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Knowing play The epistemic machinery of game culture Kristine Ask www.kristineask.com
The magic circle crumbles Learning:  Gee (2007), Steinkuehler (2004) Expertise:  Chen (2009), Reeves et al (2009) Emergence:  Karlsen (2009) Co-production:  Postigo (2007), Taylor (200/) ,[object Object],[object Object]
Research questions What knowledge does a instrumental player use? How is it created and shared? Case: World of Warcraft 1 year ethnographic study of a player community in World of Warcraft (WoW) Between 20 and 50 hours play pr week Interviews with 19 WoW players at varying levels of progression
Theoretical framework Epistemic cultures (Knorr Cetina 1999): cultures that create and warrant knowledge ”how we know what we know” Material, social and symbolic practices
The Game in question:  MMORPG A game platform of many subgames Primary game: Developing the avatar Virtual world Up to 30 000 players Avatars used to interact with the world
Raiding ,[object Object]
Set times
Team effort
Complicated
Little reward for much input ,[object Object],[object Object]
Theorycraft “Theorycraft is the attempt to mathematically analyze game mechanics in order to gain a better understanding of the inner workings of the game. “  Wowwiki.com ,[object Object]
Game choices based on “proven facts”,[object Object]
Example: Frostfire bolt Game description avg_damage_per_cast_noncrit = (avg_cast_base_dmg + (spell_coefficient + empowered_fire + empowered_frostbolt + arcane_empowerment) * final_spell_dmg) * (firepower + ffb_glyph + spell_impact + arcane_blast_buff + arcane_power) * pwf * piercing_ice [* ebon_plaguebringer or coe+malediction or earth&moon] * arcane_instability * frostbolt_glyph * molten_fury [* sanctified_retribution or ferocious_inspiration] * tricks_of_the_trade * troll_beast_racial/worgen_racial ex: frostfire bolt -- molten fury + berserking(20%) + bloodlust + icy veins + 4pct7 + CSD included, 2000 spelldmg, 55% crit, 500 haste ratingavg_damage_per_cast_noncrit = ( (722+838)/2 + (3/3.5 + 0.15) * 2000 spelldmg) * (1.1 + 0.02) * 1.03 * 1.06 * 1.13 * 1.12 =4324.43avg_damage_per_cast_critical = 4324.43 * (1 + 0.55 * (3.34565 - 1)) = 9903.41final_cast_time = 3 / (1 + 500/32.78998947/100) / 1.05 / 1.03 / 1.3 / 1.2 / 1.2 = 1.29 Theory-craftted version
More examples Threat modifiers are mechanics that increase or decrease your threat caused, per point of threat. Threat modifiers are multiplicative; so, when you see something like: "Reduces your threat by 30%", it means "Multiplies your threat by .7". Alternatively, you can reverse threat modifiers to see how much damage you gain by using threat modifiers. Threat modifier: 1 - [(1 - X) x (1 - Y) x (1 - Z)] = Threat Modifier
How and why? Hypothetical deductive method:  Problem, playtesting, analysis Large playercommunity / critical mass
How and why? Hypothetical deductive method:  Problem, playtesting, analysis Large playercommunity / critical mass Precise knowledge about the game allows for more optimal customization
Diffusion of expert knowledge? ,[object Object]
Knowledge is localized by  the remaking and linking of guides in local and public forumsTheory-craft
Material Online community Digitalized Viral Explicit knowledge ”hard numbers” Tools to understand the game Simulators Addons Databases
Material Delegation of complexity  Precise  Sharing and storing of expertise VS
Social Theorycraft community Elitist Jerks Volunteer based Guilds are structured and formalized playergroups Applications Performance requirements Sharing information as a way of socializing

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Epistemic cultures

  • 1. Knowing play The epistemic machinery of game culture Kristine Ask www.kristineask.com
  • 2.
  • 3. Research questions What knowledge does a instrumental player use? How is it created and shared? Case: World of Warcraft 1 year ethnographic study of a player community in World of Warcraft (WoW) Between 20 and 50 hours play pr week Interviews with 19 WoW players at varying levels of progression
  • 4. Theoretical framework Epistemic cultures (Knorr Cetina 1999): cultures that create and warrant knowledge ”how we know what we know” Material, social and symbolic practices
  • 5. The Game in question: MMORPG A game platform of many subgames Primary game: Developing the avatar Virtual world Up to 30 000 players Avatars used to interact with the world
  • 6.
  • 10.
  • 11.
  • 12.
  • 13. Example: Frostfire bolt Game description avg_damage_per_cast_noncrit = (avg_cast_base_dmg + (spell_coefficient + empowered_fire + empowered_frostbolt + arcane_empowerment) * final_spell_dmg) * (firepower + ffb_glyph + spell_impact + arcane_blast_buff + arcane_power) * pwf * piercing_ice [* ebon_plaguebringer or coe+malediction or earth&moon] * arcane_instability * frostbolt_glyph * molten_fury [* sanctified_retribution or ferocious_inspiration] * tricks_of_the_trade * troll_beast_racial/worgen_racial ex: frostfire bolt -- molten fury + berserking(20%) + bloodlust + icy veins + 4pct7 + CSD included, 2000 spelldmg, 55% crit, 500 haste ratingavg_damage_per_cast_noncrit = ( (722+838)/2 + (3/3.5 + 0.15) * 2000 spelldmg) * (1.1 + 0.02) * 1.03 * 1.06 * 1.13 * 1.12 =4324.43avg_damage_per_cast_critical = 4324.43 * (1 + 0.55 * (3.34565 - 1)) = 9903.41final_cast_time = 3 / (1 + 500/32.78998947/100) / 1.05 / 1.03 / 1.3 / 1.2 / 1.2 = 1.29 Theory-craftted version
  • 14. More examples Threat modifiers are mechanics that increase or decrease your threat caused, per point of threat. Threat modifiers are multiplicative; so, when you see something like: "Reduces your threat by 30%", it means "Multiplies your threat by .7". Alternatively, you can reverse threat modifiers to see how much damage you gain by using threat modifiers. Threat modifier: 1 - [(1 - X) x (1 - Y) x (1 - Z)] = Threat Modifier
  • 15. How and why? Hypothetical deductive method: Problem, playtesting, analysis Large playercommunity / critical mass
  • 16. How and why? Hypothetical deductive method: Problem, playtesting, analysis Large playercommunity / critical mass Precise knowledge about the game allows for more optimal customization
  • 17.
  • 18. Knowledge is localized by the remaking and linking of guides in local and public forumsTheory-craft
  • 19. Material Online community Digitalized Viral Explicit knowledge ”hard numbers” Tools to understand the game Simulators Addons Databases
  • 20. Material Delegation of complexity Precise Sharing and storing of expertise VS
  • 21. Social Theorycraft community Elitist Jerks Volunteer based Guilds are structured and formalized playergroups Applications Performance requirements Sharing information as a way of socializing
  • 22. Symbolic A game about numbers Performance oriented Evaluation of players
  • 23. The avatar ethos in play Gaming is not about immersion, but performance Pleasure, but not ”play” Mastery is not just mastery over digital monsters: Tools Norms Playing by numbers
  • 24. Playing in an epistemic culture New players are introduced to a network of technologies, norms and practices where theorycraft is incorporated Instrumental play as a resource