All posts by markdangerchen

Mark Chen is an independent researcher of gaming culture and spare-time game designer. He is the author of Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. Currently, he is looking into experimental and artistic games to promote exploration of moral dilemmas and human nature, researching DIY subcultures of Board Game Geek users, and generally investigating esoteric gaming practices. Mark also holds appointments at Pepperdine University, University of Washington, and University of Ontario Institute of Technology, teaching a variety of online and offline courses on game studies, game design, and games for learning. He earned a PhD in Learning Sciences/Educational Technology from the University of Washington and a BA in Studio Art from Reed College.

Comments for pages are back!

I hadn’t realized they had gone away until just now while I was editing the page about my WoW paper…  Stupid upgrading templates breaking comments…

Games as a way of seeing the world

Here’s an update on some of what I’m thinking in addition to my general ethnography/description of distributed cognition and teamwork. Part of this post is tweaked from some correspondence I’m having with Michele Knobel on Facebook. :p Most of this is a jumble of ideas, but I figure it would help if I wrote it down. And why not share it?

Last year I was reading a lot more philosophy and history of education than I usually do, esp. with regards to social justice, dominant culture, inequalities of access and participation, etc. So, when I read Ian Bogost’s Unit Operations, that stuff was on my mind. I was also thinking about Raph Koster (A Theory of Fun) and Stephen Johnson (Everything Bad Is Good For You) and how their whole point is about pattern recognition. Part of learning is recognizing patterns. For Koster, gamers begin to see the underlying mechanics of games. For Johnson, current media genres and conventions are making us smarter than old forms. As in, shows like CSI make us guess what is going on with the detectives rather than explicitly state what’s going on for the benefit of the audience, so we have to work our brains and figure out the patterns.

So, anyway, I was thinking about systems thinking, which essentially necessitates a form of pattern recognition. To think about a system, you have to recognize the system. Specifically, with regards to social contexts, people can learn to see the larger system that they are in (“sense of self” I think it’s called) and see that their actions have consequences and that other actors in the network (I guess this relates to actor-network theory and activity theory, too) affect them.

So, Bogost writes about unit operations, that what’s important for a literary form and for games are the parts of the system that operate on each other. His emphasis is on the interaction between the parts. These parts can be thought of as genre conventions… kinda. And I was thinking that games don’t exist without a player and players don’t exist without a social context. Players must enact the game actions and assume the identity or point of view of the game actions. And they do this as part of a larger cultural practice. Thus the player-game cyborg could be thought of as a unit in a larger social system.



Personally, at least, I can use the idea of unit operations or the idea of me being an actor in a network or whatever to evaluate my actions and its affects on others. Think of The Sims‘ Needs meters maybe, except extend the meters to social things instead of just individual things. In other words, the framework might enable me and others to metacognate about our roles in society.

Games serve two purposes here. On the one hand, specifically designed games could help people learn ethics through role-playing specific actor roles or unit operations. On the other hand, games in general can help train people to see patterns of a system and possibly transfer that skill to everyday life and impose that way of seeing things to themselves within a system. To scaffold this, I wish RPGs would better emphasize consequences to player actions. Also, RPGs use XP bars and such; we could try considering social skills and actions/motives as something you could measure and gain experience in.

I also read a paper by Knobel and Lankshear‘s about Internet memes and thought that maybe it would be possible to relate memes to genre conventions/units. Maybe they don’t relate, but maybe the idea of memes can be used to promote students critical thinking and consumption/production within a larger system. Or maybe all that is really needed for all of these things is some level of reflection.

Does that make sense?

Sam & Max Informer round



Some friends of mine from high school and I (and now some more friends from college, work, etc.) play a game called The Informer. Basically, it’s like the Dictionary game except that instead of writing fake definitions for words we write fake continuations of prose. We call it The Informer because it was originally played using the book by that same title by Liam O’Flaherty featuring the craziest non-sequiter, detective noir crap ever. Anyway, I ran a round of The Informer recently and used the Sam & Max games as the text. You can see the round and results on the Sam & Max Informer round page I created.

Incidentally, the compiled volume of Steve Purcell’s Sam & Max comic books is finally in reprint, called Surfin’ the Highway. The last time I read any of them was back in high school, about 18 years ago! I think my brother might still have some original issues lying around. He should sell em! Our comic book obsession finally worth something!

Skyrates



Check out this game called Skyrates!

platform: web browser with Flash

narrative genre: WWI-style air pirate/trading. Think Sky Captain, Last Exile, or Crimson Skies.

player action: plot way-points between floating islands/cities to trade goods between them, wait a few real-time hours, fight bandits in a top-down view using keyboard controls, upgrade your plane, and repeat. Short bursts of actions with nice hour(s)-long waits so you can do the work you’re supposed to be doing in the office/school. 🙂

Come play and send me a note so we can form a Wing (clan, guild…)!

map view with trading and waypoints

combat view

Microids to release Still Life Sequel

Still Life box art from Wikipedia

OMG.  I thought Still Life was the best adventure game of 2006 or 2005 or 2004 or whenever the hell it came out.  It’s been so long, I don’t remember, but a quick Wikipedia read tells me it was 2005.  I remember everyone was gaga over Indigo Prophecy (AKA Fahrenheit), but while IP had neat new gameplay, Still Life had the much, much better story.

Every once in a while, I would hop over to a forum thread about the Still Life ending, hoping to get some sort of closure to the game.  This last time, I was hit by this news:

Microids to release Still Life Sequel – Microids.com

Awesome!

X3: Reunion

X3: Reunion

I had heard that a patch for X3: Reunion was out last year, but only this week was I able to get to it and try it out again.

If you read my previous post over a year ago about space flight sims, you’ll know that I stopped playing X3 originally due to bugs in the game that prevented one from completing the main storyline. I was trying out X3 back then mostly because of my disappointment with DarkStar One and Freelancer.

Continue reading X3: Reunion

History’s Greatest Gadgets

History’s Greatest Gadgets

from Wired’s Gadget Lab

revision of WoW paper submitted

Discuss

I briefly mentioned this last month, but my WoW paper finally got reviewed and recommended for acceptance pending revisions. I submitted the revision today. The two main issues were:

  1. Not enough in the meat of the paper that ties it back to theory from the beginning of the paper. It appeared that the reviewer knows all about game theory (individual incentives for cooperation) and thought that the description of raiding and the conclusions didn’t refer enough back to it. Ironically, I deliberately cut out some game theory talk because I needed to make the paper shorter but also because I wanted to deemphasize game theory and mental constructs. Rather, I tried to describe actual player behavior and practice. But I realize that what I actually wanted to do was contrast mechanics-based incentives with socially constructed incentives. So I did that in the revision.
  2. The raid group I was in is not a good case study as most raid groups are comprised of members from the same guild. I really am not sure the reviewer is right here, but conceded in the revision that my group might have been different from the norm due to the particular conditions of the Horde faction on my server. But ethnography and case studies, as far as I can tell, will always emphasize the differences and uniqueness of particular groups. That’s the whole point; to make the mundane seem extraordinary and to make the extraordinary seem mundane.

Anyway, for my dissertation work, I’ll be moving away from social dilemmas and game theory towards social construction of meaning, distributed cognition, and social dynamics and power relations.

I also plan to do a review of the raid groups I can identify and figure out exactly how many of them are guild exclusive to see if my raid group really was out of the ordinary. Blizzard (as evidenced by the Armory) and the game research community certainly subscribe to the notion that raids = guilds. I just don’t buy it yet.

You Suck at Photoshop

A series of Photoshop tutorials with a dark twist as we hear the artist, Donnie, dealing with his unfaithful wife, a failing marriage, and a World of Warcraft buddy.

This is Drawn!’s blog post with all of the videos so far.

You Suck at Photoshop

What to do about Grand Theft Auto in the library

Global Kids’ Digital Media Initiative

Barry Joseph posted this a while ago (in Internet time), but it’s a great read on insights from two GTA anecdotes.