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Communities of Practice in MMORPGs:
an Entry Point into Addiction?



Karsten D. Wolf
Didactical Design of Interactive Learning Environments

Communities & Technologies 2007
Michigan State University, East Lansing, USA
Friday, 29.06.2007


                                                         cc by Karsten D. Wolf 2007
What are MMORPG?

Massive Multiplayer
      Online
Roleplaying Games




                      cc by Karsten D. Wolf 2007
What are MMORPG?

Massive Multiplayer
      Online
Roleplaying Games




                      cc by Karsten D. Wolf 2007
Nintendo DS
                 Wi-Fi Connection
Xbox live




 Second Life &    Truly massive!
  Sony Home              cc by Karsten D. Wolf 2007
What are MMORPG?

           Massive Multiplayer
                 Online
up to 20,000 users Games   8,000,000+
           Roleplaying
     in reach           subscribers

~960,000 users online at the same time
                                 cc by Karsten D. Wolf 2007
What are MMORPG?

          Massive Multiplayer
Fantasy Character               Quests
                Online
          Roleplaying Games

                  Levels

                                     cc by Karsten D. Wolf 2007
Hours/week spent playing




0-9 10-19 20-29 30-39 40+   cc by Karsten D. Wolf 2007
on average more than 20 hours a week
                 =
          enough for a CoP


                              cc by Karsten D. Wolf 2007
Average media usage in Germany
TV                                   225 minutes            26 h/week
Radio                                 225 minutes            26 h/week
Listen to music                         45 minutes              5 h/week
Internet                               44 minutes              5 h/week
Newspaper                               28 minutes              3 h/week
Books                                   25 minutes              3 h/week
Magazines                               12 minutes         < 2 h/week


                  (9. Welle 'Massenkommunikation' 2005
                  ENIGMA GfK & MMA Media Markt)          cc by Karsten D. Wolf 2007
cc by Karsten D. Wolf 2007
cc by Karsten D. Wolf 2007
cc by Karsten D. Wolf 2007
Virtual Worlds,
Real Leaders




                  cc by Karsten D. Wolf 2007
cc by Karsten D. Wolf 2007
Why is this interesting for c&t research?
Do MMORPGs support the building of CoP?

If so: how? Can we learn from it for designing
(learning) community environments?

Are there negative side effects?

Are these side effects related to community
building, to other gameplay elements or to
gamer‘s traits?
                                           cc by Karsten D. Wolf 2007
Community
 - Familiarity                  - Trust / Openness
 - Sense of belonging           - Management hierarchy
 - Reputation                   - Informal leadership
 - Rules                        - Leadership
 - Possibility to communicate   - Boundaries / Lurking


                                       Practice
        Domain

 - Common interest                - Communication
 - Repository                     - Mutuality / Exchange
 - Learning                       - Rituals
 - Experts present                - Sense of shared past
 - Experts known                  - Participation
 - Sub Groups                     - Rules enforced



         Individual Roles and Goals of Members

- Aspiration for knowledge      - Being Expert vs. Layman
- Aspiration for reputation     - Being informal leader
- Aspiration for community      - Being formal leader
- Aspiration for power          - Individual interest
                                - Duration of membership



 CoPI (Wolf/Rausch 2005-7)
                                                            cc by Karsten D. Wolf 2007
Individual roles & goals Mean Std.dev.

                                3.37
Aspiration for community               0.63

                                3.08
Duration of membership                 0.89

Being expert (or layman)        2.64   0.77

Aspiration for Reputation       2.55   0.78

                                       0.76
Aspiration for Knowledge        2.47

            1-4 Likert scale, n=1102
                                        cc by Karsten D. Wolf 2007
Community attributes             Mean Std.dev.

                                  3.28
Reputation mechanisms                    0.61

                                  3.13
Sense of belonging                       0.75

                                  3.06
Lurking accepted                         0.70

                                  3.03
Possibility communicate                  0.75

Familiarity                       2.76   0.76

              1-4 Likert scale, n=1102
                                          cc by Karsten D. Wolf 2007
Practice attributes                    Mean Std.dev.


                                        3.25
Mutuality / Exchange                           0.60


                                        2.94
Rituals (cronbach‘s alpha=0.589)               0.72


(casual) Communication                  2.72   0.70


                    1-4 Likert scale, n=1102
                                                cc by Karsten D. Wolf 2007
aspiration for community
      .575                 .439
             .463                       .386
Sense of               Mutuality /
belonging              Exchange


       Communication                 Familiarity
                     p < .0001            cc by Karsten D. Wolf 2007
< 7 <14 <20 <30 <40 40+ h/w
                    cc by Karsten D. Wolf 2007
< 7 <14 <20 <30 <40 40+ h/w
                    cc by Karsten D. Wolf 2007
Other findings related to playtime
Hardcore players (40+) have lower tolerance for
lurking

Sense of belonging is higher for 20+ players, as is
familiarity & communication for 40+ players

Players with a longer duration of membership play
longer (no ease out?)

Possibility to communicate even for casual players
                                           cc by Karsten D. Wolf 2007
Playtime and being an expert




                               cc by Karsten D. Wolf 2007
WoW Addiction Inventory
• Loss of control
• Withdrawal
• Mental focus
• Tolerance
• Negative consequences for work performance
• Negative consequences for social life

                                          cc by Karsten D. Wolf 2007
WoWAI scores

               Being
               at risk
               4,5%
                         Addiction
                         1,9%




                                     cc by Karsten D. Wolf 2007
Playtime and addiction risk


                      3,5% 10,5%
                     12,3% 30%




 < 7 <14 <20   <30   <40 40+

                                   cc by Karsten D. Wolf 2007
CoP and addiction
Aspiration for Knowledge (rp=.175) and
Reputation (rp=.176) goes together with
addiction

Aspiration for Community (rp=-.079) not!!!

Lurking is not tolerated by addicted players


                                          cc by Karsten D. Wolf 2007
Wikipediholism
             #1     159,825
             #10      79,162
             #30      53,500
# of edits




             #50      46,529
             #100     36,608
             #500     17,305
             #1,000 11,101
             #2,500    5,300


             authors ranked by # of edits   cc by Karsten D. Wolf 2007
Tools for supporting CoP                 Ongoing integration
                                         of work & learning

                                          collaborative &
                                           individualized
                                               search

                        Documents &                              Collaboration &
                          Practice                               problem solving
               Knowledge repositories
                                                                    Project
                   N2N-Publishing &                                 spaces
                   Content Sharing



          Knowledge                                                                  Social
           filtering                                                               structures
     Social bookmarking                                                   Online communities
     Collaborative news-                                                     FOAF- and
    filtering & aggregation                                               networking platforms



                       Formal Learning                            Conversation

                                                                   Email &
                        E-Learning
                                                                  Discussion
                          spaces
                                                                    groups

                                         Fleeting interactions


                                           Synchronous
                                            interactions

                                                                                                cc by Karsten D. Wolf 2007
Tools for supporting CoP                 Ongoing integration
                                         of work & learning
in World of Warcraft


                      Documents &                                   Collaboration &
                        Practice                                    problem solving

                                                                  Actual Gameplay
                     Guild websites
                                                                      in WoW




        Knowledge                                                                       Social
         filtering                                                                    structures

                                                                                 Guild screen




                     Formal Learning                                 Conversation

                                                                 Ingame post offices
                                                                          &
                                                                  discussion boards

                                         Fleeting interactions


                                       In-game chat channels
                                        & external chat tools
                                         such as Teamspeak

                                                                                                   cc by Karsten D. Wolf 2007
CoP support in WoW - how?
Small set of tightly integrated tools

Support of the collaborative work (specialized interface)

Setup of worthwhile challenges and rewards

Problems to be solved need to be tackled by groups

                                                 cc by Karsten D. Wolf 2007
Conclusions
WoW supports the building of CoP

Quests, collaborative action, rewards, integrated UI

Addiction exists for heavy users

Players with aspiration for knowledge and reputation
are more at risk as players with community seekers

                                            cc by Karsten D. Wolf 2007
Faculty educational science
                               Didactical design of
                interactive learning environments




http://www.karsten-d-wolf.de/


    wolf@uni-bremen.de

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Communities of Practice in World of Warcraft: an entry point into addiction?

  • 1. Communities of Practice in MMORPGs: an Entry Point into Addiction? Karsten D. Wolf Didactical Design of Interactive Learning Environments Communities & Technologies 2007 Michigan State University, East Lansing, USA Friday, 29.06.2007 cc by Karsten D. Wolf 2007
  • 2. What are MMORPG? Massive Multiplayer Online Roleplaying Games cc by Karsten D. Wolf 2007
  • 3. What are MMORPG? Massive Multiplayer Online Roleplaying Games cc by Karsten D. Wolf 2007
  • 4. Nintendo DS Wi-Fi Connection Xbox live Second Life & Truly massive! Sony Home cc by Karsten D. Wolf 2007
  • 5. What are MMORPG? Massive Multiplayer Online up to 20,000 users Games 8,000,000+ Roleplaying in reach subscribers ~960,000 users online at the same time cc by Karsten D. Wolf 2007
  • 6. What are MMORPG? Massive Multiplayer Fantasy Character Quests Online Roleplaying Games Levels cc by Karsten D. Wolf 2007
  • 7. Hours/week spent playing 0-9 10-19 20-29 30-39 40+ cc by Karsten D. Wolf 2007
  • 8. on average more than 20 hours a week = enough for a CoP cc by Karsten D. Wolf 2007
  • 9. Average media usage in Germany TV 225 minutes 26 h/week Radio 225 minutes 26 h/week Listen to music 45 minutes 5 h/week Internet 44 minutes 5 h/week Newspaper 28 minutes 3 h/week Books 25 minutes 3 h/week Magazines 12 minutes < 2 h/week (9. Welle 'Massenkommunikation' 2005 ENIGMA GfK & MMA Media Markt) cc by Karsten D. Wolf 2007
  • 10. cc by Karsten D. Wolf 2007
  • 11. cc by Karsten D. Wolf 2007
  • 12. cc by Karsten D. Wolf 2007
  • 13. Virtual Worlds, Real Leaders cc by Karsten D. Wolf 2007
  • 14. cc by Karsten D. Wolf 2007
  • 15. Why is this interesting for c&t research? Do MMORPGs support the building of CoP? If so: how? Can we learn from it for designing (learning) community environments? Are there negative side effects? Are these side effects related to community building, to other gameplay elements or to gamer‘s traits? cc by Karsten D. Wolf 2007
  • 16. Community - Familiarity - Trust / Openness - Sense of belonging - Management hierarchy - Reputation - Informal leadership - Rules - Leadership - Possibility to communicate - Boundaries / Lurking Practice Domain - Common interest - Communication - Repository - Mutuality / Exchange - Learning - Rituals - Experts present - Sense of shared past - Experts known - Participation - Sub Groups - Rules enforced Individual Roles and Goals of Members - Aspiration for knowledge - Being Expert vs. Layman - Aspiration for reputation - Being informal leader - Aspiration for community - Being formal leader - Aspiration for power - Individual interest - Duration of membership CoPI (Wolf/Rausch 2005-7) cc by Karsten D. Wolf 2007
  • 17. Individual roles & goals Mean Std.dev. 3.37 Aspiration for community 0.63 3.08 Duration of membership 0.89 Being expert (or layman) 2.64 0.77 Aspiration for Reputation 2.55 0.78 0.76 Aspiration for Knowledge 2.47 1-4 Likert scale, n=1102 cc by Karsten D. Wolf 2007
  • 18. Community attributes Mean Std.dev. 3.28 Reputation mechanisms 0.61 3.13 Sense of belonging 0.75 3.06 Lurking accepted 0.70 3.03 Possibility communicate 0.75 Familiarity 2.76 0.76 1-4 Likert scale, n=1102 cc by Karsten D. Wolf 2007
  • 19. Practice attributes Mean Std.dev. 3.25 Mutuality / Exchange 0.60 2.94 Rituals (cronbach‘s alpha=0.589) 0.72 (casual) Communication 2.72 0.70 1-4 Likert scale, n=1102 cc by Karsten D. Wolf 2007
  • 20. aspiration for community .575 .439 .463 .386 Sense of Mutuality / belonging Exchange Communication Familiarity p < .0001 cc by Karsten D. Wolf 2007
  • 21. < 7 <14 <20 <30 <40 40+ h/w cc by Karsten D. Wolf 2007
  • 22. < 7 <14 <20 <30 <40 40+ h/w cc by Karsten D. Wolf 2007
  • 23. Other findings related to playtime Hardcore players (40+) have lower tolerance for lurking Sense of belonging is higher for 20+ players, as is familiarity & communication for 40+ players Players with a longer duration of membership play longer (no ease out?) Possibility to communicate even for casual players cc by Karsten D. Wolf 2007
  • 24. Playtime and being an expert cc by Karsten D. Wolf 2007
  • 25. WoW Addiction Inventory • Loss of control • Withdrawal • Mental focus • Tolerance • Negative consequences for work performance • Negative consequences for social life cc by Karsten D. Wolf 2007
  • 26. WoWAI scores Being at risk 4,5% Addiction 1,9% cc by Karsten D. Wolf 2007
  • 27. Playtime and addiction risk 3,5% 10,5% 12,3% 30% < 7 <14 <20 <30 <40 40+ cc by Karsten D. Wolf 2007
  • 28. CoP and addiction Aspiration for Knowledge (rp=.175) and Reputation (rp=.176) goes together with addiction Aspiration for Community (rp=-.079) not!!! Lurking is not tolerated by addicted players cc by Karsten D. Wolf 2007
  • 29. Wikipediholism #1 159,825 #10 79,162 #30 53,500 # of edits #50 46,529 #100 36,608 #500 17,305 #1,000 11,101 #2,500 5,300 authors ranked by # of edits cc by Karsten D. Wolf 2007
  • 30. Tools for supporting CoP Ongoing integration of work & learning collaborative & individualized search Documents & Collaboration & Practice problem solving Knowledge repositories Project N2N-Publishing & spaces Content Sharing Knowledge Social filtering structures Social bookmarking Online communities Collaborative news- FOAF- and filtering & aggregation networking platforms Formal Learning Conversation Email & E-Learning Discussion spaces groups Fleeting interactions Synchronous interactions cc by Karsten D. Wolf 2007
  • 31. Tools for supporting CoP Ongoing integration of work & learning in World of Warcraft Documents & Collaboration & Practice problem solving Actual Gameplay Guild websites in WoW Knowledge Social filtering structures Guild screen Formal Learning Conversation Ingame post offices & discussion boards Fleeting interactions In-game chat channels & external chat tools such as Teamspeak cc by Karsten D. Wolf 2007
  • 32. CoP support in WoW - how? Small set of tightly integrated tools Support of the collaborative work (specialized interface) Setup of worthwhile challenges and rewards Problems to be solved need to be tackled by groups cc by Karsten D. Wolf 2007
  • 33. Conclusions WoW supports the building of CoP Quests, collaborative action, rewards, integrated UI Addiction exists for heavy users Players with aspiration for knowledge and reputation are more at risk as players with community seekers cc by Karsten D. Wolf 2007
  • 34. Faculty educational science Didactical design of interactive learning environments http://www.karsten-d-wolf.de/ wolf@uni-bremen.de