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Freud famously and very apocryphally cautioned against overdetermination – an exclusive focus that blinds people to difference and subtlety – by quipping that sometimes a cigar is just a cigar, rather than an embodiment of female objectification or Europe's nineteen thirties waltz into the abyss. In discussing New Horizons as a matter of exploration, this book has suggested that the virtual world can be appreciated from a range of perspectives, in part a matter of the reader's (or player’s) interests and values. In that spirit, this chapter offers some concluding remarks, centred on pleasures, creativity and futures. It represents a sense of why people might write and read about New Horizons, and of course venture into that virtual world.
Playscapes
Animal Crossing is a matter of virtual space, a commercial ‘scape’ for play by adults and minors with varying degrees of expertise and creativity alongside a range of motivations and outcomes that extend from the consolation of routine to co-creation of a stage worthy of commendation for both its aesthetic excellence and facilitation of sociable performance by multiple gamers. It is not a social media platform such as Facebook that in the guise of supporting a global community commodifies the attention of its users by displaying advertisements and mining data about user locations, affiliations, preferences and other attributes for sale to unidentified third parties such as Cambridge Analytica. It is also not a platform that exists solely to facilitate real-world commercial transactions, for example, the digital stock exchanges. There are transactions in New Horizons but they are about pleasure, not about entities such as hedge funds and dark pools.
It is a scape for scholarly attention, both in itself and as one world – somewhat brighter and friendlier – than the expanding galaxy of aggressive computer games that attract our attention and our money. It can be understood as a manifestation of human needs: our desire to be entertained, delighted, occupied, friended and creative. It can also be understood as a commercial exercise: returns from inputs within a global legal framework that fosters the flow of capital and a shared experience based on digital networks and artificial intelligence.
What does the concept of hybrid heroes mean to people and businesses, and how do the notions differ in various cultures? How can we apply the theory, and what are the pitfalls? As we all come from different backgrounds, we discussed our perspectives.
How should we define the concept of hybrid heroes?
Inge: I would define a hybrid hero as someone who possesses heroic traits, performs heroic acts, or acts as a moral leader but engages at the same time in acts that can be considered criminal, villainous, or lawbreaking. Hybrid heroes are not just flawed but conflicted with regard to their motivations and aspirations, and ultimately with who they are.
Greg: In my view, the hybrid hero has a dual nature, part saint and part scoundrel, moving along a spectrum. You might say that the warring traits in his or her personality are twins. They may be identical or fraternal, but they come from the same gene pool. As we have noted, research shows that an inclination to psychopathy is not uncommon in executive suites. We have also observed Machiavelli's pervasive influence on modern capitalism, and we have portrayed leaders who pos-sessed traits at the extreme ends of the spectrum—including criminals who resurrected themselves as benevolent leaders. In sum, hybrid heroes display fascinating combinations of folly and wisdom and malevolence and benevolence.
Stephan: I totally agree with you guys. Hybrid heroines and heroes oscillate between saint and scoundrel. However, in the long run, the saint must prevail. If not, there is the big danger that a person or a team will drift into evil. Then the hybrid hero would become a total villain.
What does the concept of the hybrid hero mean for your area of expertise?
Greg: As an executive coach, I often advise clients to embrace dichotomous traits. After all, management requires great comfort with paradox. Leaders must be compassionate but tough, bold yet cooperative, ambitious yet humble. They need to guide their subordinates, but at the same time tolerate their divergent styles and eccentricities. As Nye suggests, they should combine soft power, that is, leadership through communication, charisma, or persuasion, with hard power, that entails threats, intimidation, or rewards (Nye 2010).
Joseph Campbell (1904–1987) was one of the most influential and creative mythographers. His most important achievement is no doubt the modeling of a single great story, which he calls the hero's journey. The basic motif is to leave one state of being and find a way to transform the social world into a richer condition. In his foundational work, The Hero with a Thousand Faces, Campbell (2008) regarded the monomyth as universal across time and cultural spaces. Therefore, he was less interested in cultural differences and contemporary fashions and trends but more in the discovery of the similarities and the common ground of myths as well as real or fictional stories. Although Campbell analyzed the elementary themes of myths and stories worldwide for common ground, he did point out that their expression is different in various sociocultural environments. Though myths resonate with local needs, they are revered by all people on earth, “appearing everywhere in new combinations, while remaining, like the elements of a kaleidoscope, only a few and always the same” (Campbell 2007, 15).
Campbell was deeply influenced by Jung's (1969) conceptualization of the archetype, Zimmer's (1992) mythological Indian studies, and in particular Rank's (1952) psychological approach to myths. His insights also parallel related developments in ritual theory offered by van Gennep (1960) and Turner (1969). Campbell's (1991) ideas were disseminated to a larger, non-academic audience by an interview series with Bill Moyers, which was broadcast one year after his death and published as The Power of Myth. Campbell's influence on popular culture is indisputable, and in fact, it was in the movies that he gained his greatest fame (Vogler 2007). His intellectual influence is readily apparent in the first Star Wars film trilogy (Campbell 1991, 2004). However, his multilayered work has not received enough acknowledgment from the academic community (Rensma 2009). As inspired by Campbell, heroism science emerged over the last decade as an interdisciplinary research field, and he is regarded as its founder (Allison and Goethals 2017).
This chapter will zoom in on the villain-hero dynamic in fictional narratives and its impact on career identity and conceptualizations of moral leadership in business contexts. Illustrated by empirical research, I will describe how hybrid heroes and their journeys can influence career identity via different pathways. Second, I will explore the influence of the hybrid hero on the field of leadership—presenting a more dynamic perspective on leaders in the context of situational and temporal change. A link between heroic leadership and hybrid heroes will be theorized. Can we be the saint-like heroes we often initially aspire to become? A more complex and holistic perception of heroism may broaden our understanding of moral leadership. Moreover, the hybrid hero spectrum could offer people a window into the morally ambiguous parts within themselves, stimulating conscious, critical reflection.
In my chapter, I consciously use the term “hero” to refer to all genders. This is partly because I am not keen on the word “heroine” to specifically refer to female heroes, and also because the traditional male connotation feels outdated. Everyone can be a hero.
Villain-Heroes in Fictional Narratives and Literature
“I’m a very neat monster.
How many more bodies would there have been had I not gotten to those killers? I didn't want to save lives, but save lives I did.”
Dexter Morgan (Lindsay 2004)
Jeff Lindsay's books featuring Dexter Morgan tell the story of a man with a troubled childhood who grows up to be a hero and a villain at the same time. Early on, his adoptive father realizes that Dexter has psychopathic traits that fit early onset conduct disorder (formerly labeled “psychopathy”) with an insuppressible urge to kill. His father teaches him to at least follow a strict moral code when he kills, and he becomes a dark vigilante. During the day, Dexter works as a blood spatter analyst for the police, yet at night he kills rapists and murderers who are slipping through the cracks of the legal system. This makes him both villain and saint—a morally ambiguous hybrid hero (Amper 2010; Brophy 2010; Van Tourhout 2019).
A world of talking animals and haute couture, trade and Japanese tea houses, lovingly tended gardens, seasonal weather and sociability, self-fashioning and construction. A world that offers insights about performance, global audiences, intellectual property, gift giving, contract law and play in virtual environments. A world that affirms creativity and non-violent sociability, in contrast to digital platforms that embody destruction, mayhem, toxic masculinity and a hyper-kinetic ‘kill or be killed’ ethos. A world that has enchanted millions of people across the globe – a validation of the world maker's capability – and has attracted diverse demographics on the basis of personal recommendations rather than extensive advertising. A world that gained scholarly attention as a consequence of uptake by consumers in many parts of the world as a source of comfort and delight during the COVID-19 pandemic.
This book explores that world, the world of Nintendo's Animal Crossing: New Horizons. It offers a transdisciplinary view of a cultural and commercial phenomenon, including a study of law relating to the operation of Animal Crossing and the virtual world's users.
It is written by an Australian academic with an interest in the interaction of commerce, culture, consumption and law. That interaction is on a global and local scale: from billion-dollar sales to the varying experiences of individual players. The transdisciplinary approach means that it is not intended as a textbook for media and game studies scholars or for lawyers concerned with, for example, intellectual property as a focus of global trade disputes and the dynamics of consumer engagement with copyright. Instead, it resembles two of Japan's iconic cultural productions: Hokusai's 1830–1832 Thirty-Six Views of Mount Fuji and Kurosawa's 1950 Rashomon.
Both Kurosawa and Hokusai offer multiple accounts – different, conflicting and engaging perspectives – of a single landscape or event. They have been emulated by non-Japanese artists, film-makers and authors. The persuasiveness of understanding through different views means that media and communication specialists have come to refer to the ‘Rashomon Effect’ as a shorthand for understanding complexity through a non-linear narrative and conflicting claims regarding truths.
We decided to write this book for two reasons: (1) as far as we are able to determine, little has been written about hybrid heroes and (2) our insights emanate directly from the work we have done. The three of us started our collaboration with a stream of presentations at The Art of Management & Organization Conference in Brighton, United Kingdom, in September 2018. Though we had Skyped and emailed many times, we did not meet in person until the beginning of the event. As we shared a meal in an outdoor courtyard at a restaurant on a back street, our intellectual bond transformed instantly into friendship.
Inge Brokerhof (PhD) is an organizational psychologist, writer, trainer, and researcher at the Vrije Universiteit Amsterdam. In her research, she explores how stories influence career identity, future work selves and moral development and she has worked at Harvard Business School and the University of Bath. For her company, stories-@-work, she offers workshops, presentations, and university lectures about change rhetoric, storytelling, organizational psychology, and business ethics. She has also published short stories, poems, and songs.
Stephan Sonnenburg (Dr.) is a professor of branding, creativity, and innovation management at ICN Business School Paris-Nancy-Berlin. Before his academic career, he worked at advertising agencies and founded a management consulting firm focusing on the power of narratives in digital transformation. He is fond of saying that there is nothing as practical as a good theory, and that principle informs much of what we are trying to accomplish here.
Greg Stone is, in a sense, the “odd man out” as he is the only non-academic. He's an independent communications consultant and author. He has written two business books, one focusing on the power of the villain in storytelling, as well as a new mystery novel called Dangerous Inspiration, profiling a collection of artists who run the spectrum from virtue to violence.
In concisely characterising the experience of a virtual world, the authors of the detailed Preserving Virtual Worlds report commented that such a world:
means something like a digital setting whose properties are stable and coherent enough to deliver a consistent ludic or interactive experience to two or more users or to the same user over time. A virtual world also, however, inevitably involves some form of imaginative projection based on the promise of inhabitable space. An Excel spreadsheet is thus not a virtual world because despite being capable of producing consistent interactive experiences it fails to create the sense of immersive possibility so crucial to the experience of space and place. We believe virtual worlds thrive on this human craving for possibility.
Nintendo designer Ketsuya Eguchi explained that ‘our intent was to create kind of a parallel world, a world that's kind of similar to your own but also different’. Animal Crossing New Horizons is a virtual world because it is a sophisticated simulation: one that has time, space, cause, effect and experience.
The nature of ‘experience’ and ‘the world’ has preoccupied philosophers and theologians for at least two millennia. David Chalmers has recently claimed that ‘virtual’ is ‘real’, just as ‘real’ as experience of the physical world (one made of atoms rather than bits). Posthuman theorist Nick Bostrom asked whether we are ‘sims’ in a virtual world. If the answer to that question – better suited to a book on The Matrix – is in the affirmative, you as the reader are a digital construct reading something generated by another construct. Philip K. Dick more succinctly commented ‘Reality is that which, when you stop believing in it, does not go away’.
This chapter takes an agnostic approach to deep and perhaps irresolvable questions about reality, the existence or otherwise of the world and the extent to which our perceptions are determined by both language and physical phenomena that in a rationalist culture we deem to be verifiable and thus facts. It instead aims to provide readers who are unfamiliar with Animal Crossing with a sense of what is experienced in playing the game.
Heroes and heroines are everywhere. They figure prominently in many modern popular songs performed by David Bowie, Alesso, and Måns Zelmerlöw, who have all released tunes called “heroes,” and in series and movies revolving around superheroes like The Flash, Arrow, Wonder Woman, and Spiderman, who ultimately save the world or even the entire universe. As far back as Gilgamesh, regarded as the earliest surviving work of great literature, the main character is described as “the most glorious amongst heroes! […] the most eminent among men!” (app. 2000 B.C., see Heidel 1949, 8). That complex epic, written in cuneiform, describes the journey of the king of Uruk, who was part god and part human (Abusch 2001). The universal concept of heroism pervades many cultures and time periods, vide the Iliad, the Odyssey, the Bhagavad Gita, and many biblical stories.
The word “hero” can be broadly defined as “a person admired for achievements and noble qualities” (Merriam Webster 2023). The roots are Latin and Greek and point toward demi-gods or superhumans with transcendent capabilities. For millennia, they have inspired and motivated us, as their stories carry “transrational” knowledge about mores and values, spirituality and wisdom, and their journeys teach us to be more empathetic and to consider new perspectives (Allison and Goethals 2014). When we hear, watch, or read a heroic story, we can experience it through the hero's eyes and achieve a psychological state of euphoria, a feeling of invincibility, and a strong motivation to better ourselves (Algoe and Haidt 2009).
Joseph Campbell (1904–1987), one of the most influential and innovative mythographers of the twentieth century, created a model for the quintessential story, which he called the hero's journey (Campbell 2008). The basic motif is a transformation from one state of being to another in search of the source of life energy. Campbell's foundational work was the starting point for interdisciplinary research focusing on heroes, heroism, and heroic leadership (Drysdale et al. 2014; Allison and Goethals 2014), as well as a strong impetus for postheroic research, which views leadership activities as collective rather than individual (Crevani et al. 2007; Ryömä 2020). Until now, however, heroes or heroic acts have been defined and described in a static way on a journey toward sainthood, enlightenment, strength, and so on.
One enthusiast reviewed the latest iteration of Animal Crossing with the comment that:
New Horizons feels like a near-perfect distillation of everything the franchise has to offer. The culmination of two decades’ worth of promise and refinement.
It's cozy. It's creatively empowering. It's high-stakes. It's impossibly laid back. It serves up an effortlessly accommodating experience that allows players to set their own goals – whether that's remodeling their island from top to bottom, dipping their toes into the fraught turnip market, spending an evening designing ludicrous garments, or maybe just dropping by for a few hours to catch some fish.
In New Horizons creativity is its own reward, but it's also a shared experience. …. It's rare to see a community as warm, welcoming, and genuinely supportive as the one that's gathered around New Horizons, and honestly, that's one of my favorite things about it. Sometimes it can feel like kindness is in short supply on the internet, but Animal Crossing has become a shining example of how video games can be a massive force for good.
Most computer games, just like much movie-going and past practice regarding reading with (and to) family members and friends, are social. Many online combat games involve groups of friends or colleagues taking on the avatars of other people, sometimes physical located in other countries and continents but interacting in a shared virtual space, alongside foes generated by the game software. Although worlds such as New Horizons, GTA and DOTA are virtual, they are an artefact of data centres (aka server farms) located in multiple jurisdictions and thus tied to the legal ‘realspace’ highlighted in Chapter 7. As noted above, that gaming in cyberspace is sometimes exhibited to the world at large through, for example, services such as Twitch.
Animal Crossing offers different facets of ‘social’: a more welcoming, slower and gentler sociability in which friendly interaction with the villagers and with other players is strongly valorised. It is not viscerally tribal, a matter of us versus them or winners and losers. It involves respectful interaction with the villagers (and more broadly with the environment within the virtual world, a matter of social norms reinforced through technical constraints).
Islands have historically been perceived as objects of fascination, locations of romance and adventure, as an ‘allegory of the whole world’ or as ‘the quintessential sites for experimentation’. In real life and online, they may be ‘blank spaces’ in which an owner/occupier develops a culture – landscapes, architecture, values and social practices – that are distinctive, albeit without regard for the values or even life of that space's indigenous inhabitants. They may be edenic or dystopian. They may instead be locations that over time have been remade as reflections of the development of other spaces.
The archipelago of islands in New Horizons represent a cultural stage, shaped both by the hard and soft law discussed in the following chapter and by scope for expression on the part of players, including individuals and corporate entities that are seeking to influence the behaviour of people offline. The cultures evident across the archipelago can accordingly be understood as manifestations of personal autonomy (including performativity of attributes that might otherwise be expressed offline), a Japan-inflected aesthetic and a relief from or reinforcement of the rigours of a global market economy. The stage can also be understood as a subject for academic discontent regarding economic relationships offline, viewing a playscape as an allegory of contemporary capitalism.
Defoe's Island
On a superficial viewing each island – and Animal Crossing islands per se – are potentially blank spaces for inscription through the tastes and engagement of each user, an echo of Daniel Defoe's inf luential 1719 fantasy Robinson Crusoe in which a castaway, a dog, two cats and subservient person of colour remake a deserted island through strenuous effort, ingenuity and good fortune. They are not what Elizabeth Nyman characterised as ‘containers’ from which a player's might want to escape or instead use an opportunity for demonstrating prowess in gaining rewards through killing/disabling hostile characters.
Players enter the game by choosing attributes for their avatar, discussed below, and fictively purchasing the ‘Deserted Island Getaway Package’ from the virtual world's Nook Inc development company. Purchase from a company rather than from a state can be seen as friendlier and less ‘colonial’ than acquiring a licence from a government for occupation and economic development.