Tag Archives: design

Does WoW Change Everything?

“Does WoW Change Everything?: How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause,” Games & Culture, v. 1 n. 4, October 2006.

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Note: An abbreviated version of this article (does not include age & nationality discussion) appears in in J. Walker and H. Corneliussen (eds.) Digital Culture, Play, and Identity: A World of Warcraft Reader, Cambridge: The MIT Press, 2008.

Abstract

Rather than simply identifying “emergence”as a prime property of massively multiplayer online game life,a better understanding of the complex nature of player-produced culture is needed. Life in game worlds is not exempt from forms of player-based regulation and control. Drawing on ethnographic and interview work within World of Warcraft, the author undertakes initial inquiries on this subject by looking at three areas: nationalism, age, and surveillance. This case study shows systems of stratification and control can arise from the bottom up and be implemented in not only everyday play culture but even
player-produced modifications to the game system itself. Due to the ways these systems may simultaneously facilitate play, there is often an ambivalent dynamic at work. This piece also prompts some methodological considerations. By discussing field site choice, the author argues that context is of utmost importance and needs to be more thoughtfully foregrounded within game studies.

The Sopranos Meets EverQuest: Socialization Processes in Massively Multiplayer Games

“The Sopranos Meets EverQuest: Socialization Processes in Massively Multiuser Games” with Mikael Jakobsson, FineArt Forum, Vol. 17, Issue 8, August 2003.

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Note: Parts of the argument in this article can be found updated and revised in my book Play Between Worlds.

Abstract
This article explores the ways social interaction plays an integral role in the game EverQuest. Through our research we argue that social networks form a powerful component of the gameplay and the gaming experience, one that must be seriously considered to understand the nature of massively multiplayer online games. We discuss the discrepancy between how the game is portrayed and how it is actually played. By examining the role of social networks and interactions we seek to explore how the friendships between the players could be considered the ultimate exploit of the game.

Intentional Bodies: Virtual Environments and the Designers Who Shape Them

“Intentional Bodies: Virtual Environments and the Designers Who Shape Them,” International Journal of Engineering Education, Vol.19, No.1, 25-34, 2003.

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Abstract

This article examines the ways virtual environment software is explicitly designed with particular visions of identity, communication, and community in mind. This social context of software is considered with a particular focus on the ways various forms of embodiment are encoded in systems. Rather than simply framing software as a primarily technical product, this article analyzes the way software engineers and designers shape architectures and systems as conduits for social values and norms. Considerations of responsibility, identity, legitimacy, and sociability emerge as central factors in design practice.