Do Avatars Dream of Electronic Picket Lines?: The Blurring of Work and Play in Virtual Environments
Do Avatars Dream of Electronic Picket Lines?: The Blurring of Work and Play in Virtual Environments
Do Avatars Dream of Electronic Picket Lines?: The Blurring of Work and Play in Virtual Environments
www.emeraldinsight.com/0959-3845.htm
ITP
24,1 Do avatars dream of electronic
picket lines?
The blurring of work and play in virtual
26 environments
Received 22 February 2010 Bridget Blodgett and Andrea Tapia
Revised 10 November 2010 Pennsylvania State University, University Park, Pennsylvania, USA
Accepted 18 November 2010
Abstract
Purpose – This paper aims to define and articulate the concept of digital protestainment, to address
how technologies have enabled boundaries to become more permeable, and in which this permeability
leads to the engendering of new cultures.
Design/methodology/approach – Two case studies, within Second Life and EVE Online, are
examined to see how digital protestainment, through the lens of cultural borderlands, creates a
hybridized culture. Recorded interviews and textual analysis of web sites are used to illustrate the
concepts of play, work, and blended activities.
Findings – Within virtual environments the process of hybridization is not only increased in size, scope,
form, and function. The borderlands process draws in cultural elements through a complex interchange
between the online and the offline, in which hybridized cultural bits are carried out into other spaces.
Research limitations/implications – The success of the cases does not represent all digital
protest examples and so this study is limited in its ability to generalize to the population of virtual
protests. This study limits the realm of digital protestainment to virtual worlds but the concept could
be applied to any form of virtual community.
Practical implications – Companies that host these worlds will need to become aware not only of
what their audience is but also how that audience will mobilize and the likely outcomes of their
mobilization. Virtual worlds offer organizational leaders a new resource for training, support, and
recruitment.
Originality/value – The theoretical concept of cultural borderlands is expanded to the digital
environment and introduced as a potentially new and useful tool to internet researchers.
Keywords Virtual work, Virtual worlds, Strikes, Group behaviour, Entertainment, Computer games
Paper type Case study
1. Introduction
In this paper we present a case for digital protestainment. Protestainment is the
blurring of boundaries between protest and entertainment (Taylor et al., 2004; Oliver
and Maney, 2000). Digital protestainment is the blurring of protest and entertainment,
which occurs when a group engages in protest in a virtual environment. We are
interested in the settings in which technologies have enabled boundaries between
protest, entertainment, work, and play to become more permeable and in which this
permeability leads to the engendering of new, hybrid cultures.
In this paper, we present two case studies of virtual protest, a labor strike against
Information Technology & People IBM, which occurred in Second Life and a protest in EVE Online against its owners,
Vol. 24 No. 1, 2011
pp. 26-45 CCP. In both cases, we see elements of work-like behaviors and play-like behaviors
q Emerald Group Publishing Limited occurring side by side. In addition, we see the offline world drawn into the virtual
0959-3845
DOI 10.1108/09593841111109404 world and the virtual environment having repercussions in the offline. We see elements
of protest interwoven with entertainment and creativity. This paper makes that Do avatars
argument that using virtual worlds as sites for protestenable digital protestainment, as dream?
well as, new forms of interaction and organization.
3. Methods
This study employs comparative case studies since they excel at placing a problem of
interest within its contextual setting. The complex and social nature of cases make it
difficult to separate a problem from the context in which it occurred (Yin, 2003). It is by
looking at a problem contextually that the richness can best be understood (Yin, 2003).
While there are many potential cases for this type of research, these two were
selected for several reasons. These protests were selected because they occurred in
well-known virtual worlds whose populations are large enough to develop an
independent in-world society. The differences in the context between these two cases
allow them to represent a potentially broader sample of actions. For example, Second
Life is open-ended and more realistic while EVE Online is a science fiction game with
specific goals and activities. In addition, the Second Life protest was focused on a
problem that occurred in the offline world while in EVE Online the protest was focused
entirely upon events that happened in the digital realm. In addition, the organization of
the protesters, the groups that the protesters drew support from, their desired
outcomes, and their impact upon the virtual world itself differed from one another.
Other cases may have been selected for this study based upon how well they
complement or contrast with the existing cases, however, it is unlikely they would
differ as greatly and therefore would provide less useful points for comparison. One
limitation of the selected cases lies in the success of both protests. Since both protests
achieved many of their major goals, there is no comparison about how the organization
of a protest could affect its outcome. Other cases were considered but they would only
provide significant data on this single point of comparison and may bias the overall
sample if they significantly overlap with one of the existing cases.
This study used many sources for this research including: news web sites, forums,
web logs and journals, and general web sites which were saved as html files for later
review and coding. The basic measure for the files gathered is the page. Using the term
page balances weighting across the different document sources and types. A single news
headline would be counted as 1 page. If the event were to be covered on two separate
days by the same web site it would then count as two pages. However, if a forum thread
has 30 pages of discussion each one will count separately. Counting all the information
out of a single source as a page is possible but it downplays the wealth of data that could
be gathered from a single site that has many long detailed topics covered in it. The
documents were drawn from 82 web pages, 34 from EVE Online and 48 from Second
Life. The text-based pages were collected from an initial web search based on terms
related to each case protest. The terms used for the initial selection of pages included
“EVE Online corruption, EVE Online scandal, Second Life IBM strike/protest/union” as
ITP well as permutations of each of these in order to find sources with different viewpoints or
24,1 biases. Once pages had been found they were searched for additional keywords that
could yield alternative potential search terms. From these saved pages a list of known
participants was collected. This list was then parsed for available contact information.
Five interviews have been conducted during the first round of data collection.
Several interviewees were selected through the careful parsing of the saved html pages
30 for identification and contact information. At the conclusion of each interview, the
participant was asked to identify other individuals who may be willing to speak with
the researchers or whose information may be valuable to the research in a method
called snowball sampling (Heckathorn, 1997; Salganik and Heckathorn, 2004). Protest
organizers were the first stakeholders targeted for interview that sought to develop an
understanding of the organizational factors considered in virtual world protests. Given
the nature of these protests, a small group of individuals were able to organize very
large protest actions. While protest organization occurs at many levels, interviews
were focused on organizers who developed the high level goals and outlined the actions
of the entire group. The organizers, as a group, had to address many aspects of virtual
world protest that are theoretically key for the success of the research. They also had
the broadest social networks within each case, which allowed for an excellent
introduction to the social networks of the protests. Within this research, this group of
interviewees compromise only one of potentially many groups of stakeholders within
each protest. Additional stakeholder groups, such as the mass media or the company
owners, are addressed through the collected pages discussed previously. In later
rounds of data collection, additional stakeholder groups will be interviewed in order to
create a well-rounded data sample. Each interview was conducted using a
semi-structured format that has its basis in an interview guide focusing on the
important organizational and social factors of a social movement (Patton, 2002).
However, additional topics beyond the scope of the interview guide were also pursued
during interviews if they were interesting or potentially fruitful (Berg, 1989). These
interviews will be used to supplement or provide further quotations where appropriate.
This study used a mix of coding approaches combining deductive and inductive
coding, often called analytic induction. Preliminary codes were developed from the
research questions and theoretically derived interview guide. These codes were used
deductively in the first round of analysis. This form of coding is very useful when
semi-structured interviews are used since the first round of interviews are based on
theoretically derived questions and assumptions (Hicks, 1994). Afterwards, an open and
selective coding was carried out on each interview and saved page, resulting in a set of
themes and categories that emerged from the data, similar to the methods used when
employing grounded theory. This is an inductive approach to coding that allows patterns
within the data set to come forward so that they may be compared not only across the data
gathered but also to the theoretically derived codes. This coding occurs in an iterative
process that is meant to capitalize on the ability to compare the data as thay are collected
(Seidel, 1998). Given the socio-technical nature of the cases in this study not all elements
that are important to a virtual world protest will be captured in existing theoretical
literature. At the same time it would be easy to overwhelm research participants or
overestimate the importance of purely inductive codes since it becomes difficult to separate
important aspects to a protest when it is embedded within a unique culture. In order to
combat these difficulties, a combination of both approaches to data analysis is required.
4. Case introduction Do avatars
We chose two cases to highlight the blending of work and play, offline and online, and dream?
social protest and entertainment. Both cases draw in elements of these
dichotomies—but in different ways. Second Life is an open platform that focuses on
creating business partnerships. EVE Online is marketed as a science fiction online
role-playing game but often is said to appeal to those who like to enact the fantasy of
work, cutthroat corporations and industrial spying. 31
Plate 1.
Example of Second Life
protester
ITP to make payments into a national health insurance fund and to continue negotiations
24,1 regarding industrial and business strategies in Italy and the improvement of internal
communication policies.
Plate 2.
View from within
EVE Online
publicity and continual ill will of the community caused the player organization, Band Do avatars
of Brothers, to disband almost a year later in mid-2008. dream?
Cross case comparison
The view of work and play are very different within each environment. For many,
Second Life may be a part of their current job and contracts, or it could be a place they
go to as their second career, creating and selling digital goods in their free time. For 33
others, it is a place to socially interact and escape real world pressures. EVE Online is
marketed as a game but can be described as a second job where players spend large
amounts of time completing repetitive tasks for little to no reward.
Both terms draw from real world understanding of the nature of work and play. This
third realm, the real world, adds another level of understanding, which players draw
from when trying to describe how they participate within a virtual community or protest.
Work and play are considered separate and opposing forces in the offline world. While
enjoyment of one’s job is considered a good trait, it is not often the same as having fun at
one’s job. Similarly, many individuals seek to spend their free time in activities that have
as little to do with their work functions as possible. Since virtual worlds are classified as
video games, they are grouped with playtime activities and not often associated with
work. However, the unique nature of culture within virtual worlds makes it much harder
to clearly define work and play as oppositional forces, unlike in the real world.
As Table I shows, these two cases may be compared at several different layers
(motivation, environment, culture, goals, targets, and outcomes) in how work and play
exist and interact.
Within the two cases of protest, the boundaries between work and play are both
crystallized and blurred. Within Second Life, there was a clearer focus on the
work-based business practices of IBM as a motivation for and outcome of the protest
but this focus was achieved using a fun setting, which incorporated play-like elements.
For EVE Online, the motivations and outcomes could be more clearly defined as
play-based but the company and players faced real world consequences including the
loss of jobs, friends, and avatars they spent a great deal of time developing. However,
Motivation Breakdown of offline union negotiation Favoritism and nepotism within the game
Environment Professional union pickets incorporating Setting is fictional and fantastic
fun, unique in-world elements
Culture Focus on work grievances but with an Social structure mimics corporate
undercurrent of camaraderie organization. Overall method of playing
very work-like
Goals Achieve a fair contract between union and Level the playing field to create a fairer
IBM as well as introduce new union game experience for all
platforms
Targets Offline company Player organization and offline company
Table I.
Outcomes Some immediate impacts upon IBM Mainly in-game although serious real Work and play within
productivity but longer impacts on the world implications for developers who Second Life and EVE
business of IBM were cheating Online
ITP neither case remains clear, as the actions and goals of the protest exaggerate the
24,1 boundaries of the real and create a bonding, fraternal atmosphere in the case of Second
Life and the dedication and ferocity in EVE Online.
5. Data
In this section we present data from our two cases. We present three sub-sections for
34 each case:
(1) work;
(2) play; and
(3) blended.
We provide some supporting evidence for each subsection and use as many rich,
qualitative quotes as space allows.
Figure 1.
Tensions between work
and play within
protestainment
nature of society in virtual worlds means that the existing hybridized culture within Do avatars
the world rewards groups that make use of the ability of cultural borderlands to shape dream?
and re-shape culture and cultural expectations.
Virtual environments have taken this process several steps further. In virtual
environments, not only do individuals with different cultural backgrounds readily
come to interact with one another, thus exposing each other to potentially new cultural
elements, but the ability to create new cultural elements altogether, is made possible. In 41
virtual environments individuals are no longer limited by the physical, the possible, or
the practical. Avatars in virtual environments can play with identity, physics, time and
setting, among others. Individuals can incorporate foreign cultural concepts into their
own hybrid identities and spread them through the society in this way. The fact that
virtual worlds are wholly created universes unto themselves, encourages the creation
of unique cultures or societies that only exist within that world. These societies blend
concepts from the many different offline cultures that the players belong to with the
unique in-world culture, creating a dynamic and developing social environment.
Socio-technical artifacts are unique platforms for interaction since it becomes
impossible to separate the social from the technical, the context cannot be picked apart
or separated into its individual elements since our understanding of the whole is reliant
upon the operation each piece. As Blodgett and Tapia (2010) acknowledge, these
in-world cultures are often unique when compared to their offline equivalents and first
time users can experience culture shock.
Cultural borderlands have always been of interest to scholars because of the process
of creation and hybridization that occur within. We assert that within virtual
environments this process is not only increased in size and scope, but also in terms of
form and function. While size and scope have played their parts in the creation of
digital protestainment, they are not where the story ends. In the two cases presented
here, the setting of a virtual protest, the actors brought in cultural elements from the
workplace, from videogames and fantasy, from traditional offline organizations such
as labor unions and marketing cartels, and blended it together into a carnival-like
spectacle that drew participants and bystanders alike. We also assert that this
borderlands process is not only a “drawing in” of cultural elements, but also a complex
interchange between the online and the offline in which newly created or hybridized
cultural bits formed within the digital-cultural borderlands are sent or carried out in to
other worlds and spaces. Both online and offline communities understanding of play,
work, and virtual worlds was fundamentally altered after the hybridized impact of
protest. For players, protesting within a virtual environment firmed their
understanding of cultural borderlands. Avatars recognize the blurred boundaries of
work and play within the virtual world and will respond with embarrassment when the
topic is raised. They know that the interview is operating in an area outside of the
virtual world’s cultural borderland. To break that boundary, by discussing events that
happen within the borderland, feels awkward since interviewees are not immersed in
the mindset and culture of the environment. Although players are the minds behind
avatars, the avatar’s actions feel as if they were occurring within another world. The
avatar’s act of protesting is assigned to the cultural borderland of the virtual world,
seen as separate but overlapping with the real world person.
The nature of virtual worlds turns actions that are meant to be an escape from work
into a different form of the very thing they are attempting to avoid. This can often lead
ITP to players considering the game a “second job” that they perform after they get home.
24,1 Within EVE Online, players come home to take on the tasks of tedious data collection,
analysis, and rewriting. The spy organizations base themselves on a pyramid structure
that places a few players at the top, having access to all the organization’s information
and resources, while many players make up the bottom. These players are expected to
make use of the little they have to provide value to those above them. This system
42 creates a type of work that many players engage in to try and advance their characters.
For these players their playtime has become work-like.
At the same time, the applicability of virtual worlds within the workforce
encourages the acceptance of virtual worlds for work-based tasks and tests. It is all but
impossible to exclude the culture and society of a virtual world from these interactions.
Because of this, there is a certain level of socialization and non-work interaction that
will result. IBM allows employees to engage with Second Life during their time at work
and actively encourages employees to make use of this environment for meetings and
other collaborative work. Within this case study, this policy made it easier for the
organization of a protest since many of the employees within the company were able to
access and protest against IBM while they were at work. As mentioned previously,
engaging in this protest was seen as both purposeful and entertaining, allowing people
to socialize, appreciate art, and meet others in Second Life. Within a work setting like
this work becomes more lively and entertaining since the environment expands the
social possibilities. The encroachment of an unavoidable social scene when using
virtual worlds for work creates a bubble of playtime.
One outcome of this collusion of work and play is the blurring between protest and
entertainment. The traditional concept that strikes are often dismal, grey, and dreary is
contrasted to a more entertaining form of protest that offers, not only the chance for
change, building of social networks, and solidarity of the traditional strike, but also
offers a more engaging form of interaction such as funny avatars, unique and engaging
environments, and new forms of interaction. It has been shown that achieving this
combination has helped engagement of younger generations in union activities.
Protesters within EVE Online took the issue to many other gaming and technology
sites to spread the word of what was happening within their community. Since many
individuals within these sites were at least familiar with the concepts of virtual worlds
they avidly followed all the details of the scandal, some even joining the worlds in
order to participate. The protesters used this additional scrutiny to their advantage,
highlighting the discrepancy within CCP and pressuring the company to follow
through with changes. Groups in both cases used the entertainment factor to attract
attention to their causes and to push for change. Entertainment could be as important
an influence within protest in virtual worlds as the media is in offline ones, shaping the
ability of protesters to attract attention and achieve their goals.
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Corresponding author
Bridget Blodgett can be contacted at: bmw170@psu.edu