Roger Wilco. XBox Live. Teamspeak. Playstation Network. Ventrilo. VoIP in multi-player gaming is quickly becoming a standard. However, how does this stand with the hindsight we have of the use of text-based communication mediums in anonymous environments such as we have seen in older multi-player games and on the Internet?
flame n. 6: an angry, hostile, or abusive electronic message.[4]
It's made its way into the Merriam-Webster dictionary. The anonymity that the Internet affords has allowed for some very interesting phenomenon among its users. Allowing for a redefinition of their identities, people can choose how and where they fit in to a virtual social space. With the lack of immediate accountability for their communications, there are readily apparent behavioral differences than when there is face-to-face communication. It is hard to sift through any reasonably sized mailing list, forum, or other public communication medium without witnessing flaming and other forms of verbal (textual?) aggression.[3]
Fast-forward to the invention of VoIP and other forms of computer-mediated voice communication. From personal experience, too often have I joined Counter-Strike games only to be pierced not by a bullet but the high-pitched voice of a prepubescent teenager. Whining over losses, gloating over victories, Jay mentioned not too long ago a similar scenario in Halo. Is such verbal aggression more prevalent in voice communications as opposed to text? Furthermore, does this affect how children react and communicate in real social settings?
While there has not been much research in this area, there has been a study that looked into the relation between verbal aggression and post game-play hostility. It finds in this study a bivariate relationship between verbal aggression in-game with hostility. Halloran et al studied the structure of language in multiplayer game environments and found that among strangers, there was a very formulaic and trained series of communication.[1][2]
It took me a while to get to the chase, but here we go. As young gamers start picking up games and enter into virtual social environments with VoIP or similar technology, will they become obnoxious, arrogant, and self-centered members of society? Smack-talking, noob bashing, and verbal aggression are often the norm in competitive multiplayer games. The use of insulting language and heavy, biting sarcasm might carry out from the game and into school and family social circles. The trained response in games for this language is often its own heavier and sharper retort of similar nature. Will this be a problem? I sincerely hope not.
- ^ Hostility differences between cooperative versus competitive play in video games
- ^ Halloran, J., Rogers, Y. and Fitzpatrick, G. (2003) From text to talk: multiplayer games and voiceover IP. In Proceedings of Level Up: 1st International Digital GamesResearch Conference, 130-142.
- ^ Anonymity
- ^ flame. (2008). In Merriam-Webster Online Dictionary. Retrieved September 15, 2008, from http://www.merriam-webster.com/dictionary/flame
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