April 1, 2010

nerd humor

Happy April Fools Day...
The interwebs are blowing up with nerd humor today.
Highlights include:

  • Wow.com pretends to be the "Twilight Insider" complete with lots of "omg"s and "werewolves are so hot" etc etc.
    Screen%20shot%202010-04-01%20at%208.29.27%20AM.png

  • World of Warcraft set to sell a $15,000 battle.net neural interface - complete with an exclusive in-game pet!

    "Harnessing the power of the human mind, the Battle.net Neural Interface is a revolutionary new method to access World of Warcraft.

    The first time you use the Battle.net Neural Interface, it reads and adapts to your unique brainwave signature, forming a permanent and unbreakable bond, ensuring that all your senses are properly mapped to your character's view of the game world. Once this neural link is formed, do not attempt to remove the Battle.net Neural Interface for any reason. Blizzard Entertainment is not liable for any temporary or permanent loss of brain function as a result of improper use of the Battle.net Neural Interface."

    Thank god they thought of us girls, and made one in hot pink.

  • YouTube goes ASCII for a day. For reals. Check out e.g. http://www.youtube.com/watch?v=2Igjyh18ebw and select "Textp" from the resolution menu (up arrow below the video).

  • Google's animal-to-English language translator. Android app helps you understand what Fluffy has been saying all these years.

  • The iCade - an iPad docking station which turns your shiny new iPad into a retro 80s arcade machine.

  • Epic Sesame Street game announced. Including Battle Snuffy:

  • Diablo-themed snuggies and body pillows. Are we really still making snuggy jokes? :)

  • Google changes its name to Topeka. Check out google.com. - In honor of Topeka changing its name to Google for a month.... (that last part is actually true)
    Screen%20shot%202010-04-01%20at%209.18.25%20AM.png

  • Shirt that lights up when you have email. Oh wait. That's real.

Thank you, internets. <3


March 13, 2010

Dissertation

I have posted my dissertation document below. This is the final version; I am officially phd'd. :) I don't include here the supplementary video files.

Abstract to the project follows the widget.

In this study, I analyze the multi-layered communities of practice within a virtual world, centered on highly collaborative gameplay. I focus in particular on one community of gamers, and the larger social community of which they are a part. I examine collaborative practices, as the group repeatedly participates in one activity within the game, requiring months to complete. My central research questions for this project are:

1. How is cognitive work achieved in the activity system?
2. What are the practices of newcomers to the community? How does familiarity with the social community influence participation?
3. What are the collaborative practices of the larger social game community (the guild)? How is the guild able to evolve from a casual group to one focused on intense forms of gameplay?

I approach the problem through three theoretical frameworks: distributed cognition (Hutchins, 1995a, 1995b), communities of practice (Lave & Wenger, 1991), and repertoires of collaborative practices (Barron et al., 2009). Each encourages the investigation of data at multiple levels. Through the distributed cognition framework, I describe four levels of representation in the activity system, leading to an analysis of the cognitive work of that system, including individual team members, forms of communication, software interface elements, and other tools and resources. Via the communities of practice theoretical view, I conceptualize differing forms of practice by newcomers, according to the individual’s familiarity with not only the activity, but also the social community. Last, the repertoires of collaborative practices framework allows me to view the practices within, and extending outside of the community, especially noting tensions via four planes of analysis.

My conception of community is similar to that of Wenger (1998); an individual is simultaneously a member of multiple, overlapping, porous communities. To isolate just one community is to negate the rich context in which the activity of interest takes place. I take this to be a central theme of my research. I investigate a team of raiders in the virtual game world, who participate in raids: hours-long team activities that involve a great amount of communication and coordination of actions, interdependence of teammates, and execution of strategy. In addition, I look toward the social group of which most participants were members: the guild. Guilds are social organizations within the virtual world, and often shape the experience of the raiding activity team, as I illustrate in this research project.

This dissertation serves as one response to calls for more investigation into collaborative practices and forms of participation (Hornsey, Grice, Jetten, Paulsen, & Callan, 2007; Levine, Choi, & Moreland, 2003), groups and teams in natural settings (Salas, Cooke, & Rosen, 2008; Fuller, Hodkinson, Hodkinson, & Unwin, 2005), the multi-layered nature of community (Wilson & Peterson, 2002), as well as the environments in which the collaborative interactions take place (Stahl, 2006). In particular, I build upon the influential work of Lave and Wenger’s (1991) theory of legitimate peripheral participation (LPP), investigating a knowledgeable newcomer. This is an individual who joins a community with a high level of expertise, yet unfamiliar with the community from a social perspective. I show, through case studies, that a knowledgeable newcomer participated rather centrally with the community, as he innovated on team strategy and performed a crucial function in activity, contrary to the LPP theory. In addition, I argue that no activities within this particular community of raiding gamers can be seen as peripheral, as defined via LPP. Newcomers were given tasks central to the activity, the costs of error were high, and activities were learned in order, by actually doing them along with the oldtimers of the community. In addition, I present a case study of an unknown newcomer, who is prevented from participating legitimately, in that this person is not given access to the main channel of communication, and thus to the oldtimers of the community. This contrasts with the experience of the case investment (novice) newcomer, an individual who was a part of the larger social community and had the potential to maintain and reproduce the community, in her trajectory from newcomer to oldtimer. This type of newcomer was supported throughout the learning process by the community. I investigate issues of trust and positioning throughout the analyses of newcomers.

Through analysis of the larger social community (the guild), I find the use of a particular rewards system as reflective and constitutive of the guild’s emerging identity as an end-game guild. I trace the guild’s development from a casual community, encouraging diverse forms of gameplay and player types, to an end-game guild, focused solely on the intense collaborative activities of raiding. This is investigated via key events for the community: guild meetings. In each meeting, over time, I extract guild goals and tensions emerging throughout conversation with guild members. I then trace the evolution of the aforementioned rewards system, illustrating tensions between individual goals, and the goals of the guild. I also focus on two individual case studies in this investigation of guild practices, describing one guild member’s use of the game as a testbed for leadership skills, which he then enacts in the real world context of his family business. The second case study individual brings his military experience into the game world.

Finally, through my analysis of the cognitive work accomplished by the system of raiding activity, I discover weaknesses in the system that might impede collaboration and communication. I present several ideas for redesign, both to address the weaknesses revealed through the raiding system, and via the analyses of collaborative practices at both levels of community: the raiders and the guild. I believe this work contributes to an emerging understanding of the different forms of cultural practice enacted across contexts, the differing participation profiles of newcomers, as well as the cognitive work involved in a computer-mediated collaborative environment.

February 23, 2010

Digital Media & Learning Conference 2010 - Mangle of Play

Back from DML 2010. It was great! Amazing group of scholars and practitioners... Fun to catch up with colleagues. I will write up some notes about some presentations I sat in on in a bit.

For now, here is the presentation from our panel: "The Mangle of Play".

Our main theme was inspired by Constance Steinkuehler's article of the same name:

"...the game that’s actually played by participants is not the game that designers originally had in mind, but rather one that is the outcome of an interactively stabilized (Pickering, 1995) “mangle of practice” of designers, players, in-game currency farmers, and broader social norms."

Each panelist (Mark Chen, Ben DeVane, Moses Wolfenstein, Sarah M. Grimes, and yours truly) spoke for about 5 minutes about his/her data. We then opened it up to a wide discussion with the audience. I loved that format! I think the audience enjoyed it as well. (Mark says on his blog that we got some great feedback). I really enjoyed being on this panel; thanks guys for the collaboration!!


guildnonguild.png
I spoke about how the use of Vent (a third-party voice chat application) in raid groups excludes raid team members who are not in the same guild as the majority of the raid team members. Because the Vent service is normally paid for and managed by a guild, outsiders are not normally trusted with login information. (Our guild once had an individual gain access to our login information, logged in to our Vent server, and kept screaming so that nobody could hear each other during a raid... We of course had to change the password and redistribute it throughout our guild in order to prevent this from happening again...)

The non-guild members are known as "PUGs" (for pick-up group). My data show strategic use of differing access to chat channels as a method for excluding the PUG. For example, in this bit of text chat, Lythor uses the guild chat channel to complain about the PUG tank - the PUG cannot see guild chat. Beloril then responds in a channel the PUG can see, making it pretty clear that not only Beloril thinks the tank "sucks" but heavily implying others are saying similar things in a separate channel:

[Text - Guild] Lythor: PICK UP TANKS SUCKS ASSSSSSSSSSSSS
[Text - Guild] Mooncloud: YEEAAAAAAAAAAAAAAAAAAa

[Text - Raid] Beloril: pick up tanks do suck
[Text - Raid] Beloril: I don't have a problem sayin it in Raid

Most of the time, however, the different access to chat channels causes communication difficulties - for an activity that is communication-intensive. In the example below, the raid leader gives a great description of the battle that is about to unfold. He condenses that to one line for the team member not using vent voice chat:

VENT:

"...they summon like every 3k it looks like, I've been noticing. Or less. Um everyone's going to be in this corner, downing the Shaman. It's not going to be like short; it's going to take a while to down each one; they have like 20k each…
"Um there's gonna be four waves that we have to deal with, we're going to fight them down here. Um, there's going to be a tank and a minstrel over here tanking this big giant in red that you see.
"Don't worry about them, for the mean time. After - on the fourth wave, we're going to keep one of them alive, everyone is going to go into this corner that I am in right now."

NO VENT:

"I'll just tell him to focus on someone's target."

This has important implications for learning... If the PUG does not have access to the main channel of communication, and to the "old-timers" (an important learning source) of the community, they have fewer opportunities for learning. This perpetuates the "guild-only" desire for raid groups (I have some data on this I can share later). Guild-only raid groups aren't such a bad thing if you find a guild that matches both your social needs as a gamer, as well as your in-game goals and motivations... Bring in topics such as DKP and other guild rules and drama, and it becomes a little bit more difficult to find a group that is totally compatible with an individual raider.

Moses Wolfenstein spoke in our panel about leadership in World of Warcraft - he has some great interview data about practices transferring between RL and in-game settings. Ben DeVane spoke about his ongoing research with Civilization 3 in classrooms, and issues around identity and problem solving. Mark Chen spoke about the uptake of the third-party add-on threat meter in WoW, and the development company's subsequent raid design shift to assume the use of the add-on. Sarah Grimes spoke about emergent behavior in Club Penguin and Barbie Girls. For example, since the Barbie virtual world is for girls only, and the users of this site wanted to play out virtual "dates" - they designated a character dressed in all black as a boy. Sarah unknowingly dressed her avatar in all black - the gamers on the site then assumed she was actually a boy. :)

We got some interesting questions about game life mirroring real life, the implications for diversifying participation, and the relationship/tension between virtual communities and the designers of the communities.

February 4, 2010

Dissertation defense slides

Below is the web version of my dissertation defense. The video/audio was removed from my original presentation for privacy purposes. Also not included of course, is what I actually said. Such is the nature of slide decks! Enjoy :)

January 27, 2010

MMO gamer profile

A recent World of Warcraft 15 Minutes of Fame piece profiles David French, a successful Harvard law school grad who recently returned from deployment in Iraq via the US Army Reserve. He talks about playing MMOs, specifically WoW.

Read the WoW 15 Minutes of Fame piece here.

A few points are interesting:

    VirtualIraq.jpg
    Photo of soldiers demo'ing Virtual Iraq, from defense.gov. Photo by John J. Kruzel
  1. Playing WoW helped David and his team in Iraq decompress. Sounds like his team naturally discovered an interesting use of MMOs: Researchers and the US Defense department have explored using games / VR to treat post-traumatic stress syndrome (PTSD). Virtual Iraq is based on the game Full Spectrum Warrior, and appears to have positive outcomes in patients. A recent NY Times article describes other uses of gaming technology for our military such as preparing for an IED attack, and training via virtual worlds.

  2. It sounds like WoW was also team-building tool for the group while in Iraq. Of course people have been talking about this as well - e.g. in business contexts - playing MMOs (or borrowing game elements from MMOs in real-world activities) to increase cohesion in a work or school or any kind of group. I would personally love to take my old LOTRO raid group and try to work on some other collaborative task, to "test" the transfer of collaborative skills and team cohesion. Better yet, run a larger-scale experiment of MMO raid teams versus other types of teams on a collaborative task, look at measures of performance, coordination, communication, leadership, innovation, etc.

    LegoUniverse.jpg
    Lego Universe screen shot, taken from lego.universe.com

  3. He is going to let his kids play their first MMO this year, Lego Universe. I’ve been following this project on the web for over two years now... Social, collaborative, spatial, creative… This has potential to be a great learning environment and fun experience for people of all ages. I want a beta invite!

  4. Gaming in moderation at home. (e.g. no raids during 30 Rock, smart family). Jives with research about positive teen development correlated with moderate gaming. For example, a study by Durkin & Barber found a positive correlation between gamers and a range of developmental measures. In particular, the "low" and "high" frequency gamers reported lower measures of substance abuse, and higher levels of "family closeness" measures. Of course there is a large body of literature on the negative aspects of intense gaming, but that is another blog posting. Moderation does seem to be key. And, like the man profiled in this wow.com piece, parents who play with their children have the right idea. In my LOTRO days, I raided with a father/wife/son team, a father and his two daughters, and other married couples. Raid night is the new family movie night. :)



January 14, 2010

Digital Media & Learning Conference

The program for the Digital Media & Learning Conference is now online. The conference is in La Jolla, CA, from Feb. 18 - 20.

From the conference website:

"The Digital Media and Learning Conference is an annual event supported by the MacArthur Foundation and organized by the Digital Media and Learning Hub at University of California, Irvine. The conference is meant to be an inclusive, international and annual gathering of scholars and practitioners in the field, focused on fostering interdisciplinary and participatory dialog and linking theory, empirical study, policy, and practice. 
For this inaugural year, the theme will be "Diversifying Participation". Henry Jenkins is the Conference Chair. The conference committee includes David Theo Goldberg, Heather Horst, Mimi Ito, Jabari Mahiri and Holly Willis. Although we require registration, there are no registration fees to attend the conference."

I am participating along with Mark Chen, Moses Wolfenstein, Ben DeVane, and Sara Grimes in a session titled: The mangle of play: Game challenges and player workarounds. It should be an interesting discussion. I'm going to share part of my dissertation work, about barriers to newcomers' participation in raiding activities in LOTRO. Others will discuss modding in World of Warcraft, leadership negotiation in WoW, "how young children overcame obstacles to their online gaming and game making, and how players resisted the prescribed and normative play-based activity structures in Civilization III" (from our abstract).

One of the sessions earlier that morning (8 am on Saturday!) is a group with whom I worked earlier in my graduate school career (YouthLAB). Their session is: Youth Media Production in Urban Settings. I am looking forward to hearing what is the latest with the Digital Youth Network and related projects in this session. DYN is a really cool program, engaging youth in technology fluency-building activities, among others. I pretty much want to attend all of the sessions, so I'll have to divide and conquer with some colleagues!

I'm hoping to post slide decks from recent talks within a few days.

December 18, 2009

Passed my dissertation defense!

On December 8, 2009, I passed the oral defense of my dissertation work! Yay! The title of my dissertation is Raiding virtual Middle Earth: Collaborative practices in a community of gamers. My committee consisted of my advisor, Roy Pea, along with: Brigid Barron, Dan Schwartz, Shelley Goldman and the University Chair, Byron Reeves.

It is an amazing thing to have all of these professors, and the graduate students, all in the room listening, thinking about, and coming up with ideas about one's own work. I would love to defend my dissertation about 5 more times because of this.

At the time, I was jetlagged (returned from a timezone 11 hrs away 4 days earlier, not the best planning on my part) and had a cold. I think this actually helped me to relax and not be so nervous - I was too exhausted to be nervous. I got a lot of great compliments on my speaking skills as a result. :)

I spoke about the fourth chapter of my dissertation, concerning newcomers to the raiding community of practice... I spoke about an under-studied area (in the learning sciences) : knowledgeable newcomers - people who join a community with significant skills relevant to that community's practice, who have yet to build relationships with the community. So they are newcomers in a social sense to that community. I showed how one such knowledgeable newcomer was able to get our raiding team to innovate on our strategy for one particular battle. I analyzed the language used by the community members at this time in terms of: positioning (Harré & Van Langenhove, 1991), mitigating language (Linde, 1988), face-saving (Brown and Levinson, 1987).

I also described the experience of unknown newcomers (known as PUGs in the game world - people who join or form a group, without really knowing each other previously. PUG can also just mean "non-guild."). These newcomers were not usually given access to the raiding team's primary channel of communication - the third-party voice application used by the guild. So the unknown newcomers were not able to participate legitimately - with reduced access to sources of learning for the community.

I also tried to illustrate differences between this community of practice and those described in Lave and Wenger's (1991) influential book.

Some questions raised about my work:

  • Is this environment (MMO games) drastically different from the communities studied (and in existence) at the time of Lave & Wenger's work?
  • What are the characteristics of this community (and the MMO experience more generally) that one might try to bring in to the school experience to aid in learning?
  • What types of things did I learn, incidentally, by participating in this community?
  • What types of resources did I use, in order to learn to be a productive raiding team member?

Some of the questions I answered, some I am still thinking about! :)


I have just a few minor edits to make, and then I am fully PhD'd. I'll post the dissertation paper itself when it is signed and official.

Special thanks to the LOTRO guild!

team.jpg

October 27, 2009

Dissertation table of contents

Abstract

iv

Acknowledgements

vii

List of tables

ix

List of figures

ix

Chapter 1: Introduction

1

Why collaboration? Establishing the research focus

1

Why games? Establishing the context for study

3

Research questions

5

Theoretical frameworks

6

Organization of the dissertation

9

Chapter 2: Methods

11

Environment

11

Participants

27

Data collection

28

Data analysis

34

Chapter 3: Cognitive work of the raiding system

42

Introduction

42

Methods used in this chapter

43

Overview of the chapter

46

Social/activity roles

47

Raiding registers

49

Software interface for the raiding system

54

Raiding: A procedural description

59

Raiding: A distribution cognition account

67

Design

83

Chapter 4: Newcomers

89

Introduction

89

Research on newcomers

90

Methods

97

Overview of the chapter

100

Case 1: The knowledgeable newcomer: A transfer

102

Case 2: The novice newcomer: An investment

119

Case 3:  The unknown newcomer: A visitor

135

Cross-case analyses

146

Chapter 5: Guild practices

152

Introduction

152

Research

153

Methods

157

Overview of the chapter

158

Case: “To Mordor”

158

Continuing the case: An evolving system for reward distribution

168

Cases: Transfer of experiences

176

Cross-case analyses

188

Chapter 6: Summary and future work

197

Summary

197

Design suggestions

199

Future work

205

Appendix A: Glossary of terms

208

Appendix B: Chronology of key events

214

Appendix C: Participants per raid session

216

Appendix D: Battle synopsis

218

Appendix E: Survey on (raiding) collaboration

221

Appendix F: Interview protocol

236

Appendix G: Early data displays

238

References

240

September 15, 2009

papers papers papers

- A paper I worked on with Brigid Barron, Caitlin Martin, and Colin Schatz is now available online as in press.

Predictors of creative computing participation and profiles of experience in two Silicon Valley middle schools will be published later this year (or early next year) in Comptuers & Education


Abstract


Examination of the “digital divide” has increasingly gone beyond the study of differences in physical access to computers to focus on individuals’ use of technological tools for empowered and generative uses. In this research study, we investigated the relationship between access to tools and experience with creative production activities. Our participants included 160 8th grade learners from two public middle schools. The local communities represented by the two schools differed in parent education levels, proportion of recent immigrants, and average family income. Findings indicated substantial variability in students’ history of creative production experiences within both communities. Three sets of analyses were completed. First, the two school populations were compared with respect to average levels of student creative production experience, access to tools at home, use of learning resources, frequency of technology use, and access to computing outside of their home. Second, correlates of variability in individuals’ breadth of experience with creative production activities were explored across both schools through a regression analysis. The resulting model indicated that students’ experience was best predicted by the number of technology tools available at home, number of learning resources used, frequency of computer use at home, and non-home access network size. In a third analysis, profiles of experience were created based on both breadth and depth of experience; the resulting four groups of students were compared. More experienced students utilized a broader range of learning resources, had access to more tools at home, taught a wider range of people, and were more confident in their computing skills. The groups did not differ in their self-reports of interest in learning more about technology.



- Mark Chen and I finished our paper for the IR 10.0: Internet Critical conference. We were invited to submit to the corresponding special issue of the journal Information, Communication, & Society. We'll find out on Oct. 1 if our paper is accepted. If not, we are going to work on it some more and resubmit. :)

- My dissertation chapter on newcomers to the raiding team is going strong. After meeting with two members of my committee, I've added some analysis of language, and of ethics/norms within the community. Meeting again tomorrow to discuss. 25,000 words strong!

April 26, 2009

social network analysis

Just starting to play with raid attendance data for 20 raid sessions (roughly one session per week).
Square nodes are session numbers (chronological); squares are people (pseudonyms).
PlayerAndDate_FakeNames.jpg
No analysis with this yet, but quick glance: the network breaks out roughly into the first few raids on one side, and the later raids on the other - illustrating the shift in raid attendance over time. The six people in the center were at the time, or later became, leaders within the guild.
Going to tweak this more, and read more SNA stuff :)