The WoW Factor: the ethics of online communities

Just last week, I created a Facebook discussion thread for USC gamers who want to join a Trojan clan for the upcoming release of Halo 3. According to Douglas Thomas, this action is a tremendously significant one: I’ve taken the first step towards creating an online space where like-minded gamers exchange knowledge and knowledge resource locations.

If that sounds like jargon, it probably is. Monday’s presentation at Annenberg, “Understanding the Gamer Disposition: What gamers can teach us about learning in the 21st century” was largely an obfuscated statement of the obvious… that gamers like those who play World of Warcraft (WoW) are early adopters of online communities and use them in unexpected ways.

Thomas has managed to create a research field for himself that allows him to do what he obviously loves: put in lots and lots of gaming hours. “At this point, I’ve played so much Warcraft that I feel like I should introduce myself as a level-70 warlock who plays a university professor on the USC server,” he quipped.

Thomas argues that WoW, Star Wars Galaxies, SecondLife and other massively-multiplayer online games (MMOGs) of their kind aren’t terribly useful as teaching tools of actual facts, but rather have a secondary market that teaches players how to learn and teach other players. Translation: secondary player-created resources, like ThottBot, a forum of quest strategies for WoW, spring up to allow players to share their experiences in game and synthesize new ways of playing.

“Players pass knowledge around, teaching others how to find information for themselves.”

However, Thomas seems to hold the belief that these objective-driven game environments give rise to an ethical community system. “Games can’t necessarily work as teaching tools, but they can teach ethics and civic engagement,” he said.

That’s the case in WoW, where the game design–by virtue of being an RPG (role-playing game)–has collaboration at the core of its architecture, but what about online games that don’t reward collaboration?

“The social life of a game exists outside the game,” he says. “The gamers define what constitutes citizenship.”

Fine for World of Warcraft, not so pleasant for online first-person shooters or games like Grand Theft Auto. Thomas believes that games are a “transitional phase” of massive online communities, with games easing our culture into the realm of the future, where online avatars represent us and interpersonal relationships are forged in a virtual space.

As a gamer, however, I find that is not always the case. If the game design rewards cooperation and being nice to one another as in WoW guilds, players will do it–not for altruistic reasons, but for self interest–and if the game does not reward those behaviors, like in Halo 2, where intimidation and threats may help you win, players won’t behave that way unless forced to by the threat of banning.

It’s scary to think that if games are to be these ethical learning engines that teach us how to act in the virtual space, game design inevitably rests in the hands of major media conglomerates that want to sell as many units as possible, with little or no regard to the kind of meta communities that emerge as a result.

Thomas did present a compelling profile of the so-called “gamer disposition.” With more than nine million players logging into World of Warcraft, this is a demographic that is becoming rapidly more important for media folks to understand.

He said that typically, (1) gamers are “hungry to be evaluated and scored” and that improvement and curiosity to see new things keep them playing, (2) gamers quit playing when they stop learning and (3) dissatisfaction with the status quo defines a gamer personality.

In WoW, for instance, players want to get better equipment and level up their guy for two reasons, the first being status, but the second, and more important, being the desire to see new and interesting things built into the game world. “Purple shiny pants let you see new things more quickly,” he said, cheekily summarizing the motivation for getting new equipment in MMO-RPGs.

In the end though, none of these attributes amount to altruism or actual ethics, which are the ingredients to real social world-building. But for the business world, the gamer disposition can be novel and advantageous. Thomas told an anecdote about a software exec who, when presented with a new project, instead of recruiting people and hiring resources to tackle it, simply assumed that the resources and people were already in his company and went out and explored the building to find them. When pressed about it, the exec, a gamer, said “Well, it’s like a quest, right, and I assume that the solution is built into the game environment.” Novel indeed, but not always correct.

Douglas Thomas sees a future where we all lead second lives, with an ethically culpable avatar representing us online. “By 2011, 80% of Americans will have some sort of avatar,” he said. He looks to games as the ushers of this new world order. “The first thing many Brazilians do when they log onto SecondLife is set up dance clubs. People hear the music, and start to talk to one another.”

The benefits of an altruistic, curiosity- and community-driven online realm seem nearly limitless. But to gamers like me who have heard 13-year-old boys with sniper rifles shouting things that would make a Hell’s Angel blush, that future seems a bit overly rosy. The future of the online world will probably look a lot like the present of the real world: there will be nice people, there will be jerks, there will be rewards and drawbacks to being either. Choose wisely.

Not all that Wired about it: Communication technology gets the short end at NextFest

Apparently robots and moonrovers are more important than wireless communication and media delivery technology. Or so it would seem after a visit to Wired‘s annual ooh-aah technology convention NextFest, going on this week at the Los Angeles Convention Center.

For a magazine/Web outlet designed to bring information to readers, Wired sure selected a media-light crowd of exhibitors this year. Just eight out of 162 exhibits had anything to do with communications. And really, only Yahoo’s presentation had much of interest to anyone working in online media. (The rest were cool 3D displays, cellphone activated lightshows, installation art of instant messaging, etc.)

What gives? Where were all the next-gen social media applications, the iPhonery, the streaming video delivery stuff? NextFest opted for the wow-factor of robots and lightshows and missed out on what actually changes our lives.

I had a chat with Ben Clemens, Director of the Design Innovation Team at Yahoo, who also did a stint at the online portion of the New York Times.

Ben explained that his team is working on a unique app that will visually chart Web searches in real time and map them onto a model of the globe. Playing back the data will give an insight into how searches spread and develop over geographic space and over time. I thought it would be tremendously useful for journalists following the news cycle of a story, so I asked him about the model. (Partial transcript follows the video.)

Ben Clemens: The idea is there there search burst events which are lots and lots of people looking for the same thing at the same time and we want be be able to visualize that and show what’s the geographic pattern that they are looking for.

OJR: What sort of application might this have for tracking the way people follow a news story, for example?

Right now what you’re seeing is a fairly coarse level of data, but what we’d like to get to is the point where we can actually see as a story unfolded pegging the spread of search queries in some sort of more local event. One of the data sets that we’re actually working on right now is the bridge collapse, we wanted to track on a very local basis how it was that the searches spread, because that started as a very local event and then became a national event. Right now we don’t have the fine grain of geo-coding we would need to actually do that, but that’s the next thing we are working on.

OJR: Would then news websites want to tailor their news offerings based upon real time what people are interested in specific locations?

Ben: I think probably journalists will make their own decisions, but I think it’s good information to get from actual user data. This is what people are actually doing, as opposed to what they say they are interested in.

OJR: Does this connect with Yahoo News at the moment?

Ben: This is an experiment; it is not part of any Yahoo product. We would like to take advantage of it in Yahoo products going forward but for now we’re just at the bleeding edge trying to figure out how we would use this. Just the mechanism to get the data and to individualize it are a lot of the mechanics that we are working on right now. If that gets to a good enough state, then we would talk to products.

OJR: How far down the line is that?

Ben: (Laughs.) I really can’t say.

Ben then showed me an austere white-on-white globe of the earth with slow-moving blue specks shooting out from the surface of the North American continent. He explained that each speck represents a search query instance and that the speed and thickness of the particle streams indicate the popularity of the search. The data set at hand was a Yahoo search for “Mattel,” immediately following the lead-in-toys story that drove worried parents by the thousands to the Internet to search for their child’s toy.

Interesting stuff, and sure to give us too much information about ourselves down the line.

Other than than, NextFest was a bit of a bust from a journalist’s perspective. I mean, don’t get me wrong: the Google Lunar X Prize announcement was uber-cool (journalist was third on my list of childhood aspirations, astronaut and paleontologist being numbers one and two), but really, the lack of media eyecandy was disappointing. I would have thought it would have been a perfect fit for OJR–Wired is journalism that brings you technology and OJR is journalism about technology that brings you journalism–but eh, so it goes. I suppose I shouldn’t be surprised.