In this book, researcher and online game lover Nick Yee sets out to explore how the barriers between our online and offline personas tend to blend. Drawing on scientific research done by himself and his colleagues, Yee explores how the assumptions, prejudices, habits, and modes of thought that drive our offline behavior also influence us in massively multiplayer online games. He also looks at the flipside: the influence those games have on how we think and behave even after we step away from them.
What I appreciate about Yee's book is that his arguments are soundly rooted in research and science from fields like psychology, sociology, and communications study. Arguments are put forth and backed up. Yee also liberally uses blocks of quoted text from "The Deadalus Project," a long-term survey of massively multiplayer online game players that provided anecdotes and research questions for much of his work. There's a lot of interesting stuff here both for psychologists and for gamers. For example, I liked the chapter on how cognitive biases held over from real life drive supersitious and rituals in video games like doing a little dance before opening a World of Warcraft treasure chest in hopes of getting better loot. Or how the science of stereotyping interacts with people's treatment of suspected Chinese gold farmers. It's nice to see someone talking about the research that's happening in these realms, and Yee is in the special position of speaking to research that he himself did.
So Yee delivers on his promise, but I can't help feel that the scope of the book is a little limited. Owing in large part to the makeup of people participaint in the Daedalus Project, the book is really just about MMORPGs in general and World of Warcraft and Everquest in specific. There's no discussion of other gaming juggernauts like the Call of Duty games, Minecraft, or The Sims, even though it seems like a lot of the same principles would apply. For example, in one chapter on how recent MMO game design favors players being able to solo a game without asking other players for help or information, Yee could have strengthened his thesis by pointing to the success of recent games like Rust and Day Z, which while they are not MMORPGs they do harken back to the hardcore days of Everquest and Ulitma Online in all the important ways that he discusses. And in other chapter Yee talks specifically about how virtual reality could be used to introduce new gameplay mechanics like controlling two avatars at once, and I found myself muttering "You mean like in Brothers: A Tale of Two Sons?" to my Kindle. Though this might also be due to the fact that the writing and publishing schedule for books makes such references too contemporary to include, the fact remains that Yee never steps outside the bounds of MMORPGs even when it would strengthen his arguments to do so.
Still, if you're willing to focus on that area, it's a good book --very readable, very relatable, and very interesting in many places.