, most of these gamers often refer to themselves by
their virtual identity instead of their real-life identity, so it is time to
ask, at what point is it too far?
References
Chatwin, B.
(1987). The Songlines. In B. Chatwin, The Songlines (pp. 11-15).
London: Bruce Chatwin.
Nguyen, L. (2017,
July 4). 11 Negative Effects Of Internet On Students And Teenagers.
Retrieved from VKOOL: http://vkool.com/negative-effects-of-internet/
Oxford
Dictionary. (2017). Communication. Retrieved from The Oxford
Dictionary: https://en.oxforddictionaries.com/definition/communication
Kuttainen, V. (2017)
Lecture Slides retrieved from Class BA1002.

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