How The Impermanence Of Online Games Both Mirrors The Human Lifespan And Gives It Meaning: A Study Of How Cyberspace Occupies Time Through The Lens of Retired Online Gaming Platforms

As human beings, we have the pleasure and curse of occupying a relatively short amount of time within the existing timeline as we know it; from the moment we are born, we can make the fair assumption that we will live anywhere from 0-122 years old based on all prior recorded human lifespans. We can live comfortably knowing that no matter what we do, eventually our time on this Earth will end. We can leave remnants of our existence behind in the form of art, history books, nuclear waste, and to be more abstract our loved ones’ memories, but as far as we know there is no way to immortalize our existence. Art erodes, history books burn, nuclear waste decays, and families forget. No matter how much time we individually occupy, which I’ll define as any period of time that is touched by any result of one’s own existence so I don’t unnecessarily limit the impact a human life can have, a single human cannot have existed within our timeline from the beginning of time to the end of it. Some may argue that religious human figures such as Adam and Eve break this logic if they existed and are still known of today, but to that, I would argue that even before those first humans, time marched backward–for at least five days according to the original source text (The Bible). For those who are of a different belief, or are not religious, I would emphasize that there has always been a time before humans: whether it be a time of dinosaurs or a time of cosmic energy. Given all of the logic above, it is safe to say that we, as individual humans, occupy a subsect of time. If you give me three minutes of your short subsect of time, I’d love to tell you a bit about why I believe that just as we are allotted time to exist on the ultimate timeline, online games are allotted time to exist on the internet. Then, after that, if you give me one more precious minute, I’ll tell you a bit about how the impermanent nature of these video games should teach more about how we view our own lives and impact.

Part One: A Brief History of My Own Experience With Retired Online Games

Poptropica is an online role-playing game that was first released in 2007. It operated using Adobe Flash Player until 2020, when it was briefly retired before being reprogrammed to run with Haxe. In the transition, many of the original gameplay aspects were lost, but players could still access them using a Flashpoint work around or the Steam download of the game (with a few server issues). However, in 2024, with CoolMathGames’s acquisition of Poptropica, the Steam download has been rendered largely inoperable, and many of the old aspects of the gameplay have been lost outside of Flashpoint.

Two weeks ago, I was feeling a bit nostalgic for my childhood back in the late 2000’s (do you feel old yet because I do), and I wanted to visit my childhood gaming website: Poptropica. As I remembered it, the site was a beautiful Oasis in my elementary school computer lab where my after school care friends and I would congregate to solve puzzles located on in-game islands in order to unlock different achievements and mini-games. My favorite island, and one I can still remember every step to solving to this day, was Reality TV Island, where you could follow a sequence of steps as your character to effectively apply, get accepted to, and compete in a Reality TV show. Obviously, still on that nostalgia kick, I immediately went to look for that island after logging into my old account. What did I find? Nothing. A big empty space where the island was supposed to be located on the map. My hopes and dreams for reliving my childhood were crushed. Needless to say, I was more than a little upset, but this got me thinking: how many games has something like this happened to? I knew of Club Penguin, which was another of my childhood games that was recently retired, but I didn’t know of the over sixty online games that had gained a cult following online before being shut down. This list includes, but is not limited to, Marvel Heroes 2016-a free MMO released in 2013 and shut down in 2017, Firefall-another MMO released in 2014 and shut down in 2017, and Spark City World-an MMO geared towards girls released in 2008 and shut down in 2017.

An interesting pattern you may have noticed was that all three of the games I listed shut down in 2017. This is not the result of me manipulating data and only showing you games that shut down in 2017 on purpose, as the games I selected were entirely random. A better explanation, however, is that Adobe Flash Player was deprecated in 2017, rendering many online games that relied on the software as good as dead, as there was no chance for players to emulate them on their own machines. In a matter of months, due to a corporate decision, the lifecycles of these games within the timeline of the internet were officially ended. To make this concept a bit easier to understand, I’ll employ an analogy that helped me wrap my own head around the idea of relative time: humans are to the ultimate timeline as a game is to the section of the ultimate timeline that the internet takes up. Therefore, when an online game hasn’t existed for the entirety of the time the internet has existed, that game mirrors the temporary nature within the timeline of the internet that humans have within the ultimate timeline. If you’re a keen reader, which I know you are, you may take my examples of retired games and argue, “If you could find information about them on the internet, then their lifespan hasn’t ended yet.” To that I say, first of all you have a great point, but second of all you’ve got to think a little bigger. Think back to before the game existed-the game’s lifespan certainly doesn’t extend to the first ever instance of the internet, as the internet was originally created to house and parse raw data. Then, think to the future. If these games could be deleted because the software they relied on for the backend was given up on, the same can be said for every website that houses an article written about those games, as well as every website that houses a video, and every website that houses any information about it whatsoever. These games, therefore, are not immortal within the timeline of the internet, just as we humans are not immortal and all-existing within our own, ultimate timeline.

Part Two: Why We Should Care That Online Games Are As Temporary As Human Life

A representation of a wormhole, which Forbes uses to link to the possibility of time travel. For our purposes, it’s best to think of humans as at the very least occupying contiguous time. With our current scientific knowledge, for something to happen in the future, it must have happened in the past. For our theory, this means that the human who caused something in the future would occupy all of the time from when they started the future event to when the future event happens, as it happens as a result of their existence.

The fact that these games are not permanent will effectively allow us as humans to experience the games within the time of the internet as if we were the ultimate timeline experiencing humans. In the same way that we view these games as just a glimpse of an event within our lives, we are a glimpse of an event within the ultimate timeline. Nevertheless, just as the games were well-loved, fostered connections, and were entertained within their brief time allotted within the time of the internet, us humans are well-loved, connected, and entertaining within the time of the ultimate timeline. It is in this comparison that the main reason we should care as humans is revealed: no matter how short our allotment of time within the ultimate timeline, we can still make an impact on those who have the pleasure of perceiving the time we occupy. Just as we are impacted by perceiving the limited lifespan of the games, the ultimate timeline is impacted by perceiving the limited lifespan of humans. What we do may seem insignificant or small relative to such a large amount of continuous time, but if online games can make an impact within the timeline of the internet despite occupying such a small amount of it, us humans can do the same with the ultimate timeline. By recognizing that these games have limited time, we can hopefully become more comfortable ourselves with our own limited time, knowing that it can have an impact. I can only hope that through the lens of ultimate time I am as loved, cherished, and important as Poptropica is to me and the internet.

With love,

Lizzie

Sources:

Poptropica Picture: linked here ; Human Lifespan: linked here ; Retired Online Games Reference Buzzfeed: linked here ; More Retired Online Games: linked here ; Poptropica History: linked here ; History of the Internet: linked here ; Spacey Picture: linked here

Blurring Game and Reality: Horror Gaming in “Black Mirror”

I have been an avid viewer of Black Mirror for a while, the British sci-fi series that explores the darker implications of advanced technology. While I am certainly entertained by the show’s disquieting plots, I am simultaneously horrified by its proximity to our existing cyberspace concerns. In particular, the episode “Playtest” delves into the world of reality augmentation and the ethical implications of pushing boundaries in horror video gaming. 

The episode follows Cooper, our protagonist who finds himself in desperate need of some money while backpacking through Europe. To make a quick earning, he takes on a gig as a playtester for a new augmented reality game, SaitoGemu. The implantation of a brain chip facilitates a personalized VR-style horror game experience, where Cooper is thrown into a mansion simulation filled with terrifying scenarios designed to evoke fear. The line between reality and game thus begins to blur, as he is now immersed in augmented worlds that feel just as real as the physical one. 

Cooper’s conscience is tricked into believing a false construction, questioning how hyperreality impacts our sense of self. Regardless of whether he is actually in the game world or not, his mind is under the impression that what he is experiencing poses a genuine threat to his wellbeing.

Perhaps this is all that it takes for something to be considered reality – the legitimate belief that what one is experiencing in that very moment is the truth. At one point in the game, Cooper even endures what appears to be intense physical pain, grounding our conceptions of reality in the corporeal form. This is complicated when (spoilers ahead) he is unable to exit the game, and the audience discovers he has died from an implant malfunction frying his brain. 

During my rewatching of “Playtest”, I was distinctly reminded of Jesper Juul’s guidelines for what constitutes a game, where a main component of the definition involves the consequences of the activity being both optional and negotiable. It’s difficult to imagine that Cooper was fully aware of the psychological duress he would be placed under, and given how unpredictable our consciousness can be, I wonder whether the fear the game capitalizes on and triggers is truly optional. This places SaitoGemu’s classification as a real game under fire, especially when we consider the safety of its design. 

As someone who despises the horror genre in any medium, the idea of willingly participating in something like SaitoGemu seems impossible for me. While my instinctive reaction is to wonder what the appeal could be, I understand that there’s an addictive and even enticing element of horror that resonates with people. As VR and simulation games grow scarily advanced, I worry these tools may be weaponized, especially if this technology is placed in the hands of those with questionable or malicious intent. The concept of corporations turning fear into a commodity is perhaps one of the most alarming takeaways that left me with an inexplicable sense of dread at the episode’s conclusion. I wonder to what extent are we willing to go in the name of entertainment, especially given how the technology in “Playtest” taps into the most intimate corners of the player’s mind.

This new frontier of gaming technology ultimately poses questions on the potential ethical ramifications of our future, ones that may arise sooner than we might even anticipate. For instance, the monetary incentive of participating in the SaitoGemu experiment mirrors some of our present-day socioeconomic inequities regarding who is most vulnerable, as was the case for Cooper in his financially desperate circumstance. Does the implementation of pioneering technology only exacerbate existing social dilemmas? Is it possible to break from them entirely?

Rachel Lee

Gaming Your Way to a Job

Resumes, networking events, and interviews have long become staple components of the job hunt, especially for college students soon to be entering the workforce. However, a more recent addition has entered the recruitment process – online games. Companies like Pymetrics utilize machine learning and gamification in order to assess an applicant’s soft skills and fit for a position, forming a candidate profile consisting of the individual’s social behavior tendencies, personality, and talent potential.

During my own internship search last year, I received a request to complete the Pymetrics games, and I was initially taken aback by such a task. While packaged as a game, the results of my performance would be considered during my evaluation for the role, and this knowledge made me wary to casually jump into it the way I might have with a game of Monopoly or chess. 

The games themselves are extremely simple. With twelve sections in total, some of the games include memorizing a series of numerical digits, rearranging tower blocks, exchanging money, recognizing facial expressions, pumping virtual balloons, along with a number of other basic tasks. Despite its straightforward nature, I was still conscious of the inherent stakes that influence how differently I may approach Pymetrics games as opposed to ones played for sheer entertainment, with no other external pressure. While Pymetrics may appear to be a less intimidating form of assessment, it still operates as an assessment nonetheless, determining one’s patterns of risk tolerance, attention, decision making, and even generosity.

This calls into question whether these kinds of games used within the corporate recruiting world could even truly be classified as games in the purest sense. Part of what makes video games so appealing is the ability to experiment and learn the fictional game world, interact with other players, and continually build knowledge and appreciation for the craft. When there’s only a singular chance to complete an individual, non-experimental game format used for the sole purpose of assessment, what makes a game a game begins to lose meaning. 

Jesper Juul even notes that one essential feature for classifying games as such is the notion that “the consequences of the activity are optional and negotiable” (Juul 7). When an applicant is in search of a job and a necessary component for consideration is to complete these games, we begin to wonder how optional our participation in the games really are. As for the negotiable quality of Pymetrics, there really is no such thing given how once the recruiter determines someone is a poor fit, there is no opportunity to advocate for a different outcome. In some sense, the use of these games may perhaps spoil the spirit of gaming itself. 

I understand some of the frustration surrounding the use of these games in the hiring process, especially as I begin to wonder whether Pymetrics truly captures an accurate review of the applicant. For instance, my own results stated I’m open to taking risks, which I found surprising given I have never viewed any of my past behavior to fit within that description. This disparity between game behavior and true action may be because testing risk tolerance where there are no legitimate stakes can yield dramatically new results when compared to real-world situations with tangible consequences. Further, when it comes to some of the more subjective qualities Pymetrics claims to assess, such as the ability to judge facial expressions (which seems to be an extremely difficult skill to test accurately for), I can’t help but be skeptical of the claim that games alone can determine career fit.

Ultimately, I appreciate the intention behind assessment games, particularly in its aim in both leveling the playing field for job entries and improving the recruitment process to be more engaging and holistic, but I have to question whether some games are better left outside the corporate world for now. 

Rachel Lee

Animation as a Medium

I’ve been a huge fan of anime and animation in general for my whole life so I thought I’d use this space to share a few of my thoughts about a medium that I love.  (By the way, all the clips I added here are pretty short.)

At this point, becoming enchanted by Disney’s animated films as a young child is practically a universal experience and an integral part of growing up.  However, Disney style animation that caters towards kids is not the only kind of animation out there.  Over the last two decades Japanese animation, or anime, has seen a steady rise in popularity here in the west. And in particular, its popularity has exploded over the course of the last six years.  Back in 2012, the anime streaming service Crunchyroll had a mere 100,000 paying subscribers, making it a niche streaming service that catered to a relatively small community of fans.  However, last month the service announced that it had reached the 2 million subscriber threshold, a massive 20-fold increase in 6 years. The service now boasts over 45 million registered users and is one of the 10 largest online video streaming services out there (though it obviously lags behind leaders like Netflix).

statistic_id594952_number-of-crunchyroll-subscribers-2012-2017
This charts the number of paid subscribers to Crunchyroll from September 2012 to February 2017.

Animation as a medium excels at telling stories that are fantastical in nature.  What really makes it shine is that it immediately creates a level of separation between the fiction on the screen and reality.  The fact that the show is either hand drawn or rendered immediately sets up an expectation that the world inside the story is different from reality, which makes it easier for the audience to suspend their disbelief.  To add to this, the nature of the medium also allows for the seamless integration of magical effects into the fabric of the show. When a live action show wants to add effects, the effect must usually be computer generated and then added in after filming. But, the juxtaposition between a computer rendered effect and a live actors and settings can often feel jarring and take away from the immersion.  And, an effect created at the time of filming using real-world techniques lacks the mysticism and feeling of wonder that is so important in fantasy and fairy tales for the simple reason that it can be explained with real world physics. It is far easier make an effect feel like it belongs to the world of the story in animated shows as the artist simply has to draw them both in the same art style.  Also, if we take a look back to old classics like Cinderella, many of the effects in these films probably would have been impossible to do in live action with the technology of the time. For example, I can’t imagine the fallowing scene where Cinderella’s dress transforms would have been feasible in live action with the technology available in the 1950’s.

Another benefit of the medium is that it allows for the creators to have a great deal more artistic freedom.  Creators can get away with more exaggerated expressions and actions in animation than they can in live action, again because of the separation from reality. We expect real people to act in a certain way, but the same expectations are far weaker for those that are animated.  What can reasonably feel like a hyped up battle scene in Dragonball Z would probably end up as just a bunch of dudes screaming way too loudly at each other in live action.

This is a clip from an anime called Nichijou that uses extreme and absurd reactions to great comedic effect.  Such a reaction could never even be considered in live action. It’s just not feasible and would make no sense if the show wasn’t animated.

Finally, animation in the west has this stigma as being a children’s medium.  And to be honest, with how successful Disney has become, it makes sense. But animation isn’t a medium that’s made just for kids.  Over the years it has also been used to depict topics far beyond what would be appropriate for children.  I think the best example of this would be the 1988 film Grave of the Fireflies created by Studio Ghibli and director Isao Takahata.  Yes, this is the same studio that brought us wholesome classics such as Spirited Away and Kiki’s Delivery Service. But whereas those two are great children’s movies, Grave of the Fireflies is a devastating and heart wrenching drama about the true costs of war.  In this movie, animation transcends the medium and strikes at the heart of what it means to survive as a human.

Grave of the Fireflies is a fantastic film. I definitely recommend watching it, but be warned, it will make you Sad.

Youjia Wang

Edit: I noticed that in a place or two I accidentally forgot a

Podcasting — The Future of News Media

With the increasingly shortening attention span of the average person, the printed newspaper has become the least popular medium for news. News is now transmitted through a variety of different formats — such as television, internet, and video — and you would be hard pressed to find anyone that still reads the morning paper. Hell, I cannot even remember a single time I have read a newspaper throughout the 19 years of my life. The limitations of the printed medium just can’t compare with the affordances of new visual and auditory media. As a result, news media outlets are adapting to the current social climate.

News media outlets such as Vox Media and Vice News have taken advantage of the growing popularity of YouTube by creating informative, infographic videos that incorporate animations, video clips, and graphics with the spoken word to capture the audience’s attention. On the other hand, broadcast companies such as Fox, NBC, and CNN have taken advantage of television broadcasting to disseminate the news and reach broader audiences. These visual mediums have infinitely more potential to capture one’s attention than the small black and white words that fill newspapers.

Just take a look at the video and newspaper below. Which one would you be more likely to read or watch?

new_york_times_frontpage_1914-07-29

The video, right? I agree. There is simply no comparison between the two mediums. With print newspaper, there is just not enough stimuli to compete with these other forms of news. Just like the common idiom states, a picture is worth a thousand words, and there is no way in hell I am going to read a thousand words; so, just show me the picture.

While these mediums do a great job of capturing your attention, they require your complete and undivided attention. People are busy. Most work 9 to 5 jobs, more people than ever commute to work, and a lot don’t have the time nor the energy to engage in these news mediums. So, how can the news be translated in another way to adapt to our busy lifestyles?

Podcasting has emerged as a new, great alternative for consuming the news. It allows for the average person to keep up to date with the news, while performing their routine day-to-day tasks. Depending on the type of job you have, you could be listening to podcasts the entire workday. News media outlets need to take advantage of this emerging medium. With podcasting, news media outlets have the opportunity to be in the ears of the masses for large portions of the day.

giphy

Newspaper The New York Times has taken advantage of this opportunity with its podcast The Daily. They take the most significant current news stories and thoroughly examine them in a condensed 20-40 minutes. This audio format affords them a lot more freedom than print newspapers. For the Blasey-Kavanaugh hearing, they took actual recordings from the hearing, brought in guest speakers who have personal connections with Kavanaugh, and commented on specific key incidents that occurred during the hearing. There is a lot more nuance that can be conveyed in this format.

By listening to the actual hearing itself, a lot more is conveyed than words on a page. You can hear the intonations of their voice and emotions in their speech, and you can form your own opinions based off them. It makes it much more difficult to take out of context, and it holds a much more significant impact when you actually hear the words coming from their source. Podcasting also gives the audience a much more human take on the news. Hearing the reporter’s analysis through his or her voice helps the audience identify the difference between analytical opinions and objective facts.

With that said, podcasting offers an exciting, new alternative to traditional forms of newscasting, yet few news broadcasting companies have begun to utilize it. Podcasting is slowly growing in popularity, while these other forms are quickly declining. These companies need to advance into the future and pick up this growing medium. It is only a matter of time before podcasting becomes a significant component of news media.

https://www.podbean.com/media/share/dir-33yyz-4bc4d9f

https://www.podbean.com/media/player/n7abi-4b59fac-dir?from=share&skin=1&share=1&fonts=Helvetica&download=0&vjs=1&skin=1

*Sorry, I know it’s annoying to click a link, but WordPress is being a butthole and I have been trying to fix it for hours.

Ethan Nguyen

Me? I’m a Gamer.

As far as words go, “play” and “game” seem pretty similar, right? Almost interchangeable? I mean, they’re nowhere near as different as, say, “giraffe” and “asparagus”. Now those are two words with very different definitions.

However, all giraffes aside, are “play” and “game” really as similar as they seem? Let’s try changing it up a bit. What about comparing “playing” versus “gaming”? “Player” versus “gamer”? Maybe you can’t pinpoint exactly why, but saying “I’ve been playing all day” doesn’t quite sound the same as “I’ve been gaming all day”. However close the words may seem, the connotations have their differences.

The word “play”, for instance, implies fun and entertainment. The word itself seems lighthearted and joyous, the very opposite of serious work requiring focus and effort. Play should be silly and fun- it’s riding your bike with friends, running around the jungle gym, or rolling the dice on your favorite board game. You play because you want to have fun, and that’s that.

How, then, does gaming differ? One can certainly “play a game”, which implies using any game, electronic or otherwise, for a source of pleasure and entertainment. However, actual “gaming” is not quite the same. As any gamer knows, games are not always purely fun. While they can certainly be used for amusement alone, when one begins “gaming”, he or she becomes immersed not just in the entertainment, but in the challenge. And the challenge…well, it’s not always fun.

You see, “to game” is to transcend the realm of play, to desire more than simple entertainment. In a way, one could compare games to books (relax, anti-gamers, I said compare, not equate). A book can certainly be a form of entertainment, yet no one says “I’m going to go play with my book.” Why? Because books, while often entertaining, provide much more than just a smile and or a laugh. Likewise, gaming provides more than that- it proves engagement, encourages immersion in another world, and spurs on ambition for success.

Think of it this way. In an MMO, if you’re merely completing the fun quests because they make you happy, then you’re playing. If you’ve been trying to defeat that one boss for an hour and you’re so frustrated and angry that you want to throw your laptop off a bridge, now you’re gaming. A gamer’s goal is not mere entertainment. A gamer desires challenge, immersion. A gamer strives for success, whether the path towards it is amusing or, at times, utterly frustrating.

So the next time you’re about to use “play” and “game” in a sentence, stop for a moment and think. Which are you, really? Are you a player?

Or are you a gamer?

 

-The Humblebug