Thursday, 12 June 2014

How do video game companion apps represent Sherry Turkle's notion of "the tethered self"

First of all, what are companion apps? Well, companion apps are a very recent development sprouting from the widespread advancement and availability of mobile technology that allows us to connect to video game worlds we love through connected mobile applications, such as the "Halo Waypoint" app allowing users to maintain a connection to both the halo universe and their own character within it. The rise in popularity of the companion app clearly shows how it can be applied to Sherry Turkle’s “tethered-self theory”. This theory revolves around a central theme of individuals becoming increasingly tethered to digital devices. This strengthening connection means that we are slowly experiencing a loss of focus towards reality as our connection to communication devices grows and our “tether” becomes increasingly stronger. Now let us extend this notion of the self being tethered to our digital and communication devices to the self being tethered to our gaming experiences through a continuation of the universe as symbolised through a corresponding companion application.

Prior to the widespread availability of the video game companion app, the gaming experience was largely separated from the rest of our day. I, as a teen, would set aside certain periods of the day in which to play games and enter the universes that I loved. All this changed when these same game environments, these previously experiences isolated to predominantly the home console, became available through the mobile world. For example, it is now possible for us to enter the “Assassins creed” universe on our daily commute, and focus our attention predominately on maintaining our crew’s ships, or delving into the history and lore of the universe. All this, and more is tempted to us through the individual through the medium of the Assassin’s creed: Black flag companion app. However, this poses a significant risk. Highlighted by Turkle is the risk these apps have to ”under-mine the ritual of separation”, that being that these game experiences could taint our otherwise separated experiences. While experiences such as going to school, going to work, or even going to the supermarket were essentially separated rituals, they now have the ability to be interconnected though our own connection to our individual game universes.
Much like Turkle’s preposition of disconnection from the “tether”, the connection to our game universes can in fact be severed through the simple act of leaving our communication devices at home. The main issue we face due to these devices is the pure temptation they offer us. When we are bored or disinterested in the activities at hand, companion apps offer us a chance to leave the reality of our surroundings and continue the immersion we experienced before we had stopped playing. Just imagine the act of sending mail. Mail used to be sent by posting letters in set designated areas, such as through the post office, or through a post office box. But now, through the information revolution, we can know send mail at anytime, anywhere, through email. Such can be shown through the rise of the companion application. Previously, we were only able to access these game experience through a console or PC, which were usually based in one area. But now, the game experience can be accessed at any time, at any place. Not just any game experiences, but a continuation of the game experiences that we leave when we switch of the computer or console, for example, the crew of your character in ‘Assassin’s creed: Black flag’, can be sent on missions that take a certain time to complete. When you leave the game on your console, you can continue the experience by performing the crew’s missions while on a mobile device through the companion app. The temptation to keep living in the game universes you love is now extended to dramatic levels, leading to the digital tether created to these worlds is now extended to beyond the home.

         Much like other tethering devices, such as blackberries, the video game companion app find us utilising our free time away from home where we are usually disconnected from our game universes to discover updates and notifications about the same game universes. These apps symbolise a tether which constricts our time. We are now never disconnected away from these universes, we are always tethered on, only accentuated by aspects of these apps such as push notifications, which alert us to them, ensuring that we are always aware and updated to the universe. Such is shown through the “Rift” companion app. Whenever you are messaged by another player, alerts come up on your mobile device, tightening the tether to the game world, and reigniting your desire to re-enter the game world.

          Video game companion applications clearly represent Sherry Turkle’s notion of “the tethered self”. The connection that these apps provide to their relative game experience reaches all aspects of life.  Previously separated rituals are now interconnected through our own connection to these game worlds. The temptation to leave reality and enter into these game experiences is now everywhere, with the tether to game universes leaving the constraints of the home, accentuated further by push notifications tightening the tether and encouraging to leave reality and re-enter these game worlds.

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