Showing posts with label Video Game Research. Show all posts
Showing posts with label Video Game Research. Show all posts

Saturday, November 1, 2014

The Literature on (Video) Games

As I mentioned in the last post, I write book and article reviews for ACM's Computing Reviews. I have been doing this since 1986, almost three decades. For most of that time I have been reviewing items in Information Systems. About five years ago, I started reviewing items within the domain of video games. And I can attest to the fact that the literature in (video) games is so far superior to the literature in Information Systems that the field of Information System should be crimson red with embarrassment. If ever there were a poor cousin, it is the field of Information Systems.

I put the word (video) in parentheses here for a reason and should explain that reason. The literature on video games only dates back to the first video games which was sometime in the 1960's. There are at least two wonderful books on the history of video games, neither of which are handy at the moment. So, I will check that date later. But, the literature on games and play goes back much further and requires almost no adjustment in order for it to provide a solid philosophical, sociological and psychological foundation for video games. In upcoming posts, I will introduce as many of these foundation works as I can. This is not to say that all the good work happened before the invention of video games. There are many excellent works on video games as well.  I hope to get to all of them as well. But, for now, I am going to laying down some foundation.

We can think of the literature of video games in terms of the following categories: philosophical, sociological, psychological, historical, empirical, and engineering or design. I have many books lying around and none of them have category stickers on them. So, I just made up those categories. But, I think they will work for the time being. And, in the next post, I will begin with some of the philosophical grounding. If philosophy gives you a headache, you may want to skip the next few posts. But, I encourage you to, at least, glance at them as the foundation work is important so you should, at least, be aware of it.

Thursday, June 17, 2010

World of Warcraft Progess

I have been playing World of Warcraft for just over two years. If you subtract the time when I had no idea what I was doing, it is just under two years. In that time, I have created and deleted many, many characters, and tried most races, classes and professions. I tried a few guilds and became somewhat more adept at the Auction House than at the Battlegrounds. I thought it might be a good idea to document where I am at the moment and some of what I have learned.

I currently have around 20+ characters on three servers. My alliance server is Maiev and my horde server is Vashj. I have a few characters on Dalvengyr in the event that I need to do some demos or training. Not counting the spare parts on Dalvengyr, I have five hunters, three warlocks, two mages, two death knights, a rogue, a warrior, a paladin, a shaman and a priest. There are two level 70, six between 60 and 70, six between 50 and 60, and the rest below. The lowest one is 23.

My prefered class, as you can probably tell from from the above counts is the hunter. Second is the warlock. Both the hunter and warlock are ranged classes which means they stand back and shoot rather than run into the thick of things hacking (which is called melee). Both have pets as well. I suspect that there is some sort of psychological statement in one's preferred class. I prefer strategy to raw power. So rather than run in hacking, I prefer to stand back and pick the mobs off one by one. I have a warrior who specializes in melee and is now 60+. But I find leveling that character to be tedious in the extreme.

Over the next few posts I will provide some of my observations about the game, game strategies and the people who play the game. I have really learned quite a lot and if I don't write some of it down I will begin forgetting it.

Thursday, April 29, 2010

Some Distinctions

Before this all starts getting too far out of hand, I think I'd better start making some distinctions. An objective within a game and the game itself are not the same thing. A game and a game world are not the same thing. A virtual game world is different from a non virtual game world. A virtual (game) world can be entirely fantasy or have connections of some kind with the real world. And products, such as football jerseys that exist and have value because of the game, are not part of the game but are clearly dependent on it.

Let's take the first of these distinctions. I will use foot ball in these examples because more people are familiar with football than are familiar with, say, World of Warcraft. In football, there are any number of objectives within the game itself. An objective, in football, may be to advance the ball ten yards to get a first down or to prevent the other team from doing so. Another objective may be to score a touchdown. Clearly, the first of those is a a sub-objective to the second one. One could see the touchdown as a sub-objective to winning the game; winning the game as a sub-objective to making the play-offs; and making the play-offs as a sub-objective to winning the Superbowl. So analysis of objectives can get quite complicated. However, my unit of analysis is the game and I can't see (at least at the moment) how developing a structure for objectives within or beyond the game itself advances my understanding of games. It may advance my understanding of football, but not of games.

In football, we have a clear unit of analysis that we call 'the game'. At the risk of being simplistic, it is four fifteen minute play intervals at the end of which there is a score indicating a winner or a tie. I understand all that business about overtime, elapsed time and so on. But, as I said, we are not analyzing football here and I think most people understand what a 'game' of football entails.

In World of Warcraft this is not nearly as clear. Exactly what is 'the game' in WoW? This could get complicated; but I will keep chipping away at it.

Wednesday, April 21, 2010

Is It a Game?

William Sims Bainbridge, who I mentioned in the last post, says that World of Warcraft is not game. In his words, "World of Warcraft is far more than a game" [pg. 9] Based on a discussion preceeding that remark, one might speculate that he sees it as a virtual world. I would certainly agree with that observation but would also point out that while the term 'game' is limiting, the term 'virtual world' is limiting as well. Second Life, for example, is a virtual world, but it would be a stretch to call it a game. Bainbridge says that WoW is a virtual world that contains games and I would agree with that observation. However, we need a term specifically for virual worlds that contain games to distinguish them from virtual worlds that do not contain games. The term 'game world' comes to mind but is entirely unsatisfying.

This may seem nit picky and it probably is. However, for the purposes of research, it is necessary to define things correctly. There are things that are true of games that are not true of game worlds. There are things that are true of game worlds that are not true of games. There are things that are true of virtual worlds (e.g. Second Life) that are not true of game worlds (e.g. World of Warcraft).

World of Warcraft has features that are not part of other game worlds. For example, there is body of literature (well paperback books) that provide an elaborate backstory and narrative for World of Warcraft. And WoW contains endless symbols, archetypes, and hidden meanings that make it a target of critical study unlike most other examples of the game world genre.

To get back to basics here for a second, when we are doing research on games, video games, game worlds, or whatever, we need precised defined terms that refer to similar objects with similar attributes. Thus far the explosion of possibilities in video games seems to be frustrating all efforts. However, we shall just have to try to stay on top of it.

Wednesday, April 7, 2010

World of Warcraft as a Social Science Lab

I have just started reading a delightful new book about World of Warcraft entitled The Warcraft Civilization: Social Science in a Virtual World by William Sims Bainbridge. Since I am only about 20 pages into it, it is too early to say much other than what I have read so far is terrific. However, I wanted to point to a comment made by the author.

"WoW is a very conducive environment for quantitative research because it encourages individuals to write "mod" or "add-on" programs, and scientists can use some existing software as research tools or write their own. These range all the way from very simple sequences of character behaviors constructed using macros built into the WoW user interface, to long programs written in the Lua language. For example, one widely used program called Auctioneer analyzes prices on the WoW virtual item auction system [the Auction House], and CensusPlus tallies all the players currently online by several characteristics. With census data on more than 200,000 WoW characters, a team centered at the Palo Alto Research Center analyzed the factors associated with the upward status mobility of individuals and the dynamics of social groups" [pg 12]


I found this interesting because I have been looking at video games as an object of study in this blog and hadn't really considered them as a laboratory for study. One of my goals in keeping this blog was to get to the essence of video games for the purposes of research. As more and more comes out, I seem to be getting further and further away from that initial goal.

Wednesday, March 17, 2010

How Many Games Are We Talking About?

Since not everyone is familiar with World of Warcraft, I am going to use a more familiar game - football - to make some important distinctions about games. As with most words, we use the word "game" to cover a lot of very different activities. When we talk about the "game" of football we often refer to a very wide variety of different activities that are all refereed to as part of the game. These activities might include tracking player statistics, whether or not to use instant replay, player salary negotiations, drinking beer and eating pizza, painting yourself in team colors and dancing in front of the camera, tailgate parties, and so on. Most people would say these and many other things are all part of the game of football. And from the perspective of a football fan, this is fine. However, from the perspective of a researcher it is a disaster.

If the concept of football as a game includes all of the above things and more, it would be very difficult if not outright impossible to make any general statements that would be true for all instances. It would be difficult, as well, to find any regular relationships between football and other concepts. In order to do that I need well defined concepts and the way I achieve that is to make distinctions between the various kinds of activities.

First we have the definitional game. This is the game as described by the rulebook.

Second, we have the experiential game. This is what it feels like to play the game or observe the game being played. This should probably be broken down further since what it feels like to play and what it feels like to watch are very different. Yet this break down may require some thought.

Third we have the social game. This is the social experience of being in a stadium or in a room full of friends watching a game being played. This will require further breakdown as well since the social experience of fans is very different from the social experience of team mates.

Fourth we have the economic game. This is the game as a business or economic enterprise.

Finally, we have the game as phenomenon. Why is football bigger than hockey? Why do people wear football shirts? How does football influence younger people?

This is far from the last word on game categories. In fact they need a lot of work. However, it does show, hopefully, that in order to study a thing, we must break it down into categories of like things and study those like things. Next time I will return to World of Warcraft and look at it in terms of these categories.

Wednesday, February 10, 2010

Video Games as Social Interaction Technology

I came across an article about a Professor in Indiana using World of Warcraft as a means of communicating with his students.I found this interesting from two perspectives. First, thinking of a video game as a social interaction technology has potentially profound implications.

As we spend more an more time in virtual worlds and video games, people know where they can find us. Certainly, if someone carries a cell phone you always know where to find them as well. But there is a cultural difference. A cell phone call is an interruption where as an IM in a virtual world is not. When you call someone, you have no idea what you might be interrupting. However, if you find someone in a virtual world, they are most likely just hanging out. They may be building something, or writing a script, or slaying a monster, or talking to friends. But the culture of virtual worlds has evolved very differently from the culture of cell phones. And it seem to facilitate informal communications.

This is significant because an earlier technology, email, had a tendency to flatten out organizations. Whereas before you might have to make an appointment to see someone a level or two above you, with email you could just shoot them a note. Video games provide a common gaming experience that may flatten things out even more.

On the other hand, it further dilutes the meaning of "video game" and makes the possibility of studying video games in their entirety even more remote.

Wednesday, February 3, 2010

Conceptual Bleeding

I started this blog attempting to provide some philosophical grounding for video game research. I discussed concept analysis and how it applied to the concept of games. I explored the notion of play and how it is one of the few, if not the only, activity that we pursue for its own sake. I took that a step further and introduced the concept of flow and explained how video games are a quintessential flow activity. So far so good. But then my focus began to drift. This is not a lament, only an observation. You can't ignore all the other things that are going on. At the same time you cannot be too distracted by them. Video games can be seen as art. They can be used for education. The can provide channels for advertising. They can provide critical commentary. In fact, video games are useful for a whole lot of things.

I mention this because it is a good example of the kind of conceptual bleeding that plagues researchers. We begin by trying to develop a crisp essential concept of the phenomenon that we are trying to study. Over time that phenomenon begins to bleed into other areas. If we stick to our essential definition then, over time, we begin to appear irrelevant. If we expand the scope of our phenomenon to include new uses or applications the concept begins to appear somewhat fuzzy over time which ultimately threatens our rigor.

As I said, this is not a lament. Only an observation. It is a good example of a conceptual problem that many researchers encounter. So, what am I going to do about it? Well, probably nothing. I intend to keep looking at new uses of video games and I intend to keep trying to nail down the essential concepts. And I intend to keep reflecting on what I am doing. I am probably not going to write the book on video games nor am I going to have the last word. This is a blog and the best I can hope for is to make a few interesting observations along the way.

Wednesday, January 27, 2010

Video Games versus Porn

I came across an interesting article in my Google Alerts for World of Warcraft that says World of Warcraft is one of the five top reasons for a decline in the fortunes of the porn industry. Actually, the linked article links to another article but both are worth a look. The original article gives the "Top 5 reasons why it is harder than ever before to make a living selling porn" and reason number 4 is Online Gaming. Specifically it says "One of the strangest challenges porn faces is competition from online games like World of Warcraft". If you are sensitive to crude language, you may wish to just take my word for what the articles say. Nonetheless, the notion that online video games could threaten the porn industry economically while any number of other advocacy groups have failed to do so socially or legally is a thought provoking idea. Why is this the case?

First, I should say that this may not be the case or it may be. We just don't know. It is a claim made in an online newspaper. It is the opinion of a person who is involved in the industry. It is not a well know industry analyst with a reputation for accuracy in his reporting. And it does not cite numbers from a credible source. I do not mean to diminish the credibility of the source in any way. Nor do I wish to diminish the veracity of the claim. I am merely saying that more evidence would be required before we simply accept this claim. Nonetheless, it is, at least, plausible. And if it is true it bears explaining.

From a research perspective, this raises many interesting questions. Do all kinds of video games threaten all kinds of porn? Or is it limited to specific genres? For example, it is hard to imagine that Free Cell has enough pull to keep prospective visitors off of adult sites. And it is hard to imagine that Wii tennis provides senior citizens with an alternative to prurient browsing. Are all kinds of porn affected equally? I am not familiar enough with porn to discuss the genres and probably would not admit it if I were. But, you can see, intellectually, how the impact may be uneven. Are certain demographics more likely to be affected by the lure of video games? This seems likely as the demographic of males under 25 seems to be an important market for both industries.

Once we figure out who and what are affected, the next question is - why? Massively Multi-player Online Role Playing games such as World of Warcraft can be seen as Flow experiences as discussed earlier in this blog. But, they are also social experiences, learning experiences, and, for some, economically or professionally beneficial. Which of these or what combination of these draws the audience away from alternatives?

These are not frivolous questions. If video games can lure players away from porn, they can lure them away from school, work, family, and social engagements just to name a few. It may also be able to lure them away from anti-social activities such as gangs, petty crime, violence or just hanging out. Yes, this gives us much to think about.

Wednesday, January 20, 2010

Some Thoughts on Casual Play

I finished reading and reviewing the book on Casual Play that I mentioned last week. The author argues his point well that casual players outnumber hard core gamers and that this may represent a revolution of sorts in video game design. However, despite the increasing use of casual games, I don't think hard core games are going anywhere. That is to say that I think this segment of the industry will continue to thrive and continue to grow. At the same time I would also acknowledge that the casual segment may well thrive more and grow faster. I think a couple of analogies are in order to explain this.

The first analogy which I used in the review said that you cannot judge the audience for performing art simply by considering those who attend Broadway plays. There is also an audience for shows like Everybody Loves Raymond and while the later audience may not be as lofty as the former it dwarfs the former in terms of numbers and revenue generation. One end of the market is where the art is advanced. The other end of the market is where it is exploited. Both ends are important to a vital industry. So designers who serve the hard core audience will continue to advance the state of the art while casual game designers will continue to broaden the audience.

The second analog which I mentioned in the review but did not explore was the comparison between hard core gamers versus casual players on one hand and command line users versus those who prefer graphical user interfaces. There is still a use for command line interfaces and there is stil a hard core audience who prefers them. However, graphical user interfaces expands the audience and makes computers available to a large number of people who would never use them if they had to learn how to use the command line. I think this comparison is apt because, overwhelmingly, most potential video game players will not invest the time and intellectual energy required to play hard core games. They will, however, play games that are effortless to play and represent diversion and entertainment.

On one hand it is exciting to see the field of video games grow and expand and become more complex. However, from a research perspective, it becomes increasing more difficult to make any statements that are true for all video games. We may get back to Wittgenstein's family resemblances and see video games as collection of overlapping concepts that do not have any attributes in common across all categories.

Wednesday, January 6, 2010

Casual Play

I am reviewing yet another book on video games for ACM Computing Reviews. This one is entitled A Casual Revolution: Reinventing Video Games and Their Players by Jesper Juul. I am only a bit into it. So I cannot comment in depth. But it did make me think about some of the problems that are emerging in video game research. The premise of the book is that the demographic characteristics of the 'typical' video game player are changing. Instead of the hard core gamer in their teens or early twenties, the typical video game player is beginning to look a lot like a normal person. This is largely because there is an endless variety of games available for free download, for phones or just for idle players such as solitaire games. And there are whole new genres of games such as the physically active games for Wii.

This is an interesting point and I am eager to see where the author takes it. However, it poses an interesting problem for video game research. Clearly, the game playing experience of a hard core gamer playing a massively multiplayer online role playing game and the gaming experience of someone idling time away on a cell phone game are very different. Both of these are different, in turn, from the physical experience of one playing a tennis or bowling game on Wii. Since the variety of games produces a variety of gaming experiences, can anything be said which is true of all video games? Or, does the variety of social, gaming, cognitive and physical experiences preclude that?

And, if the variety precludes this, can the variety be organized into genre for which general statements can be made? And if it can, what should those genre be? Shoud we group based upon price, demographics, social expereince, gaming experience, media, game design features or other criteria.

It is truly wonderful that such a wide variety of gaming options are being developed and enjoyed. But if we are ever going to be able to say anything intelligent about video games we are going to have to get our thoughts organized.