Comment
Tom Chatfield
The spectrum of pursuits gathered today under the label ‘video games’ is a bewilderingly broad one: from games of chess played across continents on iPhones to high-resolution racing and combat simulations played on fifty-inch screens. At the top end of virtual experience, however, lie some of the most fascinating products the information age has yet conceived: massively multiplayer games, those virtual worlds where millions of players can play together within functioning virtual economies, vying for excellence, idling away a few hours in conversation, and everything in-between. This one genre holds within it a staggering human variety, and the capacity for the emergence of behaviours well beyond anything conceived of by the games’ creators. In this, it also offers a unique environment for studying many of the most ancient forms of human behaviour – collaboration, competition, work, play, friendship, fear, leadership – in an entirely new way.<!--more-->