<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Groups of Players as Groups of People on Designing Virtual Worlds</title><link>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/</link><description>Recent content in Groups of Players as Groups of People on Designing Virtual Worlds</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Thu, 24 Sep 2026 01:39:40 +0800</lastBuildDate><atom:link href="https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/index.xml" rel="self" type="application/rss+xml"/><item><title>Icons</title><link>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/08-13-icons/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/08-13-icons/</guid><description>&lt;p&gt;Many virtual worlds draw on iconic or mythical images to sustain their immersive depth. If a player comes across a “little old man” NPC, it’s a source of great disappointment if it turns out he really is just a little old man and isn’t veiling some immense power or wisdom. If they came across a unicorn, they would feel cheated if it wasn’t white (and if they came across a herd of them—say what?!). Although these iconic figures are stereotypical, therein lies their strength; they represent an idealized “knowledge” of a reality that when correctly applied to a virtual world can deliver immersion. So tokenized have these metaphors become that it can forcefully be argued they aren’t stereotypes at all, they’re shorthand for a parcel of meanings.&lt;/p&gt;</description></item><item><title>Social Engineering</title><link>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/08-14-social-engineering/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/08-14-social-engineering/</guid><description>&lt;p&gt;Are virtual worlds a force for good or for evil?&lt;/p&gt;&#10;&lt;p&gt;As I have already said, I strongly believe in the former. However, mere faith in my own (clearly biased) judgment is hardly justification. Computer games (along with television, film, and music) are routinely implicated when some disturbed teenager gets hold of a weapon and goes on a killing spree; virtual worlds are also starting to suffer from their perceived negative effects &lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt;. Do virtual worlds incite, reinforce, or train?&lt;/p&gt;</description></item><item><title>Confounding Expectations</title><link>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/08-15-confounding-expectations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/08-coda-ethical-considerations/08-12-groups-of-players-as-groups-of-people/08-15-confounding-expectations/</guid><description>&lt;p&gt;There’s a gray area to this talk of what people learn from virtual worlds.&lt;/p&gt;&#10;&lt;p&gt;Immersion is driven by a virtual world’s similarity to Reality. It is founded on players’ implicit expectations. Some of those expectations concern virtual worlds themselves. Should these expectations be confirmed or frustrated? Do you, as a designer, give the players what they expect (for example, races) or what they don’t (for example, everyone’s human)? The issue is not the effect on immersion (it’s not all that great); rather, it’s the effects that confounding these expectations has on individuals.&lt;/p&gt;</description></item></channel></rss>