{"id":2656,"date":"2008-02-24T21:35:16","date_gmt":"2008-02-24T16:06:15","guid":{"rendered":""},"modified":"2011-07-08T20:47:13","modified_gmt":"2011-07-08T14:47:13","slug":"the-neardeath-experience-of-dy","status":"publish","type":"post","link":"https:\/\/kk.org\/ct2\/the-neardeath-experience-of-dy\/","title":{"rendered":"The Near-Death Experience of Dying in a Game"},"content":{"rendered":"<p>\nClive Thompson, one of the keenest techno-culture observers around, has posted a particularly <a href=\"http:\/\/www.collisiondetection.net\/mt\/archives\/2008\/02\/_two_years_ago.html\">insightful riff<\/a> on recent news that many game players get more of rush when others kill them, than when they kill others. It&#8217;s worth quoting at length.\n<\/p>\n<p>\n<img loading=\"lazy\" src=\"https:\/\/kk.org\/ct2\/n_haze1.jpg\" height=\"225\" width=\"400\" border=\"0\" align=\"middle\" hspace=\"4\" vspace=\"4\" alt=\"N Haze1\" \/>\n<\/p>\n<blockquote><p>\nApparently the act of killing other people causes enormous strain on us; however, we actually enjoy getting shot to death. As Brandon Erickson summarizes it:\n<\/p><\/blockquote>\n<blockquote><p>\n&#160; &#160; &#8220;&#8230; instead of joy resulting from victory and success, wounding and killing the opponent elicited anxiety, anger, or both.&#8221; In addition, &#8220;death of the player&#8217;s own character&#8230;appear[s] to increase some aspects of positive emotion.&#8221; This latter finding the authors believe may result from the temporary &#8220;relief from engagement&#8221; brought about by character death.\n<\/p><\/blockquote>\n<blockquote><p>\nThat latter argument makes sense to me. When I&#8217;m in a really intense firefight in a game, I&#8217;m a total wreck, emotionally. Sure, it feels good to vanquish my foes, but sometimes it&#8217;s just nice to get a break, and dying is &#8212; among, uh, other things &#8212; certainly a break.<\/p>\n<p>Part of this has to do with the intriguing aesthetic question of precisely how the first-person-shooter represents the player after the moment of death. Multiplayer Halo online offers my personal favorite death vignettes. The instant you die, the game shifts to a third-person camera perspective and follows your body as it slumps to the ground or, more often, goes pinwheeling through the air.<\/p>\n<p>This sudden switch in camera angle &#8212; from first person to third person &#8212; is, in essence, a classic out-of-body experience, of exactly the sort people describe in near-death experiences. And much like real-life near-death experiences, it tends to suffuse me with a curiously zen-like feeling.\n<\/p><\/blockquote>\n<p>In the classic real-life near death experience, the dying person sees everything from a newly disembodied position that floats over their dead body, in a sort of all-seeing third-person viewpoint. Only in death, this new soul-view feels like the prime view, and their dying body is totally outside them. Clive continues:<\/p>\n<blockquote><p>\nThe emotional narrative goes like this: During the gameplay, I&#8217;ll be desperately fighting for my life, ducking behind pillars, firing spastically, and synaesthetically wincing each time I take gunfire. Just when I think I&#8217;m safe, I&#8217;ll turn a corner, and whoa &#8212; find myself face-to-face with another opponent who slams me with a surprise punch, killing me instantly. The final attack will give me one final jolt of amygladaic shock, and then &#8230;&#8230; hey, I&#8217;m dead, and my body is floating through the air, and I&#8217;m watching myself just sort of tumble around lazily, like a ragdoll. It&#8217;s amazingly peaceful.\n<\/p><\/blockquote>\n<p>The peace attained in near-death experiences is commonly reported. It will be very interesting to see what kinds of conventions emerge for depicting those transitional moments, and whether they elicit a universal reaction. Games are seen as ways to practice, play and rehearse all kinds of things. Maybe we can use games to practice dying as well?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Clive Thompson, one of the keenest techno-culture observers around, has posted a particularly insightful riff on recent news that many game players get more of rush when others kill them, than when they kill others. It&#8217;s worth quoting at length. &hellip; <a href=\"https:\/\/kk.org\/ct2\/the-neardeath-experience-of-dy\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"0","sticky":false,"template":"","format":"standard","meta":[],"categories":[132],"tags":[],"_links":{"self":[{"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/posts\/2656"}],"collection":[{"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/comments?post=2656"}],"version-history":[{"count":0,"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/posts\/2656\/revisions"}],"wp:attachment":[{"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/media?parent=2656"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/categories?post=2656"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/kk.org\/ct2\/wp-json\/wp\/v2\/tags?post=2656"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}