Through the Looking Glass
In a recent survey, I asked players whether they had ever learned anything about themselves from their MMO experiences, or whether their experiences in an MMO had ever changed how they thought about themselves or their perspective of the world. About 400 MMO players responded to this particular question, revealing some interesting perspectives on what they have learned from their experiences in an MMO.
MMOs are interesting social spaces in several ways. First of all, there are almost no other social spaces in the physical world where people from such different demographic backgrounds and life experiences collaborate on a regular basis. The age range in most MMOs goes from 10 to 70. In a typical 5-person pick-up group, you may have a high-school student, a war veteran, a professional home-maker, a law professor, and a retired bank manager. In our education and work systems, we typically only get to talk and work with people who are incredibly similar to ourselves. This is actually seldom the case in MMOs. Another thing that bears pointing out that there are almost no social spaces in the physical world where teenagers routinely get to work with adults as equals. But not only does collaboration occur, teenagers routinely lead groups of adults, give them orders, and partly schedule their leisure time in MMOs. Learning how to work with and lead a diverse group of people is an important social skill, especially for teenagers.
Beyond the demographic landscape, MMOs also expose us to stressful group conflicts, leadership opportunities, and moral dilemmas, among other scenarios, that we may be less often exposed to in our day to day lives. Another interesting part of MMOs is the compressed time in several domains. While it may take decades to rise to the top of your profession in the real world, it is possible to reach max-level in some MMOs with just several months of casual playing. The rate at which guilds form, fragment, and dissolve may also allow some players to try out and understand how to lead and manage teams in ways that may take much much longer in an actual office. In short, MMOs may offer players experiences in roles and positions that they may not have access to in the physical world.
====
Leadership and Management
Of all the things that players mentioned, one came up over and over again. Of the 400 responses, and this includes players who said "no, didn't learn anything", about 44 specifically described how they had become better leaders or team managers from their MMO experiences. Many of these players also specifically mentioned how this has helped them tangibly in their work lives, in terms of promotions or better pay-scales.
The following responses are insightful because several players articulate the specific skills that they have become better at from their MMO experiences. Another important thing to note is that these responses aren't only coming from teenagers who have few leadership and management experiences from real life. Players from all over the age range noted this change. And finally, I want to point out that no examples were given in the original phrasing of the question. In other words, this isn't a case of respondents flocking to examples in the question stem.
I've honestly learned to be a far better manager by helping run a WoW guild. I lead game development teams in real life. I stopped running my WoW guild because I realized I would come home from work, try to play, and end up doing the same thing I do all day. It was stressful. WoW has helped me get better at resolving disputes, improving individual team members' performance, dealing quickly and fairly with problem children and prima donnas, managing results / rewards expectations, and communicating more clearly and effectively. [WoW, F, 41]
The game environments helped me realize that the only thing preventing me from being a leader in real life was a lack of self-confidence. I didn't believe I was old enough, or good enough, or capable enough. MMOs got me over that stumbling block. These days I'm comfortable leading teams of any size, whether it's ten people or one hundred. I've taken small tech teams (just a few engineers) into contract jobs and produced excellent results; I've been a department chair (with dozens of staff) for a non-profit convention with over twenty thousand attendees. Doesn't matter what size the task is, doesn't matter what size the team - if I can lead, I'll do well, and that makes me very happy. I have MMOs to thank. I might not have developed this way otherwise. [EO, M, 27]
I had never really thought of myself as a leader, or someone who naturally takes charge. After pouring myself into being a WoW guild leader for almost 2 years, I find myself taking on the role of arbiter, overseer for projects, personal counselor, and friend to a lot of people whom I've never actually met. This has translated into my personal life a great deal, as I've gained the confidence to begin acting upon leadership impulses in my workplace which have recently led to a promotion to upper management. [Anon]
I learned that I can be a leader. When I started playing World of Warcraft I never expected to gain any sort of prestige in a guild. When I finished with the game I was a class leader in a top end raiding guild. Since being a class leader I have received two promotions at work, one to crew trainer and another to shift manager. This is significant for me because people had always told me I was too shy to be a leader and not a very good teacher. MMOs have taught me how to manage people and resolve conflicts as well as how to pass my own skills on to others. [EQ2, F, 20]
In addition to high-level leadership and management, a related skill that several players brought up was learning how to work with and understand other people in team scenarios.
Things like running guilds, or being leadership in one, these things really clue me in to the dynamics of group interaction. I've frequently found myself drawing on my online experiences to get along better with people at work. [WoW, M, 27]
====
Gaining Confidence
Another theme that some players brought up was that their in-game interactions allowed them to work through some shyness issues they've had in face-to-face interactions. What is most striking in this first anecdote is that the MMO space removed barriers to self-growth present in this person's day-to-day life at school.
Of course, shyness is an issue that many people struggle with, and isn't a problem only teenagers have to work through.
One thing that has changed about me through gaming is my newfound ability to say 'hello' to strangers. When I first started playing MMOs (SWG), I was as painfully shy in game as out. As I got more comfortable talking to people in game, I found that I was able to approach people in the real world. [EQ2, F, 34]
One of the processes that drive these increases in confidence, and hinted at by some of the narratives above, is that trying out more confident and sociable identities in an MMO allows them to experience what they didn't think they were capable of. This in turn encourages them to extend their new behavioral repertoire outside of the virtual setting. The following players make this point more explicitly.
I had to represent myself in court because I could not afford an attorney in a custody battle with my former spouse. He is quite aware that ordinarily I am a push-over in real life. In this situation I kept my pirate character in mind and imagined that I could stand my ground as I do in the sword fights in the game. I was able to represent myself calmly, clearly and effectively, and the final result was the judge did not award custody to my former spouse and his wife. [WoW, F, 23]
====
Personal Growth
Apart from these two broad classes of skills that people mentioned, some players described stumbling-blocks in their personalities that their game experiences allowed them to move past. These are probably more accurately described as personal growth. This first anecdote is a good example.
Another kind of growth that several players mentioned was learning how to stay calm and not be bothered by the small stuff in life.
I think the way in which I've grown the most through playing MMOs is that I no longer get as angry or offended easily by people with obviously stupid or bigoted viewpoints. I find myself seeing comments on the forums or in chat and just thinking, 'It's not worth it.' [WoW, M, 26]
These final two examples are interesting in that they show more clearly how an MMO can reveal an area for potential growth and facilitate that transition.
Often, during raids, I would make jokes in guild chat based on comments that were made on Ventrilo. In general, a lot of my energy was (I do this less now) focused on getting as many people to laugh at those jokes as possible. The downside of this was that very few people ever took me seriously. As a result, I actively decided to change the way I was perceived by others, and started focusing more on keeping the jokes in /whisper with a few friends. Combined with adding more serious commentary in guild chat and in our guild forums, I feel that more people take me seriously, which I prefer to being the 'class clown' who gets very little respect. [WoW, M, 20]
====
Revealing Aspects of the Self
Of course, it isn't the case that MMOs can solve everyone's personal stumbling-blocks. Indeed, many players noted that their MMO experiences helped reveal negative parts of themselves that they didn't really know about. Since awareness is necessary before change, I guess we could think of these as precursors to personal growth. For example, some players noted that they never realized how competitive they are.
Others noticed how much they cared about other people's approval and their need for validation.
I am always annoyed at the co-workers who are show-offs and like to talk about whatever bizarre thing they did with a network at home; these are, to me, nothing more than the fishing stories of the workplace. It was something of a surprise to me, then, to learn when helping a newbie guildmate complete some quests that I really enjoy that same sort of showboating in WoW. I love nothing more than to walk all over a ridiculously low-level quest while someone new to the game watches. I did not realize my ego was that important to me. [WoW, M, 32]
And finally, for others, the game revealed a dark side of themselves that worried them.
I found myself becoming so vindictive that it scares me. I find that I have an ugly monster in me. I definitely don't like this. I now play once again on the PvE server, partly to play with no worries of being ganked and partly to rein in the monster and be myself. [WoW, M, 34]
====
Global Perspective
One final category of comments that players made involved how their MMO experience helped broaden their perspective of the world. For some, interactions with players from different countries provided a more sober perspective of the US.
I honestly thank the ability to understand current events a lot better thanks to Guild Wars, my good in game friend happens to be Muslim, and I (an American) don't get any interaction with Muslims outside the internet, and he has really helped me understand just how ... ignorant so many people are, and how powerfully destructive the media is. I've also met many British gamers, who have helped me understand that America isn't the center of the world. [GW, M, 15]
But overall, players commented on how their experiences helped them see the world from a more global, connected perspective.
During the time that I've played MMOs, I've met people from all over the world, and it has expanded my understanding of the world that we live in. I don't think quite as much 'locally' anymore, but now lean more towards a 'global' type of mindset. [Eve Online, F, 26]
I realized how many great people there are all over the world and how many people you really can be compatible with... it's amazing to think how many people are out there all living their lives that you can talk to and get to know, that you never would have had the opportunity to before. [WoW, F, 27]
Ending Thoughts
I think these narratives are helpful in highlighting the porous boundary between virtual worlds and physical worlds. As many of these stories show, it just isn't fair to talk about MMOs as fantasy worlds that are somehow cut off from reality, nor is it fair to claim that MMOs only produce negative consequences. What happens in MMOs can lead to self-growth as well as promotions at work. Of course, this isn't to say that everyone who plays MMOs will derive positive consequences from it, but these narratives do hint at the fuller spectrum of what MMOs are and the interesting ways that virtual worlds cross over and tie into who we are and what we do in the physical world.