Abstract
Social theorist George Caspar Homans (1910–1989) believed that all the social sciences should converge as one, yet was an opponent of functionalist attempts to understand society as a unit, because he believed the individual person was the appropriate unit of analysis. This chapter uses an avatar based on Homans to explore Final Fantasy XIV, after a short consideration of a predecessor massively multiplayer online game, Final Fantasy XI. Both Final Fantasy games minimize conflict between factions of players, yet potentially this pair of games battled each other, and Final Fantasy XIV rather dramatically tore itself apart. This chapter examines a prominent case of bad game design from a theoretical perspective well-prepared to learn from its failure some fundamental principles not merely about games, but about human behavior. Homans was the most influential sociologist belonging to the Behaviorist school of thought, associated with his friend and colleague, psychologist B. F. Skinner, yet his work had a powerful cognitive element and might have been classified as cognitive science if sociology had been one of the fields that amalgamated to form cognitive science, or if he were still working today. Two main theoretical issues motivate this chapter. First, Homans believed that human action is determined by expectation of reward, and his theory allows us to understand why Final Fantasy XIV initially received very negative reviews and failed, then was radically revised and succeeded in the market place. Second, Homans dismissed the concept of culture, saying it was too vague, and the chapter confronts his view with extensive data on players who use the Japanese versus English language. Paradoxically, Homans advocated the importance of unifying social science, while believing that society was the culmination of chaotic processes described by all the natural sciences, and thus had no distinctive discoveries that could be made in the decades following his death.
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Bainbridge, W.S. (2016). Individual Incentives for Investment in Gameworlds. In: Virtual Sociocultural Convergence. Springer, Cham. https://doi.org/10.1007/978-3-319-33020-4_9
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