Page 99 of my dissertation contains a theoretical discussion on fantasy, situated in arguably the least ethnographic of chapters. The dissertation itself is about Japanese players of the popular online game Final Fantasy XIV. Based on participant observation in both urban Tokyo and the virtual game world, I argue that players develop “fantastic intimacy”; appreciating fantasy as separate from offline social identities, yet drawing on fantasy content to slowly build intimacy with players, which frequently culminates in offline relationships.
One example are romantic encounters between players, which many communities explicitly prohibit. However, if these occur out of serious, long-term commitments to the ludic framework of the fantasy world, these are often welcomed, and players may even organize a virtual wedding ceremony to celebrate publicly. Subsequently, groups of players also gather in the physical world, often using themed cafés to retain some visible reminders of the fantasy world which initiated their relationship.
Unfortunately, page 99 lacks ethnographic material showcasing such relationships. Perhaps the closest it gets to the actual field site is when I discuss fantasy’s potential to encourage an active relationship with the user, noting that taking active control over one’s in-game physical appearance stands in sharp contrast with offline Japanese society, where dress-codes and forms of communication are so rigidly determined, often along gender lines. Here I reference Teri Silvio’s animation theory, which plays a prominent role in how I interpret player–avatar relationships.
Page 99 also contains a discussion of “Facebook fantasies”, where I juxtapose fantasy-themed virtual worlds against social media such as Facebook. I argue that both contain:
“carefully constructing a character profile by drawing from one’s imagination, using that character to build intimacy with others, the value of presenting an internally coherent ‘world’ or ‘character’, and measuring success by quantitative parameters such as ‘likes’, numbers of ‘friends’, or ‘levels’.”
In neither case, the profile contains a verifiable relationship to a physical referent. Yet, since interactions through social media are perceived as being closer to consensus reality, there is value in presenting virtual worlds as fantasy, since its users seem to be more conscious about the dangers of drawing a straight line to the physical world.
In sum, while page 99 contains little about the players that form the heart of the ethnography, the discussion on fantasy builds towards the core conceptual argument of fantastic intimacy.
Mattias van Ommen. 2020. Intimate Fantasies: An Ethnography of Online Video Gamers in Contemporary Japan. University of Hawai’i at Mānoa. Ph.D. Dissertation.