sociology

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  • Twitch Plays Pokemon: Creating an oral history in real-time

    by 
    Mike Suszek
    Mike Suszek
    02.26.2014

    When I began my phone call Sunday evening with T.L. Taylor, an associate professor of comparative media studies at MIT, I opted to check her loyalty to the one, true Helix god. "All sensible people are," she joked. Even when observing Twitch Plays Pokemon from an academic standpoint, it's easy to get wrapped up in the emerging community-crafted narrative surrounding the live, always-on event. The crowd-created stories in Twitch Plays Pokemon are enough to fill four seasons of serialized TV drama, complete with the surprising death of characters and the rise of clearly-defined heroes, villains and idolized "gods" like the Helix Fossil, all caught in a religious war. Yet it moves at a pace that can make some accounts of the multiplayer game seem outdated within hours. In fact, by the time I came back to this very paragraph, the Helix Fossil was revived and turned into the Pokemon Omanyte (affectionately called "Lord Helix" by the players). "[The channel] actually takes one of the kernels of what makes Twitch so interesting, which is turning what would otherwise be your private play into public entertainment for others," Taylor said. "What I think is great about this channel and is so fascinating is that the entertainer also becomes the crowd."

  • Alt-week 7.28.12: social mathematics, Pluto's moons and humans-on-a-chip

    by 
    Terrence O'Brien
    Terrence O'Brien
    07.28.2012

    Alt-week peels back the covers on some of the more curious sci-tech stories from the last seven days. It's a beautiful world we live in. And, while the sweet and romantic part is debatable, strange and fantastic is not. Our universe is one populated by non-planetary celestial bodies with their own non-planetary satellites, high school social hierarchies based on predictable mathematical formulas and military-funded "gut-on-a-chips." It's a weird place filled with weird stories, and we just can't get enough of it. So, what has the last seven days brought us from the fringes of science and tech? Keep reading after the break to find out. This is alt-week.

  • The Game Archaeologist spins A Tale in the Desert: A talk with Teppy

    by 
    Justin Olivetti
    Justin Olivetti
    09.20.2011

    I have to say, I have nothing but admiration for lone wolf-style developers who decide to pish-posh giant studio teams and massive budgets and jump into the game-making mosh pit anyway. Andrew "Teppy" Tepper is one of these visionaries who had an idea for a unique MMO and took it to fruition. I mean, most of us come up with "totally tubular" notions for online games, but how many of us make it happen? Outside of a couple of doodles on a Post-It, that is. In our second week covering the fascinating sandbox world of A Tale in the Desert, The Game Archaeologist had the pleasure of sitting down with Teppy to get his perspective on how one man bootstrapped his way into the MMO world. He also dishes on the team's next MMO project, which we'll be talking more about on Massively later this week. So what's it like to create the ultimate sandbox in Egypt of all places? Teppy, take it away!

  • The Game Archaeologist spins A Tale in the Desert: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    09.13.2011

    Readers of the ever-so-humble Game Archaeologist will recall that earlier this year I had the opportunity to exchange informative words with Dr. Richard Bartle, the creator of MUD. Since he was -- and is -- a highly opinionated designer, I asked him what he thought was the most innovative MMO from the last decade. The answer was short and succinct. "A Tale in the Desert, he replied, then added: "Note that 'innovative' doesn't necessarily mean 'successful.'" Right there is the crux of ATITD's unique position in the MMO industry. Instead of storming down a path well-traveled, it took a machete and made its own trail -- a trail down which few have followed. As Jef recently noted in Some Assembly Required, it is an "odd duck" of a game, skewing as far away from combat as possible to focus on two often-neglected aspects of MMOs: crafting and politics. Even though its population has pegged it as an eternally niche game, it's proven that constant fighting isn't the only thing that can draw an online community together. This week we're going to look at some of the more unique features of this innovative yet diminutive MMO, which began telling its tale back in 2003.

  • World Bank report finds selling virtual goods in games more profitable than 'real' economy

    by 
    Vlad Savov
    Vlad Savov
    04.09.2011

    A report commissioned by the World Bank's infoDev unit has cast fresh light on one of the more fascinating aspects of our brave new interconnected world: the virtual economy. The "third-party gaming services industry" -- where wealthy but impatient players have someone else grind away at online games for them in exchange for monetary reward -- is one of the focal points of the study, chiefly owing to it having generated revenues in the region of $3 billion in 2009 and now serving as the primary source of income for an estimated 100,000 young folks, primarily in countries like China and Vietnam. What's encouraging about these findings is that most of the revenue from such transactions ends up in the country where the virtual value is produced, which contrasts starkly with some of the more traditional international markets, such as that for coffee beans, where the study estimates only $5.5 billion of the $70 billion annual market value ever makes it back to the producing country. The research also takes an intriguing look at the emerging phenomenon of microwork, which consists of having unskilled workers doing the web's version of menial work -- checking images, transcribing bits of text, bumping up Facebook Likes (naughty!), etc. -- and could also lead to more employment opportunities for people in poorer nations. To get better acquainted with the details, check the links below or click past the break.

  • 15 Minutes of Fame: Anthropologist Bonnie Nardi on WoW culture and art

    by 
    Lisa Poisso
    Lisa Poisso
    08.24.2010

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. We've written before at WoW.com and even here in 15 Minutes of Fame about attempts to study World of Warcraft culture from a sociological, psychological or anthropological point of view. In all of these cases, the researchers in question have logged time playing WoW as part of their research, albeit some with greater degrees of immersive success than others. So I was very pleasantly surprised to learn that Bonnie Nardi, a University of California-Irvine expert in the social implications of digital technologies and author of the rather blithely titled My Life as a Night Elf Priest, not only rolled the token raiding character in order to observe the curious behavior of the raiding animal -- she actually enjoys WoW in its own right. Rather than cautiously sniffing WoW culture only to generate another wide-eyed, ZOMG-look-at-this-funny-lingo report from the digital field, Nardi dove deep enough to play in four different guilds: a casual raiding guild; a raiding guild composed of fellow academics; a small, casual guild; and her own friends-and-family guild. Our two-part interview with Nardi, packed with opinion and cultural analysis, reveals a witty approach to WoW culture that successfully combines academic insight with the familiarity of a seasoned player.

  • WoW.com on NPR

    by 
    Elizabeth Harper
    Elizabeth Harper
    03.31.2010

    This Tuesday morning while everyone else was lamenting weekly maintenance, I headed down to the local NPR studios to sit in a very quiet, empty studio -- and chat about World of Warcraft with illustrious individuals in distant lands on WBUR's On Point. I joined William Sims Bainbridge (author of The Warcraft Civilization, which is available in stores today) and host Tom Ashbrook for an hour-long discussion on the meaning behind World of Warcraft. Can we really use events in WoW predict the future? Is WoW the first real afterlife? Is the game world dangerous and addicting -- or a great place to connect with friends and co-workers? If you're interested in catching our discussion, it's available for streaming online or you can download it (as well as past and future editions of On Point) as a podcast on iTunes.

  • Sociologists using Warcraft to predict the future of human civilization; sell books

    by 
    Fox Van Allen
    Fox Van Allen
    03.25.2010

    When I was younger, I was in a perpetual war with my parents over video gaming. I suppose I still am in a way -- they still ask me when I'm going to "grow" out of them. Because of this, I'm always on the lookout for ways to justify spending so much of my free time on my electronic hobby. Back in the days of the Super Nintendo, I insisted that I was building hand-eye coordination. Thankfully, I now have new ammunition: I am a participant in a "virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources." One that scientists are actively studying and using to learn about our real-world society. Those are the words of MIT Press, the publisher of a new book by sociologist Williams Sims Bainbridge, The Warcraft Civilization. The book is a product of over 2300 hours worth of game play by the author. New Scientist's Culture Lab has a fascinating interview with Bainbridge, giving insight into Warcraft and religion, Warcraft as the next afterlife, and Warcraft as a predictor of the future of Western civilization.

  • "My Life as a Night Elf Priest"

    by 
    Mike Schramm
    Mike Schramm
    04.01.2009

    A University of California Irvine anthropologist named Bonnie Nardi has been studying one of the strangest cultures known to man lately, and she's going to be presenting her findings in a book called "My life as a Night Elf Priest" -- that's right, she's been taking notes on the weird sociological experiment known as Azeroth. It sounds pretty interesting -- she's been examining the way Chinese and American players play the game (and of course the differences between them), and she's also looking into how games like WoW can bring us closer together rather than isolating us socially. It's funny -- as a genre and a technology, MMO games are actually in the absolute earliest phases of their history. Socoiologists and psychologists have been studying real humans for thousands of years, and yet it's only in the past few decades that they've gotten access to MMO games, like little petri dishes of condensed human behavior. Nardi may be one of the first to try and scientifically examine how players use (and are affected by) this technology, but she'll definitely be far from the last.

  • Faith and World of Warcraft at Colorado University

    by 
    Mike Schramm
    Mike Schramm
    01.29.2009

    Buckle your seatbelts on this one -- if you aren't concerned with the bigger picture behind a virtual world like Azeroth and would rather hear about dragons fighting each other or the latest class changes, best look elsewhere on the site. But a student at Colorado University has a theory about World of Warcraft that might sound a little out there: he believes the game is a new religion.Not necessarily in the sense that you should skip church to raid (though lots of people probably do that anyway). But in the sense that it meets a sociologist's definition of religion: it provides community, ethics, culture, and emotion. And it's hard to argue with that: we're living proof of the community around the game, there's definitely plenty of culture and emotion, and... ethics? CU student Theo Zijderveld is proposing that even if the game itself doesn't promote ethical behavior, the push is there -- we're rewarded for doing the right thing, and often punished for doing wrong. Work with others in a group, get better loot. Camp someone's corpse, and their guildie or alt shows up to camp you.Intriguing idea, even if it does sound like something cooked up for a college student's thesis (which is in fact what it is). It's certainly not a religion in that there is no higher power involved (unless you believe that Ghostcrawler is in fact a god) -- obviously, we all believe that everything in Azeroth was made by men and women, or at least hard-working Gnomes. But as for what playing World of Warcraft creates in us and makes us feel, those results and ideas are very close in many ways to what organized religion does. Quite a theory.

  • New book showcases the sociology of WoW

    by 
    Shawn Schuster
    Shawn Schuster
    05.21.2008

    With over 10 million players strong (and growing), it seems that anything associated with World of Warcraft would be an instant success. We're talking movies, merchandise, novels and anything else Blizzard decides to license. But what about a book detailing WoW from several different sociological and psychological standpoints? Would it be directed at the correct target audience?In the recently published Digital Culture, Play, and Identify: A World of Warcraft Reader, we see an amazing collaboration among several authors giving their own views of the game, separated by their own chapters of the book. There's one on the economic model of WoW, one on the concept of virtual death and even one on how WoW could be considered a playground for feminism. So if you're into more than just teh phat lootz in your MMO of choice (WoW or not), and the actual sociology of the game is of interest to you, take a look at this book available now on Amazon.

  • New Daedalus data: girls heal and play elves, kids play Horde

    by 
    Eliah Hecht
    Eliah Hecht
    03.25.2007

    This has been the common wisdom, or at least a stereotype, for quite some time, but apparently female players really are more likely to prefer healing than male players are. The Daedalus Project, one of my favorite sites about MMOs, has published some new results. The site focuses on sociological research about MMOs and MMO players, and among other things, the new results look at the gender and age breakdowns of how MMO players would respond to various hypothetical questions.There were four questions asked, although one of them is only slightly applicable to WoW. For nice charts (as seen above) and full data, see the site, but I'll summarize the interesting points here, question-by-question. Note that it's possible that this data, being an aggregate of players of different MMOs, does not represent WoW well. I doubt it, however; given WoW's market dominance, most of the respondents probably are WoW players. Edit: note that in my summaries below, I'm merely point out trends, not causes. I'm not trying to say (for instance) that girls heal because they're girls; there are many other factors at play here.

  • New study on gaming needs your help

    by 
    Ross Miller
    Ross Miller
    04.03.2006

    Brett Lantz needs your help. As a sociologist at the University of Notre Dame, Lantz is currently looking to "learn more about the different types of gamers out there and the impact of the games on how they see themselves." The first part of this endeavor includes an online survey in which we hope you have time to participate. In Lantz's words, "Your readers may find the survey interesting and perhaps a bit fun. The gamers that have already taken the survey have told me it was a positive experience for them. For what it's worth, I am not making any money off this project. Because little research has been previously conducted in this area, the responses of the gaming community are crucial in shaping future research in this area."The survey itself is approximately 40 questions in length and took us close to 15 minutes to complete. While you may find the first 20 or so questions pretty generic (how often you play games, what systems you own, etc.), the remainder (specifically, questions 23-27 and 28-36) raise some interesting points. We'd love to discuss the survey in more detail, but we do not want to ruin the surprise for you.