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The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't PDF

261 Pages·2014·0.814 MB·English
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the proteus paradox This page intentionally left blank nick yee the proteus paradox how online games and virtual worlds change us— and how they don’t new haven & london Copyright ∫ 2014 by Nick Yee. All rights reserved. This book may not be reproduced, in whole or in part, including illustrations, in any form (beyond that copying permitted by Sections 107 and 108 of the US Copyright Law and except by reviewers for the public press), without written permission from the publishers. Yale University Press books may be purchased in quantity for educational, business, or promotional use. For information, please e-mail [email protected] (US o≈ce) or [email protected] (UK o≈ce). Set in Monotype Joanna type by Keystone Typesetting, Inc., Orwigsburg, Pennsylvania. Printed in the United States of America. Library of Congress Cataloging-in-Publication Data Yee, Nick, 1979– The proteus paradox : how online games and virtual worlds change us— and how they don’t / Nick Yee. p. cm. Includes bibliographical references and index. ISBN 978-0-300-19099-1 (hardback) 1. Computer games. 2. Virtual reality. 3. Shared virtual environments. I. Title. GV1469.15.Y44 2014 794.8—dc23 2013024662 A catalogue record for this book is available from the British Library. This paper meets the requirements of ANSI/NISO Z39.48–1992 (Permanence of Paper). 10 9 8 7 6 5 4 3 2 1 To Doug, for showing me that this was possible This page intentionally left blank contents Acknowledgments ix Introduction: Mirror, Mirror on the Wall 1 chapter 1: The New World 9 chapter 2: Who Plays and Why 22 chapter 3: Superstitions 39 chapter 4: The Labor of Fun 59 chapter 5: Yi-Shan-Guan 78 chapter 6: The Locker Room Utopia 96 chapter 7: The ‘‘Impossible’’ Romance 117 chapter 8: Tools of Persuasion and Control 138 chapter 9: Introverted Elves, Conscientious Gnomes, and the Quest for Big Data 159 chapter 10: Changing the Rules 177 chapter 11: The Hidden Logic of Avatars 197 chapter 12: Reflections and the Future of Virtual Worlds 209 Notes 217 Glossary of Online Gaming Terms 235 Index 241 acknowledgments Throughout my research career, I’ve been incredibly fortunate to have had supportive and prescient mentors who helped me think about and study online games and virtual worlds in new ways. At Haverford College in 1998, Doug Davis’s course on personality psy- chology also involved learning how to hand code HTML and run web surveys. When I proposed an independent study project explor- ing EverQuest gamers, Doug unknowingly launched my research ca- reer by helping me identify the psychological questions waiting to be answered. His ideas of how psychology and technology intersect have always been and remain an inspiration. During my graduate program at Stanford University, Jeremy Bailenson’s contagious inten- sity and drive led to the four most productive years of my academic career as we used virtual reality to understand what it means to have a digital avatar. I couldn’t have asked for a more supportive and astute graduate adviser who could discuss theory, methods, and technical tools with the same savviness. It was also during my graduate pro- gram when Nic Ducheneaut brought me onboard as an intern at the Palo Alto Research Center as he pioneered new ways of collecting and analyzing large-scale data in online games. As a mentor and ix

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.