Category Archives: Games Research

Lots o stuff!

A list:

  • I’m taking a cool class this quarter called the Poetics of Play in Digital Role-Playing Games!  It’s part of the Critical Gaming Project run by Terry Schenold a PhC in English.  I should prob ask him at some point how start a class; I’m not sure the college of ed would be the right venue for me.
  • My mom and bro came up during spring break (last week) and we went to Ocean Shores for about 4 days.  Small, small town.  Kinda not as wealthy/resorty as I thought it would be.  Plus, it’s like 97% white.  Heh.
  • Cherry blossoms are full-on right now.
  • It snowed a few days ago.  Nice.
  • I’m going to be in San Jose, CA for a month in the summer!  🙂

A third of downloaded mobile games don’t work

Mobile news, GetJar, Pocket Gamer

In the UK, at least.  That happened to me when I downloaded Oblivion last year.  I thought it would be the same game as the screenshots (it wasn’t) and what I got could barely run.

Teaching ethics in game design

Values At Play » Blog Archive » 2008 Grassroots Media Conference

Hmmm….

ICLS poster session

Phil Bell‘s crew, the Everyday Science and Technology Group (a research group at UW composed of Phil’s PhD students and a post-doc), and some other people also associated with the LIFE Center (Learning in Informal and Formal Environments) submitted a poster session idea about everyday expertise to the International Conference of the Learning Sciences 2008 (Netherlands, June 24-28).

One of the posters features my work with World of Warcraft raid groups. Anyway, the session was accepted and a final version of the session description, including abstracts for the various posters, is being edited right now. The updated abstract I turned in to the group for editing is below:

Leet noobs: Expert World of Warcraft players relearning and adapting expertise in new contexts

World of Warcraft (WoW), like many other massively multiplayer online games (MMOGs), can actually be seen as two different games. The first is the journey of exploring the game world and advancing the abilities of one’s character or avatar either through solo play or in groups of up to five players. This acts as a proving grounds or gateway for the second stage of WoW—joining a raid group of up to 40 players to kill all the monsters in “high-end” or “endgame” dungeons for the treasures they guard. Within a larger online games ethnography (Chen, in review) similar to others that describe player practice and learning (Steinkuehler, 2007, and Taylor, 2006), I have found that invitation to join an end-game group is contingent on a player’s reputation as an expert of WoW‘s underlying mechanics and rules. It is also necessary, however, to have proven oneself as someone who works well with others and understands his or her particular role in a team. Upon joining a raid group, players soon find that the conditions that determine expertise have changed because the activities and player practices have changed to fit the local context, which includes raid-specific tactics and new communication norms. It becomes clear that expertise is specialized for individual roles, depending on character type, and that to succeed as a raid group, players need to draw on their distributed expertise and knowledge (Hutchins, 1995), each doing their part while trusting others to do the same, so that collectively they act as a coordinated whole. Yet the actual skills and abilities an individual player uses are reassessed for how well they complement other players’ resources. Thus, once-expert players become novices or “noobs” to relearn expert or “leet” gameplay, yet they are not true novices because they already have a good understanding of the game system. Rather, they are leet noobs who must realign and adapt their expertise for new social structures and norms that emerge above the underlying game through joint venture. This poster highlights examples of learning individual expertise as well as new distributed expertise needed for raid group success.

Chen, M. (in review). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture.
Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: The MIT Press.
Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. eLearning, 4(3), 297-318.
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. The MIT Press.

Very quick intro to games literacy from a multiliteracies perspective

On Feb 6 and 13, I guest presented/led Dixie Massey‘s literacy materials for teachers class. She’s covering a different medium each week including comic books, anime, blogs, etc. and GAMES!

Anyway, I was invited to lead the games bit. I took the opportunity to push a specific agenda (of course, don’t we all push specific agendas, whether implicit or explicit?) and that was of highlighting “new literacy studies” or “multiliteracies” approach to games culture (see the New London Group). This was instead of just presenting academic stuff about how games can be used in literacy instruction.

Games literacy PowerPoint

Multiliteracies basically is a particular kind of stance about what it means to be literate, that being literate means being literate in *something*, whether it’s traditional textbooks or basketball or whatever, and that means being a partcipant in a particular sociocultural domain with its own practices and ways of being/social norms.

The emphasis is that meaning is derived through the cultural life of the community. This means that issues brought up about games (violence, addiction, etc.) really depends on the localized social situation. Those terms are socially defined. Whether a game is harmful or helpful depends.

One example is Barry Joseph’s anecdote about Grand Theft Auto in the classroom. The student in question recognizes GTA as a game system and figured out how to work the system. It wasn’t “violence” that he was doing… or not real meaningful violence, anyway.

So anyway, I tried to present this idea of games-as-culture to Dixie’s class but I think maybe it was a hard sell to a class full of teachers who probably were interested in specific games they could use for literacy instruction. I wanted to emphasize that to be critically literate requires one to be literate first. You can’t use or criticize a movie without seeing it first (no matter how much people try), and you can’t criticize games without playing some and understanding gaming culture first.

It *was* fun, though! And we ended up playing a lot of games. The first week we read a chapter from Gee’s What video games have to teach us about learning and literacy book, the one about identity play in the game Arcanum. Then we played Arcanum and some web games or other games during the week and reflected during the second session.  Time for reflection is necessary for critical literacy, but it’s a skill that doesn’t just happen…

If interested, here’s the handout on games literacy I used the first week and the slideshow, also on games literacy, I used the following week.

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?

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.

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.

Fox News “expert” apologizes for Mass Effect smear

Fox News “expert” apologizes for Mass Effect smear

(from the Evil Avatar forums)

I like this one:

“I don’t watch X-Play much but I just saw part of an episode and they commented on the whole Fox news thing and Adam Sessler did a mini-review on her book. He said something like ” I haven’t read your book but it sucks! I fear that it will have a negative impact on impressionable young women everywhere and will turn them into a simpleton like you have proven to be.” I thought it was really funny.” -NightRain

Games Learning Society webcasts

As I’m updating the AoIR reports, I noticed that I never posted that some of the presentations from the Games Learning Society conference back in July have been put online…

But anyway, you can check out the presentation I gave (and wow, I gotta say, I need to work on coherence and relating things that I say to each other better…). What’s cool is that the webcast archive has the slides I used, too.

GLS presentation webcasts