The nice thing about GLS – dont need to argue the point that games and learning are not oppositesEthnographic: expertise, sharing of knowledge
Scientific language and phrases
A scitentic approach to the gameBased on numbers rather then experienceNot completely surprising:Min maxing has a history in RPGs such as D&D (Munchkins)Simple way out/cheating through guides are common in WoW
Nardi and Harris (2006) have identified three central types of knowledge in WoW; where to find and use items (fact finding), strategies for defeating monsters (devising tactics) and social norms of conduct (acquiring game ethos). The customization of the avatar which I will focus on in this paper can be understood as a fourth set of knowledges in relation to the game.
Guildforum som er åpent for andreThreads: 122,766Posts: 1,940,804Members: 447,63620-45 000 poster i hver enkelt av hovedkategorieneHar en spesiell status i WoW samfunnetEJ : name is not chosen coicendentally”These are forums for discussion and analysis, not for answering any question that you might happen to dream up. Search and read before posting--do not post a question unless you are fairly confident that the answer isn't widely known or easily attainable. In particular, we do not want to take a look at your armory or WWS to tell you what you're doing wrong and we're not interested in making your tough gear or spec decisions for you. ”Stolt av å være et sted for elitenSkal ikke være for alleBanhammer og Dungheap – viser åpent hva folk har gjort feil. Avansert rapporteringssystem og streng modereringKan for eksempel ikke poste før kontoen er minst 24 timer gammel
Talking in the theroycraft way is idolized. Being descriptive about game sessions. X happened, then Y. As opposed to ”I felt like something was going on” or ”it was a rush when this happened”.
Resistance against it
Transcript of "Scientific play gls 2011"
Kristine Ask<br />Phd student<br />Scientific Play?How Players Remake World of Warcraft as a Game of Numbers.Kristine Ask, PhD Student Norwegian University of Science and Technology<br />
Synopsis<br />Background: Steinkuehler, Chen, Taylor<br />Methodology: Ethnography<br />Theory: Idiom of co-production (Jasanoff 2004)<br />Case: Theorycraft in the MMO World of Warcraft<br />Research question: how does the use of specific knowledge (theorycraft) shape player practices?<br />Main findings: Remaking of the game as numbers<br />
Developing a research question<br />LF Two Healers Ulduar<br />10 We Saved for Auriayna Link Me Epic For INV<br />3 each stay at st and lm, rest rush GM<br />LF2M DM tribute need ranged and tank<br />To calculate the value of a spell, the formula (BaseValue + Spellpower * Coefficient) * Modifiers is used.<br />Warlock with 2.6k+ XP LF arena partner in any teams, u need atleast 2.3k+ /w for if intrested<br />Truesilver Ore is a rare spawn on certain nodes<br />
Theorycrafting 101<br />“Theorycraft is the attempt to mathematically analyze game mechanics in order to gain a better understanding of the inner workings of the game. “ <br />Wowwiki.com<br />
Example: Frostfire bolt<br />In game description<br />
Framework for investigation<br />Sheila Jasanoff: Idiom of co-production <br />Identity<br />Discourse<br />Representations<br />Institutions<br />Knowledge Society <br />
Making identity: When being a jerk is idolized<br />”Rule no 7: Do not beg for hand-holding. ”<br />Links expertise and elitism/jerkism<br />Opens for evaluation of other players’ performance<br />
«To quote one of my former guildmateand good friend on what he said about the Blizzard forums: I almost never use them cause there is nothing interesting there and I tend to get a headache when that many retards are at one place»<br />
Making discourses: Talking numbers to prove one’s skill<br />Descriptive and non-emotive language <br />Gatekeeping funcitonality<br />Few are able to do the calculations, but talking as if you do still works! <br />
Making representations: Tools for counting play<br />
Making institutions: For those who know the numbers<br />Evaluation of other players was central<br />Performance was based on logs<br />Resistance and acceptance of the game as numbers<br />Dedication is not enough – you also need to prove your worth<br />
Concluding remarks<br />”scientification” of leisuretime<br />Gameplay is quantified and measured<br />Game performance as production and evaluation of numbers<br />Homogenisation and hetereogenisation<br />
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