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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