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This non-traditional research report was done for a class in qualiative methodologies. The research comes from an interview study I conducted where I spoke with women about the times when they felt they were addicted to digital games. Ms. Player represents the amalgamation of these women's stories of their struggling to be empowered, and to use the games to get this sense of power. This non-traditional report is also my consideration of the relationship between the researcher and the subject(s) of the research, as at times Ms. Player will directly confront me, but is still under my control as the researcher when she does so. This treatise calls into question what is validity in any research report.
Citation preview
What you will see here, dear
readers, is a story of Ms. Player,
who is admittedly not a real person
– but then, who is?
Ms. Player represents the stories
of fourteen women – their struggles
in a time when they were addicted
to video games. As much as
possible, without distortion, I have
taken their words and put them into
the mouth of Ms. Player – she is
their voice, their representation in
our story.
When you hear me, in the commanding role of Narrator, these are
my observations on what these fourteen women were saying. And
so you see me now, ready to tell you, dear readers, about these
addicting adventures of Ms. Player.
1
Once upon a time, Ms. Player found a video game.
“I felt very bored and was looking for
anything to pass the time.”
When DaMan showed up, she decided to start playing it.
“As the situation got worse, the less
power I had to change it and make it
better. I felt like I had no control over
what was happening in my life.”
2
When DaMan started making too many demands, Ms. Player escaped into the game.
“I questioned how I had gotten myself
into this mess. The games were an
escape. I could understand why
gamers are so into this.”
3
In this game, Ms. Player found she could be anyone she wanted.
“I didn’t know who I
really was, so I could
be anyone. I felt that I
really needed to start
being the person who
would have different
options.”
4
And she could go anywhere she wanted.
“It’s like I am in another
world, and I like it. I had
not a care in the world
when I played this game.
This is what life is about.”
Ms. Player met very interesting characters.
“I enjoyed playing the game
because I was interacting with
characters I love. I cared for
the characters I was playing
with, so I wanted to do well
with them.”
Characters who kept her going.
“Being so fond of the characters I was
playing and interacting with kept me
going, because I wanted to defeat the
bad guys for them and with them.”
6
Ms. Player was having so much fun.
“I thought this was the most
entertaining game I had ever
played. I constantly won, and I
liked the feeling of winning, of
being the best. It made me feel
good and made me happy.”
7
Because of the escape the game provided from DaMan.
“It gave me a chance
to escape my
everyday troubles. It
isolated me away
from my problems
and made me forget
what bothered me.”
Because of how powerful she felt.
“I felt like I had a lot of power
over the game as I moved from
level to level. The game made
me feel in control of something,
which is what I needed to feel,
like I had some sort of control
over something in life at that
stage.” 8
So she went deeper, and deeper, into this game…
“I was spending
a lot of time
playing the game
instead of doing
more ‘productive’
things.”
But on her wanderings, Ms. Player began to have wonderings…
“How can a game
make me feel so
confident and
powerful when I
feel so weak in
reality?”
10
Because as deep as she went, Ms. Player knew she could never truly escape DaMan.
I don’t think that’s the case
always. You have to remember
I’m not like everyone else. So
you can’t put their words in my
mouth. But, I’m not even saying
this now, am I? Did anyone say
this, or do you just need me to
be saying this now to keep the
story going? Is it even my story
anymore? Am I me, or just
someone you created?
Sorry, but you did start wondering about how addictive this was becoming, didn’t you?
Is that not the definition of addiction?
Okay, then a definition of addiction.
I felt as though I was consumed through
the game and nothing else seemed to
matter at the time.
I don’t know about the definition, but I
guess it can be a definition.
I did feel like I was becoming addicted.
I had never been addicted to a game
that badly in the past.
11
Because the game started to take control, right?
“When did I allow this
to get this out of
control? The game
had power over me
the whole time I
thought I had power
over it.”
…or even who she went as…
Narrator’s Note: Lara Croft is the epitome of male desire and female empowerment. 13
You have to run! You have to get out of there before it’s too late!
I know that! I’m the one
who told you that!
14
“I concluded that it was a
good thing then. This
video game helped me
to adapt to hard times
and situations. I also
had the power to stop
playing my game.”
15
Ms. Player returned, better for her journey, to face down DaMan.
“The game helped me to
cope with what was going
on. My game was a huge
factor in the happiness I
achieved that year.”
16
Do you want your story to be over?
Don’t I get a real
happily ever after?
Well, not when you
put it like that.
20
Very interesting, but my interpretation of Ms. Player’s adventures is that we all face times of lacking the ability to control our fate. Playing
games substitutes for feeling in control.
The problem is if we keep playing to get this feeling, we believe only the game can provide it. In time, the game controls us instead of us controlling the game.
You see, it’s all about power relations. We see it swirling around us, this whirlwind of power we can never completely grasp, yet we desire nonetheless. Do you understand what I mean, dear readers?
Of course, that’s just her
interpretation. Of course, am I not entitled to have an opinion?
As much as anyone is,
maybe more so because
you did the work.
That’s very kind of you to say.
Did I say that?
Here we go again…
22