By Jerry "Clapso" Avissato
September 8, 1999
SO-101
Professor R. H. "Hoff" Hoffman
Written assignment number one
The "Sociological Perspective" seeks to shed light on how we are shaped by the influences within society. We also influence the shape of society. This interplay of influence of/on society is what most interests me about sociology. Although I can see the truth in both the stability seeking of the Structural-Functional Paradigm and the change inherent in the Social-Conflict Paradigm, I intend to use the Symbolic-Interaction Paradigm in my exploration of the required event subject in this assignment. The Symbolic-Interaction Paradigm is, according to the companion text of SO-101 (page 14), "...a theoretical framework that envisions society as the product of everyday interactions of individuals."
I intend to focus on an "event" that happens daily, 24 hours a day. It can be described as a game, a place, and a community. In fact it does not exist as anything in the "real world" with the exception of strings of ones and zeros inside inter-connected computers. Yet inside the framework of this fantasy world real people, from all across the globe, interact in all the ways we humans normally do. People get married, go to work, communicate, buy and sell stuff, play, sing, rise and fall in social stature, and even die (although resurrection is always immediate).
I speak here of a little known destination on the Internet called MUD. MUD is an acronym for Multi-User-Domain. One enters a MUD via a telnet link. One of the best MUDs for beginners is Farside, (telnet:farside.i1.net). MUDs have three basic social strata. At the top are the Gods who are immortal and all powerful. In the middle are the Heros who are very powerful and very hard to kill. At the bottom are the Mortals who play the game to gain status. Although there are many reasons people play MUDs, The main reason is fun. It's fun to "live" in a world where one can increase your social standing by easily learned role-play patterns. The real world is not so simple and MUDs provide a good temporary escape from the pressures of everyday life.
I will concern myself mostly with the social interaction of the mortals from here on. Mortals are the "players" implied by the "game" description I gave earlier. Mortals are divided into several classes. The primary four are Warrior (powerful fighters), Thief (stealthy rouges), Cleric (magical healers with strong protective spells) and Mage (magic users with powerful attack and transportation spells). There are many races from which to choose. Any combination of race and class is allowed but some races are better suited for certain classes. An Elf is a weak fighter due to lack of physical strength but is a great magic-user due to high intelligence. I could go on for several pages explaining the nuts and bolts of mudding but I'm already past the 1 1/2 pages requested. If I've piqued your interest, further insight may be gained by "logging on" to any of the MUDs on the net and typing help.
A sociologist could ask any number of questions about any given sub-group within any number of societies. I intend to use the Symbolic-Interaction Paradigm (SIP) to provide a framework and focus for my exploration. I will start with the (SIP) core questions raised in table 1-1 page 15 of this courses companion text. All of my answers to the following questions are based on participant observation unless otherwise noted.
1. How is society experienced?
In the case of MUDs the experience is a text based exchange of information via computer. The entire experience is based on reading and writing.
2. How do human beings interact to create, sustain, and change social patterns?
A) Communication: Since MUDs are text based, "speaking" is the major interaction between people that effects social patterns. There are many "channels" that are used to speak on MUDs. Some are "heard" only by people in the same "room" as you (i.e., say). Others are heard by a specified person (i.e., tell). Still others are heard by everyone on the MUD (i.e., chat).
B) Marriage: Although I've never been "mudmarried" people do get married on MUDs. Personally I find the idea of mudmarriage a bit silly, but to each their own.
C) Grouping: Joining together to adventure and share the risks and rewards is another way people interact. On some MUDs formal groups known as "Clans" are allowed and even encouraged. The Gods are the final arbiters of what's allowed and what isn't.
3. How do individuals attempt to shape the reality perceived by others?
First by communicating, explaining yourself will usually suffice. Opening a public debate on the MUD wide "chat" channel is sometimes necessary to reach consensus. Whining to the Gods is a last resort which many (myself included) frown upon.
4. How does individual behavior change from one situation to another?
A) Peer Pressure: On MUDs, as in real life, a persons role (behavior pattern) is effected by ones status (position). Peer pressure within social strata is the primary means of behavior modification.
B) Fighting Duels: On some MUDs "murder" is allowed. In over ten years of mudding I have never murdered anyone. I have unfortunately been murdered and have been forced to kill in self-defense a few times.
C) Corrections: Some MUDs have "jails" that a Hero or God can incarcerate mortals in. I have never been jailed, but as a god I have had to jail others. The gods can, at any time "deny" a player access to their mud self. This is sometimes done to disruptive people for short periods. The most severe punishment is deletion, the complete loss of all you've gained in the game. Denial and deletion are very rare but they have been done.
D) Cooperation: I find if you help, instead of hurt, others you will make mudfriends who will help you when you need help. Some additional questions I believe a sociologist (not restricted to the Symbolic-Interaction Paradigm) would ask are the following.
1. Are there any subgroups of the god/hero/mortal structure of MUDs?
Yes, there are political as well as "class" subgroups within the three major groups. For example mortals can be broken up into experienced players and "newbies".
2. How does one gain in social status on MUDs?
A) Mob Killing: "Mobs" are the target creatures on MUDs. Mobs are not controlled by real people sitting at computers. They are instead controlled by the MUD program itself. Mortals gain "experience points" each time they kill a mob. Gain enough experience points and you gain a "level". Gain enough levels and you become a hero. If you're killed you lose half your experience points back to your last level.
B) The gods can grant anyone hero or even god status at any time.
Some additional questions about the process of sociological investigation that come to mind are the following.
1) Given the fact that people have anonymity on MUDs and can "be" whom ever they say they are, how would a sociologist conduct research into whom the people on MUDs really are in such a way as to insure reliability and validity?
The use of ASA guidelines on anonymity would help in this endeavor. I think a survey would be the best research method to answer the who plays MUDs question.
2) How can a sociologist conduct "fieldwork" on MUDs and hope to keep any level of objectivity?
The best way to do fieldwork in relation to MUDs is to first gain experience by playing, then observe others sitting at computers playing. By separating themselves from the actual events in this way I believe a sociologist will gain some objectivity.
I hope that I have demonstrated some small grasp of the principals of the sociological perspective. I also hope I have offered some insight into the world of mudding. Should you have any questions about anything I may have left out please feel free to ask them. I will do my best to answer.
Read, Think, Speak, Write, Be!