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An actor-network approach to games

and virtual environments

Mark Cypher Ingrid Richardson


Murdoch University Murdoch University
School of MCC, Div. of Arts School of MCC, Div. of Arts
South Street, Murdoch, WA 6150 South Street, Murdoch, WA 6150
M.Cypher@murdoch.edu.au I.Richardson@murdoch.edu.au

ABSTRACT technical affordances relevant to digital gaming, and suggest how


In this paper we apply some of the insights of Bruno Latour and Massively Multiplayer Online Games (MMOGs) or Massively
actor network theory to suggest that games and virtual spaces can Multiplayer Online Role Playing Games (MMORPGs) can be
be interpreted as aesthetic forms which are established and considered as sociotechnical in Latour’s terms – as multi-
stabilised by a ‘collective’ of humans and technologies. The perspectival, generative, dynamic, embodied and open-ended
‘agents’ that comprise any collective or network – whether it be a networks of human and non-human agency.
simple human-tool relation or a far more complex assemblage of Playing computer games is seriously challenging. The act of play
actors in massively multiplayer games – are equally human and is full of possibilities that are as much about overcoming obstacles
non human, social and material, corporeal and technical. Yet the as they are about contributing to something larger that the sum of
collective impact of these factors is not often given serious its parts. Often governed by a small number of rules, computer
attention in the discourses of ludology and game studies, which games can geminate relationships of surprising complexity,
we argue can be attributed to a number of historical and technical building patterns and perpetual novelty far beyond the maker’s
reasons. The application of actor-network theory to games and intentions. These relationships multiply exponentially when
virtual environments aims to facilitate a nuanced understanding environments such as massive multiplayer online games are taken
that exceeds more conventional user- and viewer-centred into account. To say that online multiplayer computer games are
interpretations in game studies, and is therefore more organic to simply fun belies the importance of being subjected to the ebb and
the open-ended and constantly changing nature of our flow of an emergent dynamic involving social, material and
engagement with online games and virtual environments. technological components. This evolving relationship made of
multiple intentions, intelligences and goals often takes on a life of
its own, constantly challenging assumptions about the nature of
1. INTRODUCTION how games are played and who is playing who.
According to my origin myth, it is impossible even to MMOGs and MMORPGs have been enabled by the internet, with
conceive of an artifact that does not incorporate social varying levels of pictorial and strategic complexity. Initially only
relations, or to define a social structure without the accessible by military and research organizations the internet
integration of nonhumans into it. Every human became a public domain with game possibilities that allowed for
interaction is sociotechnical. the creation of virtual spaces that where not confined within a
Bruno Latour [16] single user’s machine. MMORPGs can evolve into persistent
worlds with tens of thousands of players, and simulate expansive
In this paper we begin with the assumption that digital games are virtual environments that continue to exist and change with or
aesthetic forms created and sustained by the collective agencies without any one user’s input. MMORPGs and virtual worlds such
and proclivities of both humans and technologies. We examine as Everquest, World of Warcraft and Eve Online allow users from
the conditions that allow or deny these relationships to around the world to interact and game together, creating their own
materialize, and suggest that they are simultaneously material, adventures, friendships and societies over the Internet. Online
corporeal, social and technical. Yet the combined effects of these multiplayer games are unique to the virtual space of media forms;
factors rarely rate a mention in the discourses of ludology and although other media such as TV and cinema offer the possibility
game studies, which tend to focus on issues of philology, of mass audience consumption, the virtual space that is created
aesthetics, genre and narrative, the player-avatar or player- online can be explored, travelled and engaged with from multiple
environment relation, and player-to-player or multi-player perspectives, with each user participating in and impacting upon
interactivity. We suggest that in part this inattention to the the virtual space in real time. As we will argue, the ‘actor-
technical, material and corporeal agencies of game-play has network’ model can effectively describe the complex interaction
occurred for several key historical and technical reasons. Using and agency emerging from multiplayer online games. Before this,
the work of Bruno Latour (and the insights of Actor Network however, it is useful to consider why ludology has often tended
theory more generally), we examine game-play outside the more towards visualist, subjectivist, user-centred and immaterialist
common user-centred interpretations in ludology texts. In interpretations of games.
particular, we consider some of the material, corporeal and

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2. VISUALISM AND BLACKBOXING the observer. From the viewer’s perspective, the field of vision is
Why is it that the very material processes of human/computer fixed, and begins at a point beyond the imaginary surface of the
interaction, transistors, CPU’s or memory, that make the window; the viewer looks into the scene, but is not themselves in
collective space of computer games possible in the first place are it. This model of linear perspective underlined and popularised
never seen as important? There are several reasons, but perhaps the Cartesian dialectic of subject and object, such that in the space
the two main culprits are the strong visualism or ocularcentrism in of linear perspective the observer sees the world as if through a
Western culture (with the screen interface – the ‘face’ of window. Significantly, the viewer’s bodily movement is restricted
technology - as the primary technology of vision), and the aptly by the device, in that the grid needs to remain directly between
named process of blackboxing. the scene and the line of sight: the body is at the service of vision,
an eye-body. As Romanyshyn argues: ‘Alberti’s window, which
Contemporary Western culture can be said to have a particular begins as an artistic device, thus becomes a style of thought, a
epistemological and perceptual bias, an ocularcentrism which cultural perception, a way of imagining the world… The window
works to prioritise visual and screen representations. Theorists as membrane becomes the boundary, the place where the world is
such as Martin Jay [13], Jonathon Crary [6, 7], and David Levin divided into exterior and interior domains’ [26].
[18, 19] have suggested that this properly began with the tradition This aesthetic of window-on-the-world can thus be traced from
of linear perspective, and the emergence of a visually configured perspectival painting to the numerous media screens (cinematic,
space that has become so transparent to Western sensibility that it televisual, computer) in contemporary use. Critics such as Weibel
seems the effect of a ‘natural’ vision, if not a quality of the go so far as to say that:
objective world itself. Yet as the theorists listed above argue,
linear perspectivalism is the result of a particular instrumental The primacy of the eye… as the dominant sense organ of
development in Renaissance art, a technique which enabled the the twentieth century is a partial effect of a technical
translation of three-dimensional space onto a two dimensional flat revolution that put an enormous apparatus to the service of
canvas [13, 11]. In Alberti’s model of perspective (see figure 1), vision. The rise of the eye is rooted in the fact that all of its
the artist uses a grid — sometimes referred to as ‘the square grid aspects (creation, transmission, reception) were supported
of the Renaissance’ [24] — to illustrate a two-dimensional by analog and digital machines. The triumph of the visual in
representation in terms of a pyramid, with its apex the vanishing the twentieth century is the triumph of techno-vision [29].
point, so as to give the illusion of three dimensional depth. And as Manovich points out, despite numerous innovations in
televisual media, the window remains as the archetypal interface:
Dynamic, real-time, interactive, a screen is still a screen.
Interactivity, simulation, and telepresence: as was the case
centuries ago, we are still looking at a flat, rectangular
surface, existing in the space of our body and acting as a
window into another space. We still have not left the era of
the screen [20].
In contemporary life screens are often a primary focus of our
attention and concern: they literally frame and display that which
is relevant or worthy of notice. Yet while it is possible to trace our
bias towards windowed perception and the priority we give to that
which can be seen, it could be argued that some screens depart
from the visual tradition of ‘objectivity’ guaranteed by the
distance between object (the seen) and subject (the viewer). It is
thus important to trace the specific effects of screens today, in
terms of their functionality as cinematic screens, computer
screens and televisions, along with their many modes of content
specificity – as games, video, DVD interface and so on. As
theorists such as John Ellis and Chris Chesher point out, ways of
seeing and ‘conventions of looking’ are not innate or given, but
culturally, materially and corporeally contextual, such that each
‘new visual technology emerges with its own conventions — its
own structures of feeling’ and concomitant mechanisms of
attraction and counter-distraction [4]. In his analysis of the
Figure 1: Alberti's Grid - c.1450 [24]
console game, for example, Chesher distinguishes between ways
of looking specific to cinema, television and console games —
This grid was ideally used by a single privileged spectator (the characterised by the gaze, the glance and the glaze respectively.
artist), who could step back from the scene and observe from an As Chesher suggests, while cinema demands constant focus, and
elevated position. In his analysis of Alberti’s window or veil, television requires only intermittent attention, console games are
Robert Romanyshyn [26] points to the broader artifactual effects ‘sticky’, holding the player to the screen via both a quasi-visceral
of the apparatus [11], and suggests how it demarcated what could immersion in depth-perspective virtual space, and a haptic
be counted as the visible. The gridded device operates as a attachment to the hand-controller and peripherals: ‘In
boundary, a frame which defines the seen/scene as separate from glazespace… players suspend their awareness of their day-to-day

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world to become cybernetically suspended within a virtualised Practices such as black-boxing encourage us to ‘naturally’ assume
sensorimotor space of the game world’ [4]. Thus while other the humanist stance that complex machines like computers are
forms of windowed perception have been primarily visual, the mere tools, separate from and without influence when it comes to
game experience sets up a different relationship with the screen, human activity. The need to clearly demarcate the competencies
and a different experience of screen space as something with of both humans and machines stems in part from our anxieties
virtual depth to be entered, explored and traversed. As Newman about what it means to be a human being. The very same notion
states: ‘the pleasures of videogame play are not principally visual that drives these distinctions also reifies the concepts that human
but rather kinaesthetic’ [25]. thought and action are primarily influenced by social interactions.
There is no doubt that social forces are powerful, but no amount
There are many instances of the agency of embodied interactions
of constructionist theory can do justice to the material impact of
with screens that go beyond the visualist paradigm, to do with the
human/computer interaction, CPU’s or transistors in computer
physicality of the body and its own motility, and the relationship
games. Similar relativistic story telling is exemplified in much of
between the navigation of virtual space and the body. When using
ludology discourse in that the semiotic (textual) and the social
a hand controller, for example, we incorporate both it and the on-
become interpreted as the prime movers for most MMOG and
screen space into our own bodily space, and utilise it as a device
MMORPG environments. As such, human intellect and intention
that extends our reach and the realm of agentic possibility in
(the engineers for all things social and thereby privileged by
televisual space. As Pam Martin comments, without having to
cultural determinism) is left relatively autonomous from the vast
consciously attend to button-pressing, we are able to aim at the
array of interactions it has with technology and machines.
screen by manipulating these instruments somewhat like a second
body [21]. In a more general sense, as-bodies we clearly have a In what follows we will appraise the perspectives and concepts of
frontal and gravitational ontology that impacts upon the way in several theorists that allow us to think about the relational
which we navigate screens. For example, the standard GUI on the ontology or imbrication of the social, the corporeal, the material
PC screen, such as Windows Explorer, is configured in such a and the technical, in collective rather than discrete or autonomous
way that we experience our progression through directories as terms, and outside the visualist and human-centred interpretations
forward and back, in and out, up and down, in way that is more or of agency and interface. We are not suggesting that technology
less familiar to us in the actual world, thus ‘user-friendly’. This (instead of society) is the primary influence on humans when
body-interface relation also impacts upon the way we experience engaging with contemporary media screens and playing computer
space in virtual environments, as something to be explored and games. Rather, we are arguing that a broader set of relationships
colonised or conquered. As James Newman [25] suggests, in must be taken into account when we consider an assemblage of
many games the space itself is often an adversary. This clearly computers, computer games, players, bodies, devices and all
differentiates the virtual space of computer games as something manner of other agents.
quite distinct from the spatiality of traditional screen media
interfaces, which are extractive or ‘lean back’ rather than
immersive or ‘lean forward’.
3. ACTORS, AGENTS, NETWORKS
Actor-network theory considers humans and artefacts as
While there is no doubt that we have a primarily ‘frontal’ negotiations of both the social and the technical, irreducibly and
relationship with the TV screen, however, this is not to say that non-hierarchically agents or actors within sociotechnical
we have no association with the ‘backs’ of such devices, although networks. Bruno Latour conceptualizes the human-technology
these interactions are for the most part brief and functional, that relation as a heterogeneous network of human and non humans
is, for the purpose of connection, or negotiating an effective (technologies/machines/materials) that work together to make
relationship with the front. When a machine runs smoothly for things possible that neither could achieve without the other. Just
extended periods of time, however, its working processes often think how much of so called human advancement would not have
become blackboxed. As Callon and Latour state: ‘A black box been possible were it not for ‘non humans’ such as books,
contains that which no longer needs to be considered, those things combustion engines or laboratory apparatuses. Likewise, consider
whose contents have become a matter of indifference’ [3]. Or in the amount of work, in all its ethical, political, technical or
Felix Stalder’s words, a black boxes is a device or apparatus that material forms that is delegated to the simplest of non-humans
is so seemingly stable ‘that it can be treated as a fact where only (machines). The point is that technical objects define a general
the input and output counts’ [27]. People often legitimize framework of actions together with the actors and spaces in which
blackboxing by stating that they don’t need to know how a they are supposed to act [1]. In this way Latour’s project is to
computer or a machine works in order to use it successfully. In consider the infinite networks of technological, social and
some manifestations, such as automatic backup or scheduled tasks material mediations that actively contribute to the evolution of the
regularly performed on a computer hard drive, this ‘black-boxing’ collective.
seems appropriate. Yet blackboxing represents some major
Mediated relationships that we have with non humans are all
disadvantages to those interested in understanding complex
around us, and influence almost everything we do; none more so
sociotechnical relationships. To begin with it encourages
than when interacting with tools. Latour explains the complex
observers to concentrate on the “real” work of defining fixed
nature of mediation in relation to how humans and guns interact
inputs and outputs – which is most often rendered as visual
and how through their interactions they become a collective:
images or visual translations of information. This is fine if you
intend to measure quantifiable outcomes but not so effective if If I define you by what you have (the gun), and by the series
you want to uncover how these outcomes came about. By of associations that you enter into when you use what you
examining and understanding the process of blackboxing it is easy have (when you fire the gun), then you are modified by the
to see how we get fixed a-priori interpretations of the human- gun - more or less so, depending on the weight of the other
machine relation. associations that you carry…You are another subject

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because you hold the gun; the gun is another object because virtual/game environments. As Zoë Sofoulis notes, in actor-
it has entered into a relationship with you [17]. network terms, ‘what a body is becomes more a matter of what it
is connected to, which kinds of nonhumans it shares its world
In another words a certain level of influence is distributed
with, and what properties it has swapped with those entities’ [28].
throughout the relationship, irretrievably altering each of their
The interpretation of ‘embodiment’ as itself agentic and
associated goals and objectives. The gun for example is designed
changeable according to its ‘environment’ or situation, is also
and inscribed with multifarious untold historical, political and
proposed by theorists such as Donna Haraway [10] in her concept
ergonomic goals that aid in its main mechanical purpose of
of the ‘material-semiotic actor’, and perhaps can be traced much
moving projectiles. Similarly the human’s goals are bound up
earlier to phenomenologists such as Hans Jonas [14] and Maurice
with all manner of social and psychological narratives that aid in
Merleau-Ponty [23]. As Merleau-Ponty famously claimed, the
the personal belief that a gun is required for protection. This can
body ‘applies itself to space like a hand to an instrument’ [23], an
be represented in diagrammatic form in figure 2 (see appendix).
‘application’ that depends as much on the specificities of
When the two agents join, any number of unintended goals can perception and bodily movement as it does on the materiality of
emerge which are made possible only by their association in the the tool-in-use. In his well-known description of the blind man
collective. So much so, that when you originally wanted the gun, and his stick, Merleau-Ponty describes how the corporeal schema
you only wanted to protect yourself, but now with the gun in your of the body ‘dilates’ and ‘retracts’ to accommodate tools:
hand, you want to kill [17]. The key point is that the prime mover
The blind man’s stick has ceased to be an object for him and
of an action becomes a new, distributed, and nested series of
is no longer perceived for itself; its point has become an
practices that is only made visible if we respect the mediating role
area of sensitivity, extending the scope and active radius of
of all manner of heterogeneous agents. This leads Latour to
touch and providing a parallel to sight. In the exploration of
redefine action as:
things, the length of the stick does not enter expressively as
not a property of humans, but of an association of actants a middle term: the blind man is aware of it through the
[human or nonhuman agents]…Provisional ‘actorial’ roles position of objects rather than of the position of objects
may be attributed to actants only because actants are in the through it. The position of things is immediately given
process of exchanging competencies, offering one another through the extent of the reach that carries him to it, which
new possibilities, new goals, new functions [17]. comprises, besides the arm’s reach, the stick’s range of
action [22].
Questions about the nature of action force us to ask questions
about who constructs what and where the impetus for that action Such an interpretation of human-tool relations clearly resonates
comes from. If actions are recast as a collective force then the with this comment from Latour: ‘the very shape of humans, our
implications of such associations are rooted far deeper than mere very body, is already made in large part of sociotechnical
physical action. Just as all designed objects are prescribed in negotiations and artifacts’ [16]. In a similar way, Haraway’s
advance with the users’ perceptions in mind, so must our postmodern materialism in ‘A Cyborg Manifesto’ [10] was deeply
associations with non humans alter our thoughts and beliefs. As consonant with Bruno Latour’s actor-network theory, and also
Latour surmises: offered a radical understanding of agency in technoculture. For
Haraway, ontology is relational, with an agency equally defined
I do not deny that people have minds - but the mind is not a by materiality (biology, matter, ‘natural’ processes) and semiosis
world creating despot that makes up facts to suit its fancy. (language, meaning) [10]. We are all material-semiotic actors —
Thought is seized, modified, altered, possessed by non humans and non-humans, organic and otherwise — hybrids of
humans, who in their turn, given this opportunity by the social or semiotic construction and materiality neither of which
scientists work; alter their trajectories, destinies and histories. can fully account for nor be prioritised over the other. In this way,
[17]. the boundaries and extendibility of our own bodies can be seen as
Whenever we make something we are often overtaken and a matter of social construction, negotiation with tools and
surprised by the twists and turns of that construction coming into technologies, and contingent upon the material environment. In
being. Even for a situation seemingly as simple as acquiring and other words, the construction of knowledge and social reality
holding a gun, the relations and possible implications become become cooperative effects achieved with other non-human
much more complex when the collective is taken into account. partners, such that we are not the only actors in that production.
This is somewhat similar to what Don Ihde [12] refers to as the Thus, for example, we are accustomed to controlling and
unintentional effects, latent inclinations or trajectories of interacting with information spaces primarily by way of screen-
technologies, tools and interfaces, and in the game context could interfaces, vision and hand-control, with a mouse, keyboard or a
be recognised as the ‘non-trivial’ or unpredictable effects or VR data-glove and headset, sometimes directing an avatar as the
results of gameplay [15]. To this point, then, via Latour’s non- embodiment or vehicle of our location, movement and action
humanist notion of ‘actors’, we have made a case for the within the virtual space. Here we have a sociotechnical network; a
recognition of a broader set of relationships that mediate our cluster of meanings and habits, and a collective of combined
associations with technological devices and apparatuses. What is agencies, human and non-human (indeed, such a distinction
at stake are clear definitions of mastery, subjectivity and barely makes sense in the context of an immersive virtual
objectivity and how these definitions are changed by mediated environment). Yet the default hand-eye-device interface is not
environments. ‘fixed’ or immutable; it can effectively be challenged and
So let’s consider briefly just one of the agentic components in this reorganized by alternative interfaces and meaning-making which
actor-network: the corporeal schematic of the human body and its deploy a different ratio of bodily perception and involvement, and
variable ontology within sociotechnical spaces such as a different ‘literacy’ of the virtual space. This pliability of the

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corporeal schema in virtual environments is explored by a number mobilizing a collective force. This can be seen in the many ways
of new media artists and installations, such as those created by players in MMOG’s like Ultima 2 allow “players” to personalize
Canadian VR installation artist Char Davies and her team (see their avatars and clan paraphernalia, weapons or environments
http://www.immersence.com). The priority given to the hand and made available to them via the affordance of computer software,
eye in most media interfaces — through the use of screens, gender stereotypes and any number of coercive or manipulative
keyboards, mouse, remote controls or data gloves as orientation agents. Indeed this behaviour has seen the definition of the player
tools — has become so habitual as a way of controlling virtual not just as simultaneous creator but essential to the evolution of
environments, that we find it difficult to imagine otherwise. As the collective that produces seemingly effortless play.
Davies notes, in her environments the ‘hands-off interface’
In order for any network to remain stable various agents will need
(where the immersant must rely only on a head-mounted display,
to negotiate and eventually agree to be defined and held in place
motion-tracking device and harness to monitor breathing) frees
by a system of influences. In this way agents are able to negotiate,
embodiment from the ‘gravity-bound modes of interaction and
compensate for other’s weaknesses and work together towards
navigation,’ and also from the desire to touch or ‘handle things’
establishing a solid network that will stabilise relations. These
[8]. Hence, to navigate through Davies’ simulations is to
reified relations work together to make the world of MMOGs and
appropriate unfamiliar devices in concord with non-habitual
MMORPGs both persistent and pervasive. In this way a game
bodily movements and orientations, and to emplace one’s mode of
world may depend on a complex network of events, agents, and
‘having a body’ within an altered ‘collective’ of perceptual and
practices; from the computer components of the game server
material agencies.
based in London, to the subscribers and their embodiment as
In terms of multiplayer gaming, then, we can imagine how ‘players’ and the concomitant social, ergonomic, and visceral
MMOGs and MMORPGs are very complex networks, vast body factors involved, to the persuasive articles written in game
corporates in which actions, intentions, bodies, devices, material magazines, to the code that enables the game to run, to the players
and social contingences are all variably and dynamically interacting with the code, to the virtual artifacts traded and
intertwined. Massively multiplayer online games are produced, to the interaction between players, to the evolving
environments in which thousands of users are simultaneously allegiances and political persuasions of online communities, and
absorbed into a game. Connected to a game server via the so on - the chain of agents is more or less endless. To trace the
Internet, players can interact in real time with other users trajectory of this trans-ontological collective from its mythical
worldwide. Moreover, most online multiplayer games can not be beginning to its unpredictable ends is no longer possible. This is
played as stand-alone or single player games and can only be because in multiplayer online games the greater collective that
played online. Networks in this scenario could be seen in two allows and produces play is made on the fly, in real time and
ways. The most obvious is the Internet network made up of without limit; to have limits would see the end of the game, the
machines connected by the very material, world-wide information end of stable relations and the end of persistent gameworlds.
systems. The second and infinitely more complex are the
*
networks made of associations between heterogeneous human and
non human entities that inhabit the collective. Such entities are as In this paper we have suggested that it is useful to consider our
diverse as the complex interplay between the rules and experience of games and virtual spaces, and the human-
affordances of a game, the user’s offline context, and the online technology relation more generally, in terms of actor-network
world created with other players and machines. All these theory and its relational ontology. The ‘agents’ that comprise any
networks together with their collective actions and intentions collective or network – whether it be a simple human-tool relation
accrete a sense of history that will eventually structure social, or a far more complex assemblage of actors in massively
technical and material relations towards the development of a multiplayer games – are equally human and non human, semiotic
collective intelligence. and material, corporeal and technical. This understanding aims to
facilitate a more nuanced, non-humanist and anti-visualist
Collective intelligence is very much a contested term, somewhat
understanding of gameplay that exceeds the more conventional
resonant with the term distributed cognition in human-computer
user- and viewer-centred interpretations, and is therefore more
interaction. At its most basic collective intelligence refers to the
organic to the open-ended and constantly changing nature of our
dynamics of collective problem solving. Namely, problems may
engagement with online environments.
be solved with more efficiency as a co-operative collective rather
than by individuals. As seen in the simple gun/man collective of
Figure 1, an agent has a problem and detours to another agent in
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APPENDIX
Figure 2 – Image adapted from Latour [17]

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