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 21, 2010
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.
"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.
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, March 10, 2010
World of Warcraft and the Lusory Attitude
Bernard Suit defines a lusory attitude as a player's willingness to accept the rules of a game as a means of pursuing the goals of the game in order to maximize one's enjoyment. Consider a simple example. Let's say that a running back in football has broken away from the line and is running down the field in pursuit of a touch down. Let's say, further, that one tackler stands between him and the goal. He may change direction to avoid he player. He may fake a change of direction. He may plow right into the tackle and attempt to overpower him. These are all acceptable options within the game of football. It would not do, however, to have a sniper in the stands pick off the tackle with a well placed shot from a high powered rifle. For, under these conditions, even if the runner managed to cross the goal line it would not be considered a touchdown. Any number of other silly examples could also illustrate this point. In checkers, one could glue their checkers to the board to prevent their opponent from taking them. In golf one could carry their ball to the hole and drop it in. However, games have rules that we must follow in order to achieve the goals of the game and if we do not follow those rules we are not playing that game. Further, if we are not playing that game we are not enjoying the experience of playing that game.
I have noticed, in World of Warcraft, that the lusory attitude varies considerably from one player to the next. Different players are actually playing very different games. In the case of some players, they are not playing a game at all. And these varying lusory attitudes reflect, I believe, very different game experiences. So, I thought over the next few posts, I would explore this.
I have noticed, in World of Warcraft, that the lusory attitude varies considerably from one player to the next. Different players are actually playing very different games. In the case of some players, they are not playing a game at all. And these varying lusory attitudes reflect, I believe, very different game experiences. So, I thought over the next few posts, I would explore this.
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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.
"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.
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.
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.
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