Showing posts with label journalism. Show all posts
Showing posts with label journalism. Show all posts

15 July 2012

Freakonomics - Levitt 2006

Freakonomics, Levitt and Dubner, 2006
  • Incentives are the cornerstone of modern life
  • Conventional wisdon is often wrong
  • Experts use their own informational advantage to server their own agenda
  • Knowing wht to measure and how simplifies a complicated world

Incentives/deterrents can be economic, moral (I feel good about it) and social (pressure from society, shame). Experiment: The first rule was "Parents must pick up their kids before 5pm". When this rule was in place, only a few parents picked up their kids late. When changing the rule to "Parents who pick up their kids late are charged $3", many more parents picked up their kids late. Parents who used to feel morally responsible could now buy off their guilt. And the low fine signaled that it was no big deal to pick up your kids late. In the same "vein" of examples, paying people $5 to give blood results in less donors. Replacing the moral incentive by an economic one changed the way they saw the situation: while saving lives could justify the hassle/pain, $5 is not enough. People also cheat to abuse the incentive and get more for less. Cheating is more likely to happen for clear outcomes (e.g. sports or politics) than if the benefit or its recipient are not obvious.

Asymmetric information: people with exclusive info can cause fear (e.g. the USA don't know when terrorists are going to attack) and respect/gratitude (e.g. experts such as realtor agents know how much your house is worth on the market, or doctor can tell what disease you have). Internet is decreasing the information asymmetry. Experts need journalists to spread their opinion, but journalists need experts to write about new interesting/provocative topics.

What people say is not what people do. Examples: profiles on dating websites (most people rate their look "above average"), or voting for extreme right (people are ashamed?).

Four factors determine wage: specialized skill, unpleasantness, demand for the job, and supply of workers. That's why prostitutes earn more than architects per hour.

Risk: We suck at assessing risk: we measure it (implicitly) as risk = hazard + fear, while it should only be risk = hazard. When fear > hazard, we over-react. Hence the most hazardous risks are not always the scariest. Risks we don't have control over are scarier, while familiarity decreases fear. [This echoes the class on stress] Examples: heart attacks cause more deaths than terrorist attacks, yet people still eat fast-food. People fear more plane accidents than car accidents, even though they happen as often per hour spent in them.



[Except the first 2 chapters, I found this book focused too much on poor Blacks vs rich Whites.]

20 December 2011

Play Money - Dibbell 2006

Play Money, Dibbell, 2006

Notes from the book, re-organized in sections by myself for easier summarizing and reading. Below, UO stands for Ultima Online, and OSI stands for Origin Systems Inc, the game company who developed and ran UO. OSI was owned by EA.

Playing

Players keep playing because they want to go up the player ladder the same way RL people want to go up the social ladder. At some point, you have to decide either to leave the game cold-turkey or to give the game a point: make it productive. Giving the game a point is easier because the game is addictive. Although flow happens 3 times more often at work than during leisure times, play makes flow more enjoyable.

Huizinga: play has always been part of society. Weber: the Protestant Ethic of Puritans considers productive activities as recommended by God, and sports and leisure as wastes of time. Capitalism principles come from Ethic of Puritans, hence a capitalist society considers play shameful. Dibbell: Games are symptoms of post-modern rampant abstraction and transformation of wealth creation. Marx: solidity melts into air. Dibbell about games: production is melting into play.

Troy Stolle is a RL carpenter who played a grandmaster blacksmith. When fired IRL, he decides to sell his 52-month old account on eBay for $500, when the account is going to be resold for $2k. He thinks it's all fake anyway and does not realize there is demand for virtual items.

Being part of UO's virtual economy

Virtual economies require and implement constraints and scarcity. Castronova: in MMOs, scarcity breeds market, and markets cross realities at their onset. Dibbell realizes there's a complex supply chain of warriors who drop, artisans who craft, hagglers who buy/sell IG, brokers who buy/sell on eBay or on their own website, and finally the clients. Example of a client: a Mum buys a $25 virtual item for her kid's Christmas. Why people sell for so low is the mystery that lies at the center of market economics: it generates profits at all levels of the chain.
Lesson: Theory of ludocapitalism, where play is a latent force waiting to be tamed the same way steam was the energy of the industrial revolution.

Julian Dibbell: born 1963, starts playing UO in early 2003. Weekly play time: 20 hours per week. First step in the economy: farming and selling batches of leather suits to another player. He Starts a blog in March 2003 to track his business adventures. A journalist VIP pass grants him earlier access to maps of the next update; he uses it to avoid the rush on new houses and buy 2 houses. Why keeping an uber house worth $600? I wanted to be envied. He accepts to share his house with a 17 year old kid, who sells IG some items for him and brings him a small profit. Unusual/weird "friendship". He plans to sell the other house for 30m gold, but a famous player on his shard asks for 20m and he accepts, honored and intimidated.

IG runebooks let players memorize places to teleport to them later on. Memorize all the mining spots in that book. Once the spots have been written in the first book, duplicating that book takes little time. Dibbell sells each book $3 on eBay. He quickly realizes this is too little profit for too much time spent. Some "rares", on the other hand, can sell on eBay for $75. Rares, along with other luxury items such as hair dyes or houses, are often only sold by NPCs to implement gold sinks.

Although virtual economies enable players to bond, when you get too deep into it, you're not a player anymore. The social aspects and the fusion with fiction disappear. Yet vendors of virtual gold are still immersed in some ways: Dibbell has no idea what he's doing at DiGRA or State of Play, talking about virtual economies and law, because he's more eager to live in [MMOs] than to understand them. He has self-doubt and wonders if the study of virtual economies has an intellectual substance about as substantive as pot smoke.

Scams and (lack of) protections:

  • Kids buy from their Mum's PayPal or credit card and receive the item within 15 mins. After a day or two, Mum reverts the transaction, but the player still has the item in his inventory, or even sold it to someone else.
  • Scammer advertises selling an item for half its market value. When buyer comes, the scammer sends him a link to a Paypal-looking phishing website in an email, and then empties the buyer's Paypal account.
  • A seller advertises a rare item. Using a thief character, another player goes to the seller's house, steals the item, and sells it IG or on eBay. Dibbell knowingly buys from the thief: in-game robbery is part of the game.
  • eBay and Paypal do not provide insurance over "intangible" goods. They provide insurance for soccer match tickets, presumably "tangible". Still, they say they can't insure a real paper ticket with a code written in real ink for virtual gold.

In 2004, the IRS said:

  • Declare as income anything you receive IRL, be it work of art, real dollars, or virtual gold. Illegal income such as stolen or embezzled funds must be included [...] if from your self-employment activity
  • For normal players, prizes won in lucky number drawing must be included in your income at their fair market value
  • Organizations that facilitate the trading of goods and services, such as OSI with virtual gold, should send tax forms to and withheld taxes from its players.

In 2005, an IRS specialist on the phone said there's no legislation yet on Internet barters or virtual economies.

UO vendors

IRL, dozens of monetary startups create "fake" money. E-gold backs their virtual currency with real gold stored in private vaults. An artist draws custom dollars and sells them, as art pieces, for more than their face value. Dibbell: We live in an age of money hackers. Make-believe [is] required to establish monetary value.

Blacksnow Interactive is located in Orange County. Business model: gold farm of 8 Mexicans in Tijuana, Mexico, paid $19/day, generate $30k profits per month. They play according to scripts given to them daily by their on-site supervisor. $800k sitting in inventory. Blacksnow trialed Mythic after they asked eBay to shut down Blacksnow's DAoC's gold auctions. Too bad Blacksnow vanished after being trialed by another game company, because justice would have had to determine who owns the IG wealth: players who spend the time, or companies who make and own the games?

Bob Kiblinger used to work as a chemist with decent pay. After playing UO nights and weekend, his wife divorced him. He bought and resold Troy Stolle's tower to Dibbell. Bob is a popular broker with 10k+ ratings on eBay. Has list of furnishers for each shard on IM. Spends 14 hours per day trading accounts and items. Belongs to the Markee Dragon conglomerate of the top 7 UO brokers. Markee Dragon provides server transfer, lets you pay your game time by gold instead of real dollars (they own the account and pay it for you), and brokers IG gold. Markee Dragon's ethics say: don't buy from bot farmers because they cheat. In 3 months of 2003, Dibbell bought $3700 of discounted gold from bot farmers, so he felt kind of unethical. Later, Rich the bot farmer gave him the list of his top 10 clients for 2003: Dibbell is 10th, all Markee Dragons belong to the top10, and number one is Bob who bought a total of $35k of gold in 2003.
Lesson: you need to buy from bot farmers to make a living in the US as a gold broker.

Using DeepAnalysis, an eBay market research tool, gives the market state and the list of vendors in a particular eBay category:

  • Weekly sales of UO items and accounts: $160k
  • Yearly sales of UO items and accounts: $4.2M
  • Change rate: $16 for 1M gold

And there are other sources of revenue for vendors that are not visible on eBay:

  • buy whole accounts for $300 and sell all the items in them for a total of $1200 = 400% profit
  • IG gold suppliers run big malls
  • A Guild has the monopoly on mining spots in a shard. Its guild leader sells gold to his broker.
  • Camp houses that will soon be re-opened for sale because their owner has not logged in for a long time. Can be done with a bot. Then resell houses for a lot of gold or dollars.

Working for Bob, in a solitary and obsessive interlude of 3 weeks in mid 2003, Dibbell made $1100 of sales by taking his share on buying and delivering suits on his shard. In the next 3 weeks, he only dedicated 2h/day selling packs of 100k or 1m gold and suits on eBay or to Bob. His sales remained around $850 per week. On average, brokers make 20% profit from their sales. After 3 months, Dibbell made $800 profits and ranked 65th out of 800 in terms of sales of eBay UO vendors. Bob is ranked first with $8k sales and $2k profits per week. Dibbell compiled those results thanks to the DeepAnalysis tool.

Gordon, a Cantonese exec, just opened a 10-man gold farm. He asks for partnership with Dibbell and Bob: his farmers would bring items that Dibbell and Bob sell to clients, and they all share profits. Predictions of $1600 sales per week. Gordon says he pays his farmers $1.5/hour and they can generate $5/hour. However, a NYTimes article in 2005 revealed that Chinese farmers are usually paid $75/months in 12-hour shifts, ie less than 30 cents/hour. Anyway, Gordon never generated the profits he mentioned. However, Dibbell, on a road-trip from Indiana to California, reached a max of $1k/week of profit for 4 weeks, mostly only selling 1m gold packs.

Bot Farmers

The game allows the use of a macro API provided players stay in front of the screen. Bots use macros on exploits such as 1) buy clothes from NPC 2) tear down clothes into tissue using basic tailoring skill and macro 3) sell tissue for more than the clothes. This technique generates 350k gold per hour. A Georgia man used it and amassed 20b gold, ie $300k. The total wealth of UO on all English shards was estimated at 35b, hence huge inflation wave coming up and detected by GMs. OSI fixed the exploit and wiped the extra gold by banning the bots.

Richard Thurman: 30 year-old software engineer. Leads the hacker group who developed EasyUO, a UO bot program. Rich's bots on 20 machines brought him 60k gold per hour using cartography exploits. Competitors denounced him to GMs and he was banned. Came up with a more defensive strategy: 1) eBay is too risky, hence build network of IG wholesale gold buyers. They get gold for 40% less than the eBay price. 2) to check for bots, GM wear a colored stick and ask the player "what's the color?". The bots would IM or SMS Rich when they were faced with a GM, and receive text to say to the GM by IM or SMS from Rich. 3) Plug A.L.I.C.E so that bots talk by themselves.

Blacksnow's leader and Rich meet in October 2003. Blacksnow proposes to agree on gold prices in return of receiving a dll used by EasyUO. Rich says it belongs to his group and refuses. Blacksnow discovers the hacker group had been blackmailed in the past by a player and had had to give the dll to the blackmailer. Pissed, Blacksnow reports Rich's bots to GMs.

An updtate from OSI on the merchant NPCs implements an offer-and-demand scheme, but assumes that players won't buy more than 500 items. Rich and another bot farmer find the glitch: buy 2k items at a time, the NPC believes you only bought 500 so the price does not increase as much, then resell the 2k items for small profit. Bot farmers use the exploit for a while, making millions of gold per hour. Blacksnow finds out they're making a lot and blackmails them for their technique against not denouncing them to GMs. The 2 farmers decide to stop their scheme and tell OSI about the exploit so that no other benefits from it. They made a total of $150k profit from 20b gold.



PS: Dibbell thinks that designing a single-shard MMO for 100k players is an impossible dream, and that's why MMOs stay sharded.

10 July 2010

[Literature] Characterizing and Understanding Game Reviews

In Characterizing and Understanding Game Reviews, Zagal et al. give the most salient features and qualities that game reviews have. See the table below for the feature list. They analyzed 120 reviews from 2006 on IGN and Gamespot.

Theme Description
Description What you need to do to play this game as well as its features, modes, and characteristics.
Personal Experience Emotions felt due to the game (during or after play. Also includes technical problems experienced.
Reader Advice Recommendations, strategies for success and enjoyment of game as well as discussion of the skills or abilities necessary to play this game.
Design Suggestions Discussion of features that are missing or lacking or suggestions for future improvement of game.
Media Context Contextualization of game with respect to non-game media properties from film, books, TV shows, comic books, and so on.
Game Context Contextualization of the game with respect to other games, game genres and their conventions as well as the history of games in general.
Technology Affordances and role of hardware on which game runs. Includes discussion of the controllers used or other capabilities.
Design Hypotheses Design Goals that developers/designers had for the game
Industry Discussion of state, issues, or trends of the games industry as a whole.

Zagal et al. also identified other interesting facts about game reviews. For instance, game journalists assumed game developers read their reviews because they sometimes were directly addressing the creators of the game. Maybe reviewers realize they arguably played many more games than most game developers and may thus know more about the medium. Some reviews also commented on company business models.
Reviews also help preserve videogame history because they embed the historical context during which the game was published.

However, reviews had certain flaws. First, discussions pertaining to the methods and means through which game reviews are conducted were missing from reviews. Second, Zagal argued that students taking videogame-related classes might have difficulties expressing ideas about gameplay or articulating their experience with games because most of what students read about games are videogame reviews, and that they are thus generally lacking in models of what in-depth analysis or critique about games look like. Third, reviews commonly assume that the reader is familiar with other videogames and their genre conventions, but they were not providing details as to what those conventions refer to or mean. This could make game reviews inaccessible to the most casual readers. Should game reviews be targeted to fans only? Or could they actually be helping the inexperienced readers in providing references to other video games? Fourth, Dang argued reviewers focus too much on the (lack of) innovation of a game compared to other games (Dang, A. (2006). "The 5 Problems with Videogame Journalism." Retrieved Dec 11, 2008, from http://firingsquad.com/features/problems_with_video_game_journalism/). Zagal thinks the innovation bias is rather a feature of the medium of videogames. Movie sequels don't "improve" on the original. Games do, for the most part.

19 May 2010

Game Journalism: intro

History of GJ

For a long time, popular games journalism was the main site for active and articulate players to describe their experiences and make their preferences heard. [...] Internet [...] has accelerated the processes of language creation, value sharing, and community formation.
-- Mäyrä, 2006, A moment in the life of a generation

The first player magazines started in 1981 in the UK and the USA. Online publications appeared in the late 1990's. With the digital era, journalism has been facing a big challenge: paper newspapers are leaving ground to online websites and blogs are the new watchdogs. Journalists are well aware of the impact of blogs on their practice (see p59-97 of this Fall 2003 issue of Nieman Reports). Game journalists are tech-savvy, so it did not take them long to realize online journalism was a solution. However, original business models had to be found to attract and keep readers on profitable and reliable online newspapers. In 2006, the Eurogamer network business development manager stated multimedia digital content will be king. Indeed, as of May 2010, Kotaku and Joystick are respectively the 16th and 49th most influential websites.

Nowadays, game journalists such as Ben "Yahtzee" Croshaw are not only writing articles, they are also podcasting and/or creating videos. Some such as the Destructoid staff even build games.

What does GJ consist of?

A game is traditionally covered by a game newspaper in a reveal then preview then review fashion. Features are bonus and do not have to cover a particular game.

Reveals News or rumors build the hype preceding a game.
Previews I think game journalists are sometimes allowed to play a game before other game journalists. Playing and writing about a game before other journalists corresponds to a non-GJ scoop. However, the company may ask for a promise of a nice review in exchange.
Reviews A journalist plays the game and critiques it. Comparisons are eventually made to other games of the same genre. Often, a score is given to the game at the end of the article.
Features Wikipedia gives a quite exhaustive list of journalistic features. As for GJ, interviews, analyses and opinions are the most frequent. Feature-specific journalistic elements such as the nut graph can sometimes be found. Columns are features from a particular author that are published at regular intervals.

The (secret?) powers of GJ

Review aggregators

In 2001, Metacritic appears. Metacritic is a website that gather scores from game reviews (and movies and TV series, among others). Examples: Arcanum received 24 critic reviews averaging a score of 81/100. GTA IV for Xbox360 received an average 98/100 in 86 reviews. Other websites such as GameTab or GameRankings do the same score-aggregation work.

Civic journalism wants newspapers and readers to be more involved in social life events. Civic journalists advocate that The way we do our journalism affects the way public life goes. Presumably, civic journalism builds credibility because readers realize journalists are closer to their topic and more involved. Many of the tenets of civic journalism seem to have been applied in current gaming news websites. For instance, Making a newspaper a forum for discussion of community issues or Considering public opinion through the process of discussion and debate among members of a community are illustrated in game publications by the substantial comments section following news entries. GJ has a big impact on players' life. However, game journalists do not seem to be aware of their powers:

  • Reveals and previews build hype and convey the companies' marketing a step closer to consumers
  • reviews and features influence consumers' behaviors. They are also a feedback given to developers.

In fact, GJ is similar to trade journalism in the way that both Kotaku and Reuters influence their respective market and industry. In High Scores Matter To Game Makers, Too, a WallStreet Journal journalist explained in 2007 that because Metacritic and Game Rankings typically post scores quickly after a game debuts and before any sales data are publicly available, Wall Street is also paying attention to them.. He continued: Some game companies now tie bonuses for their developers to game scores on such sites, while the stocks of game publishers can fall when a new title gets a disappointing score.

New Game Journalism

NGJ originated with Kieron Gillen's Manifesto and Ian "Always Black" Shanahan's "Bow Nigger" in 2004. NGJ articles have a more personal touch to their work, using a narrative, experiential approach that acknowledges the effect of the game on the player. Gillen argued that NGJ articles reflect how people experience games more accurately than the "previews" that are the meat and potatoes of the gaming press. Since video games are (getting) artistic, it makes sense that reviewers only mention their experience of the game, and not what other players would experience. Somehow like arts journalism. Examples of NGJ can be found here