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Sunday, December 30, 2012

The New Reality of Fantasy

This may come as a shock for some of you, but I'm just over 40 years old. Yes, old Mithra is old. And yes, my WiFi really is named "GetOffMyLawn" ^^ I grew up juuuust after the Sixties' wild ride and most of the Seventies' exuberance as well. But well before the dawn of the consumer side of the Information Age.

When I played, it was make believe with toys (Lego and other building toys, various action figures, some My Little Pony thrown in and a few handheld electronic games). When I played with friends, playtime often involved role-play (usually inspired by whatever hit movie we'd all just seen) but again, personal imagination was key, and most everything was all in our heads.

Gaming systems like the Atari VCS "electronified" everything, but it wasn't until a few generations later that home gaming got sophisticated enough to pull off game-based make-believe in the form of RPGs and adventure titles. What I mean is it took a bit for games to allow deeper individual expression inside the game world. Eventually, on PC and on video game consoles, the rise of the Internet would finally enable large numbers of people to connect to these worlds.

My introduction to MMOs proper was on January 1, 2007 with a little game called Final Fantasy XI. I'd owned PCs before this but I never tried computer-based MMOs because at the time, I was elbows-deep into flight, racing and space simulations. As it happens, these afforded low levels of individuality and did not offer a multiplayer component to speak of.

So, months into FFXI something happened - I began to play make-believe as I used to, inhabiting my character (basically a magical cat-girl who focused on healing) and building up an online identity reflected in the interactions of dozens of other players. These players often had their own online identities, and some of us played online regularly enough to extend conversations beyond game strategies.

Fast-forward six years. After a massive misstep, and a LOT of soul searching, I think I've found some answers. "But what are the questions, Aerin?" I'm getting to that. Patience, dear Reader!

Many of you know Ape and I have two sons (Elder and Younger) and a very recent addition to our clan whom I refer to as Creature, or Bells, here. Elder is knocking on 16 (*remembertobreathe*) and unlike me, he pretty much grew up in the always-on Net-connected world. His development wasn't really atypical during his pre-teen years - lots of toys, some friends, etc. But once he got to middle school and *really* began to socialize everything changed.

He took up an MMO called Roblox at 13 or so, and from there, quickly migrated to IMVU, Google Talk, and Facebook. As well as an iPod and a phone for IMing. And here's what I'm finding interesting. Through no known influence from me or any other adults, he's crafted an online identity which includes activities like sexting (well, text make-outs and such) and anthro/furry style RP.

On the one hand, it's interesting to see where he's taking some of these ideas. On the other, I've had to remind him on more than one occasion that he needs to watch his behaviour as we don't approve of certain interactions and he also needs to watch how emotionally invested he allows himself to become.

And yes, I suspect a few of you are screaming "Hypocrite!" at your screens as I solidly roleplay a fantasy character. True, but aside from an interest in counseling which he did pick up from me, I have to believe the other behaviours are peer-learned.

OK, so we're closing in on my thesis. What I would pay money to see is a study which takes the following factors into account and synthesizes some conclusion regarding the development of imaginations, identity and self-image based on play and social interactions.

* Given that for decades, we as a society have enabled our children to:
  a) use their imaginations
  b) be whatever they want to be
  c) express themselves

* Has the rise of virtual worlds featuring:
  a) highly-interactive environments centered on a personal avatar
  b) multiple options for customisation and personal expression
  c) while interacting with other people, often multiple in number and varied in physical location
  d) enboldened by a general air of anonymous free speech

* Affected the way they develop:
  a) Personal identity (esteem as well as gender)
  b) Social boundaries
  c) Expectations of friendship
  d) Acceptance of outside ideas and cultures

The upshot? I'm curious if the socially-recent "no personal limits" philosophy of growth combined with virtual world-building that truly enables that behavior has changed the way kids grow up.

Personal (and relevant) story time: When I was 5 or 6, I sometimes played with my older sister's toys. Being a boy, but in a family of very open parents, this wasn't frowned upon. For whatever reason, I wound up using both genders during imagination-time alone or with friends. And until I got to maybe first or second grade, my parents didn't interfere. Eventually, with the wisdom experience and worldliness brings, they gently guided me away from cross-gender play.

Some thirty years passed and then I signed up for FFXI, and it began again, rather unintentionally. Eventually, Aerin would represent an /identity/ ,not just an alias. And I think it has to do with the freedom to express oneself so easily and completely in virtual spaces.

What I see in Elder's virtual interactions makes me think he has a different perspective on people and relationships. I've no cause yet to think it'll lead anywhere unhealthy. in fact, as I mentioned, he's quite the healer, taking after me. And he's developed a sense of human rights and equality as well. I think I'm going to ask him how far it goes with him, the role play. Curious if he's truly developed a fursona or just having fun with fans of a certain "intelligent animal" fiction series.

I've got more I want to cover but I'm falling asleep... Might want to change the parameters a bit to consider both the "no limits" parenting and virtual worlds as two different enablers for self-definition. Either or both can be at work; they aren't mutually-exclusive.

Until next time!

2 comments:

Unknown said...

I've been thinking this over trying to decide how to respond, but identity's complicated and my thoughts haven't coalesced into anything satisfying.

I'm a bit younger than you but still didn't have a decent internet connection until well into my 20s.

The two years I spent playing World of Warcraft were important for working with social interactions and such, but it's almost bizarre to think back on now. And oh my goodness the drama, I never saw the like in any other aspect of my life.

Some of the worst of that drama came from kids who were clearly very wealthy and accustomed to getting what they want. It felt like all our interactions were being shaped primarily by the kinds of people we'd learnt to be in an offline environment, and suddenly we had this mix of people from very different backgrounds bouncing off each other. Of course, it's also common to get the opposite online, where people split off into niche, like-minded communities which might be a more common experience.

The idea of growing up with these kinds of connections is fascinating to me. Our offline lives wouldn't always have to be as predominant as they felt in my experience.

Online worlds must influence development at some level, but whether you could ever actually predict it is another matter. I think it would be a difficult study to conduct, but I agree it would be interesting and valuable.

I do find it exciting to think about imagination and play as lifelong experiences instead of childhood ones. On balance, I think it sounds like a healthy way to live, though obviously there can be complications. On deeper identities I don't feel well qualified to comment, but they obviously matter.

Aerin Hope Ravage said...

/wave What fascinates me is what I see as the difference in the way we actually imagine, my generation compared to the current one.

Comparing my youth to the options of today, I feel like I have a lot more freedom to define myself, and to allow myself to be defined now. I think the expectations of what's possible and acceptable have changed.

In fact, i just read an article about how the always-connected universally-available web is changing the definition of improbable...

If I had grant money and some help, I could spend so much time running studies. Hm. I actually worked three years for a grant-funded non-profit and helped with some of the paperwork...