Akademik Sosyal Araştırmalar Dergisi, Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
Güliz ULUÇ1
Bilal SÜSLÜ2
Sefer KALAMAN3
SURVEILLANCE SOCIETY AND THE DISAPPEARING BODIES IN
VIRTUAL GAMES*
Abstract
Virtual games, which are sometimes transferred from real life to virtual life or
appeal to fantasy worlds with their limitless activities at various times, mostly
replace real/vital activities. In the light of the uncertain relation between virtuality
and reality, it becomes no longer possible for both of the terms to veil and conceal
the other one. Surveillance is probably the most important problem peculiar to this
ambiguous field which time, space and identity related to virtuality/intangibility
engage each other.
Given that private personal information, photo, and content sharing have become
tractable without the permission or consent of the virtual game players; technology
oriented new surveillance forms appear as a power problem. Accordingly,
disembodiment, which becomes apparent in the lives of individuals, results in
disappearing bodies.
This study aims to analyze the phenomenon of disappearing bodies through the
virtual games; World of Warcraft, Second Life and Xbox Live.
Key Words: Communication Technologies, Virtual Games, NSA, Surveillance,
Disappearing Bodies.
GÖZETİM TOPLUMU VE SANAL OYUNLARDA BEDENİN YİTİMİ
Özet
Kimi zaman gerçek yaşamdan sanal dünyaya aktarılmış, kimi zaman ise hayal
dünyalarına hitap edebilecek aktiviteleri ile sınır tanımayan sanal oyunlar, çoğu
Prof. Dr., Ege Üniversitesi, Radyo, Televizyon ve Sinema Bölümü, guliz.uluc@ege.edu.tr
Arş. Gör., Ege Üniversitesi, Radyo, Televizyon ve Sinema Bölümü, bilal.suslu@ege.edu.tr
3
Yrd. Doç. Dr., Bozok Üniversitesi, Radyo, Televizyon ve Sinema Bölümü, sefer.kalaman@bozok.edu.tr
* Bu çalışma 23-26 Haziran 2015’te düzenlenen Social Sciences and Humanities International Symposium’da
sunulan “Virtual Games and Disappearing Bodies” adlı sözlü bildirinin genişletilmiş versiyonudur.
1
2
Güliz Uluç - Bilal Süslü - Sefer Kalaman
120
zaman gerçek/yaşamsal sosyal aktivitelerin yerine geçmektedir. Sanallık ile
gerçeklik arasındaki belirsiz ilişkide artık birinin diğerinin üstünü örtmesi,
gizlemesi olanaksız hale gelmektedir. Sanal olana/soyut olana dair zaman, uzam ve
kimlik kavramlarının iç içe geçtiği bu muğlak alana özgü sorunlardan belki de en
önemlisi “gözetim” olgusudur.
Kişilere ait özel bilgi, fotoğraf ve içerik paylaşımlarının sanal oyun kullanıcılarının
izni olmaksızın ya da bilinmeksizin başkaları tarafından izlenebilir hale gelmesi,
bir iktidar sorunsalı olarak teknoloji temelli yeni gözetim biçimlerini ortaya
çıkarmaktadır. Bu da nihayetinde bedensizleşme ve beden yitimi ile
sonuçlanmaktadır.
Bu çalışma World of Warcraft, Second Life ve Xbox Live sanal oyunları üzerinden
beden yitimi olgusunun irdelenmesini kapsamaktadır.
Anahtar Kelimeler: İletişim Teknolojileri, Sanal Oyunlar, NSA, Gözetim, Beden
Yitimi.
INTRODUCTION
Internet, the most important tool of new era and digital revolution, has been an essential
part of daily life in a short period of time and a new dimension has been opened for
interpersonal and mass communications. It has rapidly spread due to the technological progress
and therefore, caused both quantitative and qualitative changes on personal and mass
communications.
Communication process has begun to occur in a virtual world and individuals have also
communicated with each other via these virtual spaces. For this reason, virtual games are
obviously the most significant things of these spaces. They choose and create an avatar with
their own characteristics in order to play these games and also, they form new identities. On the
contrary, they gradually alienate to their own physical identities due to the adoption of these
virtual ones and their virtual identities have become more important than the physical ones.
These virtual identities are presented to the surveillance and admiration of the other individuals.
Apart from this, political power/government has also kept a mass surveillance to monitor these
identities.
In the first chapter of this study, definition, types and stages of surveillance, and its
transformation of mass surveillance due to new communication technologies are handled.
In the second chapter, virtual games, one of the most important tools of digital world,
virtual identities adopted by individuals who isolate from their real identities and surveillance of
these virtual identities by political power/government are explained.
In the last chapter, virtual/digital game players, who gradually isolate from their real
identities and adopt their avatars or virtual identities, are mentioned. Thus, these created
identities cause alienation and loss of the real bodies. These are surveilled by other gamers in
this virtual world and also, monitored and systematically surveilled by political
power/government in a global extent. Consequently, this process has transformed individuals
into virtual objects of the digital world and they become notable elements of mass surveillance.
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
121
Surveillance Society And The Disappearing Bodies In Virtual Games
Surveillance Society
Surveillance, which is done with different tools and basically, includes watching and
tracking, is handled in two different meanings. The first one is to explain the encoded
information that is collected to manage the behaviors of the individuals; the second includes the
behaviors of some individuals that are directly watched by the other individuals who dominate
them (Giddens, 2008; 24). Accordingly, it is possible to define that the first one is storing
surveillance and the second is observating surveillance (Karakehya, 2009: 325).
In the historical process, Dolgun (2005: 28), who investigated surveillance in detail and
conducted studies in this subject, has divided surveillance into four stages. The first stage is
defined as “snitch” and its main goal is to consolidate the security and power of government and
based on verbal-written information given by third person. The second stage is comprised of
intelligence operations that different methods is used for the sake of government’s security such
as profiling, monitoring etc. when the apprehension of nation state and national security come
into prominence in an institutionalized manner. The third stage consists of the most
characteristic example of intelligence operations that is based on the first examples of
developing information technologies including telephone tapping and play an important role in
cold war. The fourth stage involves economic concerns that begin to rise with national security
and intelligence operations that are carried out via technological resources. Thus, these are
observed that digital surveillance types, particularly internet, diffuse into in every point of daily
life.
Surveillance, in a broad perspective, has become an important tool of social control for
centuries. Families surveilled children, teachers surveilled students, employers surveilled
employees, religious leaders surveilled their communities, lifeguards surveilled those who swim
in the poor, policemen surveilled streets and other public spaces, and governments surveilled
people in order to detect if they obey the prohibitions and obligations defined by laws (Westin,
1967: 57). However, surveillance and its importance will be inadequately understood whether it
can be defined as a mean/system that is used to ensure the continuity of social life, prevent
possible dangers or fix adverse incidents.
Today, which is particularly expected to be a post-modern freedom era, new power
systems appear in public and private life based on technology while the trend indicates
surveillance society. In this new era, which is considered to cause libertarian environment by
anarchist characteristics presented in getting information and communication fields; it is thought
that humanity steps into a strict surveillance process called ‘electronic panopticism” in contrast
to the expectations. Governments highly enhance their social control and surveillance powers
due to various methods such as tapping of cellphones, controlling the economic processes by
smart cards and storing the data of consumption/consumer profiles, equipping cities or at least
thoroughfares with cameras, monitoring the websites and reading electronic mails (Dolgun,
2004: 55-56).
Visible transformations occur in the basic structure of the society with these technologies
that surround our life space, and its structure, which is previously named as an information
society, is now defined as a surveillance society thanks to the huge impact of these
technological developments. As mentioned by Gilbert (2007), in surveillance society, the largest
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
Güliz Uluç - Bilal Süslü - Sefer Kalaman
122
data that include all places, websites, destinations, messages are now seen in the digital media
and hidden in it by the political power/government instead of files that consist of written
information by gathering old-fashioned tracking, profiling and monitoring.
The political power/government now have invisible paths compared to past and the term
defined “private” become a silhouette that is made to be a toy of invisibility of the political
power/government. Furthermore, the governing power extends its coverage zone in terms of its
invisibility (Köse, 2011: 10-11). All the world is surveilled by records of cameras situated every
point of daily life, cellphone signals, IP addresses, e-mail tracking systems and satellites in the
space (Toprak and vd., 2009: 146-147).
“IMSI Catcher”, one of the surveillance tools, cheats the encoded data of cellphones,
pretends to be the relay station of its system and therefore, chats can easily be tapped by
encoded frequencies. Also, it can be tapped by using the microphones of the cellphones
remotely and location of the speaker can be found accurately. Using the cellphone as a receiver
to tap secretly, it is not needed to be open. A closed cellphone also functions as a receiver by the
method called “Passive Tapping” unless the battery is pulled out, (Dolgun, 2005: 42). In
addition to that, Echelon, international intelligence system, use more powerful online tools to
control diplomatic correspondences, organized crimes, terrorism and the opposing groups that
are believed to be a political threat while Karnivor, FBI surveillance system, use the “hearers”
to control the millions of e-mails (Lyon, 2013: 69).
Besides, people can be followed, profiled, categorized and surveilled on the internet, one
of the most popular communication tools of this century. The political power/government,
which believes that surveillance and control are essential things for ruling, keeping the power
and deriving a profit from them, follows its people and their actions in every place and every
hour, and controls them through different manipulations.
There are various ways for governments to follow/surveil people on the internet. The
most remarkable one of them is obviously the surveillance that is practiced via virtual games.
Virtual/Digital Games
Rapid growth and transformation in information and communication technologies caused
to change daily life practices, identity formations and gender definitions of people in every point
of life. Particularly, computer with some features such as development speed, content and
extreme interaction etc. has had a dominant position among other technological developments.
It is also observed that digital games, including computers, cellphones and social networks have
an important role in these technologies considering the number of players, the size of market
share and its effects on players (Batı, 2011: 3).
As the term “digital”, which is defined to show the data on a screen electronically, is used
as a complementary for the term “game”, it demonstrates the games that visual data including
logical relations of them are reflected to the users via various platforms and representation
techniques such as the screens of computer, television and cellphones (Özhan, 2011: 22).
In the beginning, the origin of digital games so-called in a video game or computer game,
in fact, dates back to 1951 (TÜDOF, 2012). For the first time on this date, Ralph Baer, who is
an engineer working in a television company, suggested the idea of television-based video
games. Baer, who put this idea into practice after 15 years, has gone down in history as the
creator of the video games. In 1958, William A. Higinbotham developed a tennis game (Tennis
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
123
Surveillance Society And The Disappearing Bodies In Virtual Games
for Two) played with the oscilloscope to prevent the boredom of the personnel of Bookhaven
National Laboratory and it became the first computer game in the history of humanity (Chip
Online, 2008).
Also, the world's first MUD (Multi-User Dungeon, Multi-User Domain, Multi-User
Dimension), a real-time role playing game that was multi-played with written texts, allowed
players to be fictional characters, explore fantastic virtual places and communicate each other,
was created in the same period. These games, which are main basis of graphic based massive
multiplayer role-playing games of 21th century, develop the interaction from the communication
oriented the person and the computer to the communication oriented people via the softwares
and hardwares of the linked computers.
Especially, children and adolescents have adapted this type of communication and taken
their positions in this virtual world. These cyber activities done by digital games have replaced
the social relationships and other cultural activities, and the virtual world interchanged the real
world rapidly. Therefore, storing surveillance can be easily done and governments can control
society effortlessly (Dolgun, 2004: 21).
One of the examples of this surveillance has occurred between the years of 2007 and
2009. Former CIA agent Edward Snowden claimed that virtual chats in the massive online
games such as World of Warcraft, Second Life and Xbox Live were followed by secret service
agents and then, he sent the related documents to Guardian, ProPublica and New York Times.
NSA, which examined profiles of people in these virtual games, some of the keywords used in
chats, money transfers, registered biometric photos of people via chat cameras. It is also
mentioned that NSA worked together with English secret service, GCHQ, in this issue. (Ball,
2013).
Similarly, governments surveil digital games and digital game players in accordance with
different purposes. Additionally, digital game players face another danger, virtual reality and
this issue results in disappearing bodies.
It is seen that individuals who frequently play digital games for long periods, begin to
isolate from their real identities and adopt their avatars or virtual identities. This causes them to
alienate to their physical bodies, lose their selves and maintain their presences in a virtual world.
Disappearing Bodies
As digital games are the significant part of the network society, new identities apart from
real life are the result of the digital and interacted media technologies. New socializations,
identity and belongingness forms appear with the changes in the perceptions of time and place.
Cyber-cultural experiences, wars or friendships in a fantastic online worlds of “Massive
multiplayer role-playing games" affect social and personal memory of people (Sayılgan, 2012).
Accounts that created in online worlds, in other words, "avatar" is not isolated from "persona”
of an individual. Players, carry habitus of their real life to virtual world via their virtual
identities. Ages, gender, experiences, social classes, ethnicities, ideologies, cultural and social
lives of the individuals are reflected in the character/avatar of virtual world (Binark, 2014).
Actually, we need to mention the term “parallel universe” in the online worlds of virtual
characters. Players spend most of their time in the online worlds and live in these virtual worlds
as a real one. Emotions such as success or failure, joy, sadness are felt the same as it is in real
life (Batı, 2011: 11).
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
Güliz Uluç - Bilal Süslü - Sefer Kalaman
124
At first, these games were just played to spend time but later on players changed the way
of the play and virtual characters become a part of their selves. As a result, online world is
thought to be equivalent to the real world. Even some of the players, who are fond of these
games and spend all of their time in them, start to believe that their online characters are their
real bodies. In sum, they adopt their virtual bodies and isolate from the real ones.
An interesting incident related to world of Warcraft (WoW), a legendary game of the
digital world, give us a significant clue about the importance of digital games in our social life.
A WoW player, Jerald Spangengberg had an intestinal knot syndrome while he was playing
WoW and died at hospital at the age of 57. Afterwards, his daughter, Melissa Allen, followed
his father’s way which could be defined as a “digital legacy”. She got in touch with gamer
friends of her father and told them that she did not give up playing and mentioned her will to
maintain the presence of her father in the game. Thanks to her diligent effort, she found the
game password of her father and continued to play his game character. Therefore, life in digital
world does not end up with the death in real life (Batı, 2011: 11).
Another example of the relation between virtual identity and real one occurred in the
game, Second Life. A woman caught his gamer husband with a woman game character in the
game in an inappropriate situation and sued him to divorce. This one is a significant example to
indicate how these games are perceived by digital game players. A virtual character can cause
the divorce of a married couple. As it is understood from its name, Second Life claims to form a
“second life” for its players. In this game, players can choose their looks, families, jobs, sex in
accordance with their wishes (Batı, 2011: 13).
As it is seen that reproduction of the same objects and terms is the ultimate goal in our
contemporary age, it is not appropriate to define the reality as “an objective reality”. This
subject also paves a way for the discussion of image-reality and hyper-reality. At that point, the
reality faced today is a reality that consumerist society imposes us. Accordingly, the creative
relation between the life and the consciousness should not be directly argued in a cause and
effect relation but it should be dialectically evaluated in a simulation process that there is no
difference between the authentic and the fake, the real and the imaginary. It is obviously clear
that digital games have a significant impact on these things (Batı, 2011: 16).
Although these online worlds look charming, the burden of the online characters on the
identities and linking to a personal computer constantly makes individuals sad and lonely
because these online characters consist of a fake and falsehood that we create about ourselves.
The online characters that we create in digital games reduce our potential and completely
transform us to be basic functional entities (Berne, 2013: 84).
The lack of self-confidence, which occurs due to different psychological and sociological
factors, is pacified with these online characters (Berne, 2013: 84). Namely, individuals who
want to achieve and to be limitless in contrast to their real life, they accomplish their goals by
creating virtual identities/characters. However, these virtual identities / characters cause them to
be ordinary entities despite their wishes to be authentic and different.
People, who spend most and nearly all of their time in these games, are getting more
attached to their online characters. As a result of this, their online characters become the only
important things in their life and this problematic issue causes them to alienate to themselves
and isolate from their real bodies.
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
125
Surveillance Society And The Disappearing Bodies In Virtual Games
Conclusion
Internet, an essential part of daily life, has replaced traditional communication tools in a
short period of time and become a communication media of new era. Therefore, daily routines
have been done in digital world due to this progress.
In the transformation of the society in parallel with digitalization, individuals have
gradually become addicted to technology, computer and internet. Internet, a touchstone of
digitalization, essentially has an importance including postmodern period. Several daily
activities such as games, shopping, friendships, chats, financial investments, online education
are done in virtual world and therefore, these cause individuals to adopt their physical bodies to
virtual world.
There have also appeared some problematic issues such as alienation and loss of real
identity or extreme adoption of virtual identity although the virtual world provides some options
such as fast communications, entertainments, interactions, accesses and diversities. Particularly,
individuals create identities or avatars via virtual games and these are presented with their best
features. As they are respected by other gamers and succeed with these created
identities/avatars, they isolate from their physical bodies and adopt their virtual identities more
than real ones. As a result, this causes them to be virtual objects of digital world and alienate to
their physical bodies.
The virtual identities are also surveilled by political power/government although most
gamers do not realize the issue. Personal information such as game chats, uploaded photos and
addresses are surveilled and stored by political power/government. In conclusion, individuals,
who are surveilled and alienated to their real identities, have quietly become the elements of
surveillance society and digital world due to this problematic issue.
REFERENCES
Ball, J. (2013). Xbox Live among game services targeted by US and UK spy agencies.
http://www.theguardian.com/world/2013/dec/09/nsa-spies-online-games-worldwarcraft-second-life adresinden erişildi. (ET: 10.05.2015)
Batı, U. (2011). Dijital oyunlar. G. Terek ve U. Batı (Yay. Haz.) Sekizinci sanatin inşasi:
Dijital oyunlar kesişiminde postmodenizm, tüketim kültürü, üst gerçeklik, kimlik
ve olağan şiddet (s. 3-33). İstanbul: Der Yayınları.
Bernea, I. (2013). The face without man on human identities in postmodern era and on
the metamorphoses of the subject. European academic research, 1, 81-98.
Binark, M. (2014). Dijital oyun dünyasi ve yeni toplumsallaşma biçimleri.
http://www.aljazeera.com.tr/gorus/dijital-oyun-dunyasi-ve-yeni-toplumsallasmabicimleri adresinden erişildi. (ET: 03.06.2015)
Chip
Online
(2008).
Antik
çağlardan
günümüze
oyun
http://www.chip.com.tr/haber/oyunlarin-tarihi-bilgisayarda-ilkadimlar_7035_3.html adresinden erişildi. (ET: 09.06.2015)
dünyasi.
Dolgun, U. (2004). Gözetim toplumunun yükselişi: enformasyon toplumundan gözetim
toplumuna. Yönetim bilimleri dergisi, 1, 55-74.
Dolgun, U. (2005). İşte büyük birader. İstanbul: Hayykitap.
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126
Güliz Uluç - Bilal Süslü - Sefer Kalaman
126
Giddens, A. (2008). Ulus devlet ve şiddet. İstanbul: Kalkedon Yayınları.
Gilbert, N. (2007). Dilemmas of privacy and surveillance: Challenges of technological
change. London: The Royal Academy of Engineering.
Karakehya, H. (2009). Gözetim ve suçla mücadele: gözetimin tarihsel gelişimi ile yakin
dönemde gerçekleştirilen hukuki düzenleme ve uygulamalar bağlaminda bir
değerlendirme. Ankara üniversitesi hukuk fakültesi dergisi, 58, 319-357.
Köse, H. (2011). Medya mahrem: Medyada mahremiyet olgusu ve transparan bir
yaşamdan parçalar. İstanbul: Ayrıntı Yayınları.
Lyon, D. (2013). Gözetim çalışmaları. İstanbul: Kalkedon Yayınları.
Özhan, S. (2011). Dijital oyunlarda değerlendirme ve siniflandirma sistemleri ve Türkiye
açisindan öneriler. Aile ve toplum dergisi, 25, 21-33.
Sayılgan, Ö. (2012). Etkileşimliliğin ideolojisi: dijital oyun. dijital oyun kültürü.
https://dijitaloyun.wordpress.com/2012/12/19/2347/ adresinden erişildi. (ET:
07.06.2015)
Toprak, Ali vd. (2009). Toplumsal paylaşım ağı Facebook: “görülüyorum öyleyse
varım!”. İstanbul: Kalkedon Yayınları.
TÜDOF (2012). Ülkemizde ve dünyada dijital oyunlar sektörü hakkinda genel rapor.
https://dijitaloyun.wordpress.com/2013/03/18/turkiyede-ve-dunyada-dijitaloyunlar-sektoru-hakkinda-genel-rapor/ adresinden erişildi. (ET: 07.01.2016)
Westin, A. F. (1967). Privacy and freedom. New York: Atheneum.
The Journal of Academic Social Science Yıl: 4, Sayı: 27, Haziran 2016, s. 119-126