Actor-network theory and World of Warcraft

Recently, someone asked a question of the Association of Internet Researchers mailing list regarding the use of actor-network theory (ANT) with the analysis of why (WoW) gamers have a negative stereotype.

A flurry of activity occurred commenting about the use of ANT. It’s not a method but a framework, for example.

I was excited because I am thinking of using ANT to look at WoW raiding practice, and since I wanted to get feedback, too, I posted the following:

Hey all!

Fascinating discussion.

I’ve recently starting reading about ANT and have been toying with the idea of analyzing how a raid in WoW works through an ANT lens, though I am unsure what it’ll get me more than using distributed cognition (Hutchins) or just simply describing the learning arrangement between various humans and nonhumans to get the job done.

I guess my problem with ANT is that it seems boundless in terms of macro vs. micro analysis. As has been mentioned, an actor network can be made up of actor networks. Where does one start?

So, for example, I have a 40 person raid group that learns to kill a boss over several weeks. It seems like each person should be considered an actor that had to be translated into the network. We’ve also collectively used certain addons and tools within the game to help us manage cognitive load and to make transparent some of the underworkings of the game. Does each of these addons get counted? Does each iteration of an addon get counted (40 people running the same addon in slightly different ways, positioned on the screen differently, paying attention to different parts of the addon, etc.)? Do specific functions of the addon get separated as individual actors? Do different elements of the UI get separated? To back up, do specific people get broken down to mind-body-fingers?

Latour (writing as Johnson) briefly mentions that a door closer, an actor that’s been delegated the task of making a hole back into a wall, can be further broken down into the mechanisms in the whole object (egs. a spring, a metal cylinder). Is it completely arbitrary where a researcher draws the line?

In Reassembling the Social, Latour emphasizes tracing associations, which is possibly an answer to my above questions. I could concentrate on describing practice in the raid activity as I see it (which is pretty much what I’ve been doing for a while now), but pay particular attention to describing the functions of specific things as they relate to other things. Do this as they come up. In turn, these associations lead to other things that come up. Is that no longer considered ANT but after-ANT?

Is it more useful to describe cognition and memory and material resources within an entity a la dcog than use ANT? (Though my prob with dcog is more that it seems like a snapshot-in-time where I am trying to document the change in practice. ANT seems like it inherently considers instability and change through the act of translation.) Is ANT reserved for bigger arguments about societal relationships? About translation being the leveraging or convincing of other actors to share tasks? Or maybe a dcog analysis is the way to use an ANT lens using my ethnographic mehod…

Lots of questions. Maybe better suited to a blog post, as I’m just throwing ideas out there without much experience with ANT and such… But I thought I’d throw them out since it seems to that me the fastest way to learn something is to make transparent what you don’t know. And my digital ears perked up when I saw Tamara’s first message in this thread. ANT and MMOGs!

thanks,
mark

NO ONE replied except Bonnie Nardi off list! ๐Ÿ™

And even then, she gave me some good pointers to articles I should read without any editorial comments of her own. Gah, more reading! :p

Was it not clear enough? I don’t explain distributed cognition at all. I don’t explain ANT at all because I assume the people who were talking about it know more about it than I do. I don’t explain WoW raiding, either, but I thought they’d all know what I was talking about. Also, I didn’t want to make the email even longer than it was…

Ah well… I guess I’ll keep reading.

Awesome fan made Half-Life 2 movie series

Escape From City 17 – Part One

Holy moly.

Daily Digest for 2009-02-13

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Twitter Weekly Updates for 2009-02-13

  • stupid google docs isn’t saving my work! #
  • explain your research in one tweet. #
  • wondering how the dean got added to my gtalk contacts… #
  • reflecting on LIFE, the conference, readings. I might have finally found my way into academia. 6 years in! How do others do it so quickly? #
  • updating blog. Then I’ll be reading for the rest of the day. #
  • meeting Theresa in WoW to plan a class lesson. ๐Ÿ™‚ #
  • catching up on news. Gonna meet some LIFE folks from Stanford later today. Join us! #
  • home now. must get sleep. #
  • up too early…. getting ready for another full day at the iSLC conference. #

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Looks like Julian just started a blog!

Julian Dibbell

Well, last month…

He writes about gold farming and such for Wired and such. ๐Ÿ™‚

Change to Leet Noobs page

Just added this to the Leet Noobs page to reflect my change in emphasis:

[Edit Feb 13, 2009:

I’ve moved slightly away from thinking about WoW as a two phase (two stage) process. I mean, it is helpful and maybe ethnographically correct–as in some players see it that way–but the line between the stages is very blurred, especially for anyone leveling up a character after their first one.

I wrote a paper that started out as me describing these two stages more. I intended to include things such as chat data and video analysis to illustrate the stages better, but I didn’t have time to do that kind of analysis for the deadline, so instead I turned it into a “how did ethnography help me” kind of paper, which seemed to make sense since it was for a special issue of Transformative Works and Cultures on ethnography and games.

Well, the reviewers, editor, and I eventually agreed that I should reframe what I submitted into a description of the social dimensions of expertise found in both stage one and stage two of character development. It’s a much better paper now after the review process than it started out as, but I’m afraid it reads a little hacked together (because it *was* a little hacked together!). Yet, I’m happy to say that it will, in fact, be appearing in TWC this Spring! ๐Ÿ™‚

As for “Leet Noobs,” I am considering using it as the title for my dissertation, which, at this point, looks like it will be recasting the various publications I have through the lens of Actor-Network Theory/Distributed Cognition (maybe some Activity Theory thrown in, to boot) and be done by December 2009.

]

Also, NSF was here last Friday and Saturday for a visit to the LIFE Center while “us kids” were doing our grad student inter-SLC conference. One of the NSF folks really digged my poster and requested it be sent to him. We ended up sending him the charts one instead since it has more data on it. ๐Ÿ™‚

Recent publications

I’ve been remiss in posting when things of mine get published.

I just now updated the Papers page with this:

  • Chen, M. (forthcoming). Visualization of expert chat development in a World of Warcraft player group. E-Learning.
  • Chen, M. (forthcoming). Social dimensions of expertise in World of Warcraft players.Transformative Works and Cultures.
  • Chen, M. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture 4, 47-73.ย  Check out the different versions of this paper I’ve made available in the name of making academia transparent!ย  Email me for the final version or wait til it gets published in 2009.
  • Chen, M. (2008). The player matters: A review of Ninja Gaiden: Dragon Sword. E-Learning 5(4), 508-512.
  • Chen, M. (2008). Moral ambiguity in The Witcher: A game review. E-Learning 5(3), 358-365.

Daily Digest for 2009-02-11

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sporadic ramblings of a gamer in academia