Griefer

A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways.[1] A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals.[2]

In the culture of massively multiplayer online role-playing games (MMORPG) in Taiwan, such as Lineage, griefers are known as "white-eyed"—a metaphor meaning that their eyes have no pupils and so they look without seeing. Behaviors other than griefing which can cause players to be stigmatized as "white-eyed" include cursing, cheating, stealing, and unreasonable killing.[3]

History

The term was applied to online, multiplayer computer games by the year 2000 or earlier, as illustrated by postings to the rec.games.computer.ultima.online USENET group.[4] The player is said to cause "grief" in the sense of "giving someone grief".

The term "griefing" dates to the late 1990s, when it was used to describe the willfully antisocial behaviors seen in early massively multiplayer online games like Ultima Online and first-person shooters such as Counter-Strike. But even before it had a name, griefer-like behavior was familiar in the virtual worlds of text-based Multi-User Domains (MUDs), where joyriding invaders visited "virtual rape" and similar offenses on the local populace.[5] Julian Dibbell's 1993 article A Rape in Cyberspace analyzed the griefing events in a particular MUD, LambdaMOO, and the staff's response.

Methods

Methods of griefing differ from game to game. What might be considered griefing in one area of a game may even be an intended function or mechanic in another area. Common methods may include but are not limited to:

The term is sometimes applied more generally[8] to mean a person who uses the internet to cause distress to others as a prank,[9][10] or to intentionally inflict harm, as when it was used to describe an incident in March 2008, when malicious users posted seizure-inducing animations on epilepsy forums.[11][12][13]

Industry response

Many subscription-based games actively oppose griefers, since their behavior can drive away business.[14] It is common for developers to release server-side upgrades and patches to annul griefing methods. Many online games employ gamemasters that reprimand offenders. Some use a crowdsourcing approach, where players can report griefing. Malicious players are then red-flagged, and are then dealt with at a gamemaster's discretion. As many as 25% of customer support calls to companies operating online games deal specifically with griefing.[2]

Blizzard Entertainment has enacted software components and rules for its forums to combat griefing.[15] To prevent non-consensual attacks between players, some games such as Ultima Online have created separate servers for those who wish to be able to attack anyone at anytime, and for those who do not.

When EverQuest was released, Sony included a PvP-switch where people could fight each other only if they had enabled that option. This was done in order to prevent the player-killing that was driving people away from Ultima Online, which at that time had no protection on any of its servers.[16]

Second Life bans players for harassment (defined as being rude or threatening, making unwelcome sexual advances, or performing activities likely to annoy or alarm somebody) and assault (shooting, pushing, or shoving in a safe area, or creating scripted objects that target another user and hinder their enjoyment of Second Life) in its community standards.[17] Sanctions include warnings, suspension from Second Life, or being banned altogether.

Eve Online has incorporated activities typically considered griefing as part of the gameplay mechanism. Corporate spying, theft, scams, gate-camping, and PVP on non-PVP players are all part of their gaming experience.[18]

See also

References

  1. Warner and Raiter 2005
  2. 2.0 2.1 Davies, Martin (June 15, 2006). "Gamers don't want any more grief". The Guardian.
  3. Holin Lin, Chuen-Tsai Sun (2007), ""White-Eyed" and "Griefer" Player Culture: Deviance Construction in MMORPGs", Worlds in Play: International Perspectives on Digital Games Research, pp. 106 et seq., ISBN 9780820486437
  4. Google Groups: August 14, 2000 rec.games.computer.ultima.online
  5. Dibbell, Julian (18 January 2008). "Mutilated Furries, Flying Phalluses: Put the Blame on Griefers, the Sociopaths of the Virtual World". WIRED magazine. Archived from the original on 8 May 2011. Retrieved 18 May 2012.
  6. Meet the Griefers
  7. Institute for Ethics & Emerging Technologies, The Griefer Future, Jun 27, 2008
  8. Dibbell, Julian (2009). "Mutilated Furries, Flying Phalluses: Put the Blame on Griefers, the Sociopaths of the Virtual World". In Johnson, Steven. The Best Technology Writing 2009. Grand Rapids, Michigan: University of Michigan Press. pp. 9–19. ISBN 978-0-300-15410-8. Retrieved 10 February 2010.
  9. Nick Douglas, Internet's Most Wanted: A Rogue's Gallery, Jan 25 2007,
  10. Craigslist Griefer Ordered To Pay Up Over Both Copyright And Privacy Violations (accessed April 26, 2009)
  11. Kevin Poulsen, March 28, 2008, "Hackers Assault Epilepsy Patients via Computer", Wired.
  12. Cory Doctorow, March 31, 2008, "Griefers deface epilepsy message-board with seizure-inducing animations", Boing Boing.
  13. See also "lulz", for griefer slang referring to enjoyment at others' expense.
  14. Pham, Alex. (September 2, 2002) "Online Bullies Give Grief to Gamers". Los Angeles Times. Section: Main News; Page 1.
  15. "Official forum changes, real life names to be displayed".
  16. Glenn Barnett (April 1, 2000). "Darktide Rising".
  17. Second Life
  18. "Griefing". Evelopedia. Retrieved May 26, 2014. In EVE, 'griefing' refers to various activities, some of which can be argued not to be 'griefing' in the classic sense, but parts of valid gameplay.

External links

Look up griefer in Wiktionary, the free dictionary.