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트렌드 검색
Gameplay is:
...the contours of material agency are mangled in practice, meaning emergently transformed and delineated in the dialectic of resistance and accommodation (Pickering, 1993)
Guild Leadership
World of Warcraft raiding depended on a group's ability to monitor and manage its performance. A mod was created (early 2006) to help players keep track of a specific performance number, "threat."
By redistributing their cognition and responsibilities to a nonhuman actor, players could diagnose moments of failure and change their practice for future success.
Using the mod became common practice, which had a normalizing effect on what it meant to play WoW. WoW playing became even more numbers-centric and less about role-playing or other ways of interacting with the game and the social community.
What are the forms of practice in which a newcomer participates?
Themes:
Contact Us!
Mark Chen (University of Washington):
markchen@uw.edu @mcdanger
Ben DeVane (University of Wisconsin, Madison) :
ben.devane@gmail.com
Sara M. Grimes (Simon Fraser University):
smgrimes@sfu.ca
Sarah E. Walter (Stanford University):
swalt@stanford.edu
Moses Wolfenstein (University of Wisconsin, Madison): moses.wolfenstein@gmail.com
The Mangle
Research Context
Analysis of language: level of analysis is the where “social action takes place” (Linde, 1988)
Learning is, in this purview,
more basically
a process of coming to be,
of forging identities
in activity in the world. (Lave, 1992)
Data collection: Participant-observation (~ 2 yrs)
“participation in social practice is the fundamental form of learning”
- Lave & Wenger, 1991
The Mangle of Play - Constance Steinkuehler (2006)
"The game that's actually played by participants is not the game designers originally had in mind but rather one that is the outcomes of an interactively established (Pickering, 1995) "mangle of practice" of designers, players, in-game currency farmers, and broader social norms."
Mark Chen | Ben DeVane | Sara M Grimes | Sarah E Walter | Moses Wolfenstein
Notably, the threat meter helped us remember.
Cross-promotional references:
Various UI elements do different things.
UI helped players interpret what is going on.
Pre-determined phrases:
Sometimes difficult to make sense of what was going on in a WoW fight.
Design Challenges Intertwined with Commercial Content and Priorities
Performatives & "Flash Mobs"
Unanticipated Uses:
- Gender Bending
- Subverting gendered subjectivities
Narrow margins of manoeuvre afford highly reflexive forms of player initiative (workarounds, etc.)