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Continuum
Journal of Media & Cultural Studies
Volume 28, 2014 - Issue 3: Rethinking media space
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General papers

Interactivity, user-generated content and video game: an ethnographic study of Animal Crossing: Wild World

 

Abstract

This article examines interactivity and user-generated content in video games with an ethnographic case study of a life simulation video game Animal Crossing: Wild World. Interactive elements in the video game give players a sense of creation and control as well as facilitate user-generated content. However, equation of interactivity with social democratization is problematic in two ways: players' interactivity is conditioned by pre-given structures in game and it is utilized as consumer loyalty in markets. Exploring how players develop game narratives and collaborate with each other, this paper argues that video games function ideologically. It suggests that the dominant ideologies in Animal Crossing such as a hard work ethic and consumerism are not only given by game creators but also voluntarily emphasized and accepted by players.

Notes

 1. Behrenshausen (Citation2007) examines how body interacts with video gaming experience with a case study of Animal Crossing: Wild World from a phenomenological perspective.

 2. ‘Animal Forest’ is literal translation of original title of the game, ‘どうぶつの森,’ which has never been changed in Japan, but when the franchise was first introduced in the USA the series title became ‘Animal Crossing.’

 3. The theatrical animation film was released in 2006 (Internet Movie Database, Citation2006). Animal Crossing: City Folk as the fourth title for Wii console was released in 2008, Animal Crossing: New Leaf as the fifth title for Nintendo 3DS in 2013.

 4. There are two types of multiple gaming (playing together up to four people) in Animal Crossing: DS to DS and Wi-fi mode. If players locate within 30 feet or less, they can play DS to DS mode without Internet access. If gamers are separated farther than that distance, they can use Wi-fi mode with Internet access. Either in DS to DS or in Wi-fi mode, players need to share certain information (e.g. friend code, character name). In order to choose online Wi-fi mode, people should either install Wi-fi USB connector on their computers with the Internet access or visit Nintendo Hotspots, where online playing is possible without extra device. Most Naver Café members opt for Wi-fi mode, and the Naver Café began as a community where users can easily find online game buddies.

 5. With a small number of members, 62 on 1 June 2008, the site is informal and communication oriented group. Compared with other big fan sites, such as Animal Crossing Community, one of the biggest Animal Crossing fan sites (founded at 28 October 2002, with over 300,000 visits as of 23 July 2007), Naver Café is smaller but has a friendlier atmosphere.

 6. At the time of writing, June 2013, Naver Café community exists, but is inactive.

 7. Lancey began Animal Crossing from August 2007, having been playing the game for eight months at the time of the interviews for this study.

 8. ‘haessen’ began Animal Crossing from April 2007, having been playing the game for 12 months at the time of the interviews for this study.

 9. ‘Gargamel’ opened the Naver Café of North American version of AnimalCrossing. ‘Gargamel’ began Animal Crossing from December 2007, having been playing the game for 4 months at the time of the interviews for this study.

10. ‘tori’ is the author of this paper. ‘tori’ began Animal Crossing from December 2007, having been playing the game for 4 months at the time of the interviews for this research.

11. ‘haessen’ and ‘Lancey’ are in coralvil, where ‘tori’ lives.

12. The author took all the photos used in this study.

Additional information

Notes on contributors

Jin Kim

Jin Kim (Ph.D., The University of Iowa) is an assistant professor in the Department of Communications at the College of Saint Rose. His research interests include new media technologies, media theory and popular culture studies. For commentary and criticism, I would like to thank Mark Andrejevic and John Durham Peters. This essay is for Wie Youngja, my mom.

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