Showing posts with label sociology. Show all posts
Showing posts with label sociology. Show all posts

28 May 2012

The social side of gaming - Ducheneaut 2004

Notes from: The social side of gaming: A study of interaction patterns in an MMO, by Ducheneaut and Moore, 2004

  • SWG in 2004: 400k subscribers. The game mechanics make the classes interdependent: after fighting, marksmen go to cities to be healed and buffed by medics and entertainers. Medics need materials from scouts, etc. Social interactions clearly happen in cities.
  • Collect public chat events (= text + gestures such as '/bow') in the 2 places with most people on a single server. 100Mb of chat logs using the '/log' in-game command daily for a month. Used Perl to parse and MySQL to store and query events: who talks to who, how (eg /shout), and the actual text content.
  • 5500 unique players. Up to 1,200 chat events per hour in a single place.
  • Player interactions can be:
    • AFK macros: sending more gestures than they receive
    • Short and efficient instrumental talk: "buff plz", sending very few gestures
    • Genuine socialization, with as many gestures given as received
  • Entertainers get XP when performing for someone else, and owning a high-level entertainer may be required to become a Jedi master. Hence lots of entertainers were AFK-macroing their buffs.
  • Similarly, to become master in a discipline, players need to teach their skills to other apprentice-players. Hence, experts need to interact with newbies. That was also sometimes macroed.
  • Problem#1: AFK macroers and live players do not cohabit well in the same places. Live players do not know what to expect.
  • Solutions:
    • Different places for AFK and live players [eg Ragnarok's autotrade merchant map] - but then, the AFK players are never visited.
    • Players should be able to know, at a glance, who is available (and live) for a particular service. The existing name tag system, already indicating the player's guild and faction over players' head, could be used for that.
    • Reward live play
  • Problem#2: instrumental play (for the points) uses any means to progress fast; that includes macroing. Social play is not point-based, yet 1) social interactions are measured in points, and 2) playing for points requires taking part in social activities.
  • Solution: social progress should not be measured from instrumental play data (HP healed, buffs delivered, number of disciples ...), but rather from live social data (social graph ...).

13 April 2012

Using Social Psychology to Motivate Contributions to Online Communities - Beenen 2004

Notes from Using Social Psychology to Motivate Contributions to Online Communities, by Beenen et al. 2004

  • 830 respondents who rated rare movies on a movie recommendation website.
  • Theoretical framing: social loafing/free riding
  • Findings: the contribution of an individual may increase if:
    • his contribution seems unique to the group
    • specific benefits (ie individual-only or group-only) are not mentioned. The best is to not mention the benefits at all.
    • goals are specific
    • goals are framed for the group rather than for the individual
    • goals are challenging (but still within reach)

Connections:

  • reasonable goals echoes intersubjective flow from Celia Pearce
  • In MMOs, tank, DPS, and healer are unique roles. Does that make them play more/better towards the group?

21 November 2011

For the win - Doctorow 2010

Doctorow C. 2010, For The Win

Notes from For The Win from Doctorow. The book's license is Creative Commons NC-SA. No spoiler here, only some interesting concepts mentioned throughout the book.

Part I: The gamers and their games, the workers at their work

  • Some players in developing countries like China or India farm gold or are paid to raid with richer solo players from the West to drop them gear or level them up. Western players want to keep up with their friends gear- and XP-wise.
  • The parents, whether Indians or Americans, don't understand how their kids can spend so much time playing online games. American parents talk about addiction whereas Indian parents about waste of time.
  • There are multiple, competing interworld exchanges: want to swap out your Zombie Mecha wealth for a fully loaded spaceship and a crew of jolly space-pirates to crew it? Ten different gangs want your business. Even RL traders place money on the value of virtual gold, because virtual gold fluctuates a lot and can be exchanged against RL money through the official in-game banks. RL criminal cartels also turn IG gold into real money.
  • Big gold farming businesses hire hardcore gamers to kill other farmers. The biggest sellers of virtual gold are game companies themselves and they hire killers too.
  • Dungeons are made so that farmers make less and less money: grinding gold gives 12k the first hour, 8k the second, 2k the third, and 100 at the end. Then, a GM appears and bans them, but they've already collected as much as they could for the night before going to sleep.
  • Mechanical Turks were an army of workers in gamespace. All you had to do was prove that you were a decent player -- the game had the stats to know it -- and sign up, and then log in whenever you wanted a shift. The game would ping you any time a player did something the game didn't know how to interpret -- talked too intensely to a non-player character, stuck a sword where it didn't belong, climbed a tree that no one had bothered to add any details too -- and you'd have to play spot-referee. You'd play the non-player character, choose a behavior for the stabbed object, or make a decision from a menu of possible things you might find in a tree.

Part II: Hard work at play

  • Mushroom Kingdom is a Mario-based MMO from Nintendo-Sun. You can play on the side of Princess Peach, or on Bowser's.
  • Prikell equations: a certain amount of difficulty plus a certain amount of your friends plus a certain amount of interesting strangers plus a certain amount of reward plus a certain amount of opportunity equalled fun
  • virtual currency tended to rest pretty close to its real value, plus or minus five percent
  • Socio-economics experiment about envy: lock 25 grad students in a room for 8 hours. Give each of them a poker chip and say "Every hour I'm going to give each of you $20 per chip you hold". At the beginning, each chip is worth 8*20=$160. After 2 hours, chips start being exchanged against dollars, and at the end of the 8th hour, some chips even get traded for $50, while they only bring $20 to their owner. Each of them started and kept trading because of the fear that he was missing out on what the rest of them were getting: the sirens called Someone else is getting richer, why aren't you?. Greed is "if 1 is good, then 10 is definitely better". Envy is about what other people think is good, and being part of the crowd.
  • Gamerunners spend most of their time in the Command Room, watching the world through logs, screens, chat channels, or charts, to get a feeling of the game worlds - Fingerspitzengefuhl.
  • the game soundtrack has its own AI that creates more dramatic moments

Part III: Ponzi

  • Gold farmers used to login from Asian IP addresses, give all the gold from an account to a newbie without speaking a single word, who in turn would give it silently to a bunch of other newbies from guilds with names like "afasdsadssadsa289". Later, gold farmers logged in using American proxies, started speaking broken English, and became indistinguishable from profitable Western kids.
  • After their 12-hour shift, some gold farmers relax by playing some more with a separate avatar that they only use to play, not to work with.
  • Pacific protest: ask everyone to gather in downtown and eat ice-creams. Recruit people passing-by in giving them ice-creams.
  • If you nuked every account involved in a gold-farming buy, we'd depopulate the world by something like 80 percent.
  • Coke ran games that turned over more money than Portugal, Poland or Peru.

07 October 2011

MMO player research methods

Types of data of interest in MMO player studies:

  • demographic data: country, gender, age, job, psychological traits, tech-saviness, happiness, revenue
  • marketing data: how much spent on games per month, how many games bought,
  • play data (applicable to all games and game genres): weekly play time, average play session duration, game and genre literacy,
  • genre-specific and game-specific data: for MMOs and WoW in particular: who you play with, guild position, achievement/immersion/social motivation scores

Challenges of player studies: using tools and methods to convert data into useful information, and avoiding erroneous conclusions by crossing results obtained from various methods.

List of qualitative tools.
Methods Qualitative Quantitative
Data collection tools Note taking or recording during open-ended interviews, lab studies, think aloud, or participant observation/ethnographic play. All methods gather all types of data - you just need to ask. Snowball sampling is useful to collect more people concerned by the same phenomenon (eg people from the same guild). Questionnaires can gather multiple types of data together, but beware: what people say they do differs from what they actually do. Non-obtrusive logging of game data has the advantage of being objective, and can be done using programmable game add-ons that players need to install. It's even possible to cross game and marketing data together from the developer/publisher side (cf the EverQuest dataset from SOE).
Data analysis tools Note tagging and affinity diagrams are methods used during the note parsing phase. Stop interviewing when respondents do not say/show anything new anymore. Preferably, do not wait to start parsing the data; parsing as notes are taken gives an immediate feedback loop useful to detect useless interview questions, and to know when to stop accumulating data. The most popular tools to use for stat analysis are SPSS, R, and Excel. Obtaining causal relationships is usually quite hard. On the other hand, simple comparisons and correlations are often successful. Regressions can work too.
Data mining/machine learning using Weka or Matlab. Clustering (PCA, LDA, and even KPCA if small dataset) can identify patterns during exploratory phases. Feature selection or decision trees to identify the most important features. Poisson process or Markov chains for temporal evolutions. Bayes, neural network, SVM, random forests, and others for classification.
Pros and cons Deep, and useful to hint at the reasons explaining a particular phenomena, especially in MMOs, where the metagame (forums, blogs, chats) has a huge influence on the actual game.
Snowball sampling in WoW brings lots of players from the same guild(s), or with similar opinions. Therefore (and also because of small sample size): poor ability to generalize.
Qualitative methods can also be used as exploratory studies to help build a quantitative questionnaire with relevant questions.
Broad and useful to detect surface trends.
Sample bias/representativity: it's very hard to select a representative sample of the player population. For example, selecting players from wow.com brings a lot of hardcore players (since hardcore players read forums while the most casual players don't).
Very hard to explain completely a phenomenon because there's always important features missing from the dataset. Machine learning is also difficult for that same reason.
It's very easy to get lost in post-hoc effects, or to simply not be able to explain a particular number because you've never played the game. Generally, demographic data can not be caused by game-specific data: it's not because people are hardcore that they're young, but rather the opposite.
Researchers Bardzell, Bartle, Kow, Nardi, Pace, Pearce, TL Taylor Andreasen (= quantitative Bartle test), Bateman, Ducheneaut, Seay (not working on that domain anymore?), Williams, Yee,

05 May 2011

[Literature] Retention in WoW

Thomas Debeauvais et al. 2011. If you build it, they might stay: Retention systems in World of Warcraft. In FDG2011.

I looked at what keeps people playing WoW and which mechanisms retain most effectively which kind of players. Here are my picks from the paper I wrote and sent to FDG2011.

Around 2800 WoW players from Europe, North-America and Asia completed an online questionnaire. Player commitment (and therefore retention) was measured by three metrics: weekly play time, ratio of respondents who have ever stopped playing, and number of years spent playing WoW. All the results mentioned in this article are significant with a p-value below 0.01.

  • 96% of respondents have been playing WoW for more than a year, 70% for more than three years.
  • 23% of respondents have stopped playing for more than 6 months and have never canceled their subscription - they keep paying even if they do not play!
  • On average, people play 23h/week. Asians play more than Westerners. No noticeable difference between men and women.
  • Achievement and social actions are motivations that increase the weekly play time. Immersion does not influence the weekly play time.
  • Asians are more immersion-oriented than Westerners.
  • A higher guild rank (officer or GM > basic member > non-guilded) increases retention.
  • Women play with people from real-life more than men.
  • People who play with their partner play less than single players, but more than players not playing with their partner. They also stop playing less often.
  • 13% of players have found a real-life boyfriend/girlfriend/spouse in WoW.
  • There are more players over 45 than players who play more than 40 hours per week (another sample may contain a different ratio, though)

15 December 2010

Quick notes about qualitative methods in Informatics

Pick the ethnomethodological tool that answers your questions best:

  • Interviews and observations (mainly), face to face > phone > online > email. Start with 3 broad questions and then get specific and dig each of them.
  • informal interactions ("hanging out")
  • participant observation
  • focus groups
  • collection of artifacts
  • content analysis
  • ...

Ethnomethodology is one approach of ethnography, it is oriented on accounts of people (conversation, text, video), has no theoretical stance and data collection lasts for a few hours rather than a few years. Hence do no say you are doing ethnography if it is only an observational study. The research topic should be framed to be interesting, not juicy (it is not journalism!). Use the past tense, but do not use metaphors.
Ethnography has quantitative ports but its goal is more about understanding people from their own point of view (and in general, it is hard to define categories for that). Subalterns are those not in the powerful culture. As they are not on the front scene, ethnography is very useful to get their opinion.

Beware of generalization, be conservative. Draw portraits of people, their everyday life and eventual exceptional events. Stop when you can build a solid argument from the data and/or when new participants do not seem to bring any new content. Data analysis has 2 phases:

  1. take notes
  2. identify patterns and outliers/exceptions (border-line cases define the border!)

20 October 2010

List of conferences and journals

Based on the ACM library and several links, here is a list of current conferences, workshops and journals dealing with games. It is not totally complete, but covers a wide spectrum: from software engineering, databases and networking (tech) to game design (GD), sociology and anthropology (soc), game studies and humanities (hum), and arts (art). Also, some acceptance rates have been collected by professors for the areas of computational intelligence, networking, software engineering and database.

NameFull nameRateDomainNotesSociety
DIMEADigital Interactive Media in Entertainment and Arts -tech2008, incorporated into ACE-
DISIODIstributed SImulation & Online gaming-techworkshopICST
FSEFoundations of Software Engineering18%techalso named SIGSOFTACM
GDCGame Developer Conference-tech|GDindustry-orientedGDC
GlobeInternational Conference on Data Management in Grid and P2P Systems-tech--
ICSEInternational Conference on Software Engineering14%tech-ACM/IEEE
IJCGTInternational Journal of Computer Games Technology-tech-Hindawi
IMSAAInternet Multimedia Systems Architecture and Applications-tech-IEEE
MMVEMassively Multiuser Virtual Environments-techworkshopACM
MMTAMultimedia Tools and Applications-tech2010, online journalSpringer
NetGamesNetGames40%tech2008, 2009, 2010ACM
NIMENetworking Issues in Multimedia Entertainment-techworkshopIEEE
NSDIUSENIX Symposium on Networked Systems Design & Implementation19%techpart of SIGCOMMACM
OOPSLArenamed into SPLASH27%techsee SPLASHACM
P2PPeer-to-Peer (IEEE)20%tech2008, 2009IEEE
P2PNVEPeer-to-Peer Network Virtual Environments-tech2008, 2009-
NOSSDAVNetwork and Operating System Support for Digital Audio and Video37%techworkshop, paper listACM
SIGCOMMSpecial Interest Group on Data Communication10%techpaper listACM
SIGMMSIGMM conference on Multimedia systems17%tech-ACM
SIGMODSpecial Interest Group on Management Of Data20%tech-ACM
SPLASHSystems, Programming, Languages and Applications: Software for Humanity27%techused to be OOPSLAACM
TCIAIGTransactions on Computational Intelligence and AI in Games-tech-IEEE
TOMCAPTransactions on Multimedia Computing, Communications and Applications-tech-ACM
TOITTransactions on Internet Technology-tech-ACM
TOSEMTransactions on Software Engineering and Methodology-tech-ACM
VLDBVery Large DataBase-techarchivesACM
VRCAIVirtual-Reality Continuum and its Applications in Industry-tech-ACM
NameFull nameRateDomainNotesSociety
ACEAdvances in Computer Entertainment Technology-tech|socconference that gets published in CIE, EntCom and IJART
incorporates NetGames and DIMEA
2007, 2008, 2010
ACM
CIEComputers in Entertainment-tech|socjournal, paper listACM
CIGComputational intelligence and games49%tech2010IEEE
CGamesCGames-tech|socIEEE
EntComEntertainment computing-tech|socjournalElsevier
FAGFun and Games36%tech|soc|GDbiannualACM
FDGFoundations for Digital Games FDG30%tech|soc|GDconference and workshop papersACM
GICGames Innovations Conference-tech|socpapersIEEE
IGICInternational Games Innovation Conferencetech|soc|GDIEEE
ITSInternet Technologies & Society-tech|soc-IADIS
VRVirtual Reality-tech|soc-IEEE
NameFull nameRateDomainNotesSociety
DiGRADigital Games Research Association-soc|hum|GDlibrary, biannual?DiGRA
EludamosEludamos, Journal for Computer Game Culture-soc|humonline journal, biannual-
FMFirst Monday-soconline journalself-pub
GACGames And Culture-soc|humonline journal, long review processSagePub
Game studiesthe international journal of computer game research-soc|GDonline journal, once or twice issues per year-
IJARTInternational Journal of Arts and Technology-art-Inderscience
JGVWJournal of Gaming & Virtual Worlds-soconline journalIntellect
JVWRJournal of Virtual World Research-soconline journalself-pub
LoadingLoading... the Journal of the Canadian Games Studies-soc|hum|GDonline journal-
SAGSimulation and Gaming-soconline journalSagePub

05 October 2010

[Conf] Notes from an NSF workshop about CGVW

This workshop focused on computer games and virtual worlds (CGVW) and gathered researchers in the STEM field and arts.

Notable positions

Some interesting points from position speakers.

Speaker Desc.
Boellstorff WoW is not overstudied, but there is a hype cycle. Making a distinction between computer games and virtual worlds. Impossible to research the future.
Hayes Learning is part problem solving (provided by current computer games) and part sociocultural (provided by multiuser virtual worlds).
Kesselman WoW is not revolutionary, it is just polish and history. Limited resources for many players is a bad game mechanic, it is frustrating.
Wright There are few social theories/framwework to explain why VW are so popular. It may be worth studying the impact of CGVW software on exclusion, relations between children and adults, cooperation and conflicts between players, and the reproduction of real-life social inequities in CGVW.
White Scripting languages can be used by professional game designers; in that case, it is pre-architected. If it is UGC, it is certainly buggy and possibly harmful. In some cases, the system limits the design (ex: 8bit consoles, Racing the Beam from Bogost) but in others, current designs do not yet use the full potential of the systems on which they are built (ex: augmented reality is still nascent).
Wardrip-Fruin Close-reading (in media studies) goes hand-in-hand with rapid and agile prototyping.

Working Groups

I found the 6 working groups to reflect well the domains currently implied in CGVW research. Here they are, taken from the workshop slides.

Title Desc.
Advanced GGVW Technologies AI, scripting, narrative and emergent systems, procedural and non-procedural content generation, avatar generation and customization, world building kits, etc.
Anthropological, Behavioral, Sociological Studies of CGVW ethnographic studies of CGVW, work-versus-play or work-as-play or play-as-work, patterns of migration across CGVW, CGVW in complex enterprise settings, research methods for studying CGVW,
CGVW for Science, Health, Environment, Energy, Defense CGVW as research tools or infrastructure for R&D in other scientific, industrial, or government domains, etc.
Education and Learning with CGVW how CGVW facilitate or inhibit learning in formal or informal education settings, play as learning, CGVW for STEM and Humanities learning, etc.
CGVW Systems Technologies multi-core and many core processors, computer graphics hardware and software, networking, databases, language design, sensors, etc.
Media, History, Culture and Art of CGVW CGVW as media, art, literature and expressive forms of social critique; new literacies, creativity with or through CGVW, etc.

10 May 2010

[Literature] Digital Imaginaries: How We Know What We (Think We) Know about Chinese Gold Farming

In "Digital Imaginaries: How We Know What We (Think We) Know about Chinese Gold Farming (forthcoming in the June edition of firstmonday), Nardi and Kow first introduce what RMT consists of from the perspective of companies, players and gold farmers. They remark: It is no more or less strange to buy an item such as a piece of jewelry in Second Life, or Merlin's Robe in World of Warcraft, than to purchase a game of checkers, or a book (certainly a virtual experience) or really, anything we could think of that someone values enough to pay for.

The gold-farmer digital imaginary

Stereotypes are based on an intersubjective reality: we encounter people who are members of the stereotyped class, rather than imagining distant Others. Digital imaginaries are built through images, not actual individuals. Since we lack practical contact with the Others we are imagining, visuals concretize them.

The methods followed by journalists or researchers in their studies of gold farmers are seldom mentioned. As shown in the network graph above, only four authors have been to China, and two have conducted long-distance interviews with gold farmers. In 2008, Heeks guessed/estimated: There is a generalized assumption that the great majority of gold farmers are based in China. In the absence of any better evidence, we will go along with this and guesstimate that China has around 80-85% of employment and output in this sub-sector. The digital imaginary is based on these few sources. These sources do not bring a whole picture of the issue, but rather comfort the general stance taken about gold farmers.

Some videos of players proving they kill gold farmers can be found on YouTube. The Ni-Hao video conveys the player issues with gold farming. Nakamura analyzed the video and remarked that attacks are directed towards the Chinese culture itself:

Where did all the doggies and kitty cats go
Since the gold farmers started to show
Don't want to know what's in the egg roll.

Dibbel first coined virtual sweat shop as the place where the gold-farmer's life presumably takes place. In the digital imaginary, gold farmers receive low wages (10 cents an hour's good money when you are Chinese) for long days of work (12-hour shifts) and live in poor conditions. These conditions describe playbor, work that is also play.

A broader picture

Botting is often omitted from the imaginary of the Chinese gold farmers. Gold farming is supposed to be a dumb and repetitive work, not developing and using complex softwares. However, ubuy8.com, a consulting company, advised that gold farming companies invest 20-30 percent of their income on R&D [...] allocated toward the development of specialized bots, moving away from less effective generic bots. As the authors note, Botting does not play well with the notion of the virtual sweatshop.

The forensic analysis of the digital imaginary analyzed how and why Chinese gold farming is perceived as low-tech work-as-play. This digital imaginary persists for two reasons. First, the real-life anxiety and doubt that Third-World countries are getting more and more powerful. This fear is accentuated when Western players meet Third-World workers in the game: strangers invade paradise. Second, the complexity of hyperlinks establishes connections that lend confidence and assurance to the materials they propagate. Actually, there are only too few reliable sources still available.

Some contributors to the digital imaginary presume that gold farmers are actually farmers in real-life. The authors explain that Eighteen year old boys are not generally members of any specific workforce, and certainly they are not “farmers”—a difficult profession requiring the accumulation of years of expertise. People are nevertheless fascinated by the gold farming phenomenon. Gold farming is a mirror that reflects us back to ourselves as culturally superior.

10 April 2010

NPC and virtual society

Think inside or outside the box?

In order to immerse the player, game designers build what is called a magic circle. In games, NPC are instrumental in the setting up of the magic circle. Their dialogs set the tone of the world. Their quests teach the player which basic avatar actions (walk, talk, attack, buy) can be used to achieve higher-level goals (leveling, getting appropriate equipments or traveling). Such NPC somehow teach which actions can be done in the society.

A society can be described (maybe not entirely, though) by what it contains or what it supports. In Western societies for example, charity or monogamy are seen positively. But a society could also be described by what it does not support (selfishness and polygamy). In fact, immersing a player in a world with original social rules could be done more easily in showing the player the few "bad" NPC rather than the anonymous crowd of "good" NPC. For example, Jon Irenicus in the beginning of chapter 2 of Baldur's Gate II is being apprehended by the Cowled Wizards. His casting spells and killing people inside the city clearly defines him as an outlaw because of the Wizards trying to arrest him. With this only one cinematic sequence, the player understands his acts will have consequences. The message is understood more directly, meaningfully and intuitively than if it was done by several "good" NPC (eg a tutorial character mentioning in a dialog that "every act has its consequences" or even city Guards saying "I keep an eye on you"). Illustration nearby: covering the entire (white) box surface needs more crosses than marking the (red) box boundary.

A sense of belonging

As seen before, NPC can help the player know the rules of the virtual society. But they also can strengthen the magic circle in giving the player a sense of belonging to this virtual world.

Robert Hercz, a Canadian journalist from the Saturday Night wrote that Psychopaths are not like the rest of us. In his psychopath examples, he includes the con man, whose real-self is manipulative, lying, parasitic, and irresponsible. Success psychopath movies such as The Silence of the Lambs or Dexter (TV series) insist on the differences between "them" (psychopaths) and "us" (normal people): they can kill people in cold blood (pun?), they manipulate people without remorse, etc. These differences make us remember that we are not psychopath. Hence they comfort us in our belonging to society.

Similarly, Bergson in Laughter explains that we laugh mainly to compensate for a "bug" in a situation. He gives the example of people not paying attention: stumbling on the sidewalk curb, colliding with a streetlight or falling from a chair one just tried to sit on. The lack of attention is the bug, transforming the attentive humans into stupid and blind machines. Laughter is a social protection.

In video games, NPC designs are most of the time based on the function they provide to the player (quests are used to earn XP, merchants to make money and monsters to complete quests or earn XP) and not on the experience provided. Designing flat true NPC does not strengthen the magic circle. One could argue that in movies, kicking the dog, You have failed me or You have outlived your usefulness followed by the horrified faces of the "normal" people go in this way. To my mind, they are just clichés used to show how really bad the Big Bad is; their goal is not the magic circle. So for games, simple NPC dialogs or actions could easily convey the sense of belonging to the society. Why not seeing a NPC spontaneously laughing at another during an embarrassing situation? If having a lot of money should not be a symbol of success in your favorite MMOG, then why not thinking of NPC who criticize rich players?

24 March 2010

Introductions

To introduce (someone) means to bring in for the first time and also to cause to be acquainted. In other words, a good introduction is twofold: welcoming and accustoming. Using a Las Vegas-like hotel resort metaphor, welcoming newcomers is the reception desk's job, while accustoming, pleasing or securing the loyalty of clients is the spa, restaurant or other activities' role.

WoW has been the first MMOG to reach more than 10 million subscribers, presumably reaching new market segments. If the MMOG industry as a whole wants to keep reaching new segments and become the media of the 21st century, then new players' integration should be the main focus point. A college student recently told me that he believed the success of any MMOG depends on the first five hours of play. Although I do not disagree, I have not found any professional source confirming or infirming that. "Easy to learn but difficult to master" is a well-known game design quality, but MMOG also have to provide a spotless QoS. Even though perfect QoS is not yet a standard, this article does not focus on QoS but rather on some social (and eventually game design) issues during newcomers' introductions.

Welcoming

New players continually join the game. This flow of customers consists of solo players, who know no one in the virtual world, as well as groups of players, who knew each other before starting the game. I think the Uru Diaspora players mentioned by Celia Pearce fit into the second category. They cause an increase in the flow of newcomers and have to be welcomed as a group, not as distinct individuals. This is crucial for the game design of low-level zones: both solo players and group of players must be satisfied. There is an apparent contradiction: fast and easy leveling structures exist for solo players, but very few low-level group activities exist for people who already knew each other beforehand.

The problem can be seen from a different angle. IRL, introduction acts are mostly done by third party (friends, colleagues) that helps you get into the circle. For instance:

  • in the blogosphere: guest posts.
  • in the musical community: small groups playing for the opening acts of more famous musicians.
  • in the musical community within a city: Some young saxophonists told me they had to join "the musician mafia cloud" to find musician jobs/opportunities in their area, otherwise they would not be able to open the doors by themselves
  • in the research community: publishing in journals is the principal activity, but one has to find an advisor in one's area to know where to publish, get a Ph D and gain credibility. Most of the time, only fifth year students happen to figure in peer-reviews.

As for groups in MMOG, there is no such introduction process: a player groups with another, they have the quest done and split. Selective guilds have to set up their own website and check for applicants through this website and until now, I have not seen any IG interface that fosters meetings between guildless players and guild recruiters. Although capital cities such as Stormwind in WoW, Prontera in RO or Coronet in SWG gather all kinds of players in the same place, they are mostly used for trading or services, not for welcomings.

Accustoming and pleasing

In 2004, Shannon Appelcline explained that the average player stays for approximately 18 months. She defined critical mass as the minimum number of players simultaneously online that is required to make the game fun. She also coined user plateaus, which are other threshold of the number of players. The first user plateau is the critical mass. When a plateau is reached, the community size stagnates, and the game designer must come up with new ideas to keep the players interested and get past this threshold.

22 March 2010

Chatroulette and video-chat

It might be a bit too early to talk about Chatroulette as the website is still at the center of a lot of controversy, buzz and viral videos/phenomena. However, I think current Chatroulette issues can provide interesting insights about what to do or not to do in potential MMOG video-chat systems.

Chatroulette

You should try Chatroulette to make your own opinion. Danah Boyd explains that teens usually use Internet to connect with people they know, bu Chatroulette brings back the old randomness of the Internet when wandering anonymously in chat rooms was what kids did. She also adds that there are still a small percentage of folks out there looking for some amusement because they’re bored and they want to connect with randomness, folks who recognize the joy of meeting strangers in a safer space than most physical spaces where that’s possible. I realize that this creates the potential for seeing some pretty gross and/or problematic things and I certainly don’t want to dismiss that, but I’m pretty certain that teens are responding the same way that I’m responding – by clicking Next. Is that ideal? Probably not. For Yann Leroux, Chatroulette is the opposite of social networking: it is not at all building a social relationship, it is a social deconstruction. Indeed, even though people show their face, Chatroulette stays a very anonymous place. No doubt people like to scroll faces pressing f9. But Chatroulette also made me wonder how long is Internet going to stay in this moral panic state. Sarita Yardi explains that We’re still searching for the right balance between protecting our own privacy and being able to live out our social lives online without feeling that the rest of the world is out to get us. I feel like MMOG can be instrumental in setting up this balance.

But before talking about MMOG, it is worth looking at some recent uses of Chatroulette. Merton improvised piano pieces to the people he met on Chatroulette. The Merton viral video inspired other people such as Looking for Merton#1, or even Ben Folds who improvised on Chatroulette during a 2000-fan live improvisation concert. The Nurses even streamed their live concert on Chatroulette.

Video-chat in MMOG

Technically speaking, MMOG already feature voice-chat. It will not be long before video-chat becomes supported, or even the norm. A software could detect if a player is smiling at her/his webcam, and transmits this data to the game, making her/his avatar smile. Such software system could also transform "where players look in the screen" into "which direction the avatar is currently looking to". More realistic and more social. I am sure this is technically feasible and scalable: Chatroulette is a very simple Peer-to-Peer Flash website using RTMFP. AAA MMOG could include this same Peer-to-Peer system in their client code. It would be surprising that CCP developers could include an in-game browser to EVE Online, while peer-to-peer-based webcam discussions could not be implemented between players.

Not a significant source of chat, from Virtual Shackles.


Socially speaking, I tend to follow Ami Bruckman: either teens over time will learn to be more careful with their personal information or we as a culture will learn to be more tolerant of what people do in their personal lives, especially as youth. In any of those cases, I think the magic circle will prevent MMOG from having video-chat channels spoiled like Chatroulette by exhibitionists, drunks or voyeurs: people come to play. Obviously, MMOG also have their stories, but way less than Chatroulette. While one may wonder what the norm is on Chatroulette, playing or chatting is definitely the norm in MMOG, not exhibitionism. Several reasons:

  • Playing keeps one's hands busy (although some eat, but that is digressing)
  • In-game, there is nexting is impossible. A bothering avatar stays where it is. One can choose to ignore someone else's utterances, but /ignore does not kick a player out of one's field of vision.
  • Reporting is much more possible: in Chatroulette, exhibitionists go too fast for me to be able to report them. In MMOG, there is usually a minimum 5 to 10 seconds during which one can not disconnect one's avatar.
  • And it's too much hassle to go through an application process and eventually pay $15 per month simply to show one's anatomy to the world.

At the moment, MMOG players, and most people in our society, are not really ready to let their webcam show their emotions or reactions, even if it is through an avatar. However, video-chat in MMOG means a lot of interesting challenges. Technically, this means improving/implementing in-game character facial expression, realistic or not, sensitive webcams, filters, etc. As for game design: Which member of the group is this NPC looking to? What is this dumb NPC trying to tell me in looking at this particular equipment piece of mine? Which zone of the map is my partner pointing at?

21 February 2010

[Literature] The mapping principle and a research framework for virtual worlds

This paper was written by Dmitri Williams in 2008 (no date is written in the white paper, but this post at Terra Nova is dated from November 2008. Quotes and [comments].

Academic research has taken two distinct approaches to virtual worlds. [Academic research in sociology only! CS/SWeng, humanities, law or psychology academics follow other approaches] The first is understanding the virtual worlds populations and behaviors, and confronting them with traditional computer-mediated communiation. Examples are determining who play and why, how people perceive each other, how they collaborate, etc. The second consists of using situations that happen in VW to understand RL behaviors. For instance, virtual economies or the spreadth of a virtual epidemy are of particular interest. In this second approach, researchers can use VW as a petri-dish to conduct controlled experiments. Mapping is the extent to which human behaviors occur in virtual spaces in the same way they occur in real spaces. But no one knows whether these behaviors map or not. One of the reasons to be suspicious about mapping is that game risks and rewards (eg pain and death) really often do not map to reality.

Validity and generalizability are two key necessary conditions to establish mapping. Validity is the extent ot which an instrument measures what it is intended to measure, the instrument being here VW. Face validity is whether the measure appears to measure the phenomenon in question For instance, a violent MMO [such as 2Moons which is presumably violent] is better than Club Penguin to study violence in video games. Concurrent validity is whether the current measures are coherent with other measures of the same phenomenon. In the virtual case, this presents a new challenge: the virtual wold is often self-contained and therefore using a measure of the VW GDP to detect inflation might not apply very well. [Whether the GDP of Everquest can be compared to Russia's is a different question...] Predictive validity tests whether a measure relates to other measures. Its meaning is close to external validity: a result found within a virtual world that does not exist outside of it is nonsense. For instance, virtual inflation may not have the same consequence for players than RL inflation to consumers, and players' behaviors can not be mapped to consumers'. The key to external validity would be whether the people involved perceived the risks and costs to be as powerful as those experienced offline.. The biggest challenge for generalizability is Contextual and social architecture factors (see table below). [Nate Combs wrote in a terranova article, Virus!, that player behaviors in VW can be totally different (sometimes even the opposite of what is expected IRL) than their RL behaviors: when can you trust the players in a game? After all, to some of those spreading the virus the plague turned out to be much-about-fun and without real consequence those on the receiving end could shrug if off]

The framework, resting within the tradition of computer mediated communication (CMC) research, aims at answering the mapping issues. The framework relies on the four tables below.

Group size
Individual Dyads Small groups Large groups Communities Societies

Traditional controls and independent variables
Psychological profile Motivations Demographics Communications medium Network-level variables

Contextual and social architecture factors
World size Persistence Competitive vs. Collaborative Role play Sandbox vs. linear Representation Interaction affordances Costs of a behavior

Directionality
Online to offline Offline to online Endogenous

A case study for the framework is provided as an example: The Proteus Effect series of studies conducted by Yee et al. Shortly, the studies report that some RL behaviors such as social distance, eye contact or the fact that the respect you give to your interlocutor is linked to his/her height are imported inside VW. Because the mapping of the results is not automatically applicable to any population in any context, this study is considered as an important baseline, or starting point.

  • The studies focused on dyads, but it is not sure that the results can apply to larger groups. Also, the studies involved both human- and computer-based agents, which is different than a total human-to-human environment.
  • As for controls and independent variables, the tests were not focused on the profiles of the users because the intent of the experiments was to establish the presence of the phenomenon, not to explore the nuances right away. Only gender was examined, but the authors could have looked at personality-based differences, whether the use of voice would change the outcomes or the position of avatars within some social hierarchy.
  • The Proteus studies were conducted between human-looking avatars. The results might have been different between penguins avatars in Club Penguin, between Orcs and Taurens [, between two gunmen in a MMOFPS such as Global Agenda, or even between two spaceships in EVE Online!]. The presence of game-based tasks (hunting a dragon or chating in a virtual bar) performed during the study may influence the results as well.
  • The directionality was only real to virtual.

Other considerations
Studies of different scale rely on different methods and suffer typical methodological issues.

  Large-scale studies Small-scale studies
Rely on estimates, surveys or sampling controlled experiment, participant observation or ethnography
Typically lack internal validity - the possibility to determine relationships external validity - the possibility to generalize results

In many MMOG, players choose a realm to play in - most of the time, there are a few thousands of players per realm. Williams remarked that there may be no totally independent draws from server to server [even if these servers are both PvP or PvE or PvPvE or ...].
Non-obstrusive logging methods [like the ones used by Ducheneaut] avoid any Hawthorne effects (subjects being aware of the researcher). However, the researcher has little chance to have an opportunity of control because VW are controlled by companies. As written in page 8, researchers can address validity issues if they can make the virtual world as similar to the real one as possible with regards to the phenomenon in question. [But are developers going to accept that? No, the game should be fun, not realistic!]
Even if the target populations happen to be virtual, researchers should keep the same level of ethics in their VW studies as in RL studies.
Finally, it is the norm that results from new methodologies will be ignored or attacked, especially if these results challenge some existing theory. Researchers have the responsibility to tackle flaws in methodology (with this framework, for instance) and be conservative with their results, otherwise journalists or novice researchers may make large and irresponsible claims to a public which may not know better.

07 January 2010

[Literature] Strangers and Friends: Collaborative Play in WoW

Bonnie Nardi and Justin Harris, 2006. Qualitative work (semi-structured interviews and field observations). play is characterized by a multiplicity of collaborations. Indeed, the classes asymmetrical strengths and weaknesses encourage collaboration during battle as well as in brief encounters.

The fun of collaborating with strangers

Buffs are the simplest way of engagement between players. Buffs happen in a cohesive group but also from a player to another he/she does not even know. In the latter case, authors explain that on a volontary basis, players commit small acts of kindness to maintain a mutually beneficial atmosphere. On the other hand, ganking consists of players waiting for killing other players weakened by fights with monsters. Not all interactions are beneficial for everyone.

The authors explain that with the freer atmosphere of online communities, players do IG things they would never do IRL, such as dancing naked in a fountain, following a conga-line or flirt.

Guilds, knots and friends - social structures in WoW

The authors argue that having different possible ways to collaborate in the game provides a versatile, robust environnement for play and learning. Indeed, playing in a guild requires much more involvement than taking part in a "pick-up" battleground party. To my mind, the underlying game design suggestion is: include as many and various ways for players to interact with one another as possible.

Learning

Moreover, the article mentions 2 key game activities: having fun and learning the game. It depends on what is meant by "fun", but I am not sure if these are the only interesting activities possible in the game. Anyway, Nardi explains that the social structures in WoW provide an environement for learning. The zone of proximal development (see figure nearby) introduced by Vygotsky consists of the knowledge or skills a child can learn at the moment, that is to say the difference between what the learner can perform alone and perform helped by a teacher (ie "collective performance"). Ang and Zaphiris in Social learning in MMOG: an activity theoretical perspective have argued that WoW players learn new skills or information if this knowledge belongs to their ZPD.

As taught in HCI classes, the interviewed players reported they learned mostly through trial and error: people eventually read the manual after they have tried (and failed). In collaborative activities, players acquire new information not only by themselves, but also by other players. Unless reading forums or databases, a Mage player can not know that a Paladin is particularly efficient against undead monsters until he/she has played with a Paladin. In the end, players can choose among various learning resources (asking other players, consulting websites or trying solo) the one(s) that best suit(s) them. IG, both the game design and the (relatively) friendly social environnement help players learn. But outside of the game, a new player may read websites or forums to increase his/her knowledge, while an expert player will find the appropriate add-on on curse.com. A "social" player may post his/her questions on forums while a solo player may read but not particularly post on forums and if he/she can not find the answer, he/she may try by himself/herself until he/she finds what he/she wants. Giving so many kinds of players the information they want the way they want may be one of the reasons why WoW has become so popular.

Friends

Weak-tie
According to Rapoport, if B and C are linked to A (cf figure nearby), there is a high probability that B and C are linked together. A weak tie is the link between B and C. A weak tie is the social network link between two acquaintances, whereas the link between two close friends or members of the same family is a strong tie. According to Granovetter, only a weak tie can connect two strong-tied social networks. I am taking an exampleFor instance, the Jones have seen on TV a commercial for a detergent. Their neighbors, the Smiths have no TV and therefore are supposedly not reachable by the detergent marketing. However, word-of-mouth marketing relies on this weak tie (neighborhood) between the Jones and the Smith, to make the no-TV family hear about the detergent.

Nardi et al. suggest that "friends" in WoW are not weak ties because in the game, friends do not help connecting strong social networks together and friendship remains a one-to-one relation. In WoW, the friends of a player appear in the friends list. The player can not organize conversations between a group of friends without being in the same party. So, except for guilds of friends, the usual interaction between friends is whispering, a typical one-to-one relation. Maybe players want to have this one-to-one exclusive chanel functionality with their actual friends, and use a more collective broadcast-like chanel for their guildmates who might not all be friends. In the end, I wonder if an "interconnected friends" functionality in the friends list in WoW could not make the one-to-one friend relations evolve into solid clusters of friends.

Guilds

This paper gives a very interesting (and inspirational) definition of guilds: named groups of players that socialize and play together. This definition seems to put in parallel play and socialize. However, I think the reason why people socialize in a guild is because they have chosen to play together. Were they no guild activities, there would not be any socialization. In other words, socialization in WoW is a consequence of the game design.

Illustrating their argument with the small tightknit European villages of the 19th century where everyone knew one another and everyone shared the same history and tradition, the authors explain that guilds look like Gemeinschaft communities. However, guilds are not as isolated as 19th century villages: their members can easily group with strangers and find new people to talk to. While playing in a guild sometimes require an overhead of collaborating, playing solo may look like a break from the guild: assembling 25 players for a raid means waiting for the latecomers and forbearing the clumsy players, but exploring new places and accomplishing new quests alone or with players met on the way has a taste of freedom. PvP is another way to play solo.

Knots

According to the authors, knots are unique groups that form to complete a task of realtively short duration, like an airline crew or international research workshops. The concept of knots has been first described by Engeström et al.. Examples of knots in WoW are "pick-up" teams, trade partners, duelists or strangers dancing together.

To my mind, knots are the transitional phase between perfect strangers and in-game acquaintances and friends (see table below). A player who feels he/she truly belongs to a human-size community such as a guild (but not such as a 11-million-player game community) has a reason to stay in the game. I think game designers know very well how playing is not exactly what keeps players in a MMOG. As an example, between the solo-player and the guild master, who do you think is going to stay in the game longer? Hence a good MMOG game design should encourage players to participate in knot-like situations so that they later can get involved in guilds.

strangers -> knots -> acquaintances -> friends
solo players, auction house interactions parties, raids, duels, trades, global chanels of discussion guild membership, social events, private chanels of discussion guild creation/management, chitchat, oral chanels of discussion

A very interesting idea given by the authors is to tailor MMOG to fit elderly people's interests. Through knots of such an MMOG, elderly people could meet new players with whom they could share topics of mutual interest and participate in activities that provide mental stimulation. Hospitalized people could also benefit from MMOG knots. I recently read about the Compuserve story of Joan and Alex on Yann Leroux's blog: in the 1980's Joan has had a severe car accident leaving her disfigured and in a rolling chair. She decides to participate in the Compuserve forums and shortly becomes a model for her pugnacity. However, behind Joan was actually Alex, a prominent Jewish New York psychiatrist in his early fifties according to meatballwiki.org. This story makes me think that MMOG for specific "weak" populations (elderly fighting dementia or hospitalized children) can lead to many identity deception cases, and maybe cause particularly big trouble among these "weak" populations.

Playing WoW: escaping or increasing offline relations

The authors argue that sometimes players enjoy the virtual world because they want to escape the real one. A player acknowledges that playing WoW has made [him] less social in real life. Another explains that she uses the game as a break from real life: Her in-game friends were refreshingly casual and she sometimes likes to go and play alone.

On the other hand, the authors suggest that sometimes, playing WoW increases offline relations. They give examples of people of the same family playing together. One mother was thrilled to play with her son who lives in another state. For another mother, playing WoW with her children was just another shared activity. A third mother uses WoW to teach her children typing and mathematics. A brother explained that playing WoW with his much older brother made them share a common discussion topic.

The very last sentence of the paper suggests that WoW joins a long tradition of card and board games in which family and friends of different ages and genders may play together. Is WoW the new Monopoly? Ironically, according to an interview she gave to the Department of Informatics of UCI, Monopoly is the last game Nardi played before trying WoW.