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Drift
Reality > London,
England > The Role of the Everyday User in the Evolution
of MMORPGs
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Introduction
Traditionally,
there have been two schools of thought in regards to the manner
in which the social world interfaces with the technological. One
field, sometimes referred to as technological determinism, has
been heavily influenced by McLuhan and Innis from the Toronto
School of Communication. Determinism projects a profound significance
in the way technologies influence societies. One of the main critiques
of determinism is that it subverts the role of human agency to
that of technologies. It “focuses our minds on how to adapt
to technological change, not on how to shape it” (Mackenzie
& Wajcman, 1999). This deficiency is addressed in the social
constructivism model. One theory has been particularly influential
in the development of constructivism: The social construction
of technology (SCOT). SCOT, developed by Bijker and Pinch (1987),
postulates that relevant social groups will have different problems
associated with a particular technological artifact. Due to the
interpretive flexibility of an artifact, these social groups will
be able to create varying solutions to these problems, and infuse
the technology with different meanings. Ultimately, certain interpretations
or solutions will become more widely accepted than others, and
the shape of the artifact will stabilize.
Winner (1993)
points out a number of deficiencies with SCOT, including its failure
to consider the social consequences of technical choices; its
marginalization of “irrelevant” social groups; and
its neglect of more underlying social dynamics that may influence
the development process. Barkadjieva uses Winner’s critique
of SCOT to aid in the development of her theory of everyday users.
According to her, SCOT can not include the ordinary user as a
relevant social group because of their dispersed state of existence.
In a Critical Theory of Technology, Feenberg (1991) addresses
many of Winner’s PE concerns with SCOT by proposing an approach
called critical constructivism. In critical constructivism, dominant
groups fuse their interests into the development of technologies
with the end goal of “sedimenting values and interests in
rules and procedures, devices and artifacts, that routinize the
pursuit of power and advantage by a dominant hegemony.”
Concurrently, the force of “subversive rationalization”
seeks to undermine the dominant hegemony and force it to recognize
the voice of the subordinate groups in society. It is within the
context of critical constructivism that we can understand the
significance of Bakardjieva’s (2005) quote on the role of
the ordinary user.
In Internet
Society, Bakardjieva (2005) states, “the inventions of functions
and meaning on the part of ordinary users is particularly vibrant
at the early stage of the social shaping of a new technology and
communication medium. Later in the process, the influence of dominant
commercial and political interests will dictate the eventual shape
of a technology.” Bakardjieva goes on to state, “alternative
possibilities initially evolved by users die out if they do not
fit the dominant mould.” This essay will critically examine
Bakardjieva’s claims about the role of ordinary users in
the shaping of ICTs, focusing on the development of Multi-user
Domains (MUDs) and Massive Multiplayer Online Roleplaying Games
(MMORPGs).
Two points
need to be addressed beforehand: First, the “ordinary user”
is a central element in this discussion. “Ordinary users”
will be referred to in accordance with Bakardjieva’s definition,
which describes the “ordinary user” as an actor who
is “not involved as a professional (engineer, programmer,
designer, etc.) or decision-maker in the industrial, commercial
or service sectors developing computer-networking technology.”
Secondly, the concept of innovation needs to be explained. Bakardjieva
refers to the “inventions of functions and meanings.”
This essay will use Haddon’s (2005) framework of user innovations
to aid in defining the scope of innovation. This framework includes
four levels of innovation: users designing and redesigning ICTs;
users developing new practices around the usage of ICTs; the more
widespread “emergence of creative design and content”;
and “the emergence of new patterns of use or new practices
within the wider public or subgroups of it.”
Furthermore,
it should be noted that Bakardjieva’s overall theory on
the role of the user in the shaping process is more complex than
what is indicated in the quote. This essay is a critical examination
of the noted statement, not a critique of her general theory,
which incorporates elements of Feenberg’s theory on critical
constructivism with elements of linguistics and semiotics. A more
comprehensive study of her statement would consider how it relates
to her overall theoretical framework.
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