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Drift Reality > London, England > The Role of the Everyday User in the Evolution of MMORPGs - Part 4

Conclusion

We have examined Barkardjieva’s statement regarding the role of the ordinary user in the shaping process, by studying historical and contemporary examples of online role-playing games. We have shown that contrary to Bakardjieva’s statement, the ordinary user can exhibit innovativeness throughout various stages of the shaping process, and profoundly affect the outcome even after the early stages of the social shaping of a new ICT. We have used very specific case studies to support the argument. A broader range of examples is needed to fully engage the question regarding the role of ordinary users in the shaping process. Furthermore, the examples noted are very specific to the Western world, and entrenched in Western systems and ideals of politics and economy. For a technology with a global reach like MMORPGs, a more international scope of analysis is needed.

According to Silverstone and Haddon (1996), “Design and domestication are two sides of the innovation coin. Domestication is anticipated in design and design is completed in domestication.” In developing Second Life, its designers looked to examples of user innovation in more constrained forms of MMORPGs. Their conclusion was that the optimal framework to suit game play was an open-ended one that gave a substantial amount of control and ownership back to the ordinary user. In many ways, Second Life symbolizes a journey for the online role-playing game that has come full circle. An important component of the design/domestication interface (Silverstone & Haddon, 2006) is the suggestion that shaping is more of a circular process, whereas Bakardjieva’s statement insinuates more of a linear process. Future work in this area might critically examine the notion of “stabilization” of ICTs in the shaping process.

Finally, an example like Second Life encompasses a new array of interpretive challenges. On one hand, Second Life can be said to empower users by allowing them to independently develop and claim ownership of their domains. In this light, Second Life can be construed as a user-shaped ICT. On the other hand, the underlying framework that facilitates activity by ordinary users is managed and developed by a profit-seeking corporation. Furthermore, the Second Life system of ownership and commerce is integrated with offline political and economic systems to an unprecedented level. Further analysis of the implications for this furthered integration between online and offline is needed to fully understand the role of the ordinary user in the shaping process of this particular ICT.

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Part 1 | Part 2 | Part 3 | Part 4

 
Notes


A Crass American
Backpacking Advice
Drunken Diva Club
A Fox in London
Global Warming
The Goose
Guy Fawkes Day
Metra Club and Bar
MMORPGs
Settling In
Social Media
Southwark
The Passport
Violent Video Games
X-Men 3 Sucks
Zero 7

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