Constructive Communitites

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    Constructive Communitites - Presentation Transcript

    1. Constructive Communities: Understanding user- generated content in virtual worlds Jonas Heide Smith (jonasheidesmith@gmail.com)
    2. Some big questions What motivates the production of user- generated content in virtual worlds? How can developers/ designers support user creativity?
    3. A slightly smaller question How can we think about user-generated content in the context of virtual worlds?
    4. User-generated content Publicly available material existing as a product of end- user activity whether intentionally produced or not
    5. THE NEW YORK TIMES
    6. COMMENT IS FREE
    7. WIKIPEDIA
    8. FLICKR
    9. AMAZON.COM
    10. User-generated content THE USER... Adds extras COMMENTARY Develops content from scratch CREATION Adds value by personal goal- seeking PUBLIC ACTION
    11. LODE RUNNER (1983)
    12. DOOM (1993)
    13. SIMPSONS DOOM
    14. HABITAT (1986)
    15. Lessons from Habitat \"The first goal-directed event planned for Habitat was a rather involved treasure hunt... It took us hours to design, weeks to build (including a 100-region island), and days to coordinate the actors involved. ... We thought it would occupy our players for days. In fact, the puzzle was solved in about 8 hours by a person who had figured out the critical clue in the first 15 minutes. ... a huge investment in design and setup time had been consumed in an eyeblink.\" Morningstar & Farmer (1991). The Lessons of Habitat. Published in Cyberspace: First Steps, Michael Benedikt (ed.), 1991, MIT Press, Cambridge, Mass.
    16. Approach #1 Make more generic content
    17. ULTIMA ONLINE (1997)
    18. WORLD OF WARCRAFT (2004)
    19. Approach #2 Allow users to co-create
    20. LAMBDAMOO (1990)
    21. SECOND LIFE (2003)
    22. LITTLE BIG PLANET
    23. SPORE
    24. SPORE
    25. MACHINIMA
    26. User-generated content THE USER... Adds extras COMMENTARY Develops content from scratch CREATION Adds value by personal goal- seeking PUBLIC ACTION
    27. \"COMMENTARY\" in virtual worlds Usually happens outside the VW Usually impossible in game worlds
    28. \"CREATION\" in virtual worlds Often possible in social worlds Almost always impossible in game worlds (who value game balance over player freedom)
    29. \"PUBLIC ACTION\" in virtual worlds Other users are typically the very reason for logging on In game worlds, action is only public in a very abstract market economic sense Even in social worlds, actions have to be highly goal-directed to leave a mark
    30. Conclusions Users must presently choose between the non- goal-oriented and the non- involving Virtual worlds (allegedly highly social) have untapped potential Publicly beneficial UGC seems to be harnessed more powerfully in \"non- social\" game types

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