Chen.aera2011.social dimensions of expertise

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Presentation given at the annual meeting of the American Educational Researchers Association (AERA) 2011, New Orleans, LA

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Chen.aera2011.social dimensions of expertise

  1. 1. Mark  Chen,  U  of  WA,  @mcdanger,  markchen@uw.edu  Moses  Wolfenstein,  UWisc,  @mosesoperandi,  wolfenstein@wisc.edu  Sean  Duncan,  Miami  U,  @scd,  sean.duncan@muohio.edu  Rebecca  Reynolds,  Rutgers,  rebecca.reynolds@gmail.com  Leah  Bricker,  U  of  WA,  lbricker@u.washington.edu  Philip  Bell,  discussant,  U  of  WA,  pbell@u.washington.edu     SOCIALLY  SITUATED  EXPERT  PRACTICE  IN  AND   AROUND  GAMING   Google Doc for AERA2011: http://j.mp/fy8Jw1
  2. 2. SOCIAL DIMENSIONS OF EXPERT PRACTICE IN ONLINE GAMING Mark  Chen   University  of  Washington   @mcdanger   markchen@uw.edu  This work is funded by the National Science Foundation through the Science of Learning Center program under grant SBE-0354453.
  3. 3. World of Warcraft§  MMOG  §  6  million  subscribers  in  2006  
  4. 4. World of Warcraft§  MMOG  §  6  million  subscribers  in  2006  §  Fantasy  with  races  /  classes  
  5. 5. World of Warcraft§  MMOG  §  6  million  subscribers  in  2006  §  Fantasy  with  races  /  classes  §  Complete  quests,  kill   monsters  for  loot  and  XP  
  6. 6. Raiding§  Large  group  joint  acPvity  §  Highly  coordinated  §  Specialized  roles  §  OrganizaPon  and  leadership  §  Molten  Core  
  7. 7. Leadership  tasks  required  for  raiding  
  8. 8. Ethnographic methods (Steinkuehler, 2004)§  Pool  of  60  regular  players,  40  per  session  §  Met  2-­‐3  Pmes  a  week  for  10  mos  (11/05-­‐8/06),  4-­‐5  hrs  each  Pme  §  Larger  ethnography  has  over  1000  hrs  of  chat  data  §  ~100  hrs  of  video  +  select  posts  on  web  forums  §  Disciplined  percepPon  (Stevens  &  Hall,  1998)   Remember, ss target will change at Domo, but until then, your rezzer is to be ssed at all times.
  9. 9. Ethnographic methods (Steinkuehler, 2004)§  Pool  of  60  regular  players,  40  per  session  §  Met  2-­‐3  Pmes  a  week  for  10  mos  (11/05-­‐8/06),  4-­‐5  hrs  each  Pme  §  Larger  ethnography  has  over  1000  hrs  of  chat  data  §  ~100  hrs  of  video  +  select  posts  on  web  forums  §  Disciplined  percepPon  (Stevens  &  Hall,  1998)   Remember, who you give soulstones to will change when we encounter Majordomo Executus, but, until then, the priest or shaman who you ve been assigned to should have your soulstone at all times. Remember, ss target will change at Domo, but until then, your rezzer is to be ssed at all times.
  10. 10. Ethnographic methods (Steinkuehler, 2004) §  Pool  of  60  regular  players,  40  per  session   §  Met  2-­‐3  Pmes  a  week  for  10  mos  (11/05-­‐8/06),  4-­‐5  hrs  each  Pme   §  Larger  ethnography  has  over  1000  hrs  of  chat  data   §  ~100  hrs  of  video  +  select  posts  on  web  forums   §  Disciplined  percepPon  (Stevens  &  Hall,  1998)  a magic item that warlocks can give to others so priests and shaman can bringthat they can come back to life if they are killed others back to life (resurrect) Remember, who you give soulstones to will change when we encounter Majordomo Executus, but, until then, the priest or shaman who you ve been assigned to should have your soulstone at all times. Remember, ss target will change at Domo, but until then, your rezzer is to be ssed at all times. it s important to give rezzers the ability to come back to life so they can rez the rest of the raid group
  11. 11. Theorizing the practice•  Push-­‐pull  relaPonship  of  objects  in  a   network  of  acPvity…   –  Actor-­‐Network  Theory  (Latour,  2005)   –  Distributed  CogniPon  (Hutchins,  1995)   –  Mangle  (Pickering,  1993;  Steinkuehler  2006)   –  Assemblage  (Deleuze  &  Guitarri,  1987;  Taylor,  2006)   –  Arrangement  (Stevens,  Satwicz,  &  McCarthy,  2009)   –  Object-­‐Oriented  Ontology  (Bogost,  2006,  2009)  –  Roles  and  responsibiliPes  constantly   renegoPated,  redistributed,  and   reconfigured  to  adapt  to  local  seengs  
  12. 12. Expertise in game mechanics?
  13. 13. various  bits  of  info  to  keep  track  of   minimap   temporary  bonuses  or   and   impairments  (buffs   addon   streaming combat text and  debuffs)   bugons  name and health of enemy tank  targets   the jumble in the middle is the actual more  ability  bugons   cooldown  Pmers  for   in-game fight temporary  effects     my  health  and   status   threat     enemy   meter   enemy  health   debuffs   and  status   unit  frames  showing  health  and  status  of  raid  members   chat  window   ability  bugons  
  14. 14. Expertise as sociomaterial practice §  Emergent  through  push-­‐pull  of  constraints-­‐workarounds   §  Limited  by  access  to  the  right  social  networks  
  15. 15. World of Warcraft wiki
  16. 16. Conclusions and Takeaway Issues•  CogniPve  frameworks  for  experPse  don t  account  for   emergent  situated  pracPce  that  depend  on  available   sociomaterial  resources.  •  Becoming  expert  depended  on  access  to  expert   groups  and  expert  pracPce  (Collins  &  Evans,  2007)  •  Not  all  players  could  gain  access  
  17. 17. SOCIAL DIMENSIONS OF EXPERT PRACTICE IN ONLINE GAMING Mark  Chen   University  of  Washington   @mcdanger   markchen@uw.edu  This work is funded by the National Science Foundation through the Science of Learning Center program under grant SBE-0354453.
  18. 18. Some  game  play  
  19. 19. Fight  conPnued  §  Look  at  coordinaPon  and  use  of  addons  
  20. 20. Mark  Chen,  U  of  WA,  @mcdanger,  markchen@uw.edu  Moses  Wolfenstein,  UWisc,  @mosesoperandi,  wolfenstein@wisc.edu  Sean  Duncan,  Miami  U,  @scd,  sean.duncan@muohio.edu  Rebecca  Reynolds,  Rutgers,  rebecca.reynolds@gmail.com  Leah  Bricker,  U  of  WA,  lbricker@u.washington.edu  Philip  Bell,  discussant,  U  of  WA,  pbell@u.washington.edu     SOCIALLY  SITUATED  EXPERT  PRACTICE  IN  AND   AROUND  GAMING   Google Doc for AERA2011: http://j.mp/fy8Jw1

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