Interesting to note that study was done on the GAME DATA rather than by interviewing game users
Discusses WoW (World of Warcraft) and what gamers look for: their online reputation, power, a steady challenge
MMOGs are fun to analyze- they are complex online worlds that can be easily researched.
Social interaction is easily researched- we can also look at group cognition (guilds, etc)
I saw a correspondence between setting appropriate tasks based on one's level of understanding (educational theory) and setting the difficulty to advance levels in a game: they both steadily increase as skill develops. In a game, this leads to an addicting / good game. Also, shows a fine balance between frustration and getting bored with a task; WoW masters this balance very well
Brings in social aspects of gaming (uses SNA: social network analysis)
Differs from most papers- does a quantitative data analysis of GAME DATA, not using interviews
Analyzes WoW to see what players are looking for (reputation, etc)
Social dynamics are quite complex in a MMOG- many systems developed among game players to achieve success
Guilds serve as temporary, small groups that vary in size and length of operation, and serve as a social group used to tackle game obstacles / challenges
- author notes that guilds consist of players of close levels- as lower level players are less efficient / weak, higher level players are futher along and don't need the helpMany levels in game. Author graphs time to 'level up' which shows a steady increase in time / difficulty for each level: agreeing with the principle of gaming where challenge steadily increases (novices get easy goals, experts get harder ones). Corresponds to good playability and addiction of gamers
- could apply this to learning as well- increase the challenge as player increases their skill: appropriate goals keep us interested without letting us get bored. Too easy = boredom; too hard = give up
- WoW: World of Warcraft- a MMOG that is very popular at time paper was written (still is a big game)
see paper (circled)
"To use an analogy, WoW is therefore like playing pinball in a crowded arcade, where spectators gather around the machine to observe the best players." (p. 413) -- reputation in a MMOG
"WoW begins with almost instant gratification but, as soon as the player masters the initial tasks and they become trivial, they are replaced with slightly more difficult tasks- along with the promise of better rewards (e.g. more skills, travel to new zones, etc.)." (p. 409)