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Differences between online games and
    virtual worlds and how they come about


                               Martin Oliver
                         London Knowledge Lab,
              Institute of Education, University of London
                            m.oliver@ioe.ac.uk


www.londonknowledgelab.ac.uk
What’s the problem?

• What’s a game?
• Ludology, narratology, etc.
• ‘Magic circle’, permeability and cultural
  clashes
• Roleplaying and social convention

• Focus more on Warcraft than SL

www.londonknowledgelab.ac.uk
What’s a game?

A game is a rule-based formal system with a
variable and quantifiable outcome, where
different outcomes are assigned different
values, the player exerts effort in order to
influence the outcome, the player feels
attached to the outcome, and the
consequences of the activity are optional
and negotiable.
     – Juul, 2005
www.londonknowledgelab.ac.uk
What’s a game?

• Games can be looked at from various
  different perspectives
     – Ludic structures (rules)
     – Ludic economies (resources)
     – Narrative structures (textuality)
     – Diegetic experiences (representations)
     – Etc.
     (Carr et al, 2003)

www.londonknowledgelab.ac.uk
The magic circle

What does it mean to enter the system of a
game? How is it that play begins and ends?
What makes up the boundary of a game and
what occurs at that border? At stake in
answering these questions is understanding
the paradoxical artificiality of games and the
way that games relate to the real-world
contexts that they inhabit.
                               (Salen & Zimmerman, 2003)

www.londonknowledgelab.ac.uk
There may be…

• A physical component (setting, board, etc)
• Specific symbolism (the meaning of
  pieces, moves, tokens, etc)
• Agreement (declaration, adjudication, etc)
• Convention
     …and so on



www.londonknowledgelab.ac.uk
The magic circle is ambiguous and
                                            permeable
• Killer, LARPS and other ‘augmented reality’
  games
• Cheating
• Spectators
• Biographies, relationships, etc
• Evolving games (new content, rules, patches,
  etc)
• Players as (re-)designers (modding, home
  rules, etc)
www.londonknowledgelab.ac.uk
Role-playing raises lots of issues

A distinction can be made between role-playing games and
the act of role-play. Role-playing, the activity of acting out
or assuming a particular role, can be done in many forms
and within many games, not only in role-playing games.
RPGs just offer specific rules and settings which guide role-
play. Within this context I would like to discuss whether
role-playing games are a form of play or games. According
to their own definitions of games, Jesper Juul, Katie Salen
and Eric Zimmerman consider RPGs as “borderline” or
“limit” cases of games.
     – Copier, 2005

www.londonknowledgelab.ac.uk
Conventional role-playing

• Negotiable, extensible rules
• Many lack quantifiable outcomes
• A focus on constructing spaces and
  identities
     – …particularly when contrasted with adventure
       games (“offline” games in a role-playing style,
       lacking opportunities for construction)



www.londonknowledgelab.ac.uk
Permeability of the magic circle

• Salen & Zimmerman discuss games in
  terms of:
     – Rules (formal, distinct)
     – Play (permeable)
     – Culture (extremely open, fuzzy/blurred)
• Role-playing as:
     – Rules (game mechanics)
     – Play (negotiable interactions)
     – Culture (…and interactions with other cultures)
www.londonknowledgelab.ac.uk
An example: World of Warcraft

• A highly developed and extensive set of
  rules
     – 85 levels, 10 classes, 12 races, 12
       professions and huge numbers of skills,
       abilities, talents etc
     – Questing, instances, battlegrounds, role-
       playing
     – Various ‘flavours’ of server: PvE, PvP, PvE
       RP, PvP RP

www.londonknowledgelab.ac.uk
• What Warcraft is can depend on…
     – What server you’re on
     – What combination of class, spec, gear, etc
       you’re playing with
     – Whether you’re questing, raiding, PvPing, etc
     – Who you’re playing with
     – What’s happening in your chat channel
     – What’s happening in your room…

www.londonknowledgelab.ac.uk
Studying couples who play WoW




         13
• Interviews with couples
     – Five, chosen for diversity
     – Interviewed in-game
     – Semi-structured interviews, chat logged,
       lasted 60-90 minutes
     – Thematic analysis
     (Oliver & Carr, 2009)




www.londonknowledgelab.ac.uk
• Permeable in all sorts of directions

The 1st online RPG I played was Guild Wars which a friend
  had a spare account for. When I met [my partner] she
  introduced me to WoW. [Interviewer: So your partner
  was playing first?] Yes, I believe a friend or ex-partner of
  hers introduced her to it. [...] She described it to me,
  telling me what it was like ie the Auction House set-up,
  quests etc etc. Then she let me have a go on her
  account at creating a new character so I could see for
  myself what it was like.

www.londonknowledgelab.ac.uk
• With me liking PvP, it stems from playing games such as
  Counterstrike and the like, where as [my partner] has
  never really played them and is unused to PvP so
  therefore tends to only enter it when I’m here as backup

• I did a few raids where i sat in the kitchen, because the
  sofa wasn’t very comfortable. That was a bit weird
  because i’d have to shout for [my partner] to be able to
  hear me [Partner:] There’s only one desk in here which
  means someone gets the sofa [Participant:] usually me :)
  that’s where i am now

www.londonknowledgelab.ac.uk
• When we were both playing a LOT of WoW, I don’t think
  it was particularly healthy for our real relationship, as
  although we were playing together a lot of the time, we
  weren’t actually talking all that much in real life [Partner]
  [emote, smiles] sat typing to each other ...
• I can get touchy about the RP side that some players
  extend to eg ‘flirting to a degree of explict- ness’ [Flirting
  with you, with your partner, or just in general?] Mainly
  when it involves [my partner], I dont like it in real life and
  that, as stupid as it may sound, also extends to the game
  world. I understand the ethics and styles of RP but
  somehow when people are flirtatious with [my partner] I
  panic and get defensive/protective.


www.londonknowledgelab.ac.uk
Relating identity and character

• Gee’s notion of three identities

• Real: the “me” playing the game
   – Recognised as problematic in contemporary sociology
• Virtual: the character in the game
   – A ludic, mechanical construct; not something
     ‘learnable’, but ‘out there’
• Projective: the ‘project’ of playing that character
   – Something with narrative, enacted qualities


                            18
Communities of Practice

• “The nexus of multimembership”
     – Always a member of multiple communities
     – Demands of each can be in conflict
     – Identity work involves negotiating how to deal
       with such conflicts (endure, change
       convention, hide, leave…)
     – An unavoidable issue



www.londonknowledgelab.ac.uk
From another study:

“Whilst in Razorfen Kraul, one of my companions
started asking if I was a girl in real life. I ignored
them. They asked again, and I said I wasn’t going
to say. They asked again, and I said that it really
wasn’t relevant. They insisted – so I asked if they
were trying to hit on me in some clumsy way. And
they said that yes, they were, and they were just
trying to make sure what I was because if I was a
guy they’d have to be gay to hit on me.
Needless to say, that’s as far as it went.”

                         20
Some simple analysis

• An example of negotiating two identities
  – Three identities present (self, character, team
    member)
  – Two in conflict (sexuality of player and
    character)
• Unresolved for this character
  – Didn’t stand a chance either way
  – They got fed up and left

                        21
Today, Emma’s player introduced some story elements that
(without going into detail) explained why Emma has both
desires and problems. It was all very interesting and worked
to add depth and potential to the romance, but it was fairly
personal and very sensitive.
Just as the player was logging off, however, they revealed
that this background was, essentially, what had happened in
their own life. I didn’t have time to respond, as I knew the
player was heading off to work, but I did put down a marker
that we need to have another out-of-character chat.
To be honest, I feel rather shocked. I’m concerned that this
isn’t just story background, but might be the player working
through personal issues within the game. I’m not sure I’m
particularly well placed to deal with these.
                             22
Analysis
• The concern: play as play, or play as therapy?
  – Roleplaying often draws on personal experience
  – What’s an appropriate way to incorporate this?
• Potential issue for shared enterprise
  – Play/therapy could be in tension; what are we working towards
    (together)?
  – Particularly an accountability issue: who should say whether
    something oversteps the mark?
• Issue for shared repertoire
  – Does this shift our interaction beyond my ability to respond?
• Resolved through out-of-character negotiation
  – Reassured that my concerns weren’t justified; this was play

                                 23
What about Second Life?

• Is it a game?
     – No universal rules (although there are
       economics)
     – No universal play
     – Interactions with other cultures also variable
…but that’s also true of WoW…



www.londonknowledgelab.ac.uk
• Not marketed as a game
     – From introduction video: “A place to
       connect… a place to shop… a place to
       work… a place to love… a place to explore…
       a place to be”
• Not marketed as a place to play, but
  implied playfulness
• Marketed as distinct from but connected to
  other cultures
www.londonknowledgelab.ac.uk
A place of subcultures

• Destination guide suggests lots of role-
  playing
     – 129 role-playing communities
     – Prevalence of Vampire avatars and islands
     – “Adult” areas
• Some games, too
     – Bowling, capture the flag, etc
• However, games & playing are arguably
  not the ‘default’
www.londonknowledgelab.ac.uk
Summing up

• ‘Play’ invariably relates to other things we
  do, even if it’s marked out in important
  ways
• ‘Games’ are usually marked out in quite
  obvious ways (rules, artefacts) but ‘play’ is
  more nebulous



www.londonknowledgelab.ac.uk
• Warcraft has ways of handling this (e.g.
  RP servers) but even then, there is
  ambiguity and complexity
• Second Life clearly isn’ t positioned as a
  game, but there’s mixed messages about
  play
     – Is the whole environment ‘playful’? Does
       ‘playfulness’ imply distinction?
     – If this isn’t a ‘play’ island, do conventions of
       play apply?

www.londonknowledgelab.ac.uk
• How explicit can you be?
     – “While on this Island, it’s assumed that…”
• Even if you want to stay ‘in character’,
  ‘meta’ discussions are needed from time
  to time; can you (at the least) mark out
  “magic circles” where you don’ t play?



www.londonknowledgelab.ac.uk

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Differences between online games and virtual worlds and how they come about

  • 1. Differences between online games and virtual worlds and how they come about Martin Oliver London Knowledge Lab, Institute of Education, University of London m.oliver@ioe.ac.uk www.londonknowledgelab.ac.uk
  • 2. What’s the problem? • What’s a game? • Ludology, narratology, etc. • ‘Magic circle’, permeability and cultural clashes • Roleplaying and social convention • Focus more on Warcraft than SL www.londonknowledgelab.ac.uk
  • 3. What’s a game? A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable. – Juul, 2005 www.londonknowledgelab.ac.uk
  • 4. What’s a game? • Games can be looked at from various different perspectives – Ludic structures (rules) – Ludic economies (resources) – Narrative structures (textuality) – Diegetic experiences (representations) – Etc. (Carr et al, 2003) www.londonknowledgelab.ac.uk
  • 5. The magic circle What does it mean to enter the system of a game? How is it that play begins and ends? What makes up the boundary of a game and what occurs at that border? At stake in answering these questions is understanding the paradoxical artificiality of games and the way that games relate to the real-world contexts that they inhabit. (Salen & Zimmerman, 2003) www.londonknowledgelab.ac.uk
  • 6. There may be… • A physical component (setting, board, etc) • Specific symbolism (the meaning of pieces, moves, tokens, etc) • Agreement (declaration, adjudication, etc) • Convention …and so on www.londonknowledgelab.ac.uk
  • 7. The magic circle is ambiguous and permeable • Killer, LARPS and other ‘augmented reality’ games • Cheating • Spectators • Biographies, relationships, etc • Evolving games (new content, rules, patches, etc) • Players as (re-)designers (modding, home rules, etc) www.londonknowledgelab.ac.uk
  • 8. Role-playing raises lots of issues A distinction can be made between role-playing games and the act of role-play. Role-playing, the activity of acting out or assuming a particular role, can be done in many forms and within many games, not only in role-playing games. RPGs just offer specific rules and settings which guide role- play. Within this context I would like to discuss whether role-playing games are a form of play or games. According to their own definitions of games, Jesper Juul, Katie Salen and Eric Zimmerman consider RPGs as “borderline” or “limit” cases of games. – Copier, 2005 www.londonknowledgelab.ac.uk
  • 9. Conventional role-playing • Negotiable, extensible rules • Many lack quantifiable outcomes • A focus on constructing spaces and identities – …particularly when contrasted with adventure games (“offline” games in a role-playing style, lacking opportunities for construction) www.londonknowledgelab.ac.uk
  • 10. Permeability of the magic circle • Salen & Zimmerman discuss games in terms of: – Rules (formal, distinct) – Play (permeable) – Culture (extremely open, fuzzy/blurred) • Role-playing as: – Rules (game mechanics) – Play (negotiable interactions) – Culture (…and interactions with other cultures) www.londonknowledgelab.ac.uk
  • 11. An example: World of Warcraft • A highly developed and extensive set of rules – 85 levels, 10 classes, 12 races, 12 professions and huge numbers of skills, abilities, talents etc – Questing, instances, battlegrounds, role- playing – Various ‘flavours’ of server: PvE, PvP, PvE RP, PvP RP www.londonknowledgelab.ac.uk
  • 12. • What Warcraft is can depend on… – What server you’re on – What combination of class, spec, gear, etc you’re playing with – Whether you’re questing, raiding, PvPing, etc – Who you’re playing with – What’s happening in your chat channel – What’s happening in your room… www.londonknowledgelab.ac.uk
  • 13. Studying couples who play WoW 13
  • 14. • Interviews with couples – Five, chosen for diversity – Interviewed in-game – Semi-structured interviews, chat logged, lasted 60-90 minutes – Thematic analysis (Oliver & Carr, 2009) www.londonknowledgelab.ac.uk
  • 15. • Permeable in all sorts of directions The 1st online RPG I played was Guild Wars which a friend had a spare account for. When I met [my partner] she introduced me to WoW. [Interviewer: So your partner was playing first?] Yes, I believe a friend or ex-partner of hers introduced her to it. [...] She described it to me, telling me what it was like ie the Auction House set-up, quests etc etc. Then she let me have a go on her account at creating a new character so I could see for myself what it was like. www.londonknowledgelab.ac.uk
  • 16. • With me liking PvP, it stems from playing games such as Counterstrike and the like, where as [my partner] has never really played them and is unused to PvP so therefore tends to only enter it when I’m here as backup • I did a few raids where i sat in the kitchen, because the sofa wasn’t very comfortable. That was a bit weird because i’d have to shout for [my partner] to be able to hear me [Partner:] There’s only one desk in here which means someone gets the sofa [Participant:] usually me :) that’s where i am now www.londonknowledgelab.ac.uk
  • 17. • When we were both playing a LOT of WoW, I don’t think it was particularly healthy for our real relationship, as although we were playing together a lot of the time, we weren’t actually talking all that much in real life [Partner] [emote, smiles] sat typing to each other ... • I can get touchy about the RP side that some players extend to eg ‘flirting to a degree of explict- ness’ [Flirting with you, with your partner, or just in general?] Mainly when it involves [my partner], I dont like it in real life and that, as stupid as it may sound, also extends to the game world. I understand the ethics and styles of RP but somehow when people are flirtatious with [my partner] I panic and get defensive/protective. www.londonknowledgelab.ac.uk
  • 18. Relating identity and character • Gee’s notion of three identities • Real: the “me” playing the game – Recognised as problematic in contemporary sociology • Virtual: the character in the game – A ludic, mechanical construct; not something ‘learnable’, but ‘out there’ • Projective: the ‘project’ of playing that character – Something with narrative, enacted qualities 18
  • 19. Communities of Practice • “The nexus of multimembership” – Always a member of multiple communities – Demands of each can be in conflict – Identity work involves negotiating how to deal with such conflicts (endure, change convention, hide, leave…) – An unavoidable issue www.londonknowledgelab.ac.uk
  • 20. From another study: “Whilst in Razorfen Kraul, one of my companions started asking if I was a girl in real life. I ignored them. They asked again, and I said I wasn’t going to say. They asked again, and I said that it really wasn’t relevant. They insisted – so I asked if they were trying to hit on me in some clumsy way. And they said that yes, they were, and they were just trying to make sure what I was because if I was a guy they’d have to be gay to hit on me. Needless to say, that’s as far as it went.” 20
  • 21. Some simple analysis • An example of negotiating two identities – Three identities present (self, character, team member) – Two in conflict (sexuality of player and character) • Unresolved for this character – Didn’t stand a chance either way – They got fed up and left 21
  • 22. Today, Emma’s player introduced some story elements that (without going into detail) explained why Emma has both desires and problems. It was all very interesting and worked to add depth and potential to the romance, but it was fairly personal and very sensitive. Just as the player was logging off, however, they revealed that this background was, essentially, what had happened in their own life. I didn’t have time to respond, as I knew the player was heading off to work, but I did put down a marker that we need to have another out-of-character chat. To be honest, I feel rather shocked. I’m concerned that this isn’t just story background, but might be the player working through personal issues within the game. I’m not sure I’m particularly well placed to deal with these. 22
  • 23. Analysis • The concern: play as play, or play as therapy? – Roleplaying often draws on personal experience – What’s an appropriate way to incorporate this? • Potential issue for shared enterprise – Play/therapy could be in tension; what are we working towards (together)? – Particularly an accountability issue: who should say whether something oversteps the mark? • Issue for shared repertoire – Does this shift our interaction beyond my ability to respond? • Resolved through out-of-character negotiation – Reassured that my concerns weren’t justified; this was play 23
  • 24. What about Second Life? • Is it a game? – No universal rules (although there are economics) – No universal play – Interactions with other cultures also variable …but that’s also true of WoW… www.londonknowledgelab.ac.uk
  • 25. • Not marketed as a game – From introduction video: “A place to connect… a place to shop… a place to work… a place to love… a place to explore… a place to be” • Not marketed as a place to play, but implied playfulness • Marketed as distinct from but connected to other cultures www.londonknowledgelab.ac.uk
  • 26. A place of subcultures • Destination guide suggests lots of role- playing – 129 role-playing communities – Prevalence of Vampire avatars and islands – “Adult” areas • Some games, too – Bowling, capture the flag, etc • However, games & playing are arguably not the ‘default’ www.londonknowledgelab.ac.uk
  • 27. Summing up • ‘Play’ invariably relates to other things we do, even if it’s marked out in important ways • ‘Games’ are usually marked out in quite obvious ways (rules, artefacts) but ‘play’ is more nebulous www.londonknowledgelab.ac.uk
  • 28. • Warcraft has ways of handling this (e.g. RP servers) but even then, there is ambiguity and complexity • Second Life clearly isn’ t positioned as a game, but there’s mixed messages about play – Is the whole environment ‘playful’? Does ‘playfulness’ imply distinction? – If this isn’t a ‘play’ island, do conventions of play apply? www.londonknowledgelab.ac.uk
  • 29. • How explicit can you be? – “While on this Island, it’s assumed that…” • Even if you want to stay ‘in character’, ‘meta’ discussions are needed from time to time; can you (at the least) mark out “magic circles” where you don’ t play? www.londonknowledgelab.ac.uk

Editor's Notes

  1. Juul, J. (2005) Half-Real: Video Games Between Real Rules and Fictional World. Mas.: MIT Press.
  2. Carr, D., Burn, A., Schott, G. & Buckingham, D. (2003) Textuality in video games. http://www.digra.org/dl/db/05163.10260.pdf
  3. Salen, K. & Zimmerman, E. (2003) This is not a game: play in cultural environments. http://www.digra.org/dl/db/05164.10000.pdf
  4. Copier, M. (2005) Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle. http://www.digrhttp://www.digra.org/dl/db/06278.50594.pdfa.org/dl/db/06278.50594.pdf
  5. Image © Blizzard Entertainment (http://us.blizzard.com/en-us/company/about/legal-faq.html); their permission does not allow this to be further reused or adapted.
  6. Oliver, M. & Carr, D. (2009) Learning in virtual worlds: using communities of practice to explain how people learn from play. British Journal of Educational Technology, 40 (3), 444-457.
  7. Video at http://secondlife.com/whatis/?lang=en-US