Tag Archives: roger altizer

Penny Arcade Expo PAX11, Aug 26-28, 2011

So, like last year, I was in a panel this year at the Penny Arcade Expo (PAX)!

It was me, Chris Paul (Seattle U), Roger Altizer (U of Utah), Nathan Dutton (Ohio U), Todd Harper (MIT GAMBIT), and Shawna Kelly (USC/Intel).

While last year we presented a general overview and introduction to games studies/games research in academia to people who may be interested in games as a career but don’t want to go into the games industry, this year we each had five minutes to share where we’re at and what we do and then share the work of someone else in the field that we like.

Continue reading Penny Arcade Expo PAX11, Aug 26-28, 2011

Games Learning Society 7 Rapid-fire Notes

Besides the notes from below, GLS was also about brats, beer, ice cream, short shorts, frat jocks with jean chaps, and the metagame. And tons of friends.
This year we sorely  missed Julian Dibbell and/or Lisa Nakamura, presenting to us something on griefing, trolls, gold farmers, subversion, etc. 🙁

Eric argues for deeper considerations of games as aesthetic forms and that they exist within situated contexts. The debate whether games are good is largely uninteresting because it too often focuses on the artifact and superficial gamification elements as instrumental. Rather, we need to start looking at meaningful experiences and beauty. We are in the ludic century.

—–

HALL OF FAILURE: Curriculum Design is a Bitch
I Dig Brazil: a successful failure
Sanzenbacher, Angielczyk, Aronowsky, Joseph,Villanosa
Gamifying Participation: Felling the Talent Tree of Failure
Duncan
A Failed Experiment? Teaching and Learning about Community in World of Warcraft
McKnight, Hayes
Let Me Know When She Stops Talking: Using Games for Learning without Colonizing Play
Steinkuehler, Pop.Cosmo
Halverson, Discussant

These failures are moments of powerful learning about dangerous assumptions when creating curriculum or interventions that include games. Two highlights:

  1. Sean Duncan’s appropriation of World of Warcraft’s Talent Tree to encourage class participation was a brilliant idea that failed in execution. He concluded that it just didn’t work, but Rich Halverson, the discussant, suggested that maybe it was because all of the talents he designed allowed players to opt-out of participating with the class. What if the talents were reworked such that they gave players the privilege to present or have the floor or otherwise participate more?
  2. Betty Hayes and John Carter McKnight’s experience with English grad students being introduced to World of Warcraft was hilarious, completely dispelling the myth that all students would want to play a game for class, would know how to play a game, and that it would encourage self-directed learning.
My tweets:
I dig brazil = example of curriculum design as fragile orchestration of content, medium, timing, yet best moments can be spontaneous #gls7
This keynote summarized the new NRC report. Constance noted that the report perhaps put more emphasis on simulations. Two take-aways:
  1. much of games and simulation research has focused on content learning, yet games could speak powerfully to all the 6 strands of science learning in the LSIE volume (pdf).
  2. there’s not yet enough evidence for using games/simulations for the 6 strands of learning, so there’s an opportunity for more research using this new framework.
—–

It went well in the sense that we had a good conversation, though, I don’t think we got at the meat of the debate… or maybe we dodge the debate by basically agreeing that game communities are complex and highly particular. Lisa couldn’t make it physically and was our disembodied Skype voice. 🙂

—–

POSTER SESSION
All of the posters were great and I encourage you to check them out at your leisure:
http://www.glsconference.org/2011/program/day/1

I mostly paid attention to these two:
A Data-Driven Taxonomy of Undergraduate Student Video Game Enjoyment
Quick, Atkinson
Because I was about to give a presentation on modeling engagement the next day.

The Teron Gorefiend Simulator: A Perspective on Learning in Online Game Communities
Prax
Because Patrick provided a perfect example of a sociomaterial resource that WoW players used to be good players.

—–

Keynote 3: An Ecologist’s Perspective on the Ecology of Learning Games
Klopfer

Basically arguing that games need to be considered as part of a larger ecology (of activity) with examples from MIT.

—–

HALL OF FAILURE: Game & Assessment Design are Hard Too

The More We Know: Inside NBC News’ iCue, and Why It Didn’t Work
Klopfer, Haas
Simulating Failure: Why Simulations Don’t Always Work
Reeve
Critical Gameplay Gone Critically Wrong
Grace
Modeling but Not Measuring Engagement in Computer Games
Chen, Cuddihy, Medina, Kolko
Hayes, Discussant

Another awesome Hall of Failure session. This is by far my favorite type of conference session  now. Brief take-aways: Carlton Reeve could use some way to make more transparent how game decisions have future impacts to consequences. Lindsay Grace is an amazing speaker and has created a bunch of games where he only gives himself 5 days to develop them. Both Jason Haas and I demonstrated an ability to use Google Image Search to find Fail Whales.

My tweets:

@Carlton I’d gladly collaborate with you! #gls7
—–

Mostly talking about Quest2Learn. (Coincidentally, Aaron Hung’s new book The Work of Play just came out!)

—–

FIRESIDE CHAT: Writing the Games-Based Dissertation
Wolfenstein, Chen, D’Angelo, Harper, Kelly,Chess

Surprisingly well attended! We decided to submit something to the conference proceedings. I guess navigating PhDs to completion is an universal challenge.

—–

PRESENTATION: How Players Shape the Game
Scientific Play? How Players Remake World of Warcraft as a Game of Numbers.
Ask
Negotiating with the “Addictive” Characteristics of Online Games
Kelly
Yut, Korea’s Monopoly: A deep relationship between game play and cultural practices
Lee, Halverson
DeVane, Discussant

Kristine Ask covers theorycrafting and how normalizing its practice is. Shawna Kelly tackles the controversial topic of addiction and how players who talk about addiction (regardless of how we define it) tend to be happier. Jules Lee introduces the audience to the Korean game Yut, looking at play in a similar study to Na’ilah Nasir’s look at African-American dominoes players.

My tweets (many more than in previous sessions because @the_real_rahjur was doing such a good job live-tweeting the ones we both went to):

players using theorycraft w/o understanding the numbers is kind of like academic work, actually – @kristineask#gls7
players, whether they care about theorycrafting, will encounter it and have their play normalized by it #gls7@kristineask

some guilds encourage pointing newbies to theorycrafting sites rather than just being “elitist jerks” #gls7@kristineask

some have described expertise development as basically a process of normalization, too #gls7

sobering case studies of gaming addiction from shawna kelly #gls7

gamers who manage their “addiction”–by talking about it, by setting goals–are happier #gls7 -shawna kelly

“gaming practice cannot be separated from gaming culture” #gls7Jules Lee on the Korean game Yut

surprisingly, during social play experts Yut players asked more questions than novice players #gls7 -Jules Lee

the type of question seems to matter a lot, eh? #gls7 Jules Lee

Jules Lee just cited Megan Bang! Dr. Bang is coming to U Washington next year. uhuh uhuh. /nod #gls7

also citing Na’ilah Nasir, who’s working with us at the LIFE Center. yup yup… 🙂 #gls7

expert gamers leverage resources-social ties to family, etc. (Lee & Halverson) *and* material tools (Ask) #gls7 (thx 4 supporting my diss!)

gaming practice *and* there4 expertise devlpmnt(!) takes place n specfc cultural contexts, compltly destroys cogntvst view o expertse #gls7

—–

Three main points:

  1. In line with Eric, Eric, and, to a lesser extant, Constance, in saying that gaming ecologies need to be looked at, not just the game-player relationship. Learning environment matters. Setting matters. The how of implementation matters.
  2. Also along those lines, games are good at teaching systems thinking, procedural and logistical or computational thinking, not necessarily content knowledge.
  3. We have a digital media literacy divide that mirrors a general literacy divide, and it’s gotten worse since NCLB. Jim Gee names the biggest problem segregation within our school systems; not necessarily segregation by race but also by class, etc., where those with strong networks of support continue to outpace students who lack support.
My retweet:
rogueclone1138 Jennifer Killham
“this fireside chat has turned into a fire hazard chat” – @meems808 #gls7
I skipped this. Sorry. 🙁

 

 

Internet Researchers 10: Game Communities

I suppose these notes are more for myself to remember what happened. I may fill in thoughts about each session later once I get back to Seattle…

*A lot* of stuff is happening in the irc backchannel which has sort of supplanted the todaysmeet one. If you want to join and don’t have an irc client, you can go to http://java.freenode.net and join the #aoir-general channel.

Thursday, 3:30-5:30

Video Game Communities panel

Wii are Familii
Shira Chess

a look at Mii creation and how it builds family togetherness
no hands really puts control in hands of players

the way that the Wii is targeted and advertised reifies feminine stereotypes about food is love -> play is love -> play as emotional labor

Wii and Empathii
Amanda Rotondo

Miis are persistent and created by player – these build empathy… also other Miis are in the background and that keeps them in players’ minds.

Covered some theoretical thoughts on empathy and then how the Wii/Mii embodies that.

Could Miis be used to teach empathy? How does self-resembling Miis matter to empathy?

Closing the Door and Opening the Hood on the PS3
Roger Altizer

Sony is marketing the PS3 as the everything box, but because they need control over pirates and other stuff, they’ve actually constrained what the box can do.
They are actually marketing obedient consumption. and it’s actually a corporate computer, not a personal computer.

Opening the XBox
David Bello

Using Racing the Beam chart of Levels of Abstraction and applying it to the Xbox and XBMC Media Center.

Open and Closed Platforms and Emotional Labor
Casey O’Donnell

Why did Bob really want to develop on the GBA and DS?
Homebrew is not the same as modding. Not sanctioned necessarily.

platform irreverent play/work

Homebrewers embody the whole idea of market driving development and the whole idea of generating / embracing game culture. Yet, console manufacturers continue to oppress / suppress / control them.

Foundations of Digital Games 09 recap

Ok, lessee…

At the end of April I went to Foundations of Digital Games. A lot of the sessions were on AI and procedural programming for computer and video games, which isn’t entirely related to what I study, so I went swimming, hot-tubbing, sailing, etc. instead. But the sessions on game studies (Jose Zagal, Mia Consalvo, Jesper Juul, moderated by TL Taylor) was good.

Jose (who I’ve cited for his, Rick, and Hsi’s look at cooperation in the Lord of the Rings boardgame, and who worked with a couple of other students including Amanda Ladd [careful, my virus protection program claims there’s a trojan associated with her site… no idea if that is true] who was also at the conference (as an undergrad!)) did a paper on the current qualities of game reviews, breaking out the moves and arguments they make into 9 or so different categories. The problem is that they only chose IGN and Gamespot to look at, which means they were missing out on a whole slew of alternative review sites such as Adventure Gamers as well as missing print publications. Maybe there’s no difference in terms of what reviews do, but maybe there is.

Mia presented a study on the online community around the hidden object games Mystery Case Files, specifically Return to Ravenhearst, describing how the kinds of talk on their forums is just as rich and varied as the kinds of talk on MMOG forums.

Jesper (along with Marleigh Norton at MIT) took a deeper look at difficulty in games, showing how difficulty can come from both the game and with the game interface and that these are actually very blurred. There’s a difference between bad interface design and an interface that is meant to be difficult to master. In fact, such games as Wario Ware are actually all about figuring out the interface. So, the assumption that good UI is always an intuitive or invisible UI isn’t always a good assumption to make.

There were other sessions on creating a game development department or bridging industry with academia, and those were pretty good. The take away message I got, though it wasn’t necessarily explicit, was from Magy Seif El-Nasr and Kurt Squire who said they’ve been going to GDC for several years, first as a grad student. GDC is expensive, but the point I got was that you have to be visible, that building a relationship with industry folks takes time. That’s pretty much the reason why I’ve been trying to go to as many varied conferences as possible, though I’ve been limiting mine to ones that don’t cost a fortune. I wonder if I should start going to GDC, though…

Constance Steinkuehler and Yasmin Kafai were both at the conference, too, so there definitely was some representation from the Learning Sciences. One grad student I met, Al Yang pointed out, however, that it seemed like the different disciplines and/or schools, despite being stuck on a boat together, were relatively cliquish.

Other notables I met were Chris Lewis (who sneered at my Strongbow), Jack Stockholm and Veronica Zammito, both from Vancouver and guildies from Terror Nova! What sucks is that I didn’t meet them all until the last day, so we hardly talked at all. 🙁 Being stuck on a boat isn’t really as limiting as one would think…

I also met a bunch of people (Bob and his family, Mark, Gene) from Utah who work with Roger Altizer, my cabinmate, who I met at the Internet Researchers conference in Vancouver a couple of years back.

Cy from Microsoft, Brian from EA, Noah from UCSC (who edited First Person and is part of Grand Text Auto)… many more.

All in all, really fun conference. Bolt is a good movie.

The long rambly update… April 09 edition!

A lot has happened in the last few weeks:

A Comparison of Collaboration across Two Game Contexts: Lord of the Rings Online and World of Warcraft

To better understand the nature of virtual collaboration, we present analyses of high-stakes team activities, known as “raids,” in massively multiplayer online games (MMOGs). These situations are hotbeds of collaboration, which is increasingly recognized as a valuable twenty-first century skill (Karoly & Panis, 2004). Raids usually involve a great amount of communication and coordination of actions, interdependence of teammates, leadership, and execution of strategy, similar to elements of collaboration in other settings, such as business (Reeves, Malone & O’Driscoll, 2008), surgical teams (Edmondson, 2003), the military (Salas, Bower & Cannon-Bowers, 1995), control room teams (Patrick, et. al., 2006), sports teams (Eccles & Tenenbaum, 2004), and educational settings (Mercier, Goldman & Booker, 2006). These raid events often span hours at a time and are often repeated over several months before the raid zone is cleared, i.e. when the team is able to successfully defeat all of the enemies. Existing studies of learning in MMOGs include gaming as a constellation of literacy practices (Steinkuehler, 2007, 2008), scientific argumentation in web forums around game strategies (Steinkuehler & Duncan, 2008), and learning game ethos, strategy, and fact-finding with peers via chat (Nardi, 2007). Yet other research has looked at the development of social skills (Ducheneaut & Moore, 2005) and the build-up and leveraging of social and cultural capital to succeed in game activities (Jakobsson & Taylor, 2003, Malaby, 2006). Previous work on raiding has included a focus on providing an ethnographic account of in-game activity and the realignment work needed after moments of failure (Chen, 2009). Without cross-setting comparisons, however, it is difficult to uncover which aspects of gaming are specific to the game world and which can be thought of as enduring qualities of expert collaborative group practice.

To make cross-setting comparisons, we analyze gameplay video, audio conversations, and text chat data from two popular MMOGs, The Lord of the Rings Online (LOTRO) and World of Warcraft (WoW). Using a participant-observation approach, we examine two semi-stable teams of players who spent several weeks learning to be successful in a raid. In particular, we examine collaborative behavior and communication for two raid battles in each game: one successful battle, and one unsuccessful. The four cases were coded based on adaptations to work team behavior frameworks (Rousseau, et al., 2006), situation awareness measures (Patrick, et al., 2006), and a coding system used in examining differences between problem-solving youth groups (Baron, 2003). Informed by theories on the relational networks of human and nonhuman actors (Latour, 1988, 2005), which includes considering the distribution of cognitive work within ecological settings (Hutchins, 1995a, 1995b), and the assemblage of such systems as applied to games (Taylor, forthcoming), our analyses focus on one aspect of practice, the communication of expert players. This communication includes voice and text chat, and the patterns that emerge when looking across game sessions. By comparing two games with different designs (e.g. team size, player abilities, and scripting of battles) and cultures (e.g. roles, expectations, preferred mode of communication, and use of external tools), we can discover what is common about these collaborative activities, giving us an insight into what is common about teamwork and collaboration in virtual tasks that require a high degree of technical skill and coordinated effort. Themes emerge concerning situational awareness, psychological safety (Edmonson, 1999, 2003), problem solving (Barron, 2003; Roschelle, 1992), and critical communicative practices necessary for success. Results are discussed in relation to collaboration research in other non-virtual settings.

  • Yay! Submitted something to the Digital Games Research Association conference (DiGRA, London, September 1-4). I’ll hear on June 1 whether it is accepted. I can’t post what I submitted yet… Blind review and all…
  • Yay! I’m in a reading group this quarter that focuses on actor-network theory and activity theory. Right now we’re reading Latour’s Reassembling the Social. Read the above abstract to get a really, really brief summary, though I realize it isn’t written for non-academics…
  • Yay! I’m taking Isaac Gottesman‘s Educators as Intellectuals class (again, but this one is different than the one two years ago). We are reading biographical, philosophical, and ethnographic accounts of what it means to be an intellectual/activist/educator and writing our own historical, situated accounts… There’s some crazy connections being made between this and the sociotechnical stuff I’ve been reading… Gross, for example, argues that Rorty was shaped by his relationships with others and that social and cultural capital played a huge part in his development, more so than any inherent agentive trait. Here’s the full list of what we’re reading:
  • Yay! I’m going on the Microsoft, EA, and GarageGames sponsored Foundations of Digital Games (FDG) conference next week, which takes place on the Disney cruise ship, sailing the Bahamas. 🙂 Cabining with Roger Altizer! We’re going to hit up Disney World first. Hopefully, while he screams like a little school girl, I’ll just be giggling (like a little school girl).
  • Boo! Robin is sick this week. I was sick for like a day, but her’s is lasting a week so far…
  • Boo! Ushki also got sick this week. She was constipated something fierce.
  • Boo! Our water heater exploded on Thursday. Apparently, it’s a power vent heater, costing about $1000 more than a regular water heater ($1500). But, on top of that, the contractors who built our townhouse cut some corners and did some really strange things with their install of the water heater, snuggling it in a really tight space in the garage that is too small for modern water heaters. Furthermore, our heating system uses the hot water system, complicating matters a little, as the dudes from Fast Water Heater Co. install a new water heater in a new space. We originally got a quote from O’Neill Plumbing that seemed high, but I was at the office and Robin was stuffy headed so we didn’t quite understand the complexity of the situation. When we got a second quote from the Home Depot referred Fast Water Heater Co., the prices were actually about the same: $2700!! Boo, indeed. We went with Fast since Jason took the time to explain the situation very carefully (three times! me, Robin, my mom).
  • Yay (and Boo)! I’m going to go to State of Play (SoP, NYC, June 18-20), and Dan Hunter, the guy organizing it (and fellow guildie) is offering graduate students free conference registration and either free room and board or some money for airfare! There was talk about folks who were going to be at Games Learning Society (GLS, Madison, June 12-14) carpooling over to NYC. That sounded like fun but I’m having problems getting a confirmation that that is actually happening. Given that I now need to pay for this new water heater somehow, I fear I might be skipping GLS this year… 🙁 If I get into DiGRA, I hope Phil remembers his conversation with me about getting LIFE to pay for it…

Also:

  • I’m ramping up video analysis of a specific kid and his video game practices for ESTG’s ethnographic study.
  • I’m an officer for Educators for Social Justice (ESJ) this year, and this quarter we’re organizing a panel on teacher education and social justice issues.
  • I’m helping the Associated Students of the College of Ed (ASCE) set up a website next week.
  • The IT Crowd is pretty good.
  • The Red Dwarf final episodes finally were aired. Odd Blade Runner references. I think the third part (of three) fell flat.
  • I just finished playing Drakensang. Very linear. No narrative decision points to speak of. Very detailed combat system. German. Felt kind of like Drakensang : The Witcher = Icewind Dale : Baldur’s Gate (or maybe even Planescape).

Roger’s photos from Copenhagen!

Check them out on his flickr acct!

Some highlights:

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

IR9 Copenhagen

More on Cph (Friday the 17th)

So on Friday, I went to some morning stuff and then hung out with Roger Altizer in the afternoon. The plan was to meet up with some people and go to Tivoli, but we were slow going and ended up just taking our time and going to Rosenborg, the royal palace where they keep the crown jewels, instead.

As soon as we got out of Roger’s hotel (Copenhagen Strand), we saw two city bikes nearby and grabbed them! We had to fiddle with the locks a bit (you deposit a coin to activate the unlocking thingie and then when you return it to various places around the city, you get your coin back), but after that it was pretty awesome. I am so not used to pedal brakes. It’s not really the braking that was a pain, though. After I stop, I usually rotate the pedals backwards so that they’re at a good angle for me to launch off when I start again, but since they couldn’t rotate backwards, I kept fumbling my take-offs. We must’ve seemed like two total dorks, grinning like crazy, on our beater electic blue bikes, wobbly starts and unpredictable paths, and all.

Once we parked and got to the park outside the castle, we walked around checking out the public sculptures and birds and flowers. We tooke a while, and by the time we actually got to the castle, it was closed! We did see a couple of camo-wearing guards with their M-16s and bayonets patroling outside though. Roger turned to me excitedly and exclaimed, “It’s Metal Gear Solid! Quick, figure out where their patrol goes and then sneak between them!” To which I replied, “Dude, they have bayonets; I’m not gonna piss them off!” I imagine, two random geeky Americans have this conversation at least once a day there.

Anyway, after that we went back to the Hotel Maritime (my hotel) and met up with a whole slew of people incl. Sal Humphries, Casey O’Donnell and Andrea, Sean Lawson and Cynthia, Hector Postigo, Keith Cormier, Cassandra Van Buren, Shira Chess, and one or two others who I’ve forgotten…  hmm there was someone else from Australia I think and maybe Keith Massie was there…

We walked over to the main drag and a bunch of them decided to get dinner at the same restaurant I went to with Casey, Andrea, Roger, and Hector on Tuesday. So, some of us (Roger, Hector, Keith C., and I) decided to go meet up with Dmitri Williams and his wife Cindy, and Christian Sandvig (who I later found out is married to Lisa Nakamura, who, btw, is a fellow Reedie and games/online researcher that I met at last year’s AoIR conference!) at the Square Hotel.

From Copenhagen, Oct 17

On our way to the hotel, we passed by the main city square where we saw that there were a bunch of white legos that people could play with and make buildings out of. Not sure why everything was a building. Roger mentioned that here in the US, there’d be giant dildoes and shit like that instead. We’re crass like that.

Anyway, after we met up with the new party, we went to the Absolut Ice Bar. Kind of expensive for what it is, but, otoh, when the hell are you going to be in a room made of ice again? It was really cold. Cold even with the parka on. And the vodka drink I had was pretty good… a little too sweet maybe.

After that we walked over to Tivoli but didn’t go in. Instead we ate at a restaurant right outside of it (not the Hard Rock Cafe; the other one). Ribs were a mistake. I mean they were good, but what was I thinking? It’s not like they were slow roasted or anything.

During dinner, I think I over-exaggerated how awesome the Chinese food is in the bay area. I mean, it is really, really fantastic, but at one point I made a claim that you couldn’t find food like it anywhere else, even New York. I think it’s true, but, obviously, I haven’t been to a whole lot of places in New York. The corollary would also be true, though. There’s probably some awesome Chinese food in New York that you can’t find in the bay area.

From Copenhagen, Oct 17
From Copenhagen, Oct 17
From Copenhagen, Oct 17

During dinner, Christian told us about his experiences in Thailand and how amazingly surreal they were, while Dmitri and Cindy kept wowing at how they had completely different experiences of Thailand.

We asked a waitress what was something unique or quintessential about Denmark that we needed experience. She asked another waiter, since, as a native, she was having a hard time figuring out what was unique. The waiter, I think from Spain or Italy, said “porno.” Apparently, Copenhagen was once the porn capital of the world before LA and Florida took over (I’d guess with films and videos globalizing the porn market).

So, it was rather fitting that we took a walk down a famous street for hookers and drug dealers to hang out on. And, yes, we actually were greeted (“Hey”) by them as we walked down it and back. What’s funny is that it turned out to be the same street that Hanna Wirman, a visiting local (yes, that makes sense to me), led me down on the way to the train station after the In the Game dinner on Wednesday. Heh.

Cph update

Some people I’m hanging out with this week are staying in a hotel just around the corner with free wifi. I’m in their lobby right now waiting for them to get back from morning sessions so we can go to Tivoli Gardens together.

On Wednesday I attended the In the Game workshop which was great. We talked about ethnographic methods and what that meant for our work including issues of responsibilities, co-presence, involvement, disclosure, and risk.

From Copenhagen, Oct 16

On Thursday, the IR9 conference proper started. A few games sessions that I went to and I saw Mimi Ito’s keynote describing the multi-sited work that sounded similar to the methods used in ESTG, though maybe shallower with a wider net. Her presentation didn’t cover methods that much so it was hard to figure out if they did more than interviewing or how deep any sort of participant-observation happened. Also, of course, it covered a different topic: youth and media and general media usage vs. deeper interest-based groups usage

I was talking with Roger from Utah about the keynote at dinner that night and he had some tough questions for Mimi, but didn’t ask them because he didn’t want to piss off a big name just yet, being a new scholar and all. So, I volunteered to ask her via email when I get back in the states. I guess we could also just wait til November when the report comes out.

More later.

IR9, day 2, 9am: State of MMO game studies

State of MMO game Studies: Identities, Participatory Culture, and Structural Forces

Roger Altizer
For a Pound of Virtual Flesh: Tales of Trade in World of Warcraft

goldfarming

(TAP while playing)

bbc and Ge Jin’s accounts different (normal gamers v. poor laborers, etc.)

Gamer Generation//Revolution documentary

Dan Burk (UCI)
Copyright and Paratext in On-Line Gaming

gaming capital (accumulating expertise, social status, etc.)
drives play but also drives cheating

[Mark]but cheating seems to attempt to bypass in-game (ludic) capital, not necessarily social capital.. actually disengaged with social capital since leveling affords the time to gain social capital (and cultural capital)[/Mark]

Developers and others should think about designs, control methods, etc. that affect what you gain by cheating… how much of total gaming capital is derived from ludic expertise? Is the expertise performative or purely appearance based?

covers a brief history of copyright and derivitive work in other media and then games and different forms of control in games

Mia Consalvo
Translating Vana’ diel: The Hybrid Culture of Japanese and Western Game Players

ffxi and japanese influence of videogames
history of western adoption of japanese art (otaku going back to impressionists)

history and lore presented in game lets those who’ve played previous games display gaming capital

hybrid place that isn’t japanese and not western but allows players to encounter the other

Cassandra Van Buren
World of Warcraft Machinima Makers

foundations: film history, emergent participatory culture but becoming commercialized

reform game space into your own narrative

study is two fold: documenting and looking at machinima as posthuman creative activity (ethnography), wants to capture the different ways its done before they become standardized or commercialized(?)

Dmitri Williams (and Tracey Kennedy and Bob Moore)
Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs

looking at RP in mmoRPgs

mix between quant and qual work
Dmitri did the number crunching and Tracey did the ethnography
RP high groups tend to score higher in having been diagnosed with depression, addiction, etc.

used Nick Yee’s motivations scales (immersion, achievement, social)
RPers more focused on social and immersion and not so much achievement

the people that Tracey interviewed had very specific reasons for RPing… escapism, etc.
about half of them volunteered that they were using it as an outlet for therapeutic outlet

same numbers of RPers on all servers