MMOG Guild Leaders as a Com/Dev Resource (with a preamble on cognition in MMOGs)
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Transcript of MMOG Guild Leaders as a Com/Dev Resource (with a preamble on cognition in MMOGs)
MMOG Guild Leaders as
a Com/Dev Resource(with a preamble on cognition in MMOGs)
Constance A. SteinkuehlerUniversity of Wisconsin–Madison
Traditional Cognitive Science Study of philosophical questions using scientific methods
Posits a level of analysis wholly separate from the biological or neurological
Mind-as-computer as dominant metaphor
Preoccupation with mental representation
Preoccupation with computer models of cognition
Deliberate decision to de-emphasize certain factors that may be important but complicate things
context tools / artifacts language body culture / history affect
Humans vs. Computers
Human Computer
Input device senses keyboard
central processing unit working memory CPU
long-term storage medium LTM disk
output device effectors paper/screen
Similarities
Human Computer
size of WM/CPU 5 bits 800,000,000 bits
size of LTM 1,000,000,000 bits* unlimited
speed of access w/in WM .025 sec .000000015 sec
speed of access to LTM .200 sec .020 sec
Differences
Humans vs. ComputersHuman Computer
preferred storage modeanalog;
time-oriented
digital;
list oriented
retention of information graded all-or-none
efficiency (bits/sec) low high
capacitydependent
on experienceindependent of experience
retrieval:
* relative to context
* relative to previous retrievals
very dependent
dependent
independent
independent
purpose
general purpose;open set of functions
special or general purpose;
closed set of functions
Cognition is context, not cognition in context
Uhoh… need new model Human dependency on context allows for learning &
adaptation to take place The ‘problems’ with memory allow us to think of
novel solutions to problems
Information is indifferent to meaning Hence… emphasis speciously shifted from
construction of meaning to processing of information
Whoops… what got left out matters context – memory, processing context-dependent tools / artifacts – extended cognition language – inherently social semiotic system body – embodiment theory, metaphors culture / history – mind is inherently social affect – reason breaks down without of emotion
Distributed Cognition Cognition is (inter)action in the social & material world
Cognition is “a complex social phenomenon…distributed — stretched over, not divided among — mind, body, activity and culturally organized settings(which include other actors)” (Lave, 1988)
Unit of analysis = intact activity systems… Individual person Social relationships Physical and temporal contexts Symbolic & material resources Historical change
Activity Systems as Discourses – ways we humans integrate language with non-languages stuff so as to enact & recognize different identities & activities, give the world certain meanings, make certain sorts of meaningful connections in our experience, etc. (Gee)
So why studyMMOGs?
Socially & materially distributed cognition
They are rich sites
of distributed social & material
cognition.
Collaborative Problem Solving
Complex collaborative
problem-solving.
Multiple Attention SpacesAcross multiple
attention spaces.(Lemke, nd)
Negotiation of MeaningWhere meaning is negotiated…
Within comm.of practice
Within / across emergent communities of practice (Lave & Wenger, 1991)
Apprenticeship & EnculturationWith rich systems of peer apprenticeship & enculturation.
Theoretical perspective Socially / materially distributed cognition Discourse theory (Gee,1999)
Research Questions What are the cognitive practices of MMOGaming? What does it mean to be literate in this activity space? How does one become a member of this community? What import does participation have for the situated
(on- and off-screen) identities of its members?
Context: Lineage I & II (swg, eq)
Method: Virtual Cognitive Ethnography
Overview of Research
Primary Data Sources Participant Observations (video/audio data) Ethnographic Fieldnotes Individual Case Studies Interviews with Informants Collection of Community Documents
Fieldwork To Date Princess Adeleide, LegendsOfAden Blood Pledge
Lineage I: 19 months, ~10-50hrs/week Lineage II: 2 months, ~10-50hrs/week 30+ formal/informal informants
Employ cognitive methodologies
Virtual Cognitive Ethnography
e.g. pledge hunt
Directed GraphArticulates the temporal interconnections among categories of talk/activities
• Interpersonal talk
• Virtual material activity
• Personal state change
Think Aloud Protocols
Repertory Grid InterviewsKnowledge Elicitation Phase 1. Elicit elements 2. Present elements in random triads in order to
elicit dimensions of similarity/difference
Rating Grid Phase
Discourse Analysisafk g2g too ef ot regen no poms
Away from keys
got to go
to Elven Forest
to regenerate no mana pots
Request(Interpersonal)
Construal of events (Ideational)
Account(Interpersonal)
Displays community standing as ‘beta vet’
Acknowledges the intact
activity structure
Coordinates the other participants
who remain
I have to go to the Eleven Forest to regenerate.
I’m out of mana potions.
Just a sec.
Shared values & activities Identity
What the devil does this have to do with guild
leaders?!
Guild Leader Activities• Sort tons of mail
• Attend meetings
• Maintain massive website
• Monitor online discussions .
• Kiss booboos
• Recognize achievement .
• Monitor members stats/participation
• Monitor pledge taxes / armory
• Schedule pledge events
• Create / maintain alliances
• Record pledge history
• Plot dramas & stories
• Augment identity scheme
• Settle pledge disputes
• Reprimand & reward .
Admin
Advertising/PR
Data Analyst
Content Generator
Unpaid GM*cough babysitter cough*
Reconceptualizing the Princess Guild leaders are a hybrid between
developers & normal gamers
IF MMOGs 20% designed material world 80% emergent social world
THEN guild leaders are crucial to what constitutes the very nature of gameplay
Hubs in a social network, structure that 80% Core role in enculturation into game Cognitively complex transmedia gameplay
Often function w/little designed-in support Tools to support web content & metagaming Access to data on members, participation patterns Tools for generating narrative/activity content
Final Note on the Fear of User Generated Content…
“A big hurdle is going to be getting the large companies to surrender their fear of user-generated content. Right now, everyone is terrified of it for legal reasons and for customer support reasons. But the entire premise of the Internet is distributed, user-generated content. I see it as inevitable that this become the dominant form of online world. A big question, though, is how one makes money off of it. 90% of everything is crap…” – Raph Koster
•MMOG communities are hermeneutic communities, just like other fandoms
•Purported problem: profit & quality control•Deeper problem: who is going to own the
semiotic raw goods out of which culture is made? (ouch)
[email protected]/~steinkuehler
Lineage 1 screenshot
Lineage 2 screenshot
Monitor Member Stats
Monitor members participation
Tally attendance at events(ever try writing while gaming?)
Rank based on participation
Monitor pledge taxes/armory
Schedule Pledge Events
Record pledge history
Record pledge history
Augment identity scheme
LinI GivenDimensions:Class
Gender
Stats
Augmenting Identity Scheme
My PledgeAugmentation: Pledge Rank
Reputation
History
Augmenting Identity Scheme
MyAugmentation: Pledge Rank
Reputation
History
LoA Members Page:
Augmenting Identity Scheme
MyAugmentation: Pledge Rank
Reputation
History