Showing posts with label research methods. Show all posts
Showing posts with label research methods. Show all posts

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, February 24, 2010

But Is It Research

I came across an interesting article about World of Warcraft a few days ago. Blizzard CEO Mark Morhaime revealed, in an interview, that only about 30% of players in World of WarCraft actually go past the level 10 mark in the game. In fact, directly quoting him from the article:

"Our research shows that trial players who play World Of Warcraft past level 10 are much more likely to stick with the game for a long time. Currently, only about 30% of our trial players make it past this threshold. So anything we can do to improve the new player experience is a huge opportunity for us," he said.

Since this blog is about research and that claim is about research, I thought it might be worthy of comment. That is an interesting statistic and I don't doubt that it is true. But is it research? And what can you do with it?

First, on the question of "is it research", I would say no. It is not research. Earlier in this blog I referred to a concept introduced by Francis Bacon called Idols of the Marketplace. It is the common place usage of terms that have more precise definitions in the advancement of knowledge. Research is one of those terms. In common place usage, we might say, "I did a lot of research before I bought my car." In common place meaning that is perfectly acceptable. We understand it to mean that we gathered information before making a decision. However, in the world of research this term has a very different meaning. Research must advance knowledge. Typically, this means a well defined claim, based upon well defined concepts where the claim is either supported or refuted advancing our understanding of the concepts involved.

Since this is not research, it is unclear what should be done, if anything, about the derived number.

What Blizzard has done is some data analysis which yielded a parameter the meaning of which is entirely unclear. The quote suggests that the problem can be addressed by improving new player experience. But is that the case? Is there really a problem? Let's say the 70% who don't make it to level ten are regular players who download the trial version to amuse themselves while they are in a lab, or when their regular server is down, or for a class, or a demo. If that is the case, nothing needs to be done. What if the 70% include people who use trial version to get used to the game. So, they set up a trial account, use it for ten days, set up a new one and so on. Let's say, for the sake of argument, that each player does this three times before achieving a level 10 and converting to a regular account. If this is the case then the trial period should be extended. Finally, let's say that the 70% are people who play some other game and are trying WoW just so they can say they tried it. If this is the case then nothing should be done.

The point here is that we think the 30% parameter is meaningful information and it is not. We don't know what it means and we don't know what was measured. Hence, we really do not know what to do. If Blizzard were worried about retention, ease of use or some other factor then it would be possible to set up a research study to get to the bottom of it. But as it is, they don't have research. They only have a number, the meaning of which is entirely unclear.

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, June 17, 2009

Reflecting and Refocusing

Many years ago, when I worked in a government office, there was sign that circulated which many people would pin to the walls of their cubicle. The sign began with an articulation of the ideal expectations for employee behavior and ended with the observation "but when you are up to your ass in alligators, it is easy to forget that your goal was to drain the swamp." This seems to have broader applicability as we get into any number of situations where dealing with the dynamics of the situation distracts us from the very reason that brought us into the situation.

As we explore the philosophical foundations of games and the various analytical and linguistic subtitles, we are vulnerable to the same phenomenon. So, let us pause for a moment to reflect on what we have done and where we would like to go with it.

We have defined the concept of a game. We have constructed a universal. Ideally, this universal includes all things that are games and no things that are not games. The Aristotelian approach of defining games did not work because games do not have attributes like rocks, plant and trees that were developed over years of evolution. We have taken a more Platonic approach in attempting to discover the essence of "gameness", not in the World of Forms but in the world of abstract ideas. Abstract ideas are ideal when they are intellectually economical.

We needn't worry about Hume and Wittgenstein because we are not trying to account for all conversational uses of the word "game". Bacon steered us away from that in his warning about Idols of the Marketplace. Our goal was to find a definition of games that reflected the essence of games not the variety of uses of the word. We did this because we want the particulars within our universal to be the 'same' thing. We want this because the extent to which they are the same the more we can learn about them. So, if we have to toss out some particulars as not really being games, this is the cost of gathering more knowledge about those that are games.

As we proceed with out analysis, we may wish to refine the definition. However, unlike the philosopher who would refine the definition to give it greater coverage, the researcher would refine the definition so that it works better for research purposes. That is, we would refine the definition if that refined definition would help us to learn more about the particulars contained in the universal.

Wednesday, February 11, 2009

The Evolution of Video Games

When we use the term 'video game' we are lumping together a large set of diverse and often very different instances. Further, when we talk about Massively Multi-player Online Role Playing Games we are talking about the intersection, some might say 'collision' of video games with virtual worlds. This all needs to be sorted out so we can begin this sorting by looking at the evolution of video games. This is not intended to be the definative history; far from that. It is a sketch intended to make a point that I wish to make.

The Ultimate History of Video Games by Steven L. Kent provides a fascinating account of the early days of video games as the industry grew out of the pin ball machine industry. It is important to understand the roots of video games because they began as games of skill. This notion of a game of skill that you can get better at, and derive satisfaction from your improvement, will become very important in understanding the psychology of video games.

While the notion of a video game as a game of skill persisted, several distinct genres evolved over the next few decades. There does not seem to be any concensus on specific genres at this point, perhaps it is too early in the history to start defining categories. So, instead of providing categories, I will provide instances. There are games with narratives and games without narratives. Grand Theft Auto is an example of a game with a narrative. There is a back story to the game which the player needs to know in order to play the game. However, there are games without narratives such as Tetris in which the player is engaged in a combination of skill and problem solving. There are games that are tied to products and games that are independent. Perhaps you saw a movie such as Star Wars and wanted to continue the enjoyment by playing a Star Wars video game. There are sports games such as John Madden's Football which incorporate real world teams. There is a wide range of first person shooter games where the player is represented by a hand or a gun that goes around shooting things. This differs from third person games where you are represented by an avatar or character which you view from a third person perspective. Most games you play till the end and while you may play through a game more than once, you are unlikely to play through it repeatedly. This differs from role playing games where you play one or more roles in the game but do not ever 'complete' the game. Most video games are single person games where the player plays against the game. However, since the introduction of the Xbox we have seen increasingly more multiplayer games where you play not only against the game but against other players.

All of this is background to help me explain my focus here. I am interested primarily in Massively Multiplayer Online Role Playing Games. There are games in which internet access is critical because you are playing against other players as well as against the game. Because other players are involved it is a social environment and gives rise to social dynamics. Since that social enviroment is persistent and is modified by the inhabitants, it is a virtual world. It has a narrative and understanding the narrative is critical to understanding the game. Because of the richness of these narratives they can be viewed critically in the same way that a film or book can be viewed critically. MMORPG's subsume a lot of the features of earlier video games. They are visual. They involve skills and getting better at things. They provide challenges to overcome. But, the social dynamics, virtual world environment, and background narratives take them to a new level, not unlike television and film, where they not only provide entertainment but they are a cultural phenomenon worthy of study.

Wednesday, February 4, 2009

Why Blog on Video Games?

Why lay all this groundwork about this blog? Why not just dive into the substance and write something about video games? The first article was justifying the important of video games. The second post was explaining how I got here. And this post is explaining why I am blogging. Will we ever get to something of substance? Yes. Soon. But, this ground work is important. My view of blogging was influenced by a wonderful article that a friend pointed me to in The Atlantic entitled "Why I Blog"

http://www.theatlantic.com/doc/200811/andrew-sullivan-why-i-blog

I will let the article speak for itself, but will speak instead to how it influenced my thinking. I am used to much more formal writing. I think an idea through, organize it, express it, revise the expression and so on. The end product often bears little resemblance to my original thinking. And, yet, there is value in that original thinking. It was the unprocessed reaction to ideas as they occured rather than one possible final interpretation of those ideas. And the purpose of the blog is to capture those unprocessed reactions. The blog, as Sullivan says, is a public diary. It captures your reactions as they occur and puts them out there for everyone to see.

I often make statements based on my personal experiences such as "in the early days of the web, nobody saw it as a vehicle for commerce." Today that statement sounds absurd as the web is at the very heart of commerce. And, yet, I can recall when teaching a class in web applications in the mid 1990's that I would have to make the case for commercial uses of the web. These perspectives are important because our initial reactions to old 'new' technologies can help us understand new 'new' technologies. And yet these reactions are often lost in the published record. Blogs are a way of capturing that raw material out of which sense is later made. And there is value in capturing that raw material.

I must also admit that I have become somewhat disenchanted with formal academic publishing. The model we use of reviewing past literature, testing hypotheses using a formal methodology, explaining our results and conclusions, and then having our work reviewed by peers seems to be appropriate for natural science where we are attempting to discover the properties of the natural world. But, objects of study in social sciences do not, as Robert Pirsig once put it, "hold still." Concepts in social science evolve and change. So we are studying a moving object. In the world of technology we are often studying objects that do not even exist in the world today. We are ofter making claims about things that ought to exist. Attempting to study future worlds brought about by technology using methods of natural science just doesn't seem to make any sense. And it is also why so much academic publishing in the field of technology just seems to be irrelevant. So, when something does not appear to be working, it is best to try something else and that is what I am doing.

As I begin this journy out of the comfort of everything I already know and into this new realm of video games, my goal in this blog is to capture my thoughts and reactions as they occur rather than sorting them out into a cohesive collection of organized sense making packages. This will probably appear as though I am bouncing around a bit and, indeed, I will be. Our thoughts as we have them do bounce around. One day I am interested in technology; another day history; another day I might be pondering and reflecting. I might be excited by a book I just read; something somebody said; a new game that game out; a new insight. But, whatever it is, I will report it as accurately as I can. And if I change my mind about something later and revisit it to revise it, well that is why I am blogging.