Real Life Parallel Universes
Massive multiplayer online games (MMOGs) are much more than just a way to pass the time. Increasingly, immersive gaming environments are emerging as a testing ground for new radical ideas on how to redesign the way our very real societies, economies and political systems are structured.
Social distancing / distant socialising
One of the first ways gaming is changing society is how gaming platforms are morphing into social networks, as virtual destinations for socialising with friends and family members all over the world. Instead of meeting friends at the movies, the beach or the mall, young people (and older ones) are hanging out with each other using their avatars in online gaming environments. This sort of connection enables people to be alone together; enjoying real time multi-dimensional communication and shared experiences from bedrooms scattered all around the world. What is of particular interest here is how for many people the primary purpose of logging into a gaming platform has become social connection – actually playing the game has become secondary.
When South Africa went into lockdown in March 2020 to mitigate the effects of the global COVID-19 outbreak, divorced and separated parents who share custody of their children found themselves separated from their families for an indefinitely long time. In order to maintain connection, some of these parents started playing Minecraft quests with their children which allowed for meaningful real time conversation in a shared virtual environment despite being in different physical locations.
Brands and businesses are also capitalising on the new worlds of attention open to them, choosing to meet their fans and customers where they already are – hanging out in virtual worlds – often with great financial success. MMOGs have become the new medium of choice to launch and build entertainment brands to a massive global audience. The latest Star Wars trailer was launched in Fortnite first before any other mainstream media platform. Similarly, during the peak of the global COVID-19 lockdown, the musician Travis Scott performed a live virtual concert, inside the Fortnight environment, through his lifelike avatar “skin” to millions of fans, across time differences at the same time.
Online activism gets real
After COVID-19 locked people in their homes the world over, preventing the possibility of physical street protests, young activists took their serious causes to their gaming environments. For example, Joshua Wong, the young leader of the Hong Kong pro democracy protests, led a campaign to place pro-democracy messaging all over Nintendo’s popular Animal Crossing game’s virtual world (which is common territory to all players from all over the world).
This is not insignificant, considering Animal Crossing sold over 12 million copies within the first few weeks of its launch this year.
Radical markets re-thinking the post capitalism world
Animal Crossing has also been described as fundamentally political. The game is built around building, growing and trading in the turnip-based economy of a civilization of cute animal avatars ruled by a raccoon. However, the game’s economic and political structure is also, quite obviously a reflection, commentary and criticism of our own very real global socio-economic structure (for example, there was an uproar in April, when the racoon lowered interest rates from 0.5% to 0.05%, upsetting millions of players financial plans, something most real world citizens can relate to). The Animal Crossing economy (known as the “Stalk Market”) subsides “poor players” transport costs and offers interest free mortgages, hinting at a social democracy alternative for our own post-capitalist future.
Preserving history with censorship resistant digital time capsules in the age of digital fragility
Animal Crossing is not the only game with growing real world socio-political connotations. Minecraft users have begun building a 1:1 replica of Earth to preserve a record of our planet in event of its destruction. Not only that, there is also an ambitious Minecraft project led by Reporters Without Borders to build a censorship-resistant in-game virtual library. The Uncensored Library, like a modern day Library of Alexandra contains full copies of journalistic articles, texts and banned books otherwise inaccessible to citizens living in nations with press censorship under oppressive regimes. As such, gaming platforms, such as Minecraft may well become to be regarded as valuable time capsules, recording life on Earth in the early 21st century.
From all this, it should be clear that gaming platforms are a lot more than mindless escapism. They are a mirror of real world society that both reflects the physical world and changes us in turn as we interact with and through them.
For more on this and other trends as business strategy, go here.
Head of Marketing at Offworld | On a mission to coach & educate | Sharing content about Video Game Marketing & Development |
4 年Totally agree - AC could not have landed at a more opportune time for Nintendo. It's exactly what the world needed during lockdown and its success can be seen not only in the incredible sales figures (last I heard it has outsold every single PS4 exclusive) but also in the spin-offs that have been created such as Gary Whitta's "Animal Talking" talk show based solely in Animal Crossing and featuring huge celebs like Elijah Wood and Danny Trejo.