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.

Are virtual worlds doomed to replicate social problems of real life?

Claude Steele came to UW a month or two ago and gave a presentation on stereotype threat and identity threat. Basically, people and society give off cues all the time about their attitudes and prejudices regarding people of certain groups. The people of the affected groups unconsciously internalize the stereotypes being applied to them and, like a self-fulfilling prophecy, tend toward the patterns expected of them. For example (to use one of Claude Steele’s examples), if you give a test to a white kid and tell him while giving it to him that Asians tend to do better on this test, but he should try hard, anyway, the white kid will score less well than if you didn’t give him that social cue. You can imagine the kinds of social cues we give to African-Americans, women, etc. and realize that from the get-go some social groups are at a total disadvantage due to our unconscious stereotypes. Identity threat is sort of like the same thing. Steele’s argument is that people identify with whatever identity is most threatened. So, a black woman might identify more as black or more as a woman depending on her situation (and I think implicit in this is that people’s self-identifications change with different settings).

Continue reading Are virtual worlds doomed to replicate social problems of real life?

Byron Reeves at UW

Byron Reeves from Stanford’s Media X gave at talk at the LIFE center last week. Basically, he’s been doing research on people’s emotional responses to computer games, as measured in instants with electrodes or other biometric methods. His talk included a little bit of background on that research, but it also included general visions of how MMORPGs and games in general could change the way we work and learn.

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Neverwinter Nights 2 isn’t really multiplayer friendly…

Well, at least, the main campaign sure isn’t.  It works but the game forces all players to sit through dialog events initiated by anyone.  This makes sense for plot-moving dialog, but doesn’t make any sense for dialog that is needed for shopkeepers, etc.  What’s worse is that during these forced pauses, no keyboard or mouse entry is allowed, so there is no way within the game to discuss dialog choices with your party members.  That kinda sucks.

Ideally, any plot-moving dialog (or dialog which is not repeatable) should have some way where all players could vote for which choice to make.  Simple checkboxes or something…  Something. Anything.

No Child Left Behind (in a virtual environment) AND the end of Bartle’s taxonomy?

When my WoW guild was first getting started, I invited a couple of kids to the guild because they really wanted to join. At the time I thought that our guild should be all inclusive (well… to a degree obviously) with the assumption that anyone who was not yet a good fit could learn to fit in. Ah the naive days of the opening weeks…

I was also playing around with action research ideas and using the guild as a testbed for enacting various ways of designing an online community, one which could live long after the founders had left. I was approaching it from a lot of what Kollock and Smith (and Ostrum) say make for effective online communities when they wrote about discussion listservs.

Sooo… I thought that even if the guild didn’t want to collectively try to teach these kids how to fit in, I could guide them myself. It didn’t work out so well. Actually, one of them was fine (the younger one). He seemed to get things and socialized easily. The other one just didn’t fit in and he didn’t improve no matter how many times I explained things to him. He kept begging other guild members for gold, kept rerolling characters and asking for them to be invited to the guild, kept being rather chaotic or something…. I felt really bad, but in the end, after talking it over with the other guild officers, we decided to let these kids go and find them a different guild to join.

Continue reading No Child Left Behind (in a virtual environment) AND the end of Bartle’s taxonomy?

Games 4 Change Salon at UW

Last summer there was a Games for Change (G4C) summit in D.C. Fit in my schedule but, alas, no money. Anyway, Ruth Fruland who is spearheading the Games and Simulation Works (GaSWorks) at UW was able to go and was asked to start/lead a Seattle chapter of G4C. While there she met someone named Morgan and together they organized a Games for Change Salon at UW on November 16. Many thanks to them for organizing it all.

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Found a quick bullet review I did for Dungeons and Dragons Online

I posted this back in Feb on my guild’s forums… found it while I was looking for what I wrote about WoW and lack of moral choices a la single player RPGs… thought this DDO beta review might be interesting too. Yes, beta… but I did play the final release, too, and getting to the next district and level 6 didn’t really change my mind:

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The lameness of World of Warcraft—and what to do about it.

The lameness of World of Warcraft—and what to do about it. – By Chris Dahlen – Slate Magazine

Nice article… here’s a quote:

Warcraft also limits your choices when it comes to gameplay. The citizens of Warcraft are like migrant workers—they get their marching orders, and they follow them to the letter. Players never face moral quandaries and never get to choose between an upstanding act and an evil one. Instead of just barging through every problem with a sword and a club, Warcraft should let players negotiate their way through conflicts. If someone pays you to run an errand, do you follow through honestly or steal their money? Should you betray one faction to win favor with another—and what happens if you pick the wrong side? Other commercial role-playing games, like the best-selling Elder Scrolls IV: Oblivion, are full of these types of decisions. It’s time Warcraft gets with the program. (Chris Dahlen, Nov 14, 2006)

Continue reading The lameness of World of Warcraft—and what to do about it.

AERA proposal got rejected!

Constance got the news earlier this week that the proposal for a panel discussion (with Lisa Galarneau, Thomas Malaby, and me and Kurt Squire facilitating) was turned down for the American Educational Research Association conference in 2007. Ah well… I should probably be shopping my paper/presentation to a bunch of different places, but having no money kinda sucks since I wouldn’t be able to go there to actually give the presentation… I can request a bit of money from my college but I am actually saving it for AERA, if only as an attendant. 😛

Upcoming review of Play Between Worlds by me!

I wrote a book review of T. L. Taylor‘s Play Between Worlds: Exploring Online Game Culture a few weeks ago for the Resource Center for Cybercultural Studies run by David Silver.  He and I have been emailing drafts to each other and the final version is slated to be published in January!

Basically, Taylor looks at players of EverQuest and makes the case that gaming culture is complex and emergent and not so easily separated from off-screen culture.

latest boardgame fest

A guildie and I went to the monthly boardgame fest a WotC person and a former WotC person run out of their house last Sunday. A guy named Phil (who works at Paizo) brought a bunch of German games he bought from Essen 2006. So we got to play some new games!

Nacht der Magier – a neat push pieces around an elevated game board to get somewhere while others are pushing against you on their turns game…

Los Mampfos – a memory based donkey pooping game.  yep.  I’m not sure how long the novelty would last and I don’t really like memory games much…

Haste Bock – a fun sheep herding game with some crazy antics.  The German version is played on a grid rather than just on a table like the American version…  I think I wouldn’t like the free-form version.  Anyway, each players has a deck of cards with moves they can do each turn, and they all compete for placement of their two sheep within the herd of sheep.  Good game with some strategy.

Quelf – a zany game with loose resemblance to Cranium, only each player takes control of a specific character (like Mr. Lugnut or Super Ninja Monkey) and the questions are often trick questions and the things you have to perform are often totally off-the-wall.  This is a great game and could be really fun with “normal” folk but would require a level of comfortableness with the other players and a willingness to do stuff.  For example, one stunt requires you to play leap-frog with an opponent, which would be kinda awkward (as it was) with strangers who you don’t know how out-going they are…

also played:

Acquire – played the old 1971 version.  It was good and bad.  There was a lot of down-time between turns since we had 6 players.  I think it would be best with about 4 players.  An abstract game representing company take-overs and purchasing and selling of stock in those companies.

Universalis – a story-telling game.  Unfortunately, it was presented to me as a game where we make up the rules of the game… That really isn’t the case as there are no game-mechanics or game-design elements to this game… It really is about sitting around a table and telling a story like Once Upon a Time but instead of playing cards to introduce story elements, you have to purchase the elements with tokens from a preset number that each player starts with.  I’m not much a fan of story-telling games.