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DEATH BY
CHOCOLATE-
COVERED
BROCCOLI:
A CASE WHERE
GAMIFICATION
KILLED GAMING
PRACTICE
CANADIAN
COMMUNICATION
ASSOCIATION 2013
MARK CHEN
@MCDANGER
G:MARKDANGERCHEN
COMMUNICATING THE
DIVERSE DEBATES AND
DIVISIONS WITHIN
GAME STUDIES
KELLY BERGSTROM
FLORENCE CHEE
THORSTEN BUSCH
CHRIS PAUL
GAMIFICATION?
• Provide incentives to non-game activity
• Why do people love games?
• Fun and challenging: Exploration of interesting constraints
• Social and culturally rich
• Rewarding
GAMIFICATION?
• Provide incentives to non-game activity
• Why do people love games?
• Fun and challenging: Exploration of interesting constraints
• Social and culturally rich
• Rewarding
Let’s just do this part!
The other stuff’s too hard.
GAMIFICATION?
• Provide incentives to non-game activity
• Why do people love games?
• Fun and challenging: Exploration of interesting constraints
• Social and culturally rich
• Rewarding
GAMIFICATION?
• Provide incentives to non-game activity
• Why do people love games?
• Fun and challenging: Exploration of interesting constraints
• Social and culturally rich
• Rewarding
For more: Deterding’s keynote and
Nicholson’s Meaningful Gamification
talk (both GLS 2012)
Why problematic?
EMERGENT PRACTICE IN
WORLD OF WARCRAFT
Raiding with “The 7/10 Split”
• 10-month ethnography
• 60-person group
• Fall 2005-Summer 2006
• Role-play server
• Early days of WoW
EMERGENT PRACTICE IN
WORLD OF WARCRAFT
Raiding with “The 7/10 Split”
• 10-month ethnography
• 60-person group
• Fall 2005-Summer 2006
• Role-play server
• Early days of WoW
EMERGENT PRACTICE IN
WORLD OF WARCRAFT
A play space = a “mangle” (Pickering; Steinkuehler)
• constant renegotiation of agendas and roles
dynamic and emergent activity
Expertise development is socialization into expert
groups, learning to do what experts do (Collins & Evans)
Emergent practice -> emergent values, motivations
• For The 7/10 Split: Friendship, hanging out, and having fun!
Initial meltdown prevented by
realignment / reiteration of group values
HANGING OUT AND
HAVING FUN
I love our raid. I know we are all going to get
burned out at times and frustrated and upset
and disagree with one another. It is part of
being human. We are like brothers and sisters
really. Stuff like this is going to happen.
Initial meltdown prevented by
realignment / reiteration of group values
HANGING OUT AND
HAVING FUN
New tools from WoW community
distributed cognition (Hutchins)
EXPERTISE DEVELOPMENT:
KENCO’S THREAT METER
EXPERTISE DEVELOPMENT:
RATING PERFORMANCE
New, smarter ways to play:
• Improving
efficiency
• keeping track
of progress
EXPERTISE DEVELOPMENT:
SOCIOMATERIAL PRACTICE
New, smarter ways to play:
• Improving
efficiency
• keeping track
of progress
VICTORY!
VICTORY!
NORMALIZATION OF PRACTICE
Learning underlying system turned into:
• focusing more on efficiency
• emphasizing progress and surveillance
Official ways to rate / reward progress:
• guild rankings based solely on raid content
• Later: gearscore, achievements
New emphasis in contention with initial values
Massive Meltdown*
DISSOLUTION
*but actually only partly responsible. Other factors:
changing schedules, frustration over recent failures, etc.
New emphasis in contention with initial values
Massive Meltdown*
DISSOLUTION
I thought of you as a friend, and now you treat me like
this? Insult me to my face? I don’t understand it.
*but actually only partly responsible. Other factors:
changing schedules, frustration over recent failures, etc.
GAMIFICATION KILLED
GAMING
Gamification normalizes legitimate play.
Rewarding certain forms of play marginalizes
other forms of play.
WoW focused more
and more on efficient
boss fights and loot
acquisition, killing
The 7/10 Split raid.
RECLAIMING
GAMIFICATION
Sebastian Deterding
Gameful design
http://codingconduct.cc/
Scott Nicholson
Meaningful gamification
http://www.scottnicholson.com/
DEATH BY
CHOCOLATE-
COVERED
BROCCOLI:
A CASE WHERE
GAMIFICATION
KILLED GAMING
PRACTICE
CANADIAN
COMMUNICATION
ASSOCIATION 2013
MARK CHEN
@MCDANGER
G:MARKDANGERCHEN
COMMUNICATING THE
DIVERSE DEBATES AND
DIVISIONS WITHIN
GAME STUDIES
KELLY BERGSTROM
FLORENCE CHEE
THORSTEN BUSCH
CHRIS PAUL
Tripartite roles: tank, healer, DPS
Tripartite roles: tank, healer, DPS
Tripartite roles: tank, healer, DPS
Yo, over here!
!
Tripartite roles: tank, healer, DPS
rogue (DPS)
warrior
(tank)
priest (healer)
mage (DPS)
Yeah, hit me!
Tripartite roles: tank, healer, DPS
rogue (DPS)
warrior
(tank)
priest (healer)
mage (DPS)
pew pew!
Yeah, hit me!
+300
+120
Tripartite roles: tank, healer, DPS
rogue (DPS)
warrior
(tank)
priest (healer)
mage (DPS)
pew pew!
Yeah, hit me!
+300
+120
Has the most threat and
monster “aggro”
Threat and aggro
Time 1
Player Ability Activated Threat Generated
(hypothetical)
Existing
Threat
Total Threat
(hypothetical)
Wendy (tank) Sunder 260 780 1040
Rand (DPS) Sinister Strike 140 560 700
Shaun (healer) L. Healing Wave 400 400 800
Mandy (DPS) Frostbolt 500 0 500
Time 2
Player Ability Activated Threat Generated
(hypothetical)
Existing
Threat
Total Threat
(hypothetical)
Wendy (tank) Sunder 260 1040 1300
Rand (DPS) Sinister Strike 140 700 840
Shaun (healer) L. Healing Wave 400 800 1200
Mandy (DPS) Frostbolt 500 500 1000
Back to KTM

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Death by chocolate-covered broccoli: A case where gamification killed gaming practice

  • 1. DEATH BY CHOCOLATE- COVERED BROCCOLI: A CASE WHERE GAMIFICATION KILLED GAMING PRACTICE CANADIAN COMMUNICATION ASSOCIATION 2013 MARK CHEN @MCDANGER G:MARKDANGERCHEN COMMUNICATING THE DIVERSE DEBATES AND DIVISIONS WITHIN GAME STUDIES KELLY BERGSTROM FLORENCE CHEE THORSTEN BUSCH CHRIS PAUL
  • 2. GAMIFICATION? • Provide incentives to non-game activity • Why do people love games? • Fun and challenging: Exploration of interesting constraints • Social and culturally rich • Rewarding
  • 3. GAMIFICATION? • Provide incentives to non-game activity • Why do people love games? • Fun and challenging: Exploration of interesting constraints • Social and culturally rich • Rewarding Let’s just do this part! The other stuff’s too hard.
  • 4. GAMIFICATION? • Provide incentives to non-game activity • Why do people love games? • Fun and challenging: Exploration of interesting constraints • Social and culturally rich • Rewarding
  • 5. GAMIFICATION? • Provide incentives to non-game activity • Why do people love games? • Fun and challenging: Exploration of interesting constraints • Social and culturally rich • Rewarding For more: Deterding’s keynote and Nicholson’s Meaningful Gamification talk (both GLS 2012) Why problematic?
  • 6. EMERGENT PRACTICE IN WORLD OF WARCRAFT Raiding with “The 7/10 Split” • 10-month ethnography • 60-person group • Fall 2005-Summer 2006 • Role-play server • Early days of WoW
  • 7. EMERGENT PRACTICE IN WORLD OF WARCRAFT Raiding with “The 7/10 Split” • 10-month ethnography • 60-person group • Fall 2005-Summer 2006 • Role-play server • Early days of WoW
  • 8. EMERGENT PRACTICE IN WORLD OF WARCRAFT A play space = a “mangle” (Pickering; Steinkuehler) • constant renegotiation of agendas and roles dynamic and emergent activity Expertise development is socialization into expert groups, learning to do what experts do (Collins & Evans) Emergent practice -> emergent values, motivations • For The 7/10 Split: Friendship, hanging out, and having fun!
  • 9.
  • 10.
  • 11. Initial meltdown prevented by realignment / reiteration of group values HANGING OUT AND HAVING FUN
  • 12. I love our raid. I know we are all going to get burned out at times and frustrated and upset and disagree with one another. It is part of being human. We are like brothers and sisters really. Stuff like this is going to happen. Initial meltdown prevented by realignment / reiteration of group values HANGING OUT AND HAVING FUN
  • 13. New tools from WoW community distributed cognition (Hutchins) EXPERTISE DEVELOPMENT: KENCO’S THREAT METER
  • 14. EXPERTISE DEVELOPMENT: RATING PERFORMANCE New, smarter ways to play: • Improving efficiency • keeping track of progress
  • 15. EXPERTISE DEVELOPMENT: SOCIOMATERIAL PRACTICE New, smarter ways to play: • Improving efficiency • keeping track of progress
  • 18. NORMALIZATION OF PRACTICE Learning underlying system turned into: • focusing more on efficiency • emphasizing progress and surveillance Official ways to rate / reward progress: • guild rankings based solely on raid content • Later: gearscore, achievements
  • 19. New emphasis in contention with initial values Massive Meltdown* DISSOLUTION *but actually only partly responsible. Other factors: changing schedules, frustration over recent failures, etc.
  • 20. New emphasis in contention with initial values Massive Meltdown* DISSOLUTION I thought of you as a friend, and now you treat me like this? Insult me to my face? I don’t understand it. *but actually only partly responsible. Other factors: changing schedules, frustration over recent failures, etc.
  • 21. GAMIFICATION KILLED GAMING Gamification normalizes legitimate play. Rewarding certain forms of play marginalizes other forms of play. WoW focused more and more on efficient boss fights and loot acquisition, killing The 7/10 Split raid.
  • 22. RECLAIMING GAMIFICATION Sebastian Deterding Gameful design http://codingconduct.cc/ Scott Nicholson Meaningful gamification http://www.scottnicholson.com/
  • 23. DEATH BY CHOCOLATE- COVERED BROCCOLI: A CASE WHERE GAMIFICATION KILLED GAMING PRACTICE CANADIAN COMMUNICATION ASSOCIATION 2013 MARK CHEN @MCDANGER G:MARKDANGERCHEN COMMUNICATING THE DIVERSE DEBATES AND DIVISIONS WITHIN GAME STUDIES KELLY BERGSTROM FLORENCE CHEE THORSTEN BUSCH CHRIS PAUL
  • 24. Tripartite roles: tank, healer, DPS
  • 25. Tripartite roles: tank, healer, DPS
  • 26. Tripartite roles: tank, healer, DPS Yo, over here! !
  • 27. Tripartite roles: tank, healer, DPS rogue (DPS) warrior (tank) priest (healer) mage (DPS) Yeah, hit me!
  • 28. Tripartite roles: tank, healer, DPS rogue (DPS) warrior (tank) priest (healer) mage (DPS) pew pew! Yeah, hit me! +300 +120
  • 29. Tripartite roles: tank, healer, DPS rogue (DPS) warrior (tank) priest (healer) mage (DPS) pew pew! Yeah, hit me! +300 +120 Has the most threat and monster “aggro”
  • 30. Threat and aggro Time 1 Player Ability Activated Threat Generated (hypothetical) Existing Threat Total Threat (hypothetical) Wendy (tank) Sunder 260 780 1040 Rand (DPS) Sinister Strike 140 560 700 Shaun (healer) L. Healing Wave 400 400 800 Mandy (DPS) Frostbolt 500 0 500 Time 2 Player Ability Activated Threat Generated (hypothetical) Existing Threat Total Threat (hypothetical) Wendy (tank) Sunder 260 1040 1300 Rand (DPS) Sinister Strike 140 700 840 Shaun (healer) L. Healing Wave 400 800 1200 Mandy (DPS) Frostbolt 500 500 1000 Back to KTM