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    <title>Playing Together</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/" />
    <link rel="self" type="application/atom+xml" href="http://www.rattleresearch.com/sites/gaming/atom.xml" />
    <id>tag:www.rattleresearch.com,2008-03-22:/sites/gaming//3</id>
    <updated>2008-07-01T15:53:52Z</updated>
    <subtitle>a research project into teenagers and shared gaming</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type Open Source 4.1</generator>

<entry>
    <title>On The Road...</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/06/on-the-road.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.74</id>

    <published>2008-06-30T11:36:29Z</published>
    <updated>2008-07-01T15:53:52Z</updated>

    <summary><![CDATA[Been a busy period recently, with yesterday culminating in the 4th focus-group and 12th participant in 5 days.&nbsp; In a flickr style, What's in your bag? I thought i'd present to you some of things that i've been taking with...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="fieldworkqualitative" label="fieldwork qualitative" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[Been a busy period recently, with yesterday culminating in the 4th focus-group and 12th participant in 5 days.&nbsp; <br /><br />In a flickr style, <a href="http://www.flickr.com/groups/whats_in_your_bag/">What's in your bag?</a> I thought i'd present to you some of things that i've been taking with me on fieldwork.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="equipment.JPG" src="http://www.rattleresearch.com/sites/gaming/gaming_images/equipment.JPG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="277" width="370" /></span>
Above: 2 cameras (one video camera), maps+directions, 2 dictaphones, pens, note paper, keys, discussion guide and incentives.&nbsp; <br /><br /><br />Below: some images from some fieldwork in West Yorkshire where i took some small recordings of the participants playing Mario Kart on their Wii.<br /><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="boys.jpg" src="http://www.rattleresearch.com/sites/gaming/gaming_images/boys.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="261" width="379" /></span><br /><div><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="boys2.jpg" src="http://www.rattleresearch.com/sites/gaming/gaming_images/boys2.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="260" width="378" /></span>
</div><div><br /></div><div>This project has been a really good lesson on the importance of getting the little things right: making sure there are back-up dictaphones, spare batteries, charged up cameras and so on.&nbsp; After having to rely on one of the above participants for a spare video camera during the session, i think i might have learnt my lesson :)<br /></div><div><br /></div>]]>
        
    </content>
</entry>

<entry>
    <title>Grappling with Online Ethnography</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/06/so-i-mentioned-a-few.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.72</id>

    <published>2008-06-25T15:42:28Z</published>
    <updated>2008-06-30T11:19:17Z</updated>

    <summary><![CDATA[So i mentioned a few days ago how i was going to pilot a research technique which is commonly known as a digital or Online ethnography.&nbsp; This broad term pretty much encompasses any sort of social research that is conducted...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="digitalethnographywowgaming" label="digitalethnography wow gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[So i mentioned a few days ago how i was going to pilot a research technique which is commonly known as a digital or <a href="http://en.wikipedia.org/wiki/Online_ethnography">Online ethnography</a>.&nbsp; This broad term pretty much encompasses any sort of social research that is conducted in 'technologically mediated publics' or, in layman's terms, online.&nbsp; I decided to test out participant observation, specifically spending some time with some WoW gamers who granted me access to watch them.&nbsp; <br /><br /><br />  ]]>
        <![CDATA[Although the 2 mini focus groups that we've undertaken so far have been
really helpful, as we're really trying to get the juicey bits of
research about how online gaming takes shape, we believe that spending
time with participants online in game is really the best way of
soliciting such useful material.&nbsp; Last week i spent about 3 hrs over 3
days 'hanging out' on a server in
WoW, following some participants who i had interviewed as part of this
research project a few weeks earlier.<br /><br />A couple of problems
arose from the study, firstly that, quite often, the players, because
they were such high level, would venture into parts of the world that
I, because i was so low-level, was unable to gain access.&nbsp; Secondly,
the group that i was following were not particularly comfortable with
my presence and so trying to keep a track of the interactions between
the group that i was following was tricky - a lot of the conversations
between the guild members were conducted in private channels or via "<a href="http://www.wowwiki.com/Whisper">whispering</a>".<br /><br />Although
this made the whole experience quite frustrating, it was also quite
revealing in showing that a lot of the chat between guild members on
WoW isn't necessarily about the game, but quite often about real-world
- private - things: school, work, friends, whatever.&nbsp; More generally,
it reveals how online group dynamics mirror offline group dynamics
quite neatly.&nbsp; Looking back at <a href="http://www.test.org.uk/archives/002852.html">Matt's Six Spaces</a>
again, guilds can often act very much like group spaces:&nbsp; clearly
defined groups with implicit rules of how to behave and social rules
about approving membership.&nbsp; <br /><br /><b>Instant messanging</b><br /><br />As
this strategy didn't seem to be working, i decided to engage one of the
gamers in conversation over instant messenger, where my presence was
less intrusive and more inquisitive.&nbsp; This method was a way of finding
out what they had been doing in games (not just WoW) and why.&nbsp; The
chats took place for about 30-40 minutes for 3 nights in a row.<br /><br />This
method was useful in exploring where gaming sits within the context of
an 'average' day, when certain games are played over others (mainly
because of the presence of friends) and what happens in game:&nbsp;
chatting, multi-tasking, "levelling up" and so on.&nbsp; It also allows you
to compare different days and figure out what might affect the
occurance of shared gaming.&nbsp; <br /><br />However, this method is far from
flawless; arranging a synchronous conversation over a period of days is
logistically tricky; so attempting to scale this technique may require
quite a lot of extra time and probably more than one researcher.&nbsp; <br /><br />I'm
currently debating whether to extend this technique to more
participants, but may find the overheads too big.&nbsp; Has anyone else had
any joy with digital ethnographies?<br /> <br /><br />]]>
    </content>
</entry>

<entry>
    <title>The Holy Typology</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/06/models-typologies-and.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.71</id>

    <published>2008-06-19T16:04:42Z</published>
    <updated>2008-06-20T17:16:38Z</updated>

    <summary><![CDATA[As part of the outcomes for this research, i've been trying to think of frameworks through which to analyse the various dimensions and behaviours of shared gaming.&nbsp; The ways that people have generally tried to anaylse gaming behaviour has been...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="typologiesgamingsocialmmog" label="typologies gaming social MMOG" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[As part of the outcomes for this research, i've been trying to think of frameworks through which to analyse the various dimensions and behaviours of shared gaming.&nbsp; The ways that people have generally tried to anaylse gaming behaviour has been through typologies of gamer; i'm sure most people have heard the terms 'hardcore' or 'casual' banded around fairly frequently... <br /><br /><a href="http://blogs.guardian.co.uk/games/archives/2008/06/19/forbescom_makes_bizarre_attempt_to_characterise_euro_gamers.html">The Guardian blogged today</a>, referencing <a href="http://www.forbes.com/technology/2008/06/18/games-europe-loves-tech-innovationeu08-cx_mji_0618games.html">Forbes magazine</a>, who, rather ambitiously, tried to proclaim that European and US gamers were two distinct beasts:<br /><i><br /></i><blockquote><i>"Guns and gore also don't sell as well in Europe because Europeans like
short, so-called casual games, rather than the long, epic tales that
keep gamers pounding on their consoles for hours at a stretch. Casual
games also fit the European lifestyle better: People can play these
short games on trains and subways on their way to work."</i><br /></blockquote>Suggesting that a continent so culturally diverse as Europe can have a population that conforms to a certain type of gamer is probably not the greatest assumption.&nbsp; <br /> ]]>
        <![CDATA[Other ideas about typologies of gamers include <a href="http://blog.wired.com/games/2007/06/opinion_the_wii.html">Wired's theory</a>
that there are Hardcore, Casual, Expanded Audience and Kids.&nbsp; Whilst i
like the idea of 'Expanded Audience'; representing the emerging
demographic of gamers that probably never used to play video games
before, seem to have been consumed by the Wii, i'm not sure what
'casual', 'hardcore' and especially 'kids' add to the party.&nbsp; The
categories don't seem to be very distinct and they don't really have
any defining features:<br /><br /><blockquote><i>"[Kids] Are sort of like a combination of #2 Casual Gamers and #1 Hardcore
Gamers because while games might be an obsession for them, it's also an
obsession for all of their classmates."</i><br /></blockquote><br /><a href="http://www.gamasutra.com/php-bin/news_index.php?story=10681">Gamasutra</a>
develop a slightly more granulated approach to game typologies: 6 types
of gamers are identified but it still seems rather higgledy-piggledy.&nbsp;
For example, take power gamers, social gamers and leisure gamers: does
this mean that power gamers don't play with other people? What are the
different types of games that these groups play: does it mean that
someone who plays Bejewelled for 6 hours a day isn't a power gamer
becuase it's a 'casual' title?&nbsp; Why not? I don't think that these
descriptions really tell you enough about the behaviours about gamers
and aren't particularly helpful when it comes to designing games for
them. <br /><br />
<a href="http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html">Richard Bartle</a>
wrote a few years ago about different types of player of one of the
first MMOGs - MUDS.&nbsp; He argues that there are 4 different types of
player behaviour: achievers, explorers, socializers and killers.&nbsp;
Although written in 1990, I think this analysis is pretty applicable to
pretty much any MMOG or piece of social software.&nbsp; You need a
combination of all 4 of these types in order for a piece of social
media to 'tick'.&nbsp; <br />
<br />
i)&nbsp; Achievement - players like to set themselves game relate goals and aggresively set out to achieve them.<br />
<br />
ii) Exploration - players try to find out as much as possible about the virtual world.<br />
<br />
iii) Socialising - using the games communicative features<br />
<br />
iv) Killing - using the in game tools to inflict damage or sometimes to help other players.<br />
<br />
He identifies discreet behavioural types which is much more fruitful
way of analysing behaviour than just saying 'casual', but if we are
looking specifcally at social gaming, then terms such as 'socialising'
is too broad and doesn't tell us anything about the different sorts of
communication going on, or the underlying social dynamics - who is
talking to who, what sort of activities are they doing and why?<br />
<br />
Although it's not really a model for social gaming, Matt Locke's well thought out <a href="http://www.test.org.uk/archives/002852.html">Six Spaces of Social Media</a> is
a good starting point for thinking about the way groups of people
behave with social technologies.&nbsp; It focuses on the behaviours of
groups of users rather than trying to shoe-horn people into 'types'
that don't really have specific behaviours attached to them. It also
makes us think more critically about social gaming behaviour.&nbsp; Yes,
players are playing with each other and they're communicating, but how
exactly are they doing this, with whom and why?&nbsp; <br />
<br />
I'd be really interest to hear if anyone has any thoughts on any
different typologies of gamers or models for analysing social gaming.&nbsp; <br />

<br />
<br />
&nbsp;  <br /><br /><br /><br /><br /><br />]]>
    </content>
</entry>

<entry>
    <title>Where we&apos;re at...</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/05/post.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.69</id>

    <published>2008-05-30T09:41:44Z</published>
    <updated>2008-06-17T14:53:40Z</updated>

    <summary><![CDATA[After falling quite far behind with the blog posts, i thought it was high time to give a bit of a lo-down on the research project.&nbsp; So what we've done so far is questionnaires, which i talked a bit about...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="digitalethnographygamingsheffield" label="digital ethnography gaming sheffield" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[<p>After falling quite far behind with the blog posts, i thought it was high time to give a bit of a lo-down on the research project.&nbsp; So what we've done so far is questionnaires, which i talked a bit about <a href="http://www.rattleresearch.com/sites/gaming/archives/2008/04/questionnaires-administered.html">here</a>.&nbsp;
They were useful to a degree.&nbsp; The demographic was well balanced: they
were administered to a range of ages (13-19), passion and gender and so they
enabled us to figure out what games were played by who, who with, and
how often they were played.&nbsp; The downside of questionnaires is mainly
due to the inability to prompt and probe in order to obtain richer answers.&nbsp; We've also been busy with vox pops and have begun conducting some depth interviews with small friendship groups of gamers.&nbsp; <br /><br />Here's a list of some of the findings from the questionnaire.&nbsp; There aren't too many surprises and they are pretty much in line with some of our pre-conceptions about gaming behaviour mentioned <a href="http://www.rattleresearch.com/sites/gaming/archives/2008/03/a-test-entry.html">here</a>.&nbsp; <br /> </p>
]]>
        <![CDATA[<p></p><ul><li>Boys play more games, more often than girls.</li></ul><ul><li>Boys play a wide range of games with first person shooter type games being most popular (such as Halo, Tom Clancy, Call of Duty)</li></ul><ul><li>Almost everyone, even if they didn't own one, had access to a wide range of different consoles and games machines.</li></ul><ul><li>Nobody played MMORPGS, though one or two had attempted to play them (such as the trial version of World of Warcraft)</li></ul><ul><li>Flash-based games sites (such as miniclip and dragongamez) were the source of lots of game play</li></ul><ul><li>Shared gaming for boys mainly took the form of the various titles on the Wii and multiplayer shoot-em or football games. <br /></li></ul><ul><li>For girls, shared gaming was a less common activity.&nbsp; Most games played were on the Wii and SingStar on the PS2 was fairly popular.<br /></li></ul><br /><br />Concurrently we conducted some Vox Pops here in Sheffield.&nbsp; They had a similar purpose to the questionnaires (short, snappy general questions) but also provided useful visual material&nbsp; for the blog and for presentations.&nbsp; They also enabled us to research a different demographic (University students).&nbsp;&nbsp; We wanted to examine the changes that age would bring to shared gaming.&nbsp; University students are a bit older, have more time and independence and we thought that the freedom to game would be greatly increased.&nbsp; <br /><br />We decided to use the questionnaire and vox pops as a filter to decide who would be most appropriate to talk to for the next stage of the process. &nbsp;<br /><br />We decided that the next course of action would be mini focus group type interviews with friendship groups.&nbsp; Why did we do that?<br /><br />1. From our experience, it's the best method of getting information out of teenagers.&nbsp; One on one can be quite a daunting experience, but when they have the buffer of their friends around them, the atmosphere becomes a lot more relaxed and they feel that they can reveal more about themselves.&nbsp; <br /><br />2. To help us to understand the dynamics and behaviours of how groups of friends play games together.&nbsp; <br /><br />So far we've done two groups, and we're looking to do a few more to ensure that we can speak authoritatively about all ages and genders as well as different types of games: from the Wii to WoW.&nbsp; <br /><br /><b>Limitations </b><br />One of the tenets of social research is viewing the events in the social world through the eyes of the people that are being studied, but gaining first-hand insight into actual group gaming behaviours is the most difficult part.&nbsp; Only by observing hours and hours of gameplay can one begin to understand the dynamics of shared gaming experiences, however this is not really plausible.&nbsp; Firstly for issues of time.&nbsp; Secondly, for a common hurdle of overt participant observation that has been described by social research academics as the 'Reactive effect'; that is, a change in the behaviour of the participants due to the known presence of a researcher.&nbsp; The fact that shared gaming essentially takes part within fairly tight-nit friendship groups makes it difficult to gain access to a space that by its very nature tends to be quite exclusive in its membership.<br /><b><br />Solution?<br /></b>As a result, we are considering two approaches to gather more in-depth insight to gaming behaviours.&nbsp;&nbsp; This week we are piloting an idea which is to conduct short-length interviews&nbsp; across a few days with one gamer over instant messenger.&nbsp; The idea is to be able to have one on one discussion with an individual where gaming activity can be explored in more detail.&nbsp;&nbsp; Doing this over a few days also creates the opprurtunity for a more longitudinal study where the way that gaming varies and develops from day to day can be explored.<br /><br />I'll post up the results of how the research goes in the next few days. &nbsp;  <br /><br /><br /><br /><br /><br />&nbsp; <br /> 
]]>
    </content>
</entry>

<entry>
    <title>Users not Producers</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/05/do-people-roleplay-in-wow.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.67</id>

    <published>2008-05-29T16:49:00Z</published>
    <updated>2008-05-30T16:51:30Z</updated>

    <summary>As part of our research process we&apos;ve been interested in talking to different groups of teenagers and young adults who take part in different forms shared or group gaming. Throughout the research we&apos;ve tried to look at the &apos;socialness&apos; of...</summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="mmorpgwowroleplaying" label="MMORPG WoW role-playing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[As part of our research process we've been interested in talking to different groups of teenagers and young adults who take part in different forms shared or group gaming. Throughout the research we've tried to look at the 'socialness' of
games from the perspective of the user.&nbsp; How the gamer plays games with
others, not the way that they are supposed to play, or the way that the
game genre might like to dictate.&nbsp; We find this a much more useful approach to take rather than draw attention to specific genres.&nbsp; What's more interesting is not <i>what</i> genre of game teens are playing, but <i>how</i>.&nbsp; <br /><br />Last week i interviewed a group of teenage boys from West Yorkshire who regularly link up to play, games over the net such as Pokemon Battle Revolution on the Wii.&nbsp; This week I interviewed two players of a different sort of multiplayer game, World of Warcraft.&nbsp; <br /><br />The big deal about World of Warcraft is the idea of role playing.&nbsp;&nbsp; Assuming a character, a guise, personalising your avatar and supposedly entering into a world where you're not yourself.&nbsp; You correspond to the in-house rules about behaviours and language and the ability to become someone different and create a new desired identity for yourself is supposed to appeal to its players. &nbsp;  <br /><br />From what we've found though, and we might be wrong, WoW is less about role-playing and more about just being yourself.&nbsp; The most desirable part of the game is being in a guild with your real life friends and completing instances.&nbsp; It is enjoyable to play with people who you know and trust and who you can chat to whilst gaming.&nbsp; Having to adopt a whole new language and not let your friends know of your true identity is just too much of an overhead.&nbsp; <br /><br />In terms of analysing the 'socialness' of games from the perspective of a gamer, these findings make me question the difference between an average MMOG and MMORPGS and more generally highlight the importance of looking at games from the perspective of the gamer.  <br /><br /> ]]>
        
    </content>
</entry>

<entry>
    <title>Social Stigmas and Drivers</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/05/questionnaire-results.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.62</id>

    <published>2008-05-08T14:25:31Z</published>
    <updated>2008-05-09T10:04:34Z</updated>

    <summary>Going through the questionnaire results and the video tape from the vox pops (i will put them up here as soon as i&apos;ve figured out to embed .flvs into the MT blog!) made me think about the motivations for gaming...</summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="gamingsocialdanahboydwiiunreal" label="gaming social danahboyd wii unreal" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[<p>Going through the questionnaire results and the video tape from the vox pops (i will put them up here as soon as i've figured out to embed .flvs into the MT blog!) made me think about the motivations for gaming amongst teenagers and what the social drivers were for their behaviours.&nbsp; It also made me consider how gaming was perceived.&nbsp; <br /></p>]]>
        <![CDATA[<br /><p>Teenagers are an interesting and diverse group to study, since the
changes that go on between 13-19 are more vast than most other times in
your life.&nbsp; It can be quite a tumultous period and teens often look to
their immediate peer group for help, advice, validation and
re-affirmation.&nbsp; <a href="http://www.danah.org/papers/talks/MacArthur2008.html">Danah Boyd has spoken recently about "teen socialization practices in networked publics"</a>.&nbsp; She talks about how friends also influence your behaviour, attitudes and
interests.&nbsp; Another thing they do is introduce new cultural artifacts.&nbsp;
One such artifact, I would argue is games. &nbsp; <br /><br />The following two quotes help to
illustrate how games enable you to re-affirm your status within your
'inner circle' of friends and work as a social validation mechanism.&nbsp; <br />
<br /></p><blockquote>
Q.&nbsp; Do you prefer to play games with other people or would you rather play then on your own?<br /><br /><i>It's not the same when you play it alone it's not as fun and you
can't play the same games also you dont have that competitiveness if
it's just you. </i><br /><i>
</i><br /><i>
</i>[Female, 15, Yorkshire]<br /><i> </i><br /><i>
All of the games i prefer playing with other people because and i enjoy
the social and competitive side to the games when played with friends.</i><br /><i>
</i><br /><i>
</i>[Male, 16, London]<br /></blockquote><p>



<br />
<br />
It's amazing the amount of social stigma attached to games as perceived by
teenagers themselves.&nbsp; Something great that Nintendo seem to have done
is remove the stigma from gaming.&nbsp; Playing on the Wii is playing a game
but it's not seen as being 'sad'.&nbsp; It's actually a cool thing to do.&nbsp; <br />
<br />
A 19yr old student from Sheffield University who we did a short vox pop with, when asked about his (former) love for <a href="http://en.wikipedia.org/wiki/Unreal_Tournament">Unreal Tournament</a><br />
<br /></p><blockquote>
"I was addicted to Unreal and i knew all the cheats."  <br /><br /><i>How often did you play it?</i><br /><i>
</i><br />
"All the time!"<br /><br /><i>And why did you stop playing it?</i><br /><i>
</i><br />
"I grew up! [laughs]"<br /><br />
[Male, 19, Yorkshire]<br /></blockquote><p>




<br /><br />
Yet whenever this participant goes home for his holidays from
university, he says he stills picks up the game and plays it.&nbsp; Of
course there are probably a huge range of reasons why he only plays it
at home and not at university - time, hardware resources and constraints and so on.&nbsp; <br />
<br />When he is at university, he plays the Nintendo Wii in his house a lot.&nbsp; It's an enjoyable experience for him and his friends - is this because he is
influenced by his housemates to play it and because everyone feels the
need to re-affirm their social status amongst their peer group?&nbsp; Would he go back to the less cool and non-grown up Unreal again if he had the choice?&nbsp; <br /><br />What's interesting here is two things.&nbsp; Firstly that the Wii is perceived to be more "grown up" and consequently gains a higher social value.&nbsp; Secondly that the influence of the immediate peer group is seemingly very important, not only in determining what is and isn't 'cool' but also in heightening the social significance of a certain game.&nbsp; I do wonder, how much peer pressure comes into the equation.&nbsp; And if not <i>pressure</i> per se, but <i>influence</i>.&nbsp;&nbsp; How much influence does his peer group have?&nbsp; Is the Wii considered more grown up because his friends think so?&nbsp; Does the pure existence of a peer group game network almost make you want to play the game even more?<br /><br />These are issues i want to explore more of.&nbsp; Food for thought!<br /></p>
]]>
    </content>
</entry>

<entry>
    <title>Futuresonic</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/05/futuresonic.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.64</id>

    <published>2008-05-06T13:50:24Z</published>
    <updated>2008-05-09T11:29:11Z</updated>

    <summary><![CDATA[James and myself attended Futuresonic last week in Manchester.&nbsp; According the official site, Futuresonic is "an international festival of Art, Music and Ideas now in its 12th year occupying the orbits of both digital culture and music".&nbsp; We weren't cool...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="futuresonicgamingjustinhallalekskrotoskipmogsecondlife" label="futuresonic gaming justinhall alekskrotoski pmog secondlife" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[<p>James and myself attended <a href="http://www.futuresonic.com/">Futuresonic</a> last week in Manchester.&nbsp; According the official site, Futuresonic is "<i>an international festival of Art, Music and Ideas now
in its 12th year occupying the orbits of both digital culture and music</i>".&nbsp; We weren't cool enough to catch the music in the evening but we went to several talks about social media and gaming.&nbsp; On Friday, i was pleased to be able to catch a session on 'Future Play' delivered by Aleks Krotoski and Matt Locke.&nbsp; It was then followed up by an hour long presentation and Q+A session by Justin Hall and Duncan Gough of Passively Multiplayer Online Gaming fame.&nbsp; Luckily for you i decided to type up my notes from the presentations on gaming, so here they are!<br /> </p>]]>
        <![CDATA[<p><br /></p><p><b><a href="http://toastkid.com/">Aleks Krotoski</a> - Future Play</b><br /></p><p><br /></p><p>Aleks is a social psychologist currently studying for her PhD [her area of study is social networks in Second Life.&nbsp; Her talk mainly centres around her study].&nbsp; She helped out on the <a href="http://www.dfes.gov.uk/byronreview/">Byron Review</a>.&nbsp; She writes for the Guardian <a href="http://blogs.guardian.co.uk/games/">here</a>.&nbsp; Although she doesn't like to be reminded of it, she also used to present a show on C4 about computer games called <a href="http://youtube.com/results?search_query=aleks+krotoski&amp;search_type=">Bits</a> ;).&nbsp; Her personal website is <a href="http://www.toastkid.com/">here</a>.&nbsp; Below is a pretty much blow-by-blow account of her presentation at Futuresonic.&nbsp;  <br /><font style="font-size: 1.25em;"><i><br /><br /></i></font><font style="font-size: 0.8em;"><font style="font-size: 1.25em;"><i>Popular misconception is that games aren't for adults.&nbsp; Adults who play games are seen to be wasting their time.&nbsp; But the reality is that adults play games all the time.&nbsp; For example, Su Doku, Brain Training on the Nintendo DS (she showed a slide of Nicole Kidman playing the DS).<br /><br />Moved on to saying that <br />a) Brain Training on the DS is sold as a learning tool, but it's just a con.&nbsp; It's sold to the world as a game that can make you smarter. <br /><br /></i></font></font></p><blockquote><font style="font-size: 0.8em;"><font style="font-size: 1.25em;">She didn't say whether she had any facts to back up the effect of the game on educational development, but it assumed that she doesn't think you actually learn anything from playing these types of games, because:</font></font><br /></blockquote><p><font style="font-size: 0.8em;"><font style="font-size: 1.25em;"><i><br />b) Games like Su Doku, Brain Training etc are selfish.&nbsp; You only learn how to play games on your own with them.&nbsp; You don't learn social skills; you don't learn how to engage with other people. &nbsp;<br /><br />MMOGs like WoW etc, where you play with other people ARE educational.&nbsp; You're learning to be social and you're learning to play with others.&nbsp; People are using, abusing, engaging and learning how to interact better with people via the networks that are in place in these types of games.&nbsp; The games afford greater interpersonal development. <br /><br /></i></font></font></p><font style="font-size: 0.8em;"></font><blockquote><font style="font-size: 0.8em;"><font style="font-size: 1.25em;">It seems to me to be quite a bold statement to suggest that Nintendo's Brain Training doesn't educate you yet playing in WoW does.&nbsp; True, it's probably a good marketing ploy on behalf of Nintendo to imporve the image of gaming, but surely it must have some education value?&nbsp; Similarly for the Nintedo Wii - a game to play with others.&nbsp; It would be interesting to uncover her viewpoint on its educational benefits or otherwise. &nbsp;<i> </i></font></font><br /></blockquote><p><font style="font-size: 0.8em;"><font style="font-size: 1.25em;"><i><br />She focuses the rest of the talk on 2 statements:<br /><br />1.&nbsp; Justin Hall's stance about online games "these spaces are poor replacements for the real world"<br /><br />and <br /><br />2. Matt Jones "get rid of [the concept in SNSs] of friending.&nbsp; It means nothing"<br /><br /><br />Went on to talk about an one of the early MMOGS, a text-based virtual world called Lambdamoo.&nbsp; She says it's an excellent example of how you can build emotional connections with others in spaces where you don't really know exactly who you are talking to. &nbsp;<br /><br />Cites the author Julian Dibbell who wrote "A Rape in Cyberspace" which is a book recounting an event that happened in Lambdamoo. &nbsp;<br /><br />The story is:&nbsp; one day, a character named Mr Bungle entered the game.&nbsp; He integrated [him]self into the community and then one day performed gratuitous sexual acts on two of the big players (who were female) in the game. &nbsp;<br /><br />Dibbell interviewed the two women behind the characters for his book.&nbsp; They had felt publicly humiliated. The women said that they were extremely psychologically affected by the public humiliation that they had suffered in the game.&nbsp; They felt that they had been defaced and defamed in public. </i>&nbsp;<i> <br /><br />This is evidence that relationships built up in online games do have plenty of significance in the real world. <br /><br /></i></font></font><font style="font-size: 0.8em;"><font style="font-size: 1.25em;">I can
definitely see how the game is socially significant in this way, but
this is a pretty unique case-study.&nbsp; I wonder how many emotional
connections are built up with strangers online in gaming environments,
and how much we value them in relation to 'real-life' emotional ties. </font></font><br /><font style="font-size: 0.8em;"><font style="font-size: 1.25em;"><i><br />Secondly, Aleks explains how the activities that go on in MMOGs such as Wow, Everquest and Star Wars Galaxies develop working realtionships as well as emotional ones.&nbsp; Problem solving forms a large part of the game narrative in these games and they require a great deal of co-ordination and collective compliance in order to achieve gaming goals.&nbsp; Pervasive identities come together adding a layer of relationship that you wouldn't have thought would be there. &nbsp;<br /><br />Aleks has done a lot of research on different types of relationships in characters in Second Life.&nbsp; If you analyse the relationships between people, they are quite sophisticated and meaningful; it is possible to identify relationship type and behavioural characteristics and you can see the different ways people are connected to each other. &nbsp;<br /><br />Her notion is:&nbsp; people are learning in networks.&nbsp; The notion that everybody has the same influence is not true, there is unequal relationship powers (she shows her Facebook friend wheel and also the connection between her and Robert Scoble - he is giving her lots of info and its not reciprocated). &nbsp;<br /><br />In the future, how we play has implications for how we learn and how information is spread around, because people are differentially connected.&nbsp; There are different types of relationships based upon what you do, trust, credibility and attitudes. <br /><br />Conclusion:&nbsp; The virtual worlds and social networks that we play in are more real than sitting in a train full of commuters listening to your ipod and conducting solitary tasks.&nbsp; These virtual worlds gives us the oppurtunity to learn, adapt and collaborate and all of this is done through play. &nbsp;<br /><br />Some questions:<br /><br />Matt Locke asked about the performance of play and whether this is where the real nuances in friendship come to light<br /><br />Aleks Krotoski:&nbsp; Will Reader (Psychologist, University of Sheffield Hallam) talks about the performances, collaborations and achieving things as a group.&nbsp; He says that the mutual experiences give you the basis to form stronger future relationships. &nbsp;<br /><br />Locke:&nbsp; How important is the distincation between synchronous and asynchronous relationships?&nbsp; Is there a heirarchy of play?&nbsp; Is real time interaction more important?&nbsp; How do the levels of bonding differ?<br /><br />Aleks:&nbsp; Not looked into this one in that much detail, but it is mportant to look at how and why relationships develop and apply this to an online space.&nbsp; One of the notions is synchronicity - making sure that you are going to be at a particular place at a particular time.&nbsp; If you make sure that you have a weekly meeting with someone that your relationship with that person is going to become stronger.&nbsp; Synchronous relationships are more meaningful than asynchronous ones though (obviously).<br /><br />Question from audience:&nbsp; What is learnt in online games that can be related to the real world? &nbsp;<br /><br />Aleks:&nbsp; There is a study at the moment into Everquest.&nbsp; The teamwork and development of team systems is extremely useful for bodies like the military.&nbsp; The coming together of a huge number of strangers to quickly bond and co-ordinate in search of a common goal. &nbsp;<br /><br />You also learn self-efficacy.&nbsp; The self belief that you can do something.&nbsp; If you are peforming in a virtual world where there is a gaming component and you are able to play and perform the role in the online space, it gives you confidence to take that notion offline. </i></font>&nbsp;<br /></font><br /><br /><br /><b><a href="http://interactive.usc.edu/members/jhall/">Justin Hall</a></b><br /><br />Justin's talk was mainly centered on the development of his <a href="http://pmog.com/">Passively Multiplayer Online Game</a> and he started with some funny anecdotes of his growing up with the internet.&nbsp; Funny guy.&nbsp; Here follows a brief summary of what the game is and some of the questions and answer session. &nbsp;<br /><i><font style="font-size: 1.25em;"><br /></font><font style="font-size: 1em;">PMOG is an example of an extremely casual game, with extremely low barriers to entry and that is based around peoples existing workflows with the web.&nbsp; It is entirely based around browsing the web and only requires Firefox and a plugin.&nbsp; It rewards people for boradly surfing.&nbsp; People who look at more stuff get more points and you can spend those points buying tools and 'annotating' the web.&nbsp; eg.&nbsp; you might go to George Bush's biography page and get 'hit' by a mine laid by another player in the game.&nbsp; PMOG provides a framework for people to share the internet together.&nbsp; Share coincidences. &nbsp;<br /><br />Matt Locke:&nbsp; How does playfulness get people to engage?&nbsp; PMOG narrativises data trails of people on the web.&nbsp; Makes it more fun. &nbsp;<br /><br />Justin Hall: People don't have any fear.&nbsp; People try to interrupt each other, and get into each others data stream.&nbsp; Can you project where your friends are going to go and join them there to surprise them?<br /><br />Locke:&nbsp; How can the structures on PMOG change the way people think about the way their project stuff?&nbsp; Matt gave the example of how munging his del.icio.us feed into his tumblr feed made him change the way he described his delicious links because they were going to be used in a new way. &nbsp;<br /><br />Justin:&nbsp; Any point you want to prove, there's a website to prove that point.&nbsp; One of the best educational things is how you can force people into a conversation about a topic. &nbsp;<br /><br />Tom Armitage:&nbsp; This service is passive but at the same time its quite a malevolent trickster.&nbsp; When you have a service that acts as a meta-layer to what happens beneath it, what do you think your responsibilities are re: privacy and keeping things in balance?<br /><br />Justin:&nbsp; We can't do the policing, we have to build the tools for policing.&nbsp; There are tools for penalising 'bad actors'. &nbsp;<br /><br />Matt Jones:&nbsp; Off the back of PMOG is there a bi-product of some kind?&nbsp; A way of aggregating stuff? &nbsp;<br /><br />Locke [in addition to Jones]:&nbsp; Are there any plans to build in the idea of actually co-ordinating the PMOG community to 'do good'?<br /><br />Duncan Gough: PMOG is an asynchronous multiplayer environment.&nbsp; You could introduce staggered gameplay, you could take surf trails and replay them as a multiplayer game to play synchronously. &nbsp;<br /><br />Justin:&nbsp; re: Dopplr - they are the scale not the diet.&nbsp; PMOG is built on the data. &nbsp;<br /><br />Audience recommended to check out both Jane McGonigal and Dan Hon's work on gaming behaviour in the real world.</font><font style="font-size: 1.25em;"> &nbsp;</font></i><br /><br /><br /></p>]]>
    </content>
</entry>

<entry>
    <title>Analysis and Deconstruction...</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/04/analysis-and-deconstruction.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.63</id>

    <published>2008-04-30T14:37:19Z</published>
    <updated>2008-04-30T14:58:51Z</updated>

    <summary><![CDATA[The questionnaire i administered a few weeks ago has finally been completed.&nbsp; Out of 26 that i sent out, 19 replied.&nbsp; At 73%, that represents a "very good" response rate if i'm to believe Thomas Mangionne's classification which i picked...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="researchanalysisqualitativecodingquestionnaire" label="research analysis qualitative coding questionnaire" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[The questionnaire i administered a few weeks ago has finally been
completed.&nbsp; Out of 26 that i sent out, 19 replied.&nbsp; At 73%, that
represents a "very good" response rate if i'm to believe <a href="http://www.amazon.com/Mail-Surveys-Improving-Quality-Research/dp/0803946635/ref=sip_rech_dp_6">Thomas Mangionne's</a> classification which i picked out in <a href="http://www.amazon.co.uk/Social-Research-Methods-Alan-Bryman/dp/0199264465">Bryman's Social Research Methods</a>.&nbsp; The monetary incentives which i offered seemed to have worked a treat :) ]]>
        <![CDATA[<br />Comparing the results of a qualitative questionnaire isn't as straight forward as with quantitative surveys.&nbsp; You can't just draw up a chart or a graph to compare the results.&nbsp; You have to go through each questionnaire in turn and manually pick out the important parts.&nbsp; I've been having a look at the sorts of methods and strategies you can apply to qualitative data analysis.&nbsp;&nbsp;&nbsp; There is a very thorough summary <a href="http://varenne.tc.columbia.edu/class/tf5001/5001_index.html">here</a> of how to 'index' 'transcribe' and 'deconstruct' fieldwork.&nbsp; Some of the options include <a href="http://onlineqda.hud.ac.uk/Intro_QDA/how_what_to_code.php">categorising and coding data.</a>&nbsp; It's quite a lengthy process, and i've been finding that unless you are extremely thorough with the analysis, it's really hard to pick out themes and patterns. <br /><br />My process has been:<br /><ol><li>Print off the questionnaire results - so hard to concentrate on reading something the computer.&nbsp;&nbsp;</li><li>Read through and highlight the relevant parts (there will be a lot of flab!)</li><li>Write these down in a separate document and try and formulate titles
and themes for the key parts.&nbsp; (Trying to keep some objective distance
here is hard.&nbsp; Making sure that these themes and titles aren't bourne
out of prior (mis)conceptions is tricky.) <br /></li><li>Move onto the next respondent.</li><li>Carry out the same process.&nbsp; If need be, create new themes and titles
for segments of data as before.&nbsp; At this stage, I tried not to
shoe-horn person B's quotes into a theme from Person A.</li><li>I've got to the stage where all the questionnaires have been analysed.&nbsp;
The next step is to compare all the themes and try and draw more grand
themes from the whole process. <br /></li><li>I haven't quite got that far yet... :)&nbsp; <br /></li></ol>Next up:&nbsp; Vox Pops, Participant observation and focus groups.<br /><br />]]>
    </content>
</entry>

<entry>
    <title>Resources</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/04/resources.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.60</id>

    <published>2008-04-25T10:56:50Z</published>
    <updated>2008-04-28T11:13:30Z</updated>

    <summary><![CDATA[I've created a resources page of useful stuff on the web that we've been reading.&nbsp; Thought it'd be a useful way to keep a track of what's grabbing our attention.&nbsp; It's compiled from our relevant gaming del.icio.us links and splits...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="gamingresourceslinksarticles" label="gaming resources links articles" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[I've created a <a href="http://www.rattleresearch.com/sites/gaming/resources.html">resources</a> page of useful stuff on the web that we've been reading.&nbsp; Thought it'd be a useful way to keep a track of what's grabbing our attention.&nbsp; It's compiled from our relevant gaming del.icio.us links and splits the material down into categories such as blog posts, news articles, academic papers and so on.&nbsp; It kind of works like an annotated bibliography or mini literature review.&nbsp; If you want to see our whole list of gaming articles, then take a peek <a href="http://del.icio.us/rattled/gaming">here</a><br />  ]]>
        
    </content>
</entry>

<entry>
    <title>Questionnaires administered</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/04/questionnaires-administered.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.58</id>

    <published>2008-04-22T15:20:18Z</published>
    <updated>2008-04-22T16:03:01Z</updated>

    <summary><![CDATA[Our research project has begun to sprout legs: we've started conducting some first-hand research.&nbsp; From our panel of participants (equal male to female ratio, across all age ranges and a range of socioeconomic backgrounds) we started by administering a questionnaire...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="bryman" label="bryman" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gaming" label="gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="qualitative" label="qualitative" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="questionnaire" label="questionnaire" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[Our research project has begun to sprout legs: we've started conducting some first-hand research.&nbsp; From our panel of participants (equal male to female ratio, across all age ranges and a range of socioeconomic backgrounds) we started by administering a questionnaire to 25 teenagers aged 13-18 (13 girls, 12 boys).&nbsp; We decided to set up the survey online using <a href="http://www.surveymonkey.com/">Survey Monkey</a>.&nbsp; Survey Monkey is probably the best online resource for creating surveys and questionnaires.&nbsp; The type of survey we created is a qualitative self-completion questionnaire.&nbsp; In order to get a solid understanding of the patterns of games consumption and considering our lack of expertise/knowledge in what games teens are consuming, we deemed this approach as being the most effective way of canvassing a lot of opinion using (relatively) minimal resources.<br /> ]]>
        <![CDATA[Compiling the questionnaire, however, was a much more difficult
proposition then I first imagined, especially when our audience is a
broad range of teenagers from 13-18.&nbsp; Not least how do you get teenagers to complete a survey, but how do you write questions to a
level that can be well understood by both 18yr olds and 13 yr olds?
How do you make the survey comprehensive (and long) enough so that you
get some a sufficient amount of useful material but also making sure
that the quality of answers doesn't dimish as the survey progresses?
'Respondent fatigue' as <a href="http://www.le.ac.uk/ulmc/academics/abryman.html">Alan Bryman </a>calls it.<br />
<br />
There is also a trade-off between writing questions that are composed
to a level that the respondent knows what they have to write, but
without being directed what to write.&nbsp; When compiling an open-ended
self completion questionnaire, the inability to prompt and probe the
respondents to elaborate on an answer is a difficult one to get round,
and is something that we found really hard to bring out in this
questionnaire.&nbsp; We made attempts at doing this, but you can do little
more than offer guesswork for follow-up questions. &nbsp;<br />
<br />
Having said all this, we felt that a self-completition qualitative
survey was the best solution for canvassing a lot of opinion in a small
period of time, to give us a good grounding in the sorts of games that
teenagers are playing, with who, and what their motivations for doing so.&nbsp; The responses are trickling in and the next  step is not only to analyse the responses but also evaluate the approach.&nbsp; <br />
<br />
If you are interested in seeing the questionnaire, you can find it <a href="http://www.rattleresearch.com/mt-static/html/www.rattleresearch.com/surveys/gaming">here</a>, but you will have to complete each page of the survey in order to see the next questions :) <br />
<br />
I'd really like to hear from anyone who was tried compiling qualitative
questionnaires of this type, and how they've managed to overcome some
of the issues described above.&nbsp; <br />]]>
    </content>
</entry>

<entry>
    <title>Virtual Football</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/04/virtual-football.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.56</id>

    <published>2008-04-09T12:33:39Z</published>
    <updated>2008-04-09T12:45:50Z</updated>

    <summary><![CDATA[A game quite close to my heart and something that i spent a lot of my teenage years playing is the Championship Manager series (later known as Football Manager).&nbsp; It's an incredibly addictive game.&nbsp; Not the sort of game that...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[<p>A game quite close to my heart and something that i spent a lot of my
teenage years playing is the <a href="http://en.wikipedia.org/wiki/Championship_Manager_series">Championship Manager series</a> (later known
as <a href="http://en.wikipedia.org/wiki/Football_Manager">Football Manager</a>).&nbsp; It's an incredibly addictive game.&nbsp; Not the sort
of game that you can play 'casually'.&nbsp; It can be a very immersive
environment; it demands extremely high levels of attention,
concentration and time.&nbsp; Simply put, it is also extremely hard,
especially in more recent versions.&nbsp; However, once you get into it,
it's very hard to pull yourself away from it.&nbsp; In a sense, the more
time and effort you devote to it, the more you feel that you are part
of it, and the harder it is to leave.&nbsp; It's a real challenge.&nbsp; To quote
<a href="http://en.wikipedia.org/wiki/David_Deutsch">David Deutsch </a>(author of '<a href="http://en.wikipedia.org/wiki/The_Fabric_of_Reality">The Fabric of Reality</a>') "people only play
games until they stop learning; when they stop learning - when they
have mastered it and the challenge goes - they stop playing". &nbsp; </p>
]]>
        <![CDATA[<p>Sports Interactive, the makers of the highly successful series, are currently beta testing <a href="http://www.footballmanagerlive.com/">Football Manager Live</a>, the <a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_game">MMOG</a> version of Football Manager.&nbsp; Most MMOs tend to be in the fantasy/sci-fi genre, so it's quite refreshing to see something a little bit more like real-life turn up.&nbsp; I use 'real life' here in the loosest terms.&nbsp; The great thing about this game is that it is really trying to harness the potential that playing a management sim on a massively-multiplayer scale can have.&nbsp; One of the biggest downfalls of playing CM/FM on your own is always craving the competition of playing against real people can have.&nbsp; Interoperability, time and connectivity issues have always been tricky hurdles against successful mutli-player online gameplay, but now it appears that these issues may have been resolved.&nbsp; With the adoption of&nbsp; a 'resolve by' function, where a deadline is specified for when a match must be completed by, it effectively means that games can be played asynchronously meaning that you can jump in and out of a game with little effort, providing varying levels of engagement for different groups of users.&nbsp; Although the game is immersive, it doesn't require the same level of involvement as a <a href="http://en.wikipedia.org/wiki/MMORPG">MMORPG</a>. &nbsp;<br /><br />I came across <a href="http://blogs.guardian.co.uk/games/archives/2007/12/20/the_future_of_football_a_virtual_certainty.html">this</a> article from the Guardian Games blog about an exciting MMORPG being produced by a team based in Nottingham called <a href="http://www.footballsuperstars.com/">Football Superstars</a>.&nbsp; It's been described as <a href="http://en.wikipedia.org/wiki/World_of_warcraft">World of Warcraft</a> for Football.&nbsp; The basic idea is that you join the game as a single player (stating the obvious, but in all other football games you join as a team) and then get the chance to hone your skills, and therefore gain points through training, spend virtual currency on buying better boots, clothes and other items for self-improvement.&nbsp; There will even be the chance to hook-up with WAGs. &nbsp;<br /><br />In theory it sounds like the perfect solution to those thousands of young men whose dream it is to live the life of a footballer.&nbsp; However, the problem is:&nbsp; those thousands of gamers who adore already successful football titles such as <a href="http://en.wikipedia.org/wiki/Pro_Evolution_Soccer">Pro Evolution Soccer</a>, <a href="http://en.wikipedia.org/wiki/FIFA_%28series%29">Fifa</a> and Football Manager are ultimately successful because of the match-engine itself.&nbsp; Yes, the bits round the side are fun: finding a bargain, coming up with a killer tactic and so on, but it is playing the actual games that players find most compelling.&nbsp; They are short enough to keep your attention, and incredibly involved - as you have to control all 11 players.&nbsp; Football Superstars requires you to control just 1 player for the whole game.&nbsp; When are you going to find a moment when 22 players are all available to play at any one time?&nbsp; This issue of synchronicity is going to be a tough one to crack.&nbsp; Are the games going to be quick and easy to play?&nbsp; Are you going to the same sense of belonging as when its just you versus your friend?&nbsp; It will be a tricky job for team managers if they are going to develop a cohesive and successful team unit.&nbsp; Creating an in-game experience to rival that of Pro Evo and Fifa will also be rather tough.&nbsp; If the game is really planning on simulating a real-game environment, then it will require masterful design to create a visual experience as compelling as a real game environment.&nbsp; I don't anticipate that there will be many players of existing football titles that will begin playing Football Superstars instead.&nbsp; Especially not teenagers. &nbsp;<br /><br /></p>
]]>
    </content>
</entry>

<entry>
    <title>The problem with the &apos;social&apos;</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/03/some-reading-that-ive-donearti.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.52</id>

    <published>2008-03-28T10:03:59Z</published>
    <updated>2008-03-29T13:28:15Z</updated>

    <summary><![CDATA[There have been quite a few articles in the media, such as this one, about the growth of so-called 'casual' or 'social gaming'.&nbsp; The success of the Nintendo Wii, Guitar Hero and Dance Dance Revolution has obviously contributed towards that....]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[There have been quite a few articles in the media, <a href="http://www.nytimes.com/2008/02/28/arts/television/28game.html&amp;OQ=_rQ3D4Q26pagewantedQ3D1Q26sqQ3DnintendoQ2520sethQ26stQ3DnytQ26scpQ3D1&amp;OP=1cbae8d9Q2F%21wdB%21XQ2AQ60Q24mQ2AQ2AiQ27%21Q27gg,%21gQ27%21Q27,%21ZmiQ24%21idCdQ26SQ24SQ2AQ5D%21Q27,Q5BZ8dMOi8C">such as this one</a>, about the growth of so-called 'casual' or 'social gaming'.&nbsp; The success of the <a href="http://en.wikipedia.org/wiki/Nintendo_wii">Nintendo Wii,</a> <a href="http://en.wikipedia.org/wiki/Guitar_Hero_%28video_game%29">Guitar Hero</a> and <a href="http://en.wikipedia.org/wiki/Dance_dance_revolution">Dance Dance Revolution</a> has obviously contributed towards that. <br /><br />We're seeing a rise in types of games like this that seem to be simply
providing a medium for exisiting friendship groups to play through a
screen-based interface.&nbsp; It's not that the game itself is actually
bringing people together.&nbsp; However, games that do try bringing people
together are games like <a href="http://en.wikipedia.org/wiki/Alternate_reality_game">ARG</a>s.
Participants have to communicate and co-operate with each other in
order to solve puzzles and the game also transcends the screen; they
use a variety of different platforms - text, email, telephone, blogs
and so on.&nbsp; This is not to say that ARGs are the perfect example of how
to bring people together around games.&nbsp; As <a href="http://www.test.org.uk/archives/002855.html">Matt Locke</a>
pointed out, they tend to encourage a small number of hardcore users
with a large number of spectators.&nbsp; Perhaps they need to somehow lower
the barriers to entry to enable people to drift in and out of the game
with little cost.&nbsp; <br /><br /> 
]]>
        <![CDATA[So I guess problem with using the word 'social' is that it doesn't really say that much.&nbsp; French sociologist <a href="http://en.wikipedia.org/wiki/Bruno_Latour">Bruno Latour</a>
wrote about the problematic use of the word 'social'.&nbsp; What does it
mean to be 'social'?&nbsp; It could mean talking about a game with a friend
or it could mean being <i>sociable</i> by playing with someone.&nbsp;
Similarly, if you are playing an online game over the internet with
someone but having no dialogue, interaction or prolonged relationship
with them, then is this really social?&nbsp; This is something we thought
about when trying to come up with a suitable focus for this project.&nbsp;
We decided to put the focus of the research on <b>shared</b> gaming.&nbsp; That is, actually sharing the gameplay experience itself with other people. <br /><br />]]>
    </content>
</entry>

<entry>
    <title>What we know already...</title>
    <link rel="alternate" type="text/html" href="http://www.rattleresearch.com/sites/gaming/archives/2008/03/a-test-entry.html" />
    <id>tag:www.rattleresearch.com,2008:/sites/gaming//3.49</id>

    <published>2008-03-26T18:11:19Z</published>
    <updated>2008-03-29T13:27:14Z</updated>

    <summary><![CDATA[ Rattle were commissioned in 2007 to carry out some research into teenager's use of digital media.&nbsp; Although gaming wasn't core to the project, we were able to get some insight into their habits.Gaming didn't prove to be as popular...]]></summary>
    <author>
        <name>Tom J</name>
        <uri>http://www.rattleresearch.com</uri>
    </author>
    
    <category term="digitalmedia" label="digital media" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="experiences" label="experiences" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gaming" label="gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="research" label="research" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="teens" label="teens" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rattleresearch.com/sites/gaming/">
        <![CDATA[<p>
<a href="http://rattleresearch.com/">Rattle</a> were commissioned in 2007 to carry out some research into teenager's use of digital media.&nbsp; Although gaming wasn't core to the project, we were able to get some insight into their habits.</p><p>Gaming didn't prove to be as popular as we initially thought.&nbsp; Boys
typically played football with their mates in the park and where screen
gaming took place, it seemed to be in a rather informal or casual
context.&nbsp; For example, flash based games found on sites such as <a href="http://www.mousebreaker.com/">Mousebreaker</a>, <a href="http://www.miniclip.com/">Miniclip</a> and <a href="http://www.dragongamez.com/">Dragon Gamez</a> were mainly played (illegally) at school as a diversion from work.&nbsp; <br /><br />Traditional first person video games like <a href="http://en.wikipedia.org/wiki/Halo_3">Halo 3</a> and <a href="http://en.wikipedia.org/wiki/Pro_Evolution_Soccer">Pro Evolution Soccer</a>
were played in single-player mode.&nbsp; They would occasionally be played
in a group environment with friends, but very little gaming was played
with others.&nbsp; The number of teens playing <a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_game">MMOGs (Massively Multiplayer Online Games)</a> for example, was very low. This is for several reasons.&nbsp; <br /><br />1.&nbsp; Technical - Many MMOGS require high speed broadband connections.&nbsp; These are not always available or reliable.<br /><br />2.
Competency - MMOGS contain complex narratives and strategies.&nbsp; These
can be quite hard to muster.&nbsp; Are they more appropriate for 20
somethings than teengers?&nbsp; <br /><br />3.&nbsp; Time - The teenagers we spoke
to often have to share home computers which makes it difficult to get
the chance to play at length.&nbsp; There is also the pressure of school,
homework, exams and the ever present nagging parent :)</p>]]>
        <![CDATA[MMOGs seem more geared towards an older generation, as teens have more time, money and independence.<br /><br />For girls, <a href="http://en.wikipedia.org/wiki/The_sims">The Sims</a> was one of the very popular titles.&nbsp; Occasionally we would see the use of <a href="http://en.wikipedia.org/wiki/Dance_pad">dance mats</a> and the <a href="http://en.wikipedia.org/wiki/Wii">Wii</a>
especially when friends came around.&nbsp; For girls, gaming seemed more of
a way of socialising with their close friendship group.&nbsp; From our
research, the main difference in game play between males and females
was that for the male, the game narrative was a means to an end; that
is, the game was played for a specific goal of completing a level or
winning a cup.&nbsp; For girls, the game was an end in itself: the game was
a way to tell a story.<br /><br />The idea of a shared, group experience
around gaming is something that really interests us.&nbsp; We are really
keen to talk to researchers, journalists, academics, games designers,
and of course gamers!&nbsp; If you would like to part then please do get in
touch.&nbsp; You can call, email or IM us.&nbsp; Our contact details can be found
<a href="http://rattleresearch.com/sites/gaming/contact.html">here.</a> Thanks :)<br /><br />]]>
    </content>
</entry>

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