Academia

Dissertation ready for download

September 6, 2010
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Here’s the PDF (4MB) of my dissertation:, submitted to the graduate school on September 2, 2010:

Leet Noobs: Expertise and Collaboration in a World of Warcraft Player Group as Distributed Sociomaterial Practice

Now to make it into a book…

Leet Noobs dissertation defense videos are up!

August 31, 2010
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I decided to upload and annotate them on YouTube, including the admin frontmatter stuff since I figure PhD students who are defending in the years to come can get a sense of the format of a defense. My slides are available in a previous post.

Leet Noobs dissertation defense presentation slides

August 19, 2010
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In case you want to check out the slides I’ll be using tomorrow:

I’ll be recording the presentation to be uploaded later and a version with my voice will be uploaded to slideshare later. Sorry, no live streaming! :(

Dissertation defense

August 17, 2010
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Yes, I’m defending my dissertation this Friday and hopefully turning it all in to the graduate school on September 2 (so that some meaningful significance is added to my birthday)!

Then I’ll be in a panel for PAX!

MMOG Farmer: A Facebook game concept

August 17, 2010
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For a game design class I’m taking this summer, we got into groups and are designing a Facebook game. We decided early on to use an idea I had (inspired by Cow Clicker) about spoofing the farming in MMOGs since many FB games are pretty much repetitive farming, too. Each of us were then to write a short one-page concept which we’d aggregate together into one idea. This was my pitch to the group.

(Turns out no one else from my group wrote anything. Frikkin undergrads. While a few of them have been helpful in brainstorming, I’m appalled at the lack of work coming from the rest of my team. They don’t seem to realize I’m defending my dissertation in less than a week! How is it that someone who’s not even taking the class for a grade is doing most of the group work?)

MMOG Farmer

High concept: Playing a busy-work game in Facebook generates credits that can be transferred into external non-Facebook games where grinding / farming is needed to level-up or craft items. Instead of wasting precious time grinding / farming at home in the MMOG you care about, you can grind at work or school and stay productive during the down-time away from the MMOG. MMOG Farmer is meant to be tongue-in-cheek and self-aware of the genres it mimics, yet, at the same time, be a viable, enjoyable experience. Essential theme: This game captures the feeling of time-dependent repetitive grinding / farming found in MMOGs *and* Facebook games. The actual visual theme doesn’t matter so much, and we will allow players to skin the game from two choices: generic fantasy to space epic (e.g., WoW to Eve Online).

Player representation: Players create a character or avatar to control, choosing from several archetypes from a wide range of genres. These could come from more genres than just fantasy and space, and part of the appeal is juxtaposing someone from one genre with either the fantasy or space backdrop.
Player action: Comes in two forms:

  1. On the automated level, a player assigns a task to his or her character, ranging from things like collecting herbs, mining ore, and farming instances. He or she then waits for the action to complete, taking real-world time on the order of an hour or so, before being able to assign a new task. Meanwhile, the player can watch the game visuals depicting the character walking around and doing the harvesting or dungeon delving (see below).
  2. On the manual level, every player action is based around simple clicks to move from space to space and to harvest materials or kill / skin monsters. There is no combat, really, just a visual representation of combat. The actual player action is just clicking. Choosing to farm an instance changes the scenery and makes it more interesting but it is still easy and generic.

Look: The visual look is modeled after games like The Legend of Zelda: The Minish Cap. In other words, it’s a top-down 2D grid-based game. Movement is turn-based modeled after rogue-like games, especially Desktop Dungeons (http://www.qcfdesign.com/?cat=20).

Gameplay: The automated and manual versions are the same, really. The character is in some fantasy-based or space-themed setting, moving from space to space on the 2D grid, revealing more of the map. Some spaces have harvest nodes or monsters in them that can be farmed. As the character farms, he or she gains XP and levels up, opening up new areas that can be farmed for better rewards. There are no stats for the characters, just an experience level that limits the areas that can be farmed. Between farming runs, the game automatically sells the harvested items for gold or credits.

Closing: The looks attract players to the game. The repetitive, addictive grinding compel players into playing. The fact that the gold or credits or whatever resource is accumulated can be transferred to a MMOG keeps players playing.

Mark’s job talk: Expertise and Collaboration in Online Games

June 22, 2010
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This is the job talk I gave for an interview last week at the American Institutes for Research. It only took 6 hours to figure out how to record audio, edit it, upload it, and tweak it… but… now I know how to do it! Hooray, slideshare.net!

Brief thoughts from GLS

June 11, 2010
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written from my phone during Allan Collins’s keynote…

Don’t just mobilize games. Mobilize gamers.
School reform has had minority voice for at least 100 years or so (Dewey).
What’s new isn’t games for learning / new media for learning / flat system new capitalist (Lankshear) models for learning. What’s new is this huge cultural shift and ppl in academia and k12 who not only take games seriously (and not just serious games) but also are starting to welcome participation from games and fan culture. Participatory culture (Jenkins) allows new kinds of stakeholders. Reform isn’t just griefing (cf Dibbell) anymore.

Games Learning Society 6.0 (GLS2010) and Governance in Games panel

June 10, 2010
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Games Learning Society conference 6.0 (GLS2010)


hashtag: #gls2010

flickr: http://www.flickr.com/photos/gls-conference/

So, I’m here at the Games Learning Society conference (probably for the last time as a graduate student). It’s about 4:45 AM on Thursday, and, in an effort to take advantage of my insomnia, I thought I’d write a blog post about the conference so far. I find this kind of odd since earlier in my career as a grad student, I tended to live blog conferences, and, in fact, the last time I was at GLS, I live blogged my experience (gls2008). Over the last two years, that practice has changed from live blogging to blog posts that recap each day (such as my summaries of IR9, IR10, or DML2010) to just using twitter to recap salient ideas. I’ve gotten tired of live blogging, though, I know every time I do, I get emails from people thanking me for it… I blame twitter… Oh, and poor connectivity at certain conferences (ahem, AERA, ahem).

Anyway, I guess all this is to say that I wasn’t planning on blogging at GLS2010 at all. (OMG!) But… well… insomnia.

It’s been great so far, actually. I got here on Tuesday, picked up by Moses Wolfenstein (finishing PhD student at Madison who looks at leadership in WoW guilds/raids and compares it with leadership in educational settings) at the airport and crashing at his place for the week. He’s got a cool housemate Rick Horton who works for Filament Games and really friendly cats named Bertie and Jeeves.

Moses and I met up with Kristine Ask (PhD student at Norwegian University of Science and Technology who does some exciting work on games and STS–note to self, cite her poster in my diss…) and Lee Sherlock (a rhetorician and PhD student at Michigan State) that night (after some meetings in the afternoon since we’re both volunteering for the conference).

Mark Danger Chen at GLS2010


Yesterday, after volunteering for the morning shift, I was asked by Constance Steinkuehler to be a discussant for a panel at the last minute since my colleague and friend Lisa Galarneau has taken ill and couldn’t make it out here. :( Later, I found out that Rich Halverson had asked Reed Stevens to be the discussant, too, but, right as Reed entered the room, we cleared it up and he let me do it.

(Just a side note: writing blog post summaries of events, naming people who were part of the events, always makes me think of all the stuff I could write about all these people who I’ve had histories with, since I find the details in academic relationships / genealogy really fascinating. For example, Moses, Lee, and I are all in the same academic guild in WoW, and Reed used to be my advisor when I was a masters student.)

Governance in Games panel

Moses Wolfenstein
People Before Pixels: How Guild Leadership in World of Warcraft Speaks to Educational Leadership

Basically, a condensed version of Moses’s dissertation talk, afaik. There was a lot of rich quotes from guild and raid leaders who he had conducted interviews with. What’s really interesting is that there’s this sort of paradox or duality in what his participants stated as values for their guild vs. how their guilds were structured. Almost every person said that their guilds valued “people over pixels” and yet many of them also stated that they had to be authoritarian or hierarchical in structure.

John Carter McKnight
<The Devils Made Me Do It> – An Experiment in Teaching Collaborative Governance in World of Warcraft

I met John at the State of Play conference last year, and I know his advisor, Alice Daer nee Robison (grats Alice!) from the same WoW aca-guild. (BTW, if you follow John on twitter, you’ll soon discover that he reads *a lot* and the books he chooses to read would be a fine guide for which books you ought to read.)

John talked about a class of law students and grad students starting a guild in WoW together and the lessons learned from that experience, how the two kinds of students had to reconcile their differences and take on a common identity (through things like the “n00b dance” :) ). What I found really interesting is that there needed to be this sort of shared cultural identity, even so far as to invite non-class members into the guild to create an oppositional third party, for the students to all feel like they were collaborating.

Thomas Malaby
How Are We Governed? The Rise of Computer Game Architecture and the Increasing Irrelevance of Rules and Conventions

Thomas is a veteran of the aca-guild that Moses, Lee, Alice, and I are in, BTW. I respect Thomas as a scholar very deeply, but I also recognize that his tanking and melee skillz are totally hardc0re pwnage. :)

Anyway, Thomas used really good examples from baseball and, specifically, how baseball fields are architected in such a way as to both constrain and afford certain types of play. The Red Sox, for example, fully take into account the Green Monster of Fenway Park, when valuing right-handed hitters. Game spaces, likewise, are designed such that certain types of play emerge from deep cultural understandings of how those spaces work. (Reed reminded me in a  comment to me later that STS ways of thinking about how settings or objects configure users was apropos here. That made me think of  TL Taylor when she wrote that we’re not only playing but also being played.) Thomas ended with a challenge of whether it is a human trait to become experts of mechanics, architecture, systems or whether it’s a sociohistorical trend of, for example, post-WW2 Western thought.

In all of these talks, I found the ideas of identity or positioning and cultural capital to be salient. For Moses’s, I thought that there was a duality between the mind (how guild leaders saw themselves as people friendly) vs. the body (how guilds are actually structured). But to get over that duality, the normalizing frame of “we’re not as hardcore as others” obscured the hierarchical nature of their leadership.

One person I talked to afterwards thought that it made sense. The casualness and informality was what guilds strived for, and they achieved it when everyone trusted others to know their stuff. The authoritarian leadership only came into play when necessary when someone broke that trust. That made me think of my “Communication, Coordination, and Camaraderie” paper and how in it I make the argument that trust was supremely important for the raid group I was looking to be able to work well. What I hadn’t written in the paper because it was 3.5 years ago and I hand’t yet keyed in on the idea is that the build up of social and cultural capital or, to put it another way, socialization and enculturation to particular frames and positions within the group was fundamental elements to that trust building.

So, for John’s portion, it is the framing of the joint-task as a collaborative effort and enculturation of classmates to a cohesive identity that allowed them to carry on. For Thomas, I wondered if the emergent practice out of deep understanding of game architecture is how some players display embodied cultural capital, and it’s this display that normalizes gameplay. Thus architecture has a way of indirectly normalizing gameplay. With WoW, addons, collective data, and gearscore are king these days.

SACNAS responds to Arizona immigration law SB1070

May 10, 2010
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Just got the below announcement in my inbox. Good on SACNAS! Arizona is crazy. Luis Moll gave a depressing yet inspirational talk at AERA last week about Arizona: He said that Arizona is a laboratory for oppression, but that it is also a laboratory for resistance.

FOR IMMEDIATE RELEASE
Contact:
Judit Camacho, SACNAS Executive Director, (831) 459-0170, ext. 444
Jose Dolores Garcia, PhD, SACNAS President, (831) 459-0170
Kelli Williams, SACNAS Director of Communications, (831) 459-0170, ext. 225

SACNAS eliminates Arizona as potential conference location citing likelihood of attendee harassment due to SB1070 immigration law

SANTA CRUZ, CA, May 10, 2010 – In a recent letter to Governor Jan Brewer, SACNAS formally withdrew Phoenix as a potential conference site for its 2012 national conference, stating the new Arizona immigration law virtually guarantees harassment of its conference attendees, most of whom are Hispanic. SACNAS, a national society of scientists advancing Chicanos/Hispanics and Native Americans in science, estimates the total loss in revenue to the local economy at $3 million.

“The leadership of SACNAS strongly believes the immigration law SB1070 will make the state inhospitable to people of color, especially Hispanics,” says society president, Jose Dolores Garcia, PhD. “We have been seriously considering Phoenix as a site for our conference in 2012. However, we feel the passage of this law and the policies of Maricopa County Sheriff Arpaio will lead to racial profiling of our students and faculty.”

Each year, SACNAS holds a major annual national conference bringing together 3,000 student and professional scientists for a four-day meeting. Members of the organization are among the nation’s brightest minds in science and represent over 300 leading research facilities, colleges and universities, government agencies and corporations.

The organization’s executive director, Judit Camacho points out, “We are not only concerned for our Hispanic attendees, but also for the Native American populations we serve. The law’s potential impact on the civil liberties of all Americans cannot be underestimated. Unfortunately, the state has simply become too hostile for the safety and well-being of our members.”

If Arizona’s current punitive immigration law is repealed, SACNAS may again consider Phoenix as a possible future conference site.

SACNAS is a 37-year-old professional society of scientists dedicated to fostering the success of Chicano/Hispanic and Native American scientists-from college students to professionals-in attaining advanced degrees, careers, and positions of leadership. It has been recognized by the National Science Board as the premier organization promoting diversity in science careers and has received the Presidential Award for Excellence in Science, Mathematics, and Engineering Mentoring.

www.sacnas.org

My AERA options…

April 28, 2010
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Some of these are notes to myself about when friends of mine from my college are presenting. The rest are aggregated from:

  • Division G
  • the Presidential highlights
  • MCC: Media, Culture, & Cognition
  • EE: Environmental Ed
  • DT: Design & Technology
  • TACTL: Technology as an Agent of Change for Teaching and Learning
  • ARVEL: Applied Research in Virtual Environments for Learning
  • OST: Computers and Internet
  • LS: Learning Sciences
  • Comm: Communications