Ubisoft has been trying to find out what makes its gamers tick. Nick Yee, a researcher fronting the company’s internal “Daedalus Project,” now has a new book, The Proteus Paradox, bringing together some of the major findings from the years of interviewing and observing gamers. Perhaps most interesting, as Bryan Alexander points out in Reason, is that, no matter how otherworldly the games might be, players tend to import their offline behavior and attitudes.
For instance, Yee explains in a chapter called “The Labor of Fun,” many gamers come to see gaming as a second job, demanding hours of boring drudgery contributing to fleeting achievements. Some even exploit other gamers to do the “grinding” work of leveling-up and repay it with racism toward those willing to do the work.
Gender figures interestingly, too:
Proteus outlines how male players denigrate, harass, and drive off female players. But Yee offers two twists to this sadly familiar story. First, women report wanting to play for the same reasons men do—achievement, social interaction, and immersion—going against essentialist expectations of gender behavior difference. And second, MMOs [massively multiplayer online games] offer a pedagogical benefit of sorts to male gamers who play under female avatars.
Males do this switching with some frequency… mostly to enjoy the eye candy of an attractive female avatar displayed in a game’s third-person perspective. That gaze is then reversed, as it were, as other players ogle the same avatar from their avatar’s perspectives. It’s a surprising opportunity to experience the kinds of sexual harassment that real-world women know to well.
Love, death, and helping others all come into play. “For all the criticisms that can be made of gamers’ behavior,” Alexander writes after reading Yee’s book, “these worlds are not bleak places entirely devoid of pleasure and fellow-feeling.” Between levels, it seems, some Putnam, Goffman, and Addams have snuck into the online realm.