Online Multiplayer Games (PDFDrive)
Online Multiplayer Games (PDFDrive)
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in
any form or by any means—electronic, mechanical, photocopy, recording, or any other except for brief quotations in
printed reviews, without the prior permission of the publisher.
DOI 10.2200/S00232ED1V01Y200912ICR013
Lecture #13
Series Editor: Gary Marchionini, University North Carolina, Chapel Hill
Series ISSN
Synthesis Lectures on Information Concepts, Retrieval, and Services
Print 1947-945X Electronic 1947-9468
Synthesis Lectures on
Information Concepts,
Retrieval, and Services
Editor
Gary Marchionini, University North Carolina, Chapel Hill
XML Retrieval
Mounia Lalmas
2009
Faceted Search
Daniel Tunkelang
2009
M
&C Morgan & cLaypool publishers
ABSTRACT
This lecture introduces fundamental principles of online multiplayer games, primarily massively
multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested
both in designing games and in doing research on them. The general focus is human-centered com-
puting, which includes many human-computer interaction issues and emphasizes social computing,
but also, looks at how the design of socio-economic interactions extends our traditional notions of
computer programming to cover human beings as well as machines. In addition, it demonstrates a
range of social science research methodologies, both quantitative and qualitative, that could be used
by students for term papers, or by their professors for publications. In addition to drawing upon a
rich literature about these games, this lecture is based on thousands of hours of first-hand research
experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy
Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online,
Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game
virtual world Second Life. Among the topics covered are historical-cultural origins of leading games,
technical constraints that shape the experience, rolecoding and social control, player personality
and motivation, relationships with avatars and characters, virtual professions and economies, social
relations inside games, and the implications for the external society.
KEYWORDS
online game, MMORPG, virtual world, roleplaying game, human-centered computing,
social computing
vii
Contents
1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
2 Historical-Cultural Origins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3 Technical Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1 Latency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.2 Sharding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
3.3 Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
CHAPTER 1
Introduction
This lecture will emphasize the dominant genre of online games, so-called Massively-Multiplayer On-
line Games or MMORPGs, of which World of Warcraft is the most familiar example (Bainbridge, W.,
2010b,c; Nardi, B., 2010). Although the boundaries of the concept are vague, the core idea is a some-
what realistic computer-generated world in which the user is represented by an avatar or character,
interacting with other characters, under the constraints of rules and to achieve goals set by the
MMORPG’s creators and by the players. The truth is, these are far more than mere games, because
they provide virtual environments where people may socialize, explore, and to varying degrees, create
things, and well as undertake formal quests and engage in duels or battles.
Live action role-playing games (LARPs). These are like MMORPGs, except conducted in the
“real world” rather than over Internet, but many experiments have been carried out in recent years
that augmented real-world with online elements (Walther, B., 2005; Jonsson et al., 2006). One often
hears that this genre emerged in the 1970s, influenced by Dungeons and Dragons, but arguably, it
can be traced back much farther, to Capture the Flag and even to the first military training mock
battles that must have originated in ancient times. With ubiquitous Internet connectivity, and mobile
access through cellphones or PDAs, it is possible this genre could grow into a major industry, possibly
integrated with traditional activities such as history-oriented tourism, nature trail hiking, or stock
market trading. The main point to keep in mind here is that the possibility of accessing Internet
anywhere at any time opens vast territory which future game innovators will explore, integrating
online games with other more mundane activities.
4 CHAPTER 1. INTRODUCTION
1 http://www.nsf.gov/funding/pgm_summ.jsp?pims_id=503302&org=IIS
6 CHAPTER 1. INTRODUCTION
Multiplayer online gaming produces new cultures, social norms, and communication
mechanisms. Understanding how these social aspects of games develop, as well as what
causes individuals to become engaged in these virtual communities, could prove useful
in other social computing contexts. For example, it would be useful to understand how
certain social norms are established, what kind of interaction the members of the com-
munity are engaged in, and how specific communication mechanisms can be encouraged
as new online communication mechanisms and online communities are developed to
support work-related activities, distance education, and various other applications.
Klastrup, L. (2009) has argued that multiplayer online games must be considered as multi-
dimensional worlds, for which no single analytical approach will suffice:
For instance, we can successfully analyse an “old world” like EverQuest as a game and
learn a lot about the functions of this world by looking, for instance, at the game mechan-
1.3. INTELLECTUAL APPROACHES TO GAMES 7
ics and the type of goals and challenges the players are presented with. But in doing so
we might not understand why players choose to engage themselves exactly in EverQuest
and not any other gameworld. One might also look at a gameworld like EverQuest pri-
marily as a social culture by looking, for instance, at how people in EverQuest socially
interact with each other and for which reasons, but then we might not be able to explain
why some players enjoy playing a world mostly by themselves.
In her own analysis, Klastrup identifies three distinct ways of understanding gameworlds that
would need to be combined to give a full picture:
1. Fictions: a form of make-believe in which users willingly suspend their disbelief in the reality
of the gameworld.
2. Narratives: meaningful presentations of a series of events within a symbolic frame of reference.
3. Interpretations: representations of “what a world is or should look like.”
I suggest that traditional fictions differed from today’s gameworlds in two ways that could be
described as grammatic: they were told in the past tense and the third person. Once upon a time,
Robin Hood dwelled in the Sherwood forest with his merry men, yet at this very moment, Orastes
is preparing to have his picture taken sitting on his horse in front of the temple of Mitra in the
Aquilonian hamlet called Tesso. Orastes is a character from the Conan stories written in the 1930s
by Robert E. Howard, which tell of a land long lost in the mists of time, yet he lives today as one of
my characters in Age of Conan. One might argue that much science fiction is set in future tense, yet
the stories are almost always written in the past tense – future perfect tense if you insist – as if they
had already happened. At experience level 50, Orastes has completed the research tasks I have set
for him, but until I cancel my game subscription, he can live again in present tense, allowing me to
experience his adventures in realtime, moment to moment.
A few traditional fiction stories are written in first person, like autobiographies, but, typically,
they are written in the third person, about “him” or “her.” Consider this sentence: “Hither came
Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with
gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled
feet”2 . This is the last sentence of the first paragraph of Howard’s first Conan story, “The Phoenix on
the Sword,” but it pretends to be a quotation from an ancient book called The Nemedian Chronicles.
It introduces Conan to the reader, a powerful barbarian with only the most primitive sense of honor,
quite different from the reader however much the reader may come to identify with him. In contrast,
when I was a small child, my father used to invent stories about a fox who lived in the woods near
our house, named Peters Foxy. But instead of telling them in a simple third person, about how
Peters Foxy saved the other foxes when the floods came, my father narrated in the second person,
describing what I did to help my fox friend. In this case, my father told me I had instructed the foxes
to take the mattresses from their beds and float around on them as if they were rafts. Online games
2 http://gutenberg.net.au/ebooks06/0600811.txt
8 CHAPTER 1. INTRODUCTION
are, to a significant degree, fictions in the second person because they are about your experiences
and accomplishments; although, this is one of the area’s most intense, scholarly debates, how much
the players really identify with their characters and take the initiative that would render the games
first-person narratives.
Traditional narratives tell stories in a linear fashion through time, from a set of starting
conditions to a satisfying conclusion (Abbott, H., 2003, 2008). Typically, a hero seeks to achieve a
goal, against opposition but usually with allies, through a series of episodes or chapters (each of which
is a brief narrative). The human mind likes goal-directed narrative structures, presumably because
this style of thought evolved to serve our daily needs for food and shelter, and then transferred
over into literature. This linear structure often applies to single-player videogames and computer
games, for instance, in Chronicles of Riddick in which the protagonist’s sole goal is to escape from
prison. The nice irony of that example is that whenever Riddick does temporarily escape, he is
always recaptured, and most of the time he has no choices whatsoever concerning what he must do
next. Many fiction authors have experimented with alternatives to the traditional linear narrative,
yet it prevails. Samuel R. Delany’s novel Dhalgren is circular, concluding with the beginning of the
sentence that ends on the first page. The protagonist in Samuel Beckett’s Malone Dies attempts to
cast away all his memories, so he can cease to exist before death claims him, yet his emotions become
aroused and he dies unwilling to let go of his past. Numerous novels employ flashbacks, and some
experiment with moving backward in time, yet is hard to name any successful work of traditional
fiction literature that does not rely heavily upon linear narrative from a start to a finish, perhaps
partly, because books are bound from first page to last.
Much has been made of the non-linear character of role-playing games (Rouse, R., 2001),
but this does not mean they avoid narrative, merely that the player has a considerable range of
choices across multiple parallel narratives. Every gamelike virtual world has a backstory, a narrative
that describes how the fictional world came to be. In the case of World of Warcraft, it is provided by
the three previous Warcraft strategy games, and in the case of Star Wars Galaxies, it is provided by
the four movies that are set in time prior to when the game events take place in the larger Star Wars
narrative. The games tend to emphasize quests or missions, each of which is a brief narrative the
player must act out correctly in order to get credit, although there is great choice which quest to do
next and exactly how to complete it. The larger narrative structure in most such games is actually
highly linear, the progress up the ladder of experience levels which is required to gain access to
many features of the virtual world. Even Entropia Universe, which lacks missions and has no single
measure of experience, requires players to advance along several pre-defined experience tracks in
order to exploit the virtual world successfully, such as strength of armor, weapons, and hunting skill
needed to defend against the ubiquitous nasty animals.
Klastrup defines the interpretation dimension of gamelike virtual worlds somewhat broadly,
suggesting that, at the very least, each of them needs to harmonize with what human beings expect
a world to be. However, many of the games, arguably even all of them, also serve as interpretations
of the particular “real world” we actually inhabit.
1.4. RESEARCH TOPIC AREAS 9
CHAPTER 2
Historical-Cultural Origins
Today’s games cannot be fully understood without a knowledge of the history of online gaming.
Castronova, E. (2003) offered an early sketch of this history, for example, noting the importance of
Dungeons and Dragons as a pre-Internet influence and citing the early examples of Ultima Online in
1997 and Lineage in 1998, but much research will need to be done before we can confidently chart the
most important influences. For example, the notion that the fantasy stories of J. R. R. Tolkien were
very influential reflects widespread awareness of Tolkien’s work among the general public, while
Tolkien was probably a very minor influence within this specialized field because creators of the
games were deeply familiar with a much older and deeper tradition of heroic fantasy stories by many
authors.
Thus, it is also important to understand what might be called the pre-history of online games:
the deeply rooted subcultures and artistic genres on which the entire field is based. A big part of the
cultural content of any particular game is what players call lore, the mythology and legends of the
game, which often are created by the game designers afresh, although influenced indirectly by the
earlier work of other people. A coherent and compelling mythic story is required to make the world
come alive and draw the player into it. In a study of how this has been done successfully in World
of Warcraft, Krzywinska, T. (2006, p. 383) argues that “the mythic plays a primary role in making a
consistent fantasy world in terms of game play, morality, culture, times, and environment. It provides
a rationale for players’ actions, as well as the logic that underpins the stylistic profile of the game, its
objects, tasks, and characters.”
A Tale in the Desert is a good example of a gamelike virtual world based on actual human
history because it seeks to replicate ancient Egypt, with an emphasis on the technology and socio-
cultural structure. Dark Age of Camelot draws, to some extent, upon real European history, but it
draws even more intensely upon the folklore of Dark Ages societies. Some games recycle or build
upon stories, characters, and concepts developed for another medium, notably novels and movies.
Examples include Age of Conan, based upon Robert E. Howard’s Conan stories, Star Wars Galaxies
based on the movies by George Lucas, and Lord of the Rings Online based on J. R. R. Tolkien’s
novels and on the movies based on the novels. This dimension of culture can be studied from an
anthropological perspective or from the perspective of literature and dramatic arts. But it also has
profound implications for how we understand the game and what it offers to players.
sea, under the ground, or on a supernatural plane of existence. Figure 2.2 shows a Viking visiting
Stonehenge in Albion, a member of one of these warring societies acting as a peaceful tourist in one
of the others. This was possible for her only because she exists on the one “cooperative” server in
which the three realms are at peace with each other.
The game’s Wikipedia article suggests that Albion is the most historically accurate. Hibernia
is the least accurate, and Midgard falls between them:
Albion is based on Arthurian legend, with such notable real-world places as Hadrian’s
Wall, Stonehenge, and other locations in Great Britain. The races and classes of Albion,
in the original game and early expansions, tended to be more professions and peoples of
European history and mythology than inventions of the gamemakers. Hibernia is based
2.2. DARK AGE OF CAMELOT 15
on Celtic folklore and the landscape includes lush green rolling hills typical of Ireland.
Although the quest storylines, place names, and numerous game elements are firmly
fixed in Celtic mythology, Hibernian races and classes are typically the creation of the
gamemakers. Midgard is based on Norse mythology and its landscape includes misty
fjords and pine forests... The adherence of the architecture to the forms and design of
medieval and pre-medieval Norse architecture is notable1 .
Both Camelot and Stonehenge are the centers of elaborate legends, mythologies, and occult
speculations, yet clearly Stonehenge is real, and Camelot may have been as well. As it happens, I
visited Stonehenge twice, and the first time (in 1965), it was still permissible to touch the stones
to verify their reality. It is possible I may have visited Camelot as well, although I cannot test this
hypothesis empirically. Archaeologists, historians, and folklore enthusiasts have speculated that a
1 http://en.wikipedia.org/wiki/Dark_Age_of_Camelot; retrieved September 19, 2009.
16 CHAPTER 2. HISTORICAL-CULTURAL ORIGINS
small number of sites in England might have been Camelot, and one of them is Cadbury Castle
in Somerset. In 1984, I tramped around this completely ruined hill fort, recognizable only by its
surviving perimeter wall, wondering where I was in history. The story of King Arthur is especially
interesting because there really may have been such a person, although living in an illiterate society
that did not record the facts of his life, and his current Wikipedia page nicely summarizes the debates
about him2 . If Arthur lived in the Dark Ages, written stories of his exploits do not date until much
later, in the Middle Ages or even early Renaissance. The lack of contemporary written records does
not prove he and his city were fables, but it leaves us wondering. Camelot is a lot like Troy, a city that
was remembered in Homeric Greek legends but not confirmed until Heinrich Schliemann excavated
the site in the 1870s, except we may never have proof in the case of Camelot.
The standard image of Camelot today is the one that writers hundreds of years ago believed
in, and Dark Age of Camelot depicts it as a late Medieval castle town, more than a Dark Ages citadel.
This kind of anachronism is quite common in popular histories, seeing the distant past from the
point of view of the more recent past. This phenomenon deserves a technical name. I rather like the
term vector, because in computer science, it can refer to a dynamic data array, and in mathematics,
it often refers to representations that have both length and direction. Given all the many meanings
already attached to vector, introducing one more usage cannot increase the confusion. A vector history
is one that looks at a particular point in past time from another, later point in past time, or from a
different culture. Note that in doing a vector history, we select a point of view (in time and cultural
space) that is not our own, and we then look at a third point in human history from that perspective.
This kind of relativity is illustrated in several ways by Figure 2.2 The version of Stonehenge
depicted in the game is not very different from the real one, perhaps a little wider but having many of
the same features. At the time of King Arthur – assuming he lived in the real Dark Ages – Stonehenge
was already perhaps three thousand years old. Some of the legends say it was built by Merlin using
magic. Supernatural power was not required to raise the stones, but it certainly would have been
required to do so in the distant past, long before the magician was born! Modern adherents of Druidic
religions like to think it was a temple of their ancient ancestors, and many quests in the game require
fighting Druids, but realistically even the Druidism encountered by the ancient Romans may have
arisen when Stonehenge was two thousand years old. Dark Age of Camelot depicts Stonehenge in
nearly mint condition, and none of its stones have yet fallen down. The lone stone on the horizon
in the picture, possibly the famous “heel stone” and defended by Druid magicians, currently leans at
an angle, as I confirmed in 1965 by leaning on it, but the game shows it still standing fully upright.
The Zone of the game where Stonehenge is found carries the correct name, Salisbury Plain, and it
possesses a number of other ancient circular trenches and standing stones, although I have not yet
located the virtual equivalents of two other spectacular nearby sites, Avebury and Silbury Hill. Well,
one of the circles of standing stones look very much like Avebury, but without a label, how can I tell
if it really “is?”
Figure 2.3: An Elf Visits the Hobbits in Lord of the Rings Online.
Elves, in Tolkien’s world, are essentially immortal, although they tend to behave more like
detached philosophers than like angels. Hobbits, like the one walking just behind Rumilisoun, are
modest people, living modest and limited lives, but who have long dwelled peacefully in The Shire,
20 CHAPTER 2. HISTORICAL-CULTURAL ORIGINS
which expresses one traditional view of “Merrie Olde England.” However, The Shire may represent
another mythical land, in that, it lacks any church or temple. Where in all of human history was there
never a church, temple, synagogue, or mosque? Answer: the Garden of Eden. If one lives perfectly
in harmony with fellow beings and with God, there is no need of religion. Thus, unlike many of the
other virtual worlds described here, Lord of the Rings Online largely lack religious institutions, not
because it is secular, but precisely because it is in its entirety a religious allegory.
The Lord of the Rings is often described as a prominent example of high fantasy, whereas the
Conan stories are low fantasy. The distinction does not concern quality or cultural sophistication
but the extent to which the mythos is connected to actual history and the folklore of real societies.
High fantasy, like Tolkien’s stories, is set in an entirely fictional world which is quite distinct from
the real world, whereas low fantasy is on balance less imaginative because it includes many elements
taken from the real world. Obviously, this distinction is a matter of degree. Orcs and elves were long
part of European folklore, and Tolkien’s hobbits seem to speak the Anglo-Saxon language and thus
to be English. Another category, sometimes called science fantasy but more commonly called science
fiction, gives fantasy ideas a veneer of plausibility by couching them in the metaphors of science and
technology.
This online multiplayer game is obviously based on the Star Wars movies, and it depicts fa-
miliar fictional planets such as Tatoonine and Naboo, where players have created vibrant eco-
nomic and social systems that allow them to experience living in one of their favorite fan-
tasies (Ducheneaut and Moore, 2004; Ducheneaut et al., 2007). Specifically, Star Wars Galaxies is
set just after the action of the original 1977 movie, but three prequel movies were later made, so it
falls between the fourth and fifth of the six main movies in terms of the story. Indeed, on its fifth
anniversary, it gave players the opportunity to travel to a remote location and congratulate Luke
Skywalker for having just destroyed the Death Star and even to inspect his rocket- propelled fighter
craft. Some locales from the chronologically last movie are included, such as Jabba’s fortress and the
Ewok villages, but presumably these existed for years prior to their appearance in the film.
Multiplayer games based on familiar stories face a very difficult problem, in that they cannot
duplicate those stories and must find other ways to exploit their settings. The reason is that it would
be highly unrealistic to run the same events over and over again, with players lined up around the
block to slay Darth Vader one more time. Games that are not based on popular stories have this
problem of dramatic unrealism as well, but to a lesser degree because they offer very broad plots with
many villains to slay in many different sequences. Solo player games do not have this problem, and
an excellent example is Star Wars Episode II: Revenge of the Sith. The player alternates running either
Obi-Wan Kenobi or Anakin Skywalker through the plot of the movie, until they meet at the end in
the battle that turns the latter into Darth Vader. No other players intrude to spoil the player’s sense
of immersion and dramatic coherence.
2.5. STAR WARS GALAXIES 21
Just as the game was based on a series of movies, the movies were heavily based on a pre-existing
artistic genre and even to a remarkable extent on specific earlier works. In the most obvious way imag-
inable, the Star Wars movies are inspired by the Flash Gordon movie series of the 1930s (Kinnard, R.,
1988; Gordon, A., 1995). The very opening, when paragraphs of text scroll up and away describing
the previous episode of the story, is taken from the 1940 serial Flash Gordon Conquers the Universe, and
the famous Star Wars music was directly inspired by the classic Flash Gordon soundtracks. Audiences
may have been confused in the escape scene of the 1977 Star Wars movie, when Luke accidentally
destroys the controls for a light bridge and needs to hold Leia as they swing across a chasm on a
cable like Tarzan and Jane on a jungle vine. Several scenes of the 1938 serial, Flash Gordon’s Trip
to Mars involve a light bridge, including one in which the heroes escape. The Flash Gordon movies
were based on a comic strip, which in turn was based on the Buck Rogers comic strip which in turn
was based on serious science stories written by Philip Francis Nowlan, and Flash Gordon also drew
on the ten influential Mars novels by Edgar Rice Burroughs.
Although no one work of literature can claim all the credit for launching the genre from
which Star Wars drew or, indeed, for providing the mythic basis for all online fantasy games, the
novels of Edgar Rice Burroughs were tremendously influential (Porges, I., 1975; Lupoff, R., 1976).
Beginning with his first published story in 1911, Burroughs created a complex imaginary world, not
unlike Tatooine or World of Warcraft.The fourth novel in the series,Thuvia, Maid of Mars, introduced
the idea that women could be brave science-fiction warriors equally with men, and it included a
glossary of Martian terms. The Chessmen of Mars included instructions for playing a Martian game
with some affinities to Warcraft: Orcs and Humans. The fundamental premise has carried over into
many games, including Star Wars Galaxies: an advanced, decaying society has reverted to feudalism
with constant warfare, mixing anachronistic technologies such as swords and spaceships, and where
technology blends imperceptibly with magic. Luke Skywalker’s Tatooine has moisture vaporators
because the planet has lost its seas, whereas Burroughs’ Mars has atmosphere factories because the
air is leaking away into space. Luke uses the magical Force to aim his missile at the right point on
the Death Star, whereas the hero of Burroughs’ first novel uses telepathy to open the locked door of
the malfunctioning atmosphere system in order to save his entire world.
Most of the games described here owe a debt to the table-top game, Dungeons and Dragons,
and D&D acknowledges its debt to writers like Burroughs who created the century-old literary
genre of heroic science-fantasy that inspires even many of the most recent online games (Gygax, G.,
1979). Within the science fiction literary subculture, various technical terms are used to describe
different kinds of fiction (Bainbridge, W., 1986). Star Wars is space opera, whereas some of the other
games are closer to sword-and-sorcery.
Space operas are extravagant adventures set against a fanciful interplanetary background, in
which little attention is paid to scientific realism, and much of the technology functions as if by
magic but usually wrapped in the rhetoric of machinery. Sword-and-sorcery is a variety of fantasy,
typically concerning the adventures of brave heroes trekking through barbarian lands, wielding
primitive weapons against demons and wizards, but sometimes including science-fiction elements
22 CHAPTER 2. HISTORICAL-CULTURAL ORIGINS
as well. The point of this example is to show that a serious attempt to understand the mythos of a
modern gamelike virtual world will need to take account of the older culture to which it belongs,
reaching back a century and more, long predating the invention of Internet.
23
CHAPTER 3
Technical Constraints
Many behind-the-scenes technical details about online games can be ignored by players, but four in
particular need to be understood: latency, sharding, graphics, and what, for want of a standard term,
I call rolecoding and which will be covered the next section. Latency is the delay caused by the need
to send information between each player over Internet and the central server that combines their
actions and controls the game, and it is a crucial if narrow topic, as Achterbosch et al. (2007) noted.
Sharding is the need to separate out some areas of the virtual world for selected players, either to
provide them with distinctive experiences or to manage the large number of players who may be
online at the moment. Graphics concerns how the virtual world and its contents are displayed, and
here we will focus on those aspects that are especially relevant to the user’s experience.
3.1 LATENCY
Griwodz and Halvorsen (2006) studied latency issues in Anarchy Online, which uses the standard
Internet protocols, Transmission Control Protocol (TCP) and Internet Protocol (IP). This is a
decades-old set of standards for transmitting packets of data, and one of its features is that it checks
to see if each packet reached its destination and will resend the packet if not. This is crucial for
sending documents over Internet, but it may not be entirely necessary for all information transmitted
in games. A subset protocol, User Datagram Protocol (UDP), does not verify that a packet reached
its destination and, therefore, tends to function more quickly if less reliably. A study of the Chinese
game ShenZhou Online, by Chen et al. (2006), indicated that TCP was not good for multiplayer
games because packet loss introduced too much latency.
Anarchy Online used the full TCP/IP with packet arrival verification. Consider two scenarios:
(1) an Omni-Tek player runs past an enemy Clan player in Anarchy Online, and (2) an Omni-Tek
player battles a Clan player. If the Omni-Tek player is merely running past the Clan player, the loss
of one packet of data may not be significant. Well-designed games can interpolate the positions of
characters, and they do not need to know the exact location of another character at every split second
of time. Thus, UDP would be sufficient for situations like this. However, if the two players battle,
as they may be expected to do at higher experience levels of Anarchy Online, a lost packet could be
disastrous. If one player blasts the other with a ray gun, but the other gets no record of having been
blasted, the two may wind up with different information about who killed whom.
Analyzing the actual data stream, Griwodz and Halvorsen found that Anarchy Online was
sending very little data back and fourth, usually fewer than four small packets (about 120 bytes) per
second per player. They comment that this means that UDP would not reduce latency much. They
found that the round-trip delay time was typically on the order of 250 milliseconds – a quarter of
a second – although not infrequently taking a full second, and in one case, data took 67 seconds to
24 CHAPTER 3. TECHNICAL CONSTRAINTS
make a round trip between a player and the game server. Players call this lag, and it is a frequent topic
of discussion in text chats of many games I have played. Many of the games have built-in latency
meters, and mousing over them displays the exact time required for recent transactions, which I have
seen as low as 90 milliseconds but more typically runs about 200, in my experience.
There have been many proposals to change the communication patterns in online games, for
example, moving to a peer-to-peer system that avoids the need to communicate through a distant
server, but they typically run into security problems. If the key variables – such as a player’s wealth
and weapon capabilities – are stored on a secure computer belonging to the game company, then it
will be difficult for players with hacking skills to modify the data to their advantage. More complex
network architectures have also been proposed, with some data located on local servers, and some at
central points (Aggarwal et al., 2006). However, the complexity of these ideas raises its own security
issues, and game companies would need to invest in creating a distributed system that had significant
maintenance costs, achieving only modest reduction in latency.
Research by Pantel and Wolf (2002) suggests that latencies even as low as 50 milliseconds
– one twentieth of a second – can degrade performance in real-time multiplayer games. There-
fore, Bosser, A. (2004, p. 263) has argued that online games require a tradeoff between gameplay
quality and the technical characteristics of Internet: “It is impossible to allow dynamic shared state
to change frequently and guarantee that all hosts simultaneously access identical versions of the
world.” A 200 millisecond latency would be very annoying had the game designers not covered it
over by the way they choreograph the action. When two players are battling, they do not usually have
control over every sword thrust, and many of the actions take considerable time for the character to
complete. A magical spell takes time to cast, and time to have its effect, thereby covering over the
latency so the player does not perceive it. Latency would be especially problematic in melee fighting
– toe to toe battles – so a variety of choreographed moves are used to hide it.
An extreme example is Boadicea, my Bear Shaman character in Age of Conan, a melee fighter
who tends to use a sledge hammer as her weapon. This game uses combos, powerful attacks that
require combinations of two key presses to execute. With the adjustable user interface, I have five
different combos set up on the ten number keys 1 through 0. I press the 1 key to start the sequence,
and then when an indicator flashes on the screen I quickly press 2 to have her start swinging the
sledge hammer. Then I press 3 and wait for another indicator, when I quickly press 4. By the time
I reach the 0 key, the fight may be over, but if necessary, I can return and do some of the two-key
combos again, although each is available only after a significant delay. As I am doing all this, I am
not really conscious of every hit that takes place in the battle, although I do often glance at the two
health meters to see whether Boadicea needs to sprint away from her opponent rather than finish
the fight. Boadicea constantly swings her sledgehammer, virtual blood splatters in all directions, and
sometimes big red stains even cover parts of the screen as if it were a bloody window. All of these
complex actions overwhelm my awareness, and Internet latency is not a factor.
In other contexts, even somewhat low latency can be highly visible. For example, a minor
fad in online gaming is the use of two or more computers and avatars simultaneously, called multi-
3.1. LATENCY 25
boxing. I have observed a World of Warcraft player operate four characters simultaneously, on four
computers, but my own experience is limited to two at once. Having two characters online helped
me document the meetings of a scientific conference I organized inside World of Warcraft in May
2008 (Bohannon, J., 2008a,b) because they could take pictures at opposite ends of the group, ensure
that at least one would record the text chat reliably, and perform different roles as when I had pre-
programmed them to make formal announcements when I pressed a single key to run a macro. I
also used two accounts, computers, and characters to analyze in some detail how pairs of characters
could cooperate in action.
My best example was when Alberich the Dwarf hunter and Stephie the Gnome warlock went
questing together. They would identify an enemy to attack, or a wild animal to hunt, and Alberich
would move to a point just outside the distance that would have aggravated an attack. He would
go into attack mode, but given the distance, this would not yet initiate the attack. Stephie would
stand behind him and shoot a hostile magic spell at the target. The target would run to retaliate
against her but encounter Alberich first, who without any input from me would begin slamming
with his axe, bringing the enemy to a halt. I would operate Stephie, while Alberich would battle
autonomously, until the enemy was dead. The strangest part of all this was what I saw on the screens
of the two computers I had set up, side-by-side. The timing of events was very different on the two,
things happening very noticeably earlier for the character being run from that computer, and later
for the character being run on the other computer, because the two computers were connected only
over a very lengthy Internet connection – a foot apart in the physical world but literally a thousand
miles apart via Internet. This was most obvious if I hit both space bars simultaneously, making both
characters jump. The character that belonged to one computer would have finished jumping just
when the other one began.
Inspired by their study of Starsiege, a game designed for low-bandwidth Internet connec-
tions, Dyck et al. (2007) have outlined a number of principles for managing bandwidth and latency
in games that can be usefully applied to other online purposes, such as computer supported cooper-
ative work. Among these principles, data compression and good design are used to limit the amount
of information that must be transmitted, and adaptive flow and reliability priorities are used so the
system can degrade gracefully when latency rises.
Research on Internet latency can contribute to our understanding of the social dynamics in
games, as a study by Suznjevic et al. (2008) illustrates. Using a software protocol analyzer named
Wireshark, the team analyzed over a gigabyte of the Internet traffic on six personal computers
playing World of Warcraft. In descending order of size of data packets, four different kinds of activity
were compared: player-versus-player (PvP) combat, team raiding, completing quests, and economic
trading. The effect of latency naturally depends upon the characteristics of a game and the different
kinds of actions performed in it. Sheldon et al. (2003) studied the real-time strategy game Warcraft
III and found negligible impact on the overall outcomes, but they found some hindrance specifically
of exploring the game world.
26 CHAPTER 3. TECHNICAL CONSTRAINTS
3.2 SHARDING
Sharding is one of many names for dividing a virtual world into sections that are operated by different
parts of a cluster of Internet servers or, at least, different parts of a single database. Small shards
that are clearly demarked from the user’s perspective are typically called instances or dungeons. The
term instance implies there are two or more versions of the same section of one world running
simultaneously. For example, when a team of five players enters the Sunken Temple instance in
World of Warcraft, they will battle many monsters, but they will not encounter other players even
though several teams of players may be experiencing the Sunken Temple at the same time.
Some games make very heavy use of instances, such as Anarchy Online and Age of Conan,
which were launched in 2001 and 2008, respectively, by Funcom, a Norwegian company. A player
who undertakes a mission in Anarchy Online typically needs to go into a cave or a building, which is
a small instance, call it a microinstance. These are not tiny, and they may consist of one or two dozen
rooms connected by corridors and populated by enemies, but they are simpler than the typical World
of Warcraft instance. On occasion, the player will need to run away from several enemies, and they
can even run out of the instance, where the enemies cannot follow. After regaining strength, the
player can re-enter the instance and will find it about as it was before. The enemies that had been
killed remain dead, but the living ones may have moved around slightly, making it easier to conquer
them on a second attempt. Thus, Anarchy Online uses persistent instances, that are not automatically
reset when the characters leave them, as happens in other games.
Age of Conan contains instances of many different sizes and settings. Some are truly microin-
stances, shops or small houses of as little as one room – even a single prison cell – where an individual
player can have an experience that advances a storyline without affecting other players. Some are
medium-sized, such as Conan’s throne room. Other instances are very large, such as the major cities
and zones of the world, each containing dozens of independent players and also containing some
number of microinstances. In a few cases, the same medium-sized instance is presented as three
different ones with different names because they are visited by players belonging to different nations
who access it from different zones. At the moment of entering a medium-sized instance or an entire
zone, players may get the option to experience it as “normal,” in which the enemies are weak or
“epic,” in which they are strong.
One of the glories of World of Warcraft is that a high-level player can run across an entire
continent, perhaps, for a full hour, without experiencing any jolting transition from one instance to
another. As the character runs, a speck in the distance grows gracefully into a towering castle, and a
notch on the horizon smoothly becomes a pass between mountains. Yes, a character can walk across
the narrow bridge connecting Elwynn Forest with Westfall, but it is also possible to swim across the
river at any point. Going into or out of a city requires navigating through a twisting passageway, and
one suspects that the computer is furiously moving data around during those moments, but there is
no sense of disjunction. However, the heavy instancing in Age of Conan does not make it inferior, but
it merely emphasizes different qualities. Going from one zone to another always brings a temporary
3.2. SHARDING 27
flash screen and a delay, and it can take place only at a designated portal, but this disjunction is
compensated for by the ability to select the difficulty of a zone when entering it.
In a paper chiefly about how instances permit load balancing across servers and portions of
the network, Lu et al. (2006, p. 2) note:
There are two extremes when determining how to sub-divide a virtual world for the
purposes of modeling player interaction (localized game play) and providing manageable
consistency:
• Geographic – world divided into regions at initialisation time to reflect the structure
of a virtual world.
• Behavioral – virtual world sub-divided to reflect the interaction patterns of players.
The highest level of sharding, practiced by most games, involves running multiple versions of
the entire world on different sets of servers, limiting a given character to only one. In my research
on World of Warcraft, I ran multiple characters on fully six servers, or realms as they are called. Some
of these were identical except for whatever characters were on them, and they are used to reduce
the load and thus the latency from any one of them. I have often employed the CensusPlus add-on
software to do a census of all characters currently in a given realm, finding that as many as 10,000
might visit the realm during a busy day, but no more than 4,000 would be on it at once. Indeed, on
several occasions, a server was so busy there was a waiting queue – and during the 2008 Lich King
expansion, I once saw that 1,000 characters were waiting as long as an hour to get in – and one day,
a census done right after I got in, confirmed the 4,000 maximum population.
Having multiple instances of a game, generally, means that some players cannot interact with
some others. Very commonly, popular multiplayer games place servers physically in different real-
world geographic locations, to serve players who live there with better connectivity (Beskow et al.,
2008), and even have a gametime clock that matches local time. Often, servers in different countries
employ different subscription systems as well, which means, for example, that World of Warcraft
Players in China, North America, and Europe usually cannot play with each other. On occasion,
a World of Warcraft realm will fill up and not permit any new players to enter it. At this point,
the Blizzard company that operates the game usually advertises free transfers from that realm to
specific others that are under-populated, while normally, it charges $25 to transfer a character. This
can present both opportunities and challenges to groups of players, who may find it difficult to
coordinate their decisions about moving in the short period of a few days when transfer is free.
A few games avoid this problem by dividing their world up in a way that does not separate
some players from others. A good example is EVE Online, which is set in outer space and where
travel from one solar system to another takes place through teleportation. All the players are on the
same cluster of servers, distributed by which solar systems they happen to be in at the moment,
but they are, potentially, all capable of interacting. On rare occasions, I ran into a very brief waiting
queue getting into EVE Online when the number of players currently online exceeded something
above 35,000.
28 CHAPTER 3. TECHNICAL CONSTRAINTS
3.3 GRAPHICS
This is not the place for a complete survey of computer graphics, which is a very complex field
possessing many thousands of scientific publications. Our goal is to note a few of the technical
aspects of graphics in online multiplayer games that have consequences for people’s experience of
the game and that interact in interesting ways with other topics considered here.The primary manner
in which users experience virtual worlds is visually, and a successful game must give the player a solid
sense of being in a particular place (Browning et al., 2006).
The key concept in understanding game graphics is that there are really two virtual envi-
ronments, not one (Bainbridge and Bainbridge, 2007b). First, there is the display model that the
user sees and which is the result of the graphics aspects of the software and data. Second, there is
the world model that the character experiences when moving and otherwise interacting with virtual
objects. For example, with respect to the display model, a wall is the surface the user sees, which will
appear quite differently from different angles. The world model of a wall establishes the fact that
the character cannot walk through it. Sometimes, these two models are generated by very different
parts of the program or database, and there may be considerable discrepancies between them. In
the display model, a wall may include a window plus niches and sculpture that realistically change
appearance as the character walks past, yet the world model may depict the same wall merely as a
plane that may not even be at exactly the identical apparent location as the graphically displayed
wall. Sometimes the discrepancy is so great that there is an unintended gap in the world model that
allows a character to walk through a wall and get into an area the game designers did not anticipate
would be reachable.
Depending upon how the virtual environment is programmed, both models may impose
significant demands on the user’s computer. For example, if there are several non-player enemies
inside a castle, they also should not be able to walk through the walls, even as they may pursue the
player through the twists and turns of the hallways. A common solution is to have the world model
be simpler than the display model, although there are, of course, different ways the designers can
trade off computer work between the two. Ideally, the discrepancies should be at a minimum, but
this is hard to achieve consistently.
A striking example is how Entropia Universe handles plant life, in comparison with buildings.
The plants on the planet Calypso are large, colorful, and exotic, some looking very much like terrestrial
moss magnified to hundreds of times its earthly size. However, all the original plants existed only
in the display model, and they did not exist in the world model. That is, one’s avatar could easily
walk through them, whereas the wall of a building felt solid. In August 2009, when the planet was
entirely recreated to accommodate a more advanced graphics engine, some new trees appeared solid,
existing in both models, whereas many of the old plants remained insubstantial and did not exist in
the world model.
A very difficult graphics issue that affects players is the problem of the user’s viewpoint when
the character is inside a building. Humans in the physical world do not have this problem because
our viewpoint is set by nature to be at the location of our eyes. However, users of virtual worlds,
3.3. GRAPHICS 29
typically, set the viewpoint above and behind the character, often a considerable distance from the
eyes. This means that the point of view of the player could be obstructed by walls and other features
of the architecture. Different games handle this differently. Matrix Online had considerable trouble,
both because its rooms and corridors tended to be small, and because the graphics system would
compensate unpredictably, making the image bounce around and causing difficulty moving quickly
when the character was in a fight. Many other games have similar problems on staircases or other
narrow spaces where the character must turn along a complex path. More than a few times one of
my characters has fallen to its death because I could not tell where on a staircase or battlement it
was standing.
By definition, first-person shooter games (such as Chronicles of Riddick) make the user look
through the eyes of the character, for example, sighting along the barrel of a rifle toward the enemies
and showing only the hands of the character or sometimes a shadow. Of the examples discussed
here, Tabula Rasa was designed to be used either with a first-person shooter interface, or a role-
playing interface, complete with different key mapping schemes, but several others permit shifting
the viewpoint. Many players, especially inexperienced ones, have difficulty orienting themselves in
a first-person view because they lack many of the other sensory cues people ordinarily experience in
the real world, such as a physical sense of orientation and movement, and the peripheral vision that
often lets us know where our comrades or the exits are. Therefore, most multiplayer games encourage
a third-person view, which has the advantage of giving the person more warning when an enemy
attacks from behind. To compensate, rooms inside buildings are made unnaturally large, just as the
rooms in the houses depicted in television situation comedies have exaggerated dimensions.
Expert players may become accustomed to both first-person and third-person viewpoints, able
to switch back and forth, but games differ enough from each other that transferring this skill from
one to another is far from easy. Among the more spectacular skills in World of Warcraft, although
seldom useful in combat, is being able to run along the horizontal ropes of the numerous sailing
ships. The player goes into first-person view, places the rope directly in the center of the view, and
runs forward, reliably keeping the character’s feet on the rope without, however, being able to see
them.
Given the complexity of the virtual worlds and the needs of advanced players to handle
that complexity, new players often find learning how to use the graphic user interface a daunting
experience (Cornett, S., 2004). I was about 300 hours into World of Warcraft before I “found my zone”
when I could handle the game’s excellent interface intuitively, and every new game presents a new
learning curve that must be climbed. A survey carried out in ten European nations of people who
played four different kinds of online games showed that, indeed, there were a substantial number
of “hardcore” gamers who invested from ten to over thirty hours a week, with role playing games at
the high end of the distribution (Fritsch et al., 2006, 2007). Yet every hardcore gamer was once a
newbie, and the population of players grows only by attracting people who initially are strangers in
a strange land.
30 CHAPTER 3. TECHNICAL CONSTRAINTS
How the graphics displayed on the screen integrate with other modalities has significant im-
plications for user experience. For example, a group conversation in the real world is facilitated by
the fact that people can see who is talking, without needing first to learn how to recognize each per-
son’s voice. As Halloran et al. (2004) have shown, the absence of visual cues can impede cooperation
when a voice channel is used in online games, and adding a visual cue can be advantageous, as was
done in the racing game Midtown Madness. Moore et al. (2007) have analyzed communications in
several virtual worlds – including EverQuest, Star Wars Galaxies, and World of Warcraft. In addition
to obvious details like the difficulty of making a character point or look in the desired direction,
they noted more subtle issues such as the fact that online game text chat messages are not sent until
they are finished, whereas a verbal communication in the real world is heard and responded to long
before it is complete.
I have organized formal group meetings in Second Life, and a green indicator appears over the
head of the avatar of the speaker. This has the added advantage of indicating whose microphone
was inadvertently left open after speaking (responsible for annoying feedback of what somebody
else is saying, for those whose sound systems do not have good methods for preventing feedback).
Visual cues of who is speaking require that the voice system be integrated into the game, but even
after voice was added to World of Warcraft, many players preferred to talk over separate systems using
Skype, TeamSpeak, or Ventrillo.
Similarly, non-vocal sound effects supplement visual cues, but they are less well integrated
with them than in the real world. Jørgensen, K. (2008) studied how sound effects functioned during
group combat in World of Warcraft, especially noting the ambiguities of the meaning of sounds in
complex environments. When a character goes into invisible stealth mode, a distinctive sound is
heard, but it does not tell the player whether an enemy or friend has just stealthed, and thus whether
to worry or be reassured. Similarly, the sound when one character casts an enhancing buff on a
friend may have different meanings depending upon the context: “It may be a responsive signal that
confirms an avatar’s casting of the buff; it may identify a change in avatar state; and it may orient
that avatar with respect to other avatars.” Jørgensen also documents in some detail how the sound
effects successfully add information to what is seen on the screen, for example, confirming whether
a magical spell worked or not.
A very important dimension of the virtual environment is its architecture. The more advanced
the graphics technology is, the more complex the buildings can be. Actually, there are two kinds of
complexity. First, there are the graphic textures displayed on surfaces, such as the grainy appearance
of individual stones in the wall of a castle. In cases where a game demands much from the user’s
computer, but the user’s computer is only barely up to the task, the textures of somewhat distant
objects may often be degraded, and they show their full granularity only from close virtual distances.
Second, there is the complexity of structures experienced as the user interacts with them, for example
climbing the stairs inside a castle and entering its rooms. Although graphics constrains the gameplay,
the reverse is also true because good graphics must be designed to fit the nature of the game.
3.3. GRAPHICS 31
McGregor, G. (2006) offered evidence on this point in a study that compared the role-playing
game World of Warcraft with the real-time strategy game Lord of the Rings: Battle for Middle Earth
2. Multiplayer role-playing games typically represent the user as a single avatar, through which the
user experiences the world, requiring that the avatar be able to go inside buildings, caverns, and even
swim through water. In a strategy game, the user often manipulates many characters at once and,
even when working with a single character, operates it at a distance, emotionally as well as visually.
Indeed, strategy games are sometimes called God games because the player operates from a lofty,
almost Olympian perspective. Thus, it is not surprising that the architectural structures in Lord of the
Rings: Battle for Middle Earth 2 cannot be entered, although McGregor complains that this greatly
reduces their aesthetic value. McGregor also notes that the game’s large complexes of buildings often
seem very strange, compared with World of Warcraft because they are devoid of people. Nothing quite
compares with the visual excitement of the trade district of Stormwind City in World of Warcraft,
where there are often fifty avatars rushing around in different directions, in addition to a dozen
non-player characters.
Perhaps, the ultimate in realism – or in paradox – in several of the games are the bathrooms.
I don’t happen to know of any examples in which the characters actually need to relieve themselves
in bathrooms, although they often need to eat food and drink liquids, but the bathrooms in Matrix
Online were actually useful. Figure 3.1 shows my character, Cosmic Engineer, in the men’s room
on an upper floor of an office building, which he reached by riding in an elevator. His mission was
to kill research subjects in a vile experiment, which accelerated the speed of the algorithms that
operated them to an alarming degree, but none of them were found going to the bathroom. Indeed,
the bathrooms tended to be private places where one could escape enemies. Often, Cosmic Engineer
would battle too many enemies at once to defeat them all, so he would kill one, then run away to
regain his lost health. A restroom was a good place to rest.
Notice that the bathroom in the picture really is a men’s room; the ladies’ rooms do not have
stand-up urinals. When a character needs to rest and recover health, sitting down speeds up the
process, and sitting on a toilet serves perfectly well. Indeed, intrepid ethnographic researcher that
he was, Cosmic Engineer tried this in ladies’ rooms as well, and found they did not discriminate
against him on the basis of his virtual gender. Some other games have bathrooms, such as Anarchy
Online and Tabula Rasa. Given that Tabula Rasa is a science fiction game, it was interesting to see
that future technology had dispensed with toilet paper. Some of the toilets could be flushed, and
when they did the water gushed upward, presumably to clean off the astronaut’s posterior.
Around the edges of Figure 3.1 are the elements of the graphic user interface, which is complex
in each of the popular games, but it is different in detail from one to another. At the top center are
two bars of icons used to control the character during battle, with the option of scrolling to other bars
that have the skill controls he uses when crafting virtual goods. In the upper right corner is the display
of his status, which as in many other games is represented by a colored bar graph, here with three
bars. The top (red bar) represents health which warns when death approaches. The second (yellow)
bar represents the “inner strength” used to power many actions. The third (blue) bar represents the
32 CHAPTER 3. TECHNICAL CONSTRAINTS
growth of experience indicating one tenth of a level with blue dots below it to indicate how many
tenths had been achieved. The number 34 in this display box indicates that Cosmic Engineer has
reached level 34 of 50 at this point in his career.
In the lower right corner, Cosmic Engineer has set his map, which could be changed in shape
to meet his momentary needs, and there is also an atlas of the entire city he could consult. The map
tells him he is in the Vauxton neighborhood of the high-status Downtown part of the city, an area
undergoing urban renewal. The atlas and other Matrix lore tell him that the residents of this section
have an inferiority complex with respect to the very highest-status districts, like Creston Heights
and Stratford Campus, and they scorn the merely middle-class area they call South Vauxton.
Architecture expresses social status, as the atlas recognizes: “Vauxton is usually called ‘The
Vox’ by local residents, and anyone who calls it Vauxton is immediately tagged as an outsider.”
3.3. GRAPHICS 33
“Unbeknownst to the South Vauxton residents struggling to get the acknowledgement they crave,
the move to separate South Vauxton from Vauxton is secretly financed and backed by the business
leaders of Vauxton who’d rather be rid of the undesirable south end.”
On a more practical level, the map tells Cosmic Engineer where he is in the city, and he
frequently consults the map, the atlas, and external online sources when he is seeking a resource or a
specific destination. The display tells him his current coordinates are: X: -954 Y: 225 Z: -339. The
X coordinate is how far east of the center of the Downtown he is, and it is negative, so he is on
the west side. The Z coordinate is how far north he is, and it is negative, so he is slightly south of
the center of the district. The Y coordinate is how high about ground level he is, and it is positive
because he is in a tall office building. Each game has a different coordinate system, so switching
from one to another can be confusing. For example, in Dark Age of Camelot the numbers can reach
50,000, because each unit equals an inch, and the numbers start at 0,0 in the northwest corner of
the zone and increase eastward and southward, rather than being measured from the center as here.
The image in the map shows Cosmic Engineer where he is on the particular floor of the
building, in a small room off a hallway not far from the elevator. Elevators are another good place
to hide from enemies, so it is wise to keep conscious of where they are. The map does not show
where the doorways are, but two different shades of red distinguish rooms he has already visited, and
perhaps cleared of enemies, from those he has not yet entered. Icons sometimes locate mission goals,
likely enemy locations, and locked doors for which keys must be found. Outdoors, such icons indicate
mission contacts, parks, monuments, nightclubs, vendors, and the hardline telephone booths used
for teleportation. The bottom center of the screen shows a compass that tells him which direction
he is facing, flanked by buttons that can open up many option choices such as the atlas.
To the left of center, on the bottom, is the control panel he uses for his simulacrum, a secondary
avatar not shown in this picture because he is another room resting after killing an enemy. In this case,
the secondary avatar is a submachine gun bodyguard who helps fight enemies, but whom Cosmic
Engineer is quite ready to sacrifice when his own life is in danger.
The lower left-hand corner of the display normally holds the multi-facetted text chat interface,
but at the moment, it shows only the immediate mission objective: “Kill all of the test subjects.”
At certain points in the mission, a communication window opens at the lower center of the screen,
giving the player orders and information, and when working with a team of other players, the text
chat area can become very cluttered. The faint rectangle at the upper left corner stands where the
status of an enemy would appear during a fight, but, currently, it merely contains the word “door,”
because the last thing Cosmic Engineer interacted with was the door to the men’s room.
This picture of a bathroom illustrates the complex relationship between the virtual world
and real world, including the great complexity of a graphic user interface that must be learned well
before it can be used well. In the three Matrix movies, users jacked into the system through a
direct brain interface at the base of their skulls, and they were not conscious that the world they
interacted with was inside a computer. Many researchers still hope to develop fully immersive virtual
reality in which the user acts in the normal manner by moving legs and arms and hands and fingers.
34 CHAPTER 3. TECHNICAL CONSTRAINTS
But at the present time, cumbersome user interfaces interact with increasingly realistic but still
obviously artificial graphic virtual worlds. Much of the psychological feeling of immersion comes
from emotional engagement with the lore, the quests, and the online social groups. At the same time,
the graphic display, including the user interface, is part of a system that controls human behavior
even as it liberates human fantasies.
35
CHAPTER 4
Most other kinds of AO characters cannot create and control robots, and most games described
here strictly impose a division of labor upon characters and thus upon players. One could argue,
36 CHAPTER 4. ROLECODING AND SOCIAL CONTROL
without too much exaggeration, that the rules of the game constrain Nanobic as much as Tobor and
thus that the player is transformed into a kind of robot as well. The player’s chief options are which
game to subscribe to, and what kind of character to select from a pre-defined set.
On April 18, 2005 Istvaan Shogaatsu, the leader of a group of mercenaries called the
Guiding Hand Social Club in EVE Online, announced that his organization had just
completed one of the biggest acts of theft and betrayal in the history of virtual worlds.
Members of the Guiding Hand spent a year infiltrating a rival organization before assas-
sinating their leader and stealing in-game assets valued at 16,500 US dollars, effectively
shattering the trust within the organization’s social network setting its members back
months of playing time.
Several games make a distinction between servers where player-versus-player (PvP) combat
is encouraged, and those where both players must agree to have a duel before one can attack the
other. Thus, the populations of players differ across them, with more aggressive players choosing
the PvP realms. In EVE Online, which emphasizes PvP play for advanced players, much of the
galaxy is wide open, but a few hundred solar systems have a security force which deters one player
from attacking another. It is very common for PvP games to suppress PvP in the areas for starting
players or otherwise vary the constraints from one area to another. A few World of Warcraft realms are
designated for role playing (RP), suggesting but not requiring that players stay in character. I even
saw one example in which a guild of players had two text chat channels, one for RP communications
and one for talk about the players’ “real world” lives.
Building the rules into the game, so that it is impossible to violate them, is a cost-effective
solution from the standpoint of game designers. For example, in many games when one player agrees
to buy something from another, a trade window opens up, and the exchange does not complete until
both players click buttons indicating they agree. Thus, there is no possibility for one player to steal
from another. However, if one player agrees to perform a service for another, there may be no practical
way to build a safety mechanism into the code of the game, to ensure that the money does not get
paid until the service has been performed, and that the money will indeed be paid after satisfactory
service.
The typical solution to this problem of trust is to build into the game a system for managing
groups of players, like the guilds in World of Warcraft. Each guild is founded by a guild master,
4.1. SYSTEMS OF RULES 37
who can set the rules of access to the guild management system by members of different ranks –
for example, specifying which categories of members can recruit new members and expel existing
members. If one member abuses the trust of others, the victims can talk with an officer of the guild,
who may admonish the troublesome member, or may even boot him or her from the guild. Most
recent games that have such player organizations incorporate rather complex management systems
that allow the leaders of the guild to make a range of decisions about such things as how many ranks
their group will have and what privileges each rank will enjoy.
A guild master in World of Warcraft, as I learned with the three guilds I myself ran, has a guild
control window in the user interface where such rules can be set. Several relate to communication
permissions. Can members of the given rank speak and/or listen in the guild chat and in a chat
reserved for officers of the guild? Do they have the power to set the guild’s “message of the day”
that appears in the text chat whenever a player logs into the character? In the guild part of the social
module in the user interface, any member can see a list of the guild members, including whether
or not they are currently online and what zone of the virtual world they are in. Also accessible is a
window displaying any information a fellow guild member wants to post about the character, called
a public note. Officers of the guild can also place an officer note there, which may not be visible to the
player who owns the character, and might be critical of the player. Thus, three permissions the guild
master may give high ranking members is editing a player’s public note and seeing or editing the
officer note.
Of course, important powers are inviting new people to join the guild, removing inactive or
troublesome members from the guild, and promoting or demoting up and down the ladder of ranks.
Many guilds allow all but the very lowest, provisional rank of membership is to recruit new members,
but reserve promotions, demotions and removals are for officers to handle. Often, one sees automatic
announcements of these changes in the guild chat. When a new person joins, that player gains access
to the guild chat, which announces by name the character has just joined. The members who are
online exclaim “welcome,” and some immediately offer advice to the newcomer. Often, a barrage of
messages announces a series of promotions, and people share congratulations. At the middle ranks,
promotions tend to depend simply upon being an active member and not causing trouble. The guild
part of the interface provides information on when a character was last online, and some guilds
regularly demote those who have not played within the past month, and expel members who have
been absent for a long time, although practices in this area vary widely. Expulsions and voluntary
defections by members are also automatically announced in the chat, and they frequently provoke
discussion.
Some of the largest or best-organized guilds conduct a fair amount of their business on
websites and through private forums that require a player to register and seek permissions, and these
are also used to screen new recruits. Thus, part of the rolecoding takes place outside the game itself,
in these web-based social computing sites operated by guilds or comparable groups associated with
one game or another.
38 CHAPTER 4. ROLECODING AND SOCIAL CONTROL
The World of Warcraft guild-master module also provides control over the guild bank or vault,
which itself is accessed only at banks in major cities in the virtual world. There, characters may
contribute virtual money or goods of various kinds, such as armor they do not need themselves, or
useful virtual objects they have crafted using specialized professional skills. The guild master can
decide whether a given rank has any access to the guild bank at all, and only those with permission
can donate items or even see how much is already there. Some guilds allow only officers to withdraw
items or money, and this gives them a nice social function in distributing those valuables among
needy members. But the guild master can follow any policy in giving a rank the ability to withdraw,
including setting limits on how much can be taken in a single day.
1 http://en.wikipedia.org/wiki/Dungeons_and_Dragons
4.3. GAME MASTERS AND MENTORS 43
to give supplies or information to a remote ally, but, actually, to make the player familiar with the
destination.
Entropia Universe handles training very differently. It offers no explicit quests or missions
although the rich environment of the planet Calypso suggests many reasons a player might want to
explore. Rather it urges each new player to select a human mentor, a role taken by more experienced
players, who will help the newbie identify personal goals and the means to achieve them. When
I entered Entropia Universe, I decided that my research would work better if I did not seek a
mentor inside the world, and I used a variety of web-based sources instead. However, one of those
resources was a very fine book-length guide written by one of the mentors, using the name Alice in
Wonderland2 .
A second function of game masters, which overlaps the first, is to help players solve problems.
In rare cases, these may involve data corruption or bugs where only an employee of the game
company has the power to help. Entropia Universe provides a fascinating example of a serious
problem experienced by some players and solved by others, which I myself experienced. I had set
myself the goal of reaching all of the teleporters which provide easy transit from place to place,
but as with many games, each one must be reached on foot before it is added to the player’s list
of useable teleporters. With just four left to go, I got totally stuck at a resurrection station in an
advanced zone, which was surrounded by vicious monsters. I tried many times to sneak out, but I
was repeatedly killed and resurrected back at the station. I sought help from the Calypso Rescue
Team, an organization of helpful players, and two of them quickly came to lead me out, one killing
the monsters and the other healing him from their damage3 .
Age of Conan has an organization, called the Followers of Asura, who are player volunteers
who help other players and also assist the development team find and fix bugs. To add drama to
their work, they are described as a mystical secret society: “The history of the Followers is shrouded
in mystery. Little is known about their actions or motivations, but tales of their knowledge and
assistance are legend. The Followers have come to the aid of many a Hyborian in times of need, even
King Conan himself ”4 . One of the more established medieval fantasies, Dark Age of Camelot, has a
similar program in which volunteers work with Mythic company employees to share game master
duties:
The goal of the Knights of the Round Table program is to harness the knowledge and
experience of the customer base to assist the developers in ensuring that Camelot remains
stable, balanced, and fun to play. The Knights are players who volunteer their free time
to assist the Dark Age of Camelot development team by acting as a conduit between
Mythic and the larger player community, providing feedback and testing of upcoming
changes, and suggesting new ideas on ways to improve Camelot. Each Knight has an
2 http://rp.apachenet.de/downloads/Entropia_Guide.pdf
3 http://v2.euforces.com/
4 http://cs.ageofconan.com/Public/
44 CHAPTER 4. ROLECODING AND SOCIAL CONTROL
area of responsibility. Some Knights are advocates for their realm while others speak on
behalf of the citizens of all realms and the game, at large5 .
CHAPTER 5
This system is solidly rooted in self-report psychological assessments studies but also supported
by observational studies of behavior.To be sure, there are questions about the exact meanings of these
48 CHAPTER 5. PERSONALITY AND MOTIVATION
five supposedly distinct dimensions, notably about “openness to experience,” which is sometimes
equated with “intelligence,” and cross-cultural studies show local variations as well as a degree of
commonality (Yang and Bond, 1990).
Arguably the five dimensions should have implications for the behavior of a game player.
Extraversion implies sociability, and characters may differ in the degree that they participate in
guilds and other groups, versus solo questing in the virtual world. Both conscientiousness and agree-
ableness may be valuable for cooperation with other players to achieve shared goals, and good
co-workers would logically score high on these characteristics. These two dimensions also have
also been connected to control of impulses that might otherwise express themselves through vio-
lence (Jensen-Campbell et al., 2007; Jensen-Campbell and Malcolm, 2007), and collective violence
is a major form of cooperation in games. Neuroticism might imply a disability in cooperating reliably
over time with others, whereas openness to experience could encourage exploration and discovery
in this virtual world as well as in the “real world.”
Despite its prominence, the Big-5 model has limitations. Largely based on self-report ques-
tionnaire data, backed up by some modest behavioral studies, it has two debatable features. First, it
assumes that humans should be distinguished in terms of a small number of uncorrelated dimen-
sions, rather than, for example, by a very large number of psychological scales that may have complex
relationships to each other and are often relevant only to some people. The statistical methods used
to create and validate the Big-5, such as factor analysis, are based on the dimensional assumption,
and thus they do not seriously test it. Second, its empirical measures chiefly concern mild behaviors,
such as those relevant to sedate psychology classrooms and college campuses. For example, rather
than wondering whether conscientiousness and agreeableness inhibit violence, one might postulate a
primary personality dimension measuring propensity to violence that cannot be measured accurately
by the bland questionnaire items of the Big-5.
1. Relationship: “To interact with other users, and their willingness to form meaningful relation-
ships.”
2. Manipulation: “To objectify other users and manipulate them for... personal gain and satisfac-
tion.”
Exploratory factor analysis often leaves a number of items either standing alone or in two-item
groupings that are hard to interpret. Yee saw some evidence of three additional factors that could in
principle be defined more precisely in future research that included many more similar items. One
concerned how much people like to lead others, the second emphasized what people believe they
learn about themselves through playing the game, and the final one distinguished people who prefer
solo play versus team play.
Statistical clustering methods like factor analysis work best in identifying major dimensions
of variation that relate to most people, but it is certainly possible that some motivations are highly
idiosyncratic. If a motivation was salient for a tiny fraction of players but not meaningful to many
others, it would not show up in factor analysis, nor might the usual methods of item creation produce
measures that could detect it. However, researchers could start from a different premise and discover
such motivations, and some of them might be theoretically significant.
One motivation that immediately comes to mind, but it may not yet have been studied
systematically, concerns fans of the particular mythos on which a game was based. For example, Star
Wars or Conan fans might not be particularly oriented toward online games, but they start playing
50 CHAPTER 5. PERSONALITY AND MOTIVATION
Star Wars Galaxies or Age of Conan in order to experience a continuation of the enjoyment they have
felt watching the movies and reading the books. This very special motivation might correlate with
Yee’s immersion and escapism dimensions, but it also has a special quality we might call cultural
commitment – valuing the distinctive qualities of a mythos, perhaps, simply from familiarity. An
analogy in the real world would be nationalism. People differ in how nationalistic they are, but
nationalists differ from each other in terms of which nation they value. Of course some worlds, such
as EverQuest, were not based closely on a pre-existing mythos, and thus cultural commitment might
not matter for them, or it would exist only at a high level of abstraction, for example, being a fantasy
fan rather than a science fiction fan.
Yee, N. (2009) has shown that different games attract and reinforce somewhat different per-
sonality orientations, comparing EverQuest primarily with World of Warcraft but also with others. In
particular, EverQuest seems especially capable of building strong relations of friendship and mutual
aid. To begin with, people self-select by entering this somewhat mild fantasy game, which requires
a good deal of patience, rather than a first person shooter or other more violent game. As people
play EverQuest, they find that they absolutely must team up with others. Compared with World of
Warcraft, EverQuest characters have more specialized abilities. For example, clerics are good at heal-
ing but lack good attack spells, whereas the equivalent class in World of Warcraft, priests, can acquire
powerful attack spells as well as healing. Thus, characters with different strengths gain immeasurably
by teaming up. In addition, the temporary death of a character is more costly in EverQuest, and that
cost can be reduced through the help of other players. Put the other way around, World of Warcraft
is more readily soloable than EverQuest. Yee believes that one consequence of EverQuest’s natural
sociability is that many online friendships become real world friendships.
Holsapple and Wu (2007) have suggested a different framework for understanding player’s
motivations, with seven categories: (1) fantasy daydreams, (2) role projection allowing the person to
experience a new role, (3) escapism from problems and pressures in the real world, (4) enjoyment
and the experience of fun, (5) emotional involvement that makes the person feel a part of the
game, (6) arousal whether mere excitement or profound inspiration, and (7) behavior reflecting the
probability of playing the game without attributing a specific motive.
Online games often have their own theories of personality, embodied in attributes of the
character that provide more or less technical advantage under various circumstances, but which also
can be interpreted in more psychological terms. A good example is Matrix Online, which had a
system of five attribute variables which the player could build up differentially in the process of
gaining experience levels: perception, focus, reason, belief, and vitality. At the very beginning when
creating a character, the player must choose one of the ten personality types listed in Table 5.1, each
of which has a different distribution of 40 points across the five attributes (Bedman, 2007).
Note that each of the ten types is high in one attribute, low in another, and average in
the remaining three. Arguably, the five attributes are a five-factor theory of personality dimensions,
competing with the Big-5 popular among academic psychologists. Some of the dimensions even seem
comparable, focus with conscientiousness, and perception with openness to experience – although
5.3. THEORETICAL DEBATES 51
Table 5.1: Point distributions across attributes and personalities in Matrix Online.
the intellect interpretation of openness in the Big-5 seems closer to reason in the Matrix-5. One of
the ten Matrix types, Secluded Introvert, even uses the introversion-extraversion language of one
of the Big-5. Here is how the game described that type: “You never had many friends. Well, except
the ones in your head. They said the world didn’t need you. They had it wrong. You didn’t need the
world.”
The true believer personality type seems to harmonize with the messianic quality of the Matrix
mythos and the orientations of the friends of the main character in the three Matrix movies who
come to believe he is The One who will save the world. It emphasizes conviction in one’s beliefs,
while minimizing awareness of anything in the environment that might challenge these beliefs.
Its description in the game is: “Possible and impossible are the states of mind. Everything is not
what it seems. Sometimes the senses lie. And you knew why all along.” Traditionally, psychologists
described true belief as an attribute of the pathological authoritarian personality (Adorno et al.,
1950). Frankly, the scientific literature in that area is hard to evaluate because it grew out of analysis
of fascist mentalities in the emotional wake of World War II, was developed by avowedly left-
wing scholars—although some who criticized right-wing mentalities like Lipset and Raab (1970)
and Bell, D. (1963) evolved from socialists into neo-conservatives during their own lives—and true
belief might be considered a virtue by conservatives rather than an authoritarian vice.
CHAPTER 6
during which time my avatar is an annoying hindrance. So, for all the legitimate research interest in
player-avatar relations, we must keep in mind that there are at least two other alternatives: characters
not conceptualized as representing the player, and working directly through an impersonal user,
interface with neither a character nor an avatar.
The games themselves need not be constrained by these categories, and they sometimes
combine them as in Pirates of the Burning Sea. Figure 6.2 shows my first ship in combat with a pirate
who will shortly be sunk by my cannon. My ship is in the center, and if I zoom the viewpoint inward,
I can see my men working on its deck. Usually, it is more effective to zoom back and see more of
the surrounding sea, watching the ship condition display in the upper left corner, and having no
consciousness of any avatar but the vessel. However, I often have the choice to board the other ship,
at which point I see the battle from the standpoint of my avatar, Edmund Bainbridge, brandishing
his cutlass. Pirates of the Burning Sea is a fairly realistic depiction of commerce and navel competition
in 1720, and I selected for my avatar an actual ancestor of mine who was 18 years old in that year and
had the correct personality to be a freetrader. Depending on the mission, my experience switches
between a focus on the avatar or a focus on the vessel. Given the word’s multiple meanings, vessel
58 CHAPTER 6. AVATARS AND CHARACTERS
would be a good generic term to use whenever a player is represented by something other than an
in-game person.
Aggressive Mode - Your pet will enter combat when valid targets are detected.
Passive Mode - Your pet will not enter combat unless commanded to.
Guard Mode - Your pet will enter combat to defend you or itself.
Follow - Your pet will move towards you and then act according to its mode.
Stay - Your pet will stay in its current position unless its mode requires combat.
Toggle Assist - When enabled, your pet will attack targets that you attack.
Roaring Challenge - This skill forces the target to attack the bear.
Sign of the Wild: Rage - This sign asks your animal friend to go into a rage, attacking faster
and making itself look as threatening as possible.
Extreme examples of specialized secondary avatars can be found in Age of Conan, where
necromancer characters can command entire teams. Figure 6.3 shows Eridanos and his team of six,
just as they retrieve a relic from Atlantis called the Phoenix of the North in a heavily defended ice
cave in the Eiglophina Mountains, after killing a witch named Mithrelle. In the center, proudly
dressed in his white robe, is Eridanos the level 52 Stygian necromancer. Immediately behind him
62 CHAPTER 6. AVATARS AND CHARACTERS
are two deathless acolytes, an arcanist and a mage, who supplement his damaging spells. The other
four assistants are undead minions. At the far left are a life-stealer that takes life from the enemy and
gives it to the team, and a mutilator that inflicts bleeding wounds. On the right side of the picture
are a corruptor that adds additional holy damage to each attack and a harvester that gives the team
mana and stamina.
Games differ in terms of how much they personalize secondary avatars. In World of Warcraft,
for example, the player names a hunter’s pet, and when it dies, it is revived with the same identity,
whereas a Warlock’s minion is summoned from another realm and cannot be given a distinctive
name. The proxies in Matrix Online appear at random male or female each time one is summoned,
dressed like local gang members with unpredictable weapons specialization, and cannot be named.
In order to name the robot Tobor in Anarchy Online, I needed to write a simple macro program and
6.4. FACING THE END 63
run it whenever I generated a robot, so that game allowed me to personalize the secondary avatar
but did not require it. In the much more recent game, Lord of the Rings Online, Rumilisoun easily
gave her sturdy bear the permanent name Beorn, her aloof raven the name Poe, and her stealthy
lynx the name Lamhainn. Given their complexity and their potential to be meaningful to players,
secondary avatars would be a fruitful topic for future research.
In another essay, Klastrup, L. (2008) describes the in-game mechanics of death in World of
Warcraft. First, the player sees the character fall on the ground, then a dialog box opens asking if the
player wants the character to resurrect at the nearest graveyard. If no other player casts a resurrection
spell, the character teleports to the graveyard in six minutes, even without a click in the box. The
character is not immediately restored to life at the graveyard but exists in a shadowy state, in which
the world appears colorless, until either the player decides to accept the offer of resurrection from
an angel, which leaves the character temporarily weakened, or the character runs back to its corpse
and resurrects itself.
Games differ in how death is handled, and some do not even permit a player’s character to die.
In Lord of the Rings Online, the character merely retreats in a weakened condition. In EVE Online,
the character escapes from his or her spaceship in a pod, which seems gentle enough except that the
loss of a spaceship is extremely costly. In Dark Age of Camelot, so the mythos says, magical stones
fell from heaven after the death of King Arthur, and deceased avatars revive at whichever of these
stones they most recently bound themselves to, which can be very far away from where they died,
rather than nearby as in World of Warcraft. The character must pay a healer to restore lost strength to
them, and they can return to the scenes of their deaths to regain some lost experience. This is done,
dramatically enough, by kneeling in prayer at their own tombstones.
Klastrup’ second meaning of death, as a symbolic event, suggests that the death and resurrection
of a player’s character may have emotional, philosophical, or even religious meaning for the player.
Two of my own favorite avatars, Cosmic Engineer and William Bridgebain, died permanently when
Matrix Online and Tabula Rasa were closed down. A total of thirty others died, nearly permanently,
64 CHAPTER 6. AVATARS AND CHARACTERS
when I cancelled my subscriptions after completing the intended research, although many game
companies keep the characters on file in cases the player wants to reactivate the account. Yes, it is sad
to lose an old friend, although players undoubtedly differ in the degree to which they conceptualize
the termination of their characters in this way.
Klastrup’ third meaning recognizes that the life of an avatar is a story, and death can conclude
a chapter of that narrative, as when a brave comrade sacrifices life for his or her guildmates in an
heroic battle.The fourth meaning, permadeath of a player, raises the challenging question of whether
characters could live on after their players’ deaths, perhaps, operated by some form of artificial
intelligence that had used machine learning to archive the players style. Readers who dismiss this
idea as foolish and superficial should meditate upon the fact that they can interact with a deceased
person’s avatar on the Aldor Rise in Shattrath City, in World of Warcraft. At age 28, a player named
Dak Krause died of leukemia, and his level 70 Night Elf huntress, Caylee Dak, was placed in the
game as a memorial. Her one function in the game is to receive a sentimental poem about death
sent to her from a little girl character, and to bless the person who delivers it.
65
CHAPTER 7
• Max aka Cayenne found a deposit (Lytairian Dust) with a value of 72 PED!
• Aleksandra Mayday Kowalski found a deposit (Copper Stone) with a value of 99 PED!
• Ericsson Cozzmo Kramer killed a creature (Atrox Young) with a value of 135 PED!
• Team “Jedi & Trooper” killed a creature (Hogglo Young) with a value of 61 PED!
• Tom Psychodadiks Delonge killed a creature (Aurli Watcher) with a value of 286 PED and
has been recorded in the Hall of Fame!
• Anunka Mithra Skarpnes manufactured an item (Zombie Arm Guards (M,L)) worth 829
PED and has been recorded in the Hall of Fame!
“PED” in these messages refers to Project Entropia Dollars, ten of which nominally equal a
US dollar, so that 829 PED equals $82.90. Thus, people are winning money as well as fame, and
depending upon your perspective, that sounds either like a game or like capitalism. In some games,
practicing a profession can be an alternate way of advancing in the main status contest, comparable to
completing quests and killing enemies, depending on the specialization of the character. An engineer
in Star Wars Galaxies does not get any status advantage from killing an enemy, but he does from
collecting materials from the environment and assembling them to create a robot, whereas a Jedi
knight chiefly gains status by slaughtering enemies with a light saber. More commonly, however,
online games have separate systems of honor and advancement for ordinary adventuring versus
specialized professions, permitting any character to do both in whatever mixture the player desires,
although access to economic resources depends heavily upon advancement in combat experience.
four subcomponents, in this case: the assembly enclosure, the controller mechanism, the scanner
assembly, and the storage unit. On the left side of the display are the relevant resources she already
possesses, and she has most recently selected amorphous gemstone, which she earlier intentionally
prospected for and collected. At this point, she is ready to assemble the subcomponents, which she
will do by clicking the [Assemble] button at the lower right.
Although this is an extreme example, very commonly games represent creation of economic
value in terms of gathering raw materials, gaining technical abilities, and going through a complex
series of steps to achieve the desired goal. This is a nice metaphor for how any real economy works,
aside from the market mechanisms that handle investment and exchange. But it is also a model of
how computer programming works, based on algorithms which are precise sets of instructions for
achieving a given goal in a finite number of steps.
68 CHAPTER 7. VIRTUAL PROFESSIONS AND ECONOMIES
A final point about the division of labor in Star Wars Galaxies is valuable both in understanding
how gameworlds evolve and in recognizing the care that researchers must exercise when relying upon
publications. In November 2005, a major update called the New Game Enhancements radically
transformed the way the different professions and character lines worked, including letting players
start a character as a Jedi and greatly simplifying the development lines for the existing professions
such as engineers. Prior to this transformation, a guidebook had been published, Star Wars Galaxies:
The Total Experience (McCubbin et al., 2005), which describes the situation prior to this change in
great detail, so a researcher or student must not assume it describes the game as it existed after this
revolution. Reportedly, many players who were heavily invested in the earlier system left the game
in disgust, but players who joined later may have found the new system more comfortable.
1 http://www.wowarmory.com/
70 CHAPTER 7. VIRTUAL PROFESSIONS AND ECONOMIES
from non-player trainers to gain the skills required to make particular goods, in an ascending ladder of
abilities. One profession, enchanting, has aspects of gathering as well as crafting because enchanters
can obtain some of the materials they need by disenchanting already-enchanted objects they loot
from non-player enemies.
There are two ways of evaluating the utility of a profession: in terms of its value for the
individual player, or for its value to other players in the individual’s guild. Among the most obvious
kinds of utility for the individual are whether the profession can craft the armor that the given
player can wear. Mages, priests, and warlocks can use only cloth armor, which can be crafted by
tailors. Below level 40, druids, hunters, rogues and shamans can use only leather armor, made by
leatherworkers. Paladins and warriors use metal armor, made by blacksmiths. Thus, one important
variable is whether or not characters can make their own armor.
All characters loot the cloth required by tailors, but leatherworkers rely upon skinners to
provide their raw materials, and blacksmiths similarly rely upon miners for the smelted metals
they require. Therefore, it is worth asking whether leatherworkers and blacksmiths have the second
profession required for their own craft.Those who wear cloth armor, naturally are least well protected,
so they may benefit from the craft of enchanting more than other classes. Furthermore, enchanters
can craft magic wands, which are used by the same three classes that wear cloth, so enchanting and
tailoring are linked indirectly, as well.
Table 7.1 shows the percentages for each class practicing each profession where the numbers
are at least 20 percent, across the two data samples. Printed in bold are the professions that produce
the given class’s armor – such as blacksmithing for warriors – plus the profession that supports the
particular kind of armor-making. We can see that mining is popular across most classes, and this
is the case because the metal and gems obtained through mining are needed by fully three of the
crafting professions: blacksmithing, engineering, and jewelcrafting.
to +1.00, and measures the negative or positive associations between pairs of variables. There is a
built-in negative correlation because selecting one profession uses up one of the two choices and thus
makes it less likely to select any other profession. All coefficients shown are statistically significant,
and the table focuses just on those with a respectable magnitude, at least 0.20 from zero in either
direction. The very strong connections between alchemy and herbalism (0.66, 0.78) reflect the fact
that herbs are among the raw materials needed by alchemists to make their magic potions.
Less than half of the characters could make the armor they themselves wore. This implies
they often relied upon other players to create their armor for them, and they produced other goods
7.3. DIVISION OF LABOR IN PROFESSIONS 73
to provide in turn. It implies that the entire system is set up in such as way as to encourage coop-
eration between players in industry as well as battle. However, one of the motivations for having
multiple characters is to practice multiple trade skills, and the multiple characters belonging to one
player can send goods and virtual money to each other through the in-game mail system. Note
that both possibilities encourage players to keep paying their subscriptions. Economic exchange
with other players builds social bonds that become valuable in themselves and thus a source of
commitment (Homans, G., 1950). Developing multiple characters increases the time a player must
play.
Compared with World of Warcraft, Dark Age of Camelot does not have a complete, modern
economic system of resource extraction, production and exchange. There are six trade skills: alchemy,
armorcraft, fletching (arrow-making), spellcraft, tailoring, and weaponcrafting. Production is not a
full economic system. Characters can learn only certain crafting skills, depending on the class to
which they belong, and they cannot make anything they themselves cannot use. Raw materials must
be bought from non-player characters, rather than gathered from the environment. There is no
elaborate auction system, such as in World of Warcraft and other more recent games, and trading
takes place between individual players. In the case of spellcrafting and alchemy, this makes perfect
sense because the crafter often enhances an item the customer already possesses. But the primitive
nature of exchange also fits a Dark Ages society where the economy is largely based on barter.
The Matrix Online allowed any character to practice any number of skills, although gaining
them all was a tremendous labor and players tended to specialize. When near one of the hardline
telephone booths that functioned as an interface to the fictional mainframe computers, a player could
switch various program modules in and out of inventory, gaining access to the corresponding skills,
limited only by the number that could be carried at once by a character at the given experience level,
and by the fact the player needed to have earned the skill and placed it in inventory. Thus, players
who wanted to experience different specializations, whether of crafting or combat, did not need to
have multiple characters, a fact that compensated to some extent for how tedious leveling up tended
to be at the higher levels.
Because it lacks quests and similar lore-based adventures, Entropia Universe relies more heavily
than the other examples on gathering resources and crafting virtual items. Prospecting for mineral
resources requires explosive charges and probes that are destroyed in the process of using them, and
they need to be bought from vending machines where weapon ammunition, animal decoys, and
other perishable items need to be bought as well. This was a key part of the larger economic system,
because the money to buy these commodities comes from exchanging external currencies like US
dollars for the internal currency, Project Entropia Dollars.
Crafting must be done at machines found in cities or outposts, but this is not an inconvenience,
because at the same location can be found the character’s storage locker and an auctioneer from which
materials can be bought. Once an item had been made, it can be sold to a vending machine for a
set price, which was usually done when the player was crafting for the purpose of building up the
character’s skill level and thus making things that no other player might want, but it also can be
74 CHAPTER 7. VIRTUAL PROFESSIONS AND ECONOMIES
sold to another player through the auctioneer. Despite the fact that the auction system in Entropia
Universe tends to have far fewer items for sale than the World of Warcraft system, it works well,
because many of the items for sale indeed find customers, and patient players can check the system
frequently to see what had just been put up for sale and either buy it outright for a high price or
place a bid just above the previous high bid. Given the great effort required to gain a high skill level,
players tend to specialize, and there is no economic advantage in having multiple characters.
75
CHAPTER 8
I created the Science guild myself for the May 2008 scientific conference I organized in World
of Warcraft with assistance from the magazine Science whose website is www.sciencemag.org, so I
named the guild master Sciencemag. After the conference, I handed control over to members who
wanted to continue, and the guild has survived for over a year. The reason the average member is
at a somewhat low level, and only 7.8 percent have reached the top level 80, is that many members
78 CHAPTER 8. SOCIAL RELATIONS INSIDE GAMES
are inactive, having joined for sake of the conference. The Warlords exist in a recent and not very
popular game, so it is not surprising that few have reached the experience ceiling. At the opposite
extreme, the Legend guild is composed overwhelmingly of top level characters because their game
was popular when it came out but is now eight years old. Indeed, dedicated Dark Age of Camelot
players tend to have multiple top-level characters, and many of them own substantial virtual villages
in the game, something also possible in Age of Conan but not in World of Warcraft.
To get a perspective on how characters with different qualities combine to form a guild,
Table 8.2 tabulates race versus class for fully 5,042 members of Alea Iacta Est in World of Warcraft,
who have reached at least level 10 of experience at the beginning of October 2009. This guild had
grown substantially since the data on professions cited above were collected a year and a half earlier,
and it is one of very largest groups in the games described here. It got its start as an adjunct of the
most popular World of Warcraft podcast, The Instance, which had transmitted fully 164 professional-
quality weekly programs by the time the new data were collected1 . While not representative in the
sense of statistical sampling, I believe this guild is actually the best for research on the culture of
World of Warcraft because the members are so knowledgeable, and the podcast functions as the news
center for the dedicated player community.
There are currently ten races of characters in the game (two more have recently been announced
for the third game expansion), and the five listed in Table 8.2 are the ones that belong to the Horde
faction. The death knight class, which was added in the second major expansion, is the only one
available to characters of all races. Notice that 28 percent of Blood Elves are paladins, and 47 percent
of Tauren are Druids, while no other races have characters in this class. Every zero in the table
1 http://www.myextralife.com/wow/
8.3. QUANTITATIVE RESEARCH ON GUILDS 79
represents a forbidden cell, in which the indicated combination of race and class is not available
currently in the game.
Twenty-eight percent of these characters are female characters, and they are distributed across
all races and classes. Females are somewhat overrepresented among two non-violent magical classes,
priests (13 percent of female characters versus 7 percent of the males) and warlocks (13 percent versus
8). Just 3 percent of female characters are warriors, compared with 9 percent of male characters. By
far the most popular race for female characters is the Blood Elves, to which 45 percent of the females
belong, compared with 11 percent female among Orcs at the opposite extreme. The Blood Elves are
very beautiful, even angelic-looking people, and when a female Blood Elf dances, she duplicates the
moves of that popular entertainer, Britney Spears.
Races differ very little in their capabilities, other than in the classes available to them, but
their appearance and backstory lore differ greatly. Except for the Orcs and Trolls who start the game
in the same zone, each race has a different experience of the first twenty experience levels because it
begins in a different area of virtual geography. Priests are the most effective healers, whereas warriors
are the most effective “tanks” who directly engage and hold the enemy during combat. Mages and
rogues are especially good at inflicting damage on an enemy from a distance, while a warrior holds
the foe and a priest heals the warrior. I tend to think that paladins and death knights are good
characters for solo play because they combine some of the qualities of warrior and priest. However,
hunters and warlocks are also good for solo play because each of them has a secondary avatar that
can serve as a tank. It is important to realize that the members of Alea Iacta Est are characters, not
players, and each dedicated player tends to have multiple characters that can play different roles in
group activities. When a raid or questing party is being formed, one often sees players log off from
one character and log back on with a different character whose abilities are better suited to the group
challenge.
CHAPTER 9
serving and created by 1,530,994 registered users1 . On that same date, WoWHead offered the official
text and user-created instructions for completing fully 8,093 quests. It also provided often detailed
descriptions of 1,232 status-conferring achievements, 34,166 virtual items, and 46,565 magical spells.
All the games also have forums, where players can ask questions of other players and sometimes get
good answers, and amateur websites covering one or another aspect of the game. One of the ways
to gain status outside a game but in connection to it is to post proud accomplishments on the web
in a manner that is informative to other players, for example, the stunning user-created catalog of
spaceships in EVE Online 2 .
In some cases, fans have modified existing games to add features and content. One education-
ally relevant example concerns the strategy game Rome: Total War, which can be played in a limited
multiplayer mode but is usually considered to be s solo-player game in which the user commands
Roman legions against the barbarians. Feeling that the barbarians were not depicted with as great
historical accuracy as the Romans, an online network of players created a modified version of the
game, called Europa Barbarorum – “Europe of the Barbarians” – adding content that improved the
accuracy and educational interest of the game. Although overshadowed by the great popular suc-
cess of commercial online multiplayer games, considerable creativity is shown by many networks
of enthusiasts who create and modify games following open source principles (Scacchi, W., 2004).
As Kow and Nardi (2010) have shown, there exists an active worldwide community of people who
program add-on or mod programs to enhance the user’s experience of World of Warcraft, deserving of
study in its own right.
To emphasize the fact that online role-playing games blend the human person with the
computer system, McArthur, V. (2008) has coined the term ludic cyborg. While the debate rages
about the extent to which people become psychologically immersed in virtual worlds, a very different
perspective looks at the way these environments are themselves technically and socially integrated
into the surrounding world. This is most obvious in the case of pervasive LARPs, live-action role-
playing games that are conducted in the real world but utilizing Internet for some of the actions and
communications. Pervasive computing is a term, especially popular in Europe, for what American
computer scientists calls ubiquitous computing or ubicomp. The idea is that with universal wireless or
cellphone connectivity and the convergence of all popular forms of electronic communication into
one, people will be playing online games that are integrated into their lives in a variety of ways.
Crabtree and Rodden (2008, p. 481) describe hybrid ecologies, “which marry mixed reality
environments and ubiquitous computing environments together to bridge the physical-digital divide.
Hybrid ecologies are new class of digital ecology that merge multiple environments, physical and
digital, together. Collaboration in these emerging environments is characterized by ‘fragmented
interaction’ in that it is mediated by interaction mechanisms that are differentially distributed.”
Their introductory example is a pervasive game called Uncle Roy All Around You, a research-oriented
game played in the real world but getting clues over Internet, on a quest to find a particular real-
1 http://www.wowwiki.com/WoWWiki:About
2 http://www.eveonlineships.com/
9.2. WHAT PEOPLE LEARN IN ONLINE GAMES 83
world location. Some players are on the street, using mobile technology, whereas others are entirely
online and represented by avatars, and both use a kind of geographic information system that tracks
movements across the city. Crabtree and Rodden (2008, p. 490) suggest four processes that achieve
this hybridization:
It would be wrong to imagine that these insights are limited to pervasive LARPS or to new
kinds of games that might be invented in the future. Lindtner et al. (2008) argue that World of
Warcraft is already part of a hybrid ecology, based on research looking at how the game is played in
China and integrated into people’s lives there, with the possibility that different national cultures
might be hospitable to different kinds of hybrid ecologies. Notably, many players in China access
the game in a kind of game-oriented cybercafé called a wang ba, where players often sit next to each
other, each operating a computer, as they quest together across virtual continents:
In the wang ba, players used a mix of digital artifacts and software tools, such as external
chat clients, in-game chat clients, mobile phone numbers, and virtual characters, as well
as resources in the wang ba to engage in a rich play experience. The “game” was not
simply the software files downloaded on a player’s machine or accessed at the wang
ba; it was, rather, a collage of artifacts and data collectively assembled by its engaged
participants. For example, for many players exchange of real life data, such as mobile
phone numbers, information about professional careers, and physical location allowed
them to express trust in players met online (Lindtner et al., 2008, p. 376).
Examples from western countries are different but numerous. I remember shortly before
the Lich King expansion was released in stores, questing in World of Warcraft while at home and
discovering from the text chat that some of my guildmates were playing on laptops using wireless
while waiting in line for the store to open so they could purchase it, naturally socializing with the
other players in line as well as on line.
3 http://www.nsf.gov/awardsearch/showAward.do?AwardNumber=0855852
9.2. WHAT PEOPLE LEARN IN ONLINE GAMES 85
grimmar, mentally in World of Warcraft but physically in the United States, knowing that the warrior
beside me was in Canada, and the married couple leading the charge about twenty feet ahead of us
were in England.
The cultural fusion becomes especially interesting when players speak different native lan-
guages. Standing in front of a weapon store in Tabula Rasa, you would see the sign cycle between
English, French, German, and Korean, and you could download patches that would make the non-
player characters and user interface employ any of these four languages. Some users of the non-game
virtual world, Second Life, use automatic language translation systems. I have seen a Brazilian type
something into the text chat in Portuguese, after which a bot would immediately render it into rough
English, after which the Brazilian with some knowledge of English would make corrections. The
Japanese game Final Fantasy XI was designed to be played by people who lacked a common lan-
guage, so it incorporated an extensive list of phrases that could be selected by one member of a team
and would display in the various correct languages to other members of the team. Interestingly, the
players themselves then developed a set of additional words adapted from various languages, what is
technically called a pidgin, to supplement the stock phrase list (Nolen, C., 2007). Players who want
to improve their facility with one of the world’s major languages can now play an online game in that
language, so long as they recognize that the vocabulary may not be entirely standard (Rankin et al.,
2008).
Like the great classic works of literature, online games draw upon existing culture and influence
the player’s perception of the real world, for example, serving as a metaphor for resource competition
between nations, and often functioning as a political allegory. Some argue that these games support
the norms and values of the surrounding culture. For example, Rettberg, S. (2008, p. 20) writes:
World of Warcraft is both a game and a simulation that reinforces the values of Western
market-driven economies. The game offers its players a capitalist fairytale in which
anyone who works hard and strives enough can rise through society’s ranks and acquire
great wealth. Moreover, beyond simply representing capitalism as good, World of Warcraft
serves as a tool to educate its players in a range of behaviors and skills specific to the
situation of conducting business in an economy controlled by corporations.
However, it could just as well be said that World of Warcraft is explicitly critical of capitalism
and of political practices related to it. Many of the quests reveal the elite to be selfish liars, for
example, when the rulers of Stormwind send teams of players into the Deadmines to kill Edwin
VanCleef, leader of the so-called Defias Bandits. Only when the player brings his severed head
back to Stormwind, is it revealed that he was actually the honorable leader of a political movement
to seek rights for exploited workers. Another unjust quest requires the assassination of Colonel
Kurzen, a renegade military officer who has broken away from Stormwind’s Alliance and is living
in the Stranglethorn Vale jungle with his private army. He is based on the character Colonel Kurtz
in the movie Apocalypse Now that satirized the Vietnam War, who was based in turn on Kurtz in
Joseph Conrad’s novella “Heart of Darkness” that criticized European colonialism in Africa.
86 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Players who are alert to such niceties will experience World of Warcraft as a critique of capitalist
imperialism, not a defense of it (Langer, J., 2008). Expanding the range of the game’s critique, the
second expansion late in 2008 added several missions that require torturing prisoners, thus making
the player think about proper interrogation techniques in the real-world War on Terror and slaughter
peaceful whales while listening to them sing to each other. Since its very beginning in 2004, the game
has included many quests incorporating the value of the environmental movement. For example,
Figure 9.1 shows two scenes in Windshear Crag, where capitalist gnomes of the Venture Company
have chopped down a beautiful forest and made a wasteland, using harmful technologies to fuel their
greed. On the left, we see Ozma battling a deforester, with a huge earth-wrecking machine in the
background. On the right, Catullus battles a gnome operating an XT-9 logger.
It is an open question whether most players understand the alegories embedded in many of
the games, not to mention the literary references or philosophical principles. Many of the most
popular games, including World of Warcraft, depict warring societies, none of which have a monopoly
on morality. It is entirely possible that these games teach people that loyalty is only valuable when
it is expedient, that stealing other people’s resources is entirely appropriate, and that the world is a
battleground where selfish coalitions compete for survival. A few games lack competing factions of
players and teach a different morality, notably Tabula Rasa and Lord of the Rings Online, but it is a
discouraging fact that these idealistic games are less popular.
9.3. RESEARCH OPPORTUNITIES 87
A team of researchers at UCLA (Kafai et al., 2007) has actually conducted an experiment
by introducing an infectious disease inside the educational children’s virtual world, Whyville. The
symptoms of Whypox were mild: red pimples appeared on the avatars, and they started sneezing
“achoo” into the text chat. This was done primarily for educational purposes, as the children could
track the spread of the disease, post theories about it, and predict its course.The team used a spectrum
of research methods to study what happened:
(1) Log files that recorded all Whyville-based actions of consenting Whyville partici-
pants, including information about locations visited, time spent there, and chat content
(∼70 million data points); (2) online surveys (pre- and post-epidemic) that asked partic-
ipants (with a combination of multiple choice and open-ended items) about their science
and technology interests, understanding of infectious disease, and experiences and pref-
erences in Whyville activities; (3) field notes and video recordings of classroom students
and after-school club participants while on Whyville; (4) face-to-face interviews with
selected participants about their Whyville interactions, and (5) embedded ethnography
that chronicled Whyville community life before, during, and after the virtual epidemic.
Like a real disease, Whypox impeded activities. The sneezing in the text chat corrupted some
commands and interrupted conversations.The students learned about the course of an epidemic from
an information resource that graphed the cases, rising over three days to infect 4,000 characters, then
dropping to a low infection rate after most of the population pool had already contracted it. Students
tended to generalize excessively from their own personal experience in describing and explaining
the course of the disease, rather than thinking scientifically like professional epidemiologists. Their
language in describing Whypox in the text chat tended to emphasize symptoms; perhaps, because
there were so many different ways they conceptualized other aspects of the disease, such as its
transmission modalities, they employed a wide variety of words. Some of the children actually faked
the infection, by intentionally sneezing in the text chat. The educational experience seems to have
been quite rich as the students shifted from a concern for their own health or illness to an awareness
of what was happening to other people to the development of over-arching insights about disease
transmission in general.
Bradley and Froomkin (2004) have argued that games and other virtual worlds could be
used as laboratories for testing laws and regulations before they are applied in the outside world.
Three and four decades ago, real-world social-science experiments were often used to pre-test new
government policies before they were enacted on a wide scale, but politicians were disappointed
with the results and such studies are far less often done today. The classic example was the 1976
Transitional Aid Research Project (TARP) that at great cost experimented with different programs
9.3. RESEARCH OPPORTUNITIES 89
to assist prisoners released from jail adapt to society (Rossi et al., 1980, 1982; Rossi and Wright,
1984). One pessimistic reading of the findings was that providing short-term financial support and
help in finding a job failed to reduce the chance a prisoner would return to a life of crime (Zeisel, H.,
1982a,b). The researchers on the project themselves were split, some feeling the study showed that
such programs do no good, and others using elaborate statistical techniques to try to find hidden
benefits. I can imagine replicating this study inside a multiplayer online game, imprisoning players
for being excessively violent, then providing some of them with training and resources to take up
a peaceful profession, and seeing if they remain violent. To be sure, we might not want to base
real-world government politics entirely on the results of gaming experiments, but they could help
strengthen the social science relevant to those policies.
Violence inside games may have implications for violence outside them. In an experimental
study that compared new players of Asheron’s Call 2 with a control group, Williams, D. (2006) found
some evidence that players became more sensitive to real-world dangers, but only if the dangers
were similar to those faced in the game. Massively multiplayer online games put intense pressures on
players to join into groups and competing factions, and most of them discourage neutrality in the face
of social conflict (Medler, B., 2008). Logically enough, the game designers think that conflict builds
group loyalty, and group loyalty commits the player to the particular game, rather than hopping from
one to another as soon as each character reaches the maximum experience level. The social scientific
study most relevant to this issue is actually a very old one, the famous Robber’s Cave Experiment
carried out by a team headed by Sherif et al. (1988). Twenty-two boys attended a special summer
camp in 1954, where they were divided into two competing groups that called themselves Rattlers
and Eagles and developed strong in-group solidarity and out-group hostility by competing intensely
against each other.
Multiplayer online games can become laboratories where humanity experiments with new
norms, values, and institutions that might later be transferred to the outside world. Whether these
innovations will be new forms of conflict or cooperation remains to be seen. Castronova, E. (2007)
has suggested that the economic systems of popular games may change people’s sense of justice in the
real world, for example, causing them to reject inheritance of wealth on the principle that everybody
should start the game of life with the same resources.
The quests in these games could enhance the wider human quest for utopia, as one of them
explicitly claims: “The objective of A Tale in the Desert is to build the ideal civilization by perfecting
the Seven Disciplines of Man, with each discipline containing seven tests”4 . Many of the forty-nine
tests require people to cooperate, but so do many of the quests in other games, whose guilds prototype
communities of the future. At the risk of ending this lecture about fantasies on an especially fanciful
note, these online multiplayer games may be etopias – electronic utopias that have the potential to be
the proving grounds for real-world social innovation and are already meeting places for real-world
subcultures and social movements (Bainbridge, W., 2009).
4 http://atitd.org/wiki/tale4/Tests
91
Bibliography
Abbott, H. Porter. 2003. “Unnarratable Knowledge: The Difficulty of Understanding Evolution by
Natural Selection.” Pp. 143–162 in Narrative Theory and the Cognitive Sciences, edited by David
Herman. Stanford, California: CSLI Publications. 1.3
Abbott, H. Porter. 2008. The Cambridge Introduction to Narrative. New York: Cambridge University
Press. 1.3
Achterbosch, L., Robyn Pierce, and Gregory Simmons. 2007. “Massively Multiplayer Online Role-
Playing Games: The Past, Present, and Future,” Computers in Entertainment 5(4). 1.4, 3
Adorno, T., Else Frenkel-Brunswik, Daniel Levinson, and Nevitt Sanford. 1950. The Authoritarian
Personality. New York: Harper. 5.2
Aggarwal, S., Justin Christofoli, Sarit Mukherjee, and Sampath Rangarajan. 2006. “Authority
Assignment in Distributed Multi-Player Proxy-Based Games.” In Proceedings of 5th ACM
SIGCOMM Workshop on Network and System Support for Games. New York: ACM.
DOI: 10.1145/1230040.1230068 3.1
Arya, Ali, and Steve Di Paola. 2007. “Multispace Behavioral Model for Face-Based Af-
fective Social Agents,” EURASIP Journal on Image and Video Processing, article 48757.
DOI: 10.1155/2007/48757 5.4
Bainbridge, William Sims. 1986. Dimensions of Science Fiction. Cambridge, Massachusetts: Harvard
University Press. 2.5
Bainbridge, William Sims. 2007. “The Scientific Research Potential of Virtual Worlds,” Science, 317
(27 July): 472–476. DOI: 10.1126/science.1146930 9.3
Bainbridge, William Sims. 2010a.“Science,Technology and Reality in The Matrix Online and Tabula
Rasa.” In Online Worlds, edited by William Sims Bainbridge. Guildford, Surrey, England: Springer.
1.2
Bainbridge, William Sims. 2010b.The Warcraft Civilization. Cambridge, Massachusetts: MIT Press.
1
92 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Bainbridge, William Sims. 2010c. “When Virtual Worlds Expand.” In Online Worlds, edited by
William Sims Bainbridge. Guildford, Surrey, England: Springer. 1, 4.2
Bainbridge, William Sims, and Wilma Alice Bainbridge. 2007a. “Electronic Game Research
Methodologies: Studying Religious Implications,” Review of Religious Research 49: 35–53. 2.4
Bainbridge, Wilma Alice, and William Sims Bainbridge. 2007b. “Creative Uses of
Software Errors: Glitches and Cheats,” Social Science Computer Review 25: 61–77.
DOI: 10.1177/0894439306289510 3.3
Barab, Sasha, Tyler Dodge, Hakan Tuzun, Kirk Job-Sluder, Craig Jackson, Anna Arici, Laura Job-
Sluder, Robert Carteaux, Jr., Jo Gilbertson, and Conan Heiselt. 2007. “The Quest Atlantis Project:
A Socially-Responsive Play Space for Learning.” Pp. 159-186 in The Educational Design and Use of
Simulation Computer Games, edited by B. E. Shelton and D. Wiley. Rotterdam, The Netherlands:
Sense Publishers. 9.2
Bardzell, Shaowen, Jeffrey Bardzell, Tyler Pace, and Kayce Reed. 2008. “Blissfully Productive:
Grouping and Cooperation in World of Warcraft Instance Runs.” Pp. 357-360 in Proceed-
ings of the ACM 2008 Conference on Computer Supported Cooperative Work. New York: ACM.
DOI: 10.1145/1460563.1460621 4.2
Barnett, Jane , Mark Coulson, and Nigel Foreman. 2010. “Examining Player Anger in World of
Warcraft.” In Online Worlds, edited by William Sims Bainbridge. Guildford, Surrey, England:
Springer. 4.2
Barr, Pippin, Robert Biddle, and Judy Brown. 2006. “Changing the Virtual Self: Avatar Transforma-
tions in Popular Games.” Pp. 83-90 in Proceedings of the 3rd Australasian Conference on Interactive
Entertainment. Perth, Western Australia, Australia: Murdoch University. 6.2
Bartle, Richard A. 1996. “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs,” Journal of
MUD Research 1; online at
http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html;
retrieved, November 15, 2008. 5.2
Bartle, Richard A. 2004. Designing Virtual Worlds. Indianapolis, Indiana: New Riders. 5.2
Baudrillard, Jean. 1994. Simulacra and Simulation. Ann Arbor, Michigan: University of Michigan
Press. 1.2
Bedman (aka Captain Stack). 2007. “The Matrix Online for PC: Windows;”
http://www.gamefaqs.com/computer/doswin/file/931849/35989 5.2
Bell, Daniel (ed.). 1963. The Radical Right. Garden City, New York: Doubleday. 5.2
9.3. RESEARCH OPPORTUNITIES 93
Beskow, Paul B., Knut-Helge Vik, Pål Halvorsen, and Carsten Griwodz. 2008. “Latency Reduction
by Dynamic Core Selection and Partial Migration of Game State.” Pp. 79-84 in Proceedings of
the 7th ACM SIGCOMM Workshop on Network and System Support for Games. New York: ACM.
DOI: 10.1145/1517494.1517511 3.2
Bessiere, Katherine, Fleming Seay, and Sara Kiesler. 2007. “The Ideal Elf: Identity Exploration in
World of Warcraft.” CyberPsychology and Behavior, 10: 53-535. 6.2
Blinka, Lukas. 2008. “The Relationship of Players to their Avatars in MMORPGs: Differences be-
tween Adolescents, Emerging Adults and Adults,” Cyberpsychology: Journal of Psychosocial Research
on Cyberspace, 1, online at
http://www.cyberpsychology.eu/view.php?cisloclanku=2008060901;
retrieved November 15, 2008. 6.2
Bohannon, John. 2008a. “Scientists Invade Azeroth,” Science, 320:1592. 3.1
Bohannon, John. 2008b. “Slaying Monsters for Science,” online version of Science,
http://www.sciencemag.org/cgi/content/full/320/5883/1592c,
retrieved November 19, 2008. 3.1
Bosser, Anne-Gwenn. 2004. “Massively Multi-Player Games: Matching Game Design with Techni-
cal Design.” Pp. 263-268 in Proceedings of the 2004 ACM SIGCHI International Conference on Ad-
vances in Computer Entertainment Technology. New York: ACM. DOI: 10.1145/1067343.1067378
3.1
Bradley, Caroline, and A. Michael Froomkin. 2004. “Virtual Worlds, Real Rules,” New York Law
School Law Review, 49:103-146. 9.3
Browning, David, Steven Stanley, Michael Fryer, and Nicola J. Bidwell. 2006. “Emplacing Ex-
perience.” Pp. 96-103 in Proceedings of the 2006 International Conference on Game Research and
Development. Perth, Western Australia: Murdoch University. 3.3
Castronova, Edward. 2003. “Network Technology, Markets, and the Growth of Synthetic Worlds.”
Pp. 121-134 in Proceedings of the 2nd Workshop on Network and System Support for Games. New
York: ACM. DOI: 10.1145/963900.963912 2
Castronova, Edward. 2005a. “On the Research Value of Large Games: Natural Experiments in
Norrath and Camelot,” CESifo Working Paper Series No. 1621, Indiana University Bloomington.
DOI: 10.1177/1555412006286686 9.3
Castronova, Edward. 2005b. Synthetic Worlds: The Business and Culture of Online Games. Chicago:
University of Chicago Press. 9.3
Castronova, Edward. 2007. Exodus to the Virtual World: How Online Fun is Changing Reality. New
York: Palgrave Macmillan. 9.3
94 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Catullus. 2008. “Letter to a Supernatural Being.” Pp. 247-255 in Human Futures: Art in and Age of
Uncertainty, edited by Andy Miah. Liverpool, England: Liverpool University Press. 6.1
Chen, Chien-Hsun, Chuen-Tsai Sun, and Jilung Hsieh. 2008. “Player Guild Dynamics and Evo-
lution in Massively Multiplayer Online Games,” CyberPsychology and Behavior, 11:293-301.
DOI: 10.1089/cpb.2007.0066 8.3
Chen, Kuan-Ta, Chun-Ying Huang, Polly Huang, and Chin-Laung Lei. 2006. “An Empirical
Evaluation of TCP Performance in Online Games.” Proceedings of the 2006 ACM SIGCHI
International Conference on Advances in Computer Entertainment Technology. New York: ACM.
DOI: 10.1145/1178823.1178830 3.1
Chen, Vivian Hsueh-hua, Henry Been-Lirn Duh, and Hong Renyi. 2008. “The Changing Dynamic
of Social Interaction in World of Warcraft:The Impacts of Game Feature Change.” Pp. 356-359 in
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology.
New York: ACM. DOI: 10.1145/1501750.1501834 4.2
Cikic, Sabine, Sven Grottke, Fritz Lehmann-Grube, and Jan Sablatnig. 2008.“Cheat Prevention and
Analysis in Online Virtual Worlds.” In Proceedings of the 1st International Conference on Forensic
Applications and Techniques in Telecommunications, Information, and Multimedia. New York: ACM.
4.2
Cornett, Steve. 2004. “The Usability of Massively Multiplayer Online Roleplaying Games: Design-
ing for New Users.” Pp. 703-710 in Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems. New York: ACM. DOI: 10.1145/985692.985781 3.3
Crabtree, Andy, and Tom Rodden. 2008.“Hybrid Ecologies: Understanding Cooperative Interaction
in Emerging Physical-Digital Environments.” Personal and Ubiquitous Computing, 12:481–493.
DOI: 10.1007/s00779-007-0142-7 9.1
Craft, Ashley John. 2007.“Sin in Cyber-Eden: Understanding the Metaphysics and Morals of Virtual
Worlds,” Ethics and Information Technology, 9:205-217. DOI: 10.1007/s10676-007-9144-4 4.1
De Camp, L. Sprague, Catherine Crook de Camp, and Jane Whittington Griffin. 1983. Dark Valley
Destiny: The Life of Robert E. Howard. New York: Bluejay. 2.3
Dibbell, Julian. 2007. “The Life of the Chinese Gold Farmer,” New York Times online, June 17, 2007;
http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html 4.4
Ducheneaut, Nicolas. 2010. “Massively Multiplayer Online Games as Living Laboratories: Oppor-
tunities and Pitfalls.” In Online Worlds, edited by William Sims Bainbridge. Guildford, Surrey,
England: Springer. 9
9.3. RESEARCH OPPORTUNITIES 95
Ducheneaut, Nicolas, and Robert J. Moore. 2004. “The Social Side of Gaming: A Study of
Interaction Patterns in a Massively Multiplayer Online Game.” Pp. 360-369 in Proceedings
of the 2004 ACM Conference on Computer Supported Cooperative Work. New York: ACM.
DOI: 10.1145/1031607.1031667 2.5
Ducheneaut, Nicolas, Robert J. Moore, and Eric Nickell. 2007. “Virtual ‘Third Places:’ A Case Study
of Sociability in Massively Multiplayer Games,” Computer Supported Cooperative Work 16:129-166.
DOI: 10.1007/s10606-007-9041-8 2.5
Ducheneaut, Nicolas, Nick Yee, Eric Nickell, and Robert J. Moore. 2006. “Building an MMO
With Mass Appeal: A Look at Gameplay in World of Warcraft,” Games and Culture 1:281-317.
DOI: 10.1177/1555412006292613 8.3
Ducheneaut, Nicolas, Nick Yee, Eric Nickell, and Robert J. Moore. 2007. “The Life and Death of
Online Gaming Communities: A Look at Guilds in World of Warcraft.” Pp. 839-848 in Proceedings
of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM. 8.3
Ducheneaut, Nicolas, Ming-Hui Wen, Nicholas Yee, and Greg Wadley. 2009. “Body and Mind:
A Study of Avatar Personalization in Three Virtual Worlds.” Pp. 1151-1160 in Proceedings of
the 27th International Conference on Human Factors in Computing Systems. New York: ACM.
DOI: 10.1145/1518701.1518877 6.2
Durkheim, Emile. 1933. The Division of Labor in Society. New York: Free Press. 7.3
Dyck, Jeff, Carl Gutwin, T.C. Nicholas Graham, and David Pinelle. 2007. “Beyond the LAN:
Techniques from Network Games for Improving Groupware Performance.” Pp. 291-300 in Pro-
ceedings of GROUP’07. New York: ACM. DOI: 10.1145/1316624.1316669 3.1
Feng, Wu-chang, David Brandt, and Debanjan Saha. 2007. “A Long-term Study of a Popular
MMORPG.” Pp. 19-24 in Proceedings of the 6th ACM SIGCOMM Workshop on Network and
System Support for Games. New York: ACM. 8.3
Foo, Chek Yang, and Elina M.I. Koivisto. 2004. “Defining Grief Play in MMORPGs: Player
and Developer Perceptions.” Pp. 245-250 in Proceedings of the 2004 ACM SIGCHI Inter-
national Conference on Advances in Computer Entertainment Technology. New York: ACM.
DOI: 10.1145/1067343.1067375 4.2
Frasca, Gonzalo. 2003.“Simulation versus Narrative: Introduction to Ludoloogy.” Pp. 221-235 in The
Video Game Theory Reader, edited by Mark J.P. Wolf and Bernard Perron. New York: Routledge.
Freud, Sigmund. 1930. Civilization and its Discontents. New York: Cape and Smith.
Fritsch, Tobias, Benjamin Voigt, and Jochen Schiller. 2006. “Distribution of Online Hardcore Player
Behavior: (How Hardcore Are You?).” Proceedings of 5th ACM SIGCOMM Workshop on Network
and System Support for Games. New York: ACM. DOI: 10.1145/1230040.1230082 3.3
96 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Fritsch, Tobias, Jochen Schiller, and Benjamin Voigt. 2007. “Personal Behavior and Virtual Frag-
mentation.” Pp. 60-63 in Proceedings of the International Conference on Advances in Computer
Entertainment Technology. New York: ACM. DOI: 10.1145/1255047.1255059 3.3
Fron, Janine, Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce (aka Ludica). 2007. “Playing
Dress-Up: Costume, roleplay and imagination.” Philosophy of Computer Games Online Proceedings;
http://lcc.gatech.edu/˜{}cpearce3/PearcePubs/LudicaDress-Up.pdf 6.2
Gordon, Andrew. 1995. “Star Wars: A Myth for Our Time.” Pp. 73-82 in Screening the Sacred:
Religion, Myth and Ideology in Popular American Film, edited by Joel W. Martin and Conrad E.
Ostwalt. Boulder, Colorado: Westview Press. 2.5
Grimes, Sara M. 2006. “Online Multiplayer Games: A Virtual Space for Intellectual Property De-
bates?” New Media and Society 8:969-990. DOI: 10.1177/1461444806069651 4.4
Griwodz , Carsten, and Pål Halvorsen. 2006. “The Fun of Using TCP for an MMORP.” In Pro-
ceedings of the 2006 International Workshop on Network and Operating Systems Support for Digital
Audio and Video. New York: ACM. DOI: 10.1145/1378191.1378193 3.1
Gygax, Gary. 1979. Advanced Dungeons and Dragons, Dungeon Masters Guide. New York:
TSR/Random House. 2.5
Halloran, John, Geraldine Fitzpatrick, Yvonne Rogers, and Paul Marshall. 2004. “Does It Matter
if You Don’t Know Who’s Talking?: Multiplayer Gaming with Voiceover IP.” Pp. 1215-1218 in
Extended Abstracts of CHI ’04 Conference on Human Factors in Computing Systems. New York: ACM.
DOI: 10.1145/985921.986027 3.3
Heise, David R. 2004. “Enculturating Agents With Expressive Role Behavior.” Pp. 127-142 in Agent
Culture: Human-Agent Interaction in a Multicultural World. Mahwah, New Jersey: Erlbaum. 5.4
Holsapple, Clyde W., and Jiming Wu. 2007. “User Acceptance of Virtual Worlds: The
Hedonic Framework,” DATA BASE for Advances in Information Systems 38:86-89.
DOI: 10.1145/1314234.1314250 5.2
Homans, George C. 1950. The Human Group. New York: Harcourt, Brace. 7.3
Huh, Searle, and Dmitri Williams. 2010. “Dude Looks Like a Lady: Gender Swapping in an
Online Game.” In Online Worlds, edited by William Sims Bainbridge. Guildford, Surrey, England:
Springer. 6.2
Huizinga, Johan. 1949. Homo Ludens: A Study of the Play-Element in Culture. London: Routledge
and Kegan Paul. 9
Humphreys, Sal. 2009. “Norrath: New Forms, Old Institutions.” Game Studies 9(1);
http://gamestudies.org/0901/articles/humphreys 4.4
9.3. RESEARCH OPPORTUNITIES 97
Hussain, Zaheer, and Mark D. Griffiths. 2008. “Gender Swapping and Socializing in Cyberspace:
An Exploratory Study,” CyberPsychology and Behavior 11:47-53. DOI: 10.1089/cpb.2007.0020
6.2
Jensen-Campbell, Lauri A., Jennifer M. Knack, Amy M. Waldrip, and Shaun D. Campbell. 2007.
“Do Big Five Personality Traits Associated with Self-control Influence the Regulation of Anger
and Aggression?” Journal of Research in Personality, 41: 403–424. DOI: 10.1016/j.jrp.2006.05.001
5.1
Jensen-Campbell, Lauri A., and Kenya T. Malcolm. 2007. “The Importance of Conscientiousness in
Adolescent Interpersonal Relationships,” Personality and Social Psychology Bulletin, 33: 368-383.
DOI: 10.1177/0146167206296104 5.1
Jonsson, Staffan, Markus Montola, Annika Waern, and Martin Ericsson. 2006. “ Prosopopeia:
Experiences from a Pervasive LARP.” In Proceedings of the 2006 ACM SIGCHI Inter-
national Conference on Advances in Computer Entertainment Technology. New York: ACM
DOI: 10.1145/1178823.1178850 1.1
Jørgensen, Kristine. 2008. “Audio and Gameplay: An Analysis of PvP Battlegrounds in World of
Warcraft,” Game Studies 8(2);
http://gamestudies.org/0802/articles/jorgensen 3.3
Kafai, Yasmin B., David Feldon, Deborah Fields, Michael Giang, and Maria Quintero. 2007. “Life in
the Time of Whypox: A Virtual Epidemic as a Community Event.” Pp. 171-190 in Communities
and Technologies, edited by C. Steinfield, B. Pentland, M. Ackerman, and N. Contractor. New
York: Springer. 9.3
Kinnard, Roy. 1988. “The Flash Gordon Serials,” Films in Review 39(4):194-203. 2.5
Klastrup, Lisbeth. 2008. “What Makes World of Warcraft a World? A Note on Death and Dying.”
Pp. 143-166 in Digital Culture, Play and Identity: A World of Warcraft Reader, edited by Hilde G.
Corneliussen and Jill Walker Rettberg. Cambridge, Massachusetts: MIT Press. 6.4
Klastrup, Lisbeth. 2009. “The Worldness of EverQuest: Exploring a 21st Century Fiction,” Game
Studies 9(1);
http://gamestudies.org/0901/articles/klastrup 1.3
Kow, Yong Ming, and Bonnie Nardi. 2010. “Culture and Creativity: World of Warcraft Modding
in China and the U.S.” In Online Worlds, edited by William Sims Bainbridge. Guildford, Surrey,
England: Springer. 9.1
98 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Krzywinska, Tanya. 2006. “Blood Sythes, Festivals, Quests, and Backstories,” Games and Culture
1:383-396. 2
Kshirsagar, Sumedha, and Nadia Magnenat-Thalmann. 2002. “A Multilayer Personality Model.”
Pp. 107-115 in Proceedings of the Symposium on Smart Graphics. New York: ACM.
DOI: 10.1145/569005.569021 5.4
Kwok, Michael, and Gary Yeung. 2005. “Characterization of User Behavior in a Multi-Player Online
Game.” Pp. 69-74 in Proceedings of the 2005 ACM SIGCHI International Conference on Advances
in Computer Entertainment Technology. New York: ACM. DOI: 10.1145/1178477.1178486 8.3
Langer, Jessica. 2008. “The Familiar and the Foreign: Playing (Post)Colonialism in World of War-
craft.” Pp. 87-108 in Digital Culture, Play and Identity: A World of Warcraft Reader, edited by Hilde
G. Corneliussen and Jill Walker Rettberg. Cambridge, Massachusetts: MIT Press. 9.2
Lastowka, Greg. 2009. “Planes of Power: EverQuest as Text, Game and Community.” Game Studies
9(1);
http://gamestudies.org/0901/articles/lastowka 4.4
Li, Kang, Shanshan Ding, Doug McCreary, and Steve Webb. 2004. “Analysis of State Exposure
Control to Prevent Cheating in Online Games.” Pp. 140-145 in Proceedings of the 14th International
Workshop on Network and Operating Systems Support for Digital Audio and Video. New York: ACM.
DOI: 10.1145/1005847.1005878 4.2
Lindtner, Silvia, Bonnie Nardi, Yang Wang, Scott Mainwaring, He Jing, Wenjing Liang. 2008.
“A Hybrid Cultural Ecology: World of Warcraft in China.” Pp. 371-382 in Proceedings of
the ACM 2008 Conference on Computer Supported Cooperative Work. New York: ACM.
DOI: 10.1145/1460563.1460624 9.1
Lindzey, Gardner, and Elliot Aronson (eds.). 1968. The Handbook of Social Psychology. Reading,
Massachusetts: Addison-Wesley. 5.1
Lipset, Seymour Martin, and Earl Raab. 1970. The Politics of Unreason: Right-wing Extremism in
America. New York: Harper and Row. 5.2
Lofgren, Eric T., and Nina H. Fefferman. 2007. “The Untapped Potential of Virtual Game
Worlds to Shed Light on Real World Epidemics,” The Lancet Infectious Diseases, 7: 625-629.
DOI: 10.1016/S1473-3099(07)70212-8 9.3
Long, Norton E. 1958. “The Local Community as an Ecology of Games.” American Journal of
Sociology 64: 251-261. DOI: 10.1086/222468 9
Lu, Fengyun, Simon Parkin, and Graham Morgan. 2006.“Load Balancing for Massively Multiplayer
Online Games.” Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for
Games. New York: ACM. DOI: 10.1145/1230040.1230064 3.2
9.3. RESEARCH OPPORTUNITIES 99
Lummis, Michael, and Edwin Kern. 2006. World of Warcraft Master Guide. Indianapolis, Indiana:
BradyGAMES/DK. 1.3
Lupoff, Richard A. 1976. Edgar Rice Burroughs and the Martian Vision. Westminster, Maryland:
Mirage Press. 2.5
Maher, Mary Lou, Kathryn Merrick, and Owen Macindoe. 2005.“Can Designs Themselves Be Cre-
ative?” Pp. 11-135 in Proceedings of the Sixth International Roundtable Conference on Computational
and Cognitive Models of Creative Design, Heron Island, Australia. 1.4
Massey, Douglas S. 2002. “A Brief History of Human Society: The Origin and Role of Emotion in
Social Life.” American Sociological Review 61:1-29. 2.3
McArthur, Victoria. 2008. “World of Warcraft as a Ludic Cyborg.” Pp. 264-265 in Pro-
ceedings of the 2008 Conference on Future Play: Research, Play, Share. New York: ACM.
DOI: 10.1145/1496984.1497046 9.1
McClelland, David C. 1961. The Achieving Society. Princeton, New Jersey: Van Nostrand. 5.2
McCrae, Robert R., and Paul T. Costa. 1989. “Reinterpreting the Myers-Briggs Type Indicator
from the Perspective of the Five-Factor Model of Personality,” Journal of Personality 57:17-40.
DOI: 10.1111/j.1467-6494.1989.tb00759.x 5.3
McCrae, Robert R., and Paul T. Costa. 1996. “Toward a New Generation of Personality Theo-
ries: Theoretical Contexts for the Five-Factor Model.” Pp. 51-87 in The Five-Factor Model of
Personality: Theoretical Perspectives, edited by Jerry S. Wiggins. New York: Guilford Press. 5.1
McCubbin, Chris. 2005. The Matrix Online: Prima Official Game Guide. Roseville, California: Prima
Games. 1.2
McCubbin, Chris, David Ladyman, and Tuesday Frase (eds.). 2005. Star Wars Galaxies: The Total
Experience. Roseville, California: Prima Games. 7.1
McGregor, Georgia Leigh. 2006. “Architecture, Space and Gameplay in World of Warcraft and Battle
for Middle Earth 2. Pp. 69-76 in Proceedings of the 2006 International Conference on Game Research
and Development. Perth, Australia: Murdoch University. 3.3
Medler, Ben. 2008. “Views From Atop the Fence: Neutrality in Games.” Pp. 81-88 in Pro-
ceedings of the 2008 ACM SIGGRAPH Symposium on Video Games. New York: ACM.
DOI: 10.1145/1401843.1401860 9.3
Merrick, Kathryn, Mary Lou Maher. 2006. “Motivated Reinforcement Learning for Non-Player
Characters in Persistent Computer Game Worlds.” In Proceedings of the 2006 ACM SIGCHI
International Conference on Advances in computer Entertainment Technology. New York: ACM.
DOI: 10.1145/1178823.1178828 1.4
100 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Metzen, Chris. 2002. “Of Blood and Honor.” Pp. 545-613 in Warcraft Archive. New York: Pocket
Books. 9.1
Moore, Robert J., Nicolas Ducheneaut, and Eric Nickell. 2007.“Doing Virtually Nothing: Awareness
and Accountability in Massively Multiplayer Online Worlds,” Computer Supported Cooperative
Work 16:265-305. DOI: 10.1007/s10606-006-9021-4 3.3
Moriarty, Christopher, and Avelino J. Gonzalez. 2009. “Learning Human Behavior from Observa-
tion for Gaming Applications.” Proceedings of the 22nd International Florida Artificial Intelligence
Research Society Conference (FLAIRS-2009), Sanibel Island, FL, May 19-21, 2009. 1.4
Murray, Henry A. 1981. Endeavors in Psychology: Selections from the Personology of Henry A. Murray.
New York: Harper and Row. 5.3
Mylonas, Eric. 2005. Dark Age of Camelot: Epic Edition. Roseville, California: Prima Games. 2.2
Nardi, Bonnie. 2010. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft.
Ann Arbor: University of Michigan Press. 1
Nardi, Bonnie, and Justin Harris. 2006. “Strangers and Friends: Collaborative Play in World of
Warcraft.” Pp. 149-158 in Proceedings of the 2006 20th Anniversary Conference on Computer Supported
Cooperative Work. New York: ACM. 8.1
Nardi, Bonnie A., Stella Ly, and Justin Harris. 2007.“Learning Conversations in World of Warcraft.”
In Proceedings of the 40th Annual Hawaii International Conference on System Sciences. Washington,
DC: IEEE Computer Society. DOI: 10.1109/HICSS.2007.321 8.1
Nolen, Chelsea Winter. 2007. “Virtual Pluralities: Cultural Pluralism in a Massively Multiplayer
Online Role-Playing Game.” Unpublished senior thesis. St. Louis, Missouri: Washington Uni-
versity. 9.2
Osgood, Charles E., George J. Suci, and Percy H. Tannenbaum. 1957. The Measurement of Meaning.
Urbana: University of Illinois Press. 5.4
Osgood, Charles E., William H. May, and Murray S. Miron. 1975. Cross-Cultural Universals of
Affective Meaning. Urbana: University of Illinois Press.
Pangburn, Weaver. 1922.“The Worker’s Leisure and His Individuality,” American Journal of Sociology,
27: 433-441. DOI: 10.1086/213375 6
Pantel, Lothar, and Lars C. Wolf. 2002.“On the Impact of Delay on Real-Time Multiplayer Games.”
Pp. 23-29 in Proceedings of the 12th International Workshop on Network and Operating Systems
Support for Digital Audio and Video. New York: ACM. DOI: 10.1145/507670.507674 3.1
9.3. RESEARCH OPPORTUNITIES 101
Papargyris, Anthony, and Angeliki Poulymenakou. 2004. “Learning to Fly in Persistent Digital
Worlds: The Case of Massively Multiplayer Online Role Playing Games,” SIGGROUP Bulletin
25:41-49. DOI: 10.1145/1067699.1067706 8.1
Pearce, Celia. 2010. “The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal
Research Across Multiple Games and Virtual Worlds.” In Online Worlds, edited by William Sims
Bainbridge. Guildford, Surrey, England: Springer. 1.2
Peter, Christian, and Russell Beale (eds.). 2008. Affect and Emotion in Human-Computer Interaction.
Berlin: Springer. DOI: 10.1007/978-3-540-85099-1 2.3
Pittman, Daniel, and Chris Gauthier Dickey. 2007. “A Measurement Study of Virtual Populations in
Massively Multiplayer Online Games.” Pp. 25-30 in Proceedings of the 6th ACM SIGCOMM Work-
shop on Network and System Support for Games. New York:ACM. DOI: 10.1145/1326257.1326262
8.3
Picard, Rosalind W. 1997. Affective Computing. Cambridge, Massachusetts: MIT Press. 2.3
Porges, Irwin. 1975. Edgar Rice Burroughs: The Man who Created Tarzan. Provo, Utah: Brigham
Young University Press. 2.5
Rankin, Yolanda A., McKenzie McNeal, Marcus W. Shute, and Bruce Gooch. 2008. “User Centered
Game Design: Evaluating Massive Multiplayer Online Role Playing Games for Second Language
Acquisition.” Pp. 43-49 in Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games.
New York: ACM. DOI: 10.1145/1401843.1401851 9.2
Robinett, Warren. 2003. “Foreword.” Pp. vi-xix in The Video Game Theory Reader, edited by Mark
J.P. Wolf and Bernard Perron. New York: Routledge. 4.2
Rossi, Peter H., and James D. Wright. 1984. “Evaluation Research: An Assessment,” Annual Review
of Sociology 10:331-352. DOI: 10.1146/annurev.so.10.080184.001555 9.3
Rettberg, Scott. 2008. “Corporate Ideology in World of Warcraft.” Pp. 19-38 in Digital Culture,
Play, and Identity: A World of Warcraft Reader, edited by Hilde G. Corneliussen and Jill Walker
Rettberg. Cambridge, Massachusetts: MIT Press. 9.2
Rossi, Peter H., Richard A. Berk, and Kenneth J. Lenihan. 1980. Money, Work, and Crime. New
York: Academic Press. 9.3
Rossi, Peter H., Richard A. Berk, and Kenneth J. Lenihan. 1982. “Saying it Wrong with Figures,”
American Journal of Sociology 88:390-393. DOI: 10.1086/227677 9.3
Rouse, Richard. 2001. Game Design: Theory and Practice. Plano, Texas: Woodware. 1.3
102 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Ryan, Marie-Laure. 2001. “Beyond Myth and Metaphor: The Case of Narrative in Digital Media.”
Game Studies 1 ( July);
http://www.gamestudies.org/0101/ryan/ 6.1
Rymaszewski, Michael, Wagner James Au, Mark Wallace, Catherine Winters, Cory Ondrejka, and
Benjamin Batstone-Cunningham. 2007. Second Life: The Official Guide. Hoboken, New Jersey:
Wiley. 1.1
Scacchi, Walt. 2004. “Free and Open Source Development Practices in the Game Community,”
IEEE Software 21(1):59-66. DOI: 10.1109/MS.2004.1259221 9.1
Schultze, Ulrike, and Matthew Michael Leahy. 2009. “The Avatar-Self Relationship: Enacting
Presence in Second Life.” In Proceedings of the Thirtieth International Conference on Information
Systems. Atlanta, Georgia: Association for Information Systems. 6.2
Schütz, Alfred. 1971. “On Multiple Realities.” Pp. 207-259 in Collected Papers. The Hague, Nether-
lands: Nijhoff. 5.3
Sears, Andrew, Jonathan Lazar, Ant Ozok, and Gabriele Meiselwitz. 2008.“Human-Centered Com-
puting: Defining a Research Agenda.” International Journal of Human-Computer Interaction 24:2-
16. DOI: 10.1145/1394427.1394430 1.3
Sheldon, Nathan, Eric Girard, Seth Borg, Mark Claypool, and Emmanuel Agu. 2003. “The Effect
of Latency on User Performance in Warcraft III.” Pp. 3-14 in Proceedings of the 2nd Workshop on
Network and System Support for Games. New York: ACM. DOI: 10.1145/963900.963901 3.1
Sherif, Muzafer, O.J. Harvey, B. Jack White, William R. Hood, and Carolyn W. Sherif. 1988.
Intergroup Conflict and Cooperation: The Robbers Cave Experiment. New York: Harper and Row.
9.3
Smith, M. Brewster, Jerome S. Bruner, and Robert W. White. 1956. Opinions and Personality. New
York, Wiley. 5.3
Stanton, Howard, Kurt W. Back, and Eugene Litwak. 1956. “Role-Playing in Survey Research,”
American Journal of Sociology, 62: 172-176. DOI: 10.1086/221958 6
Stark, Rodney, and William Sims Bainbridge. 1985. The Future of Religion. Berkeley: University of
California Press. 2.4
Stark, Rodney, and William Sims Bainbridge. 1987. A Theory of Religion. New York: Toronto/Lang.
2.4
Su, Wen-Poh, Binh Pham, and Aster Wardhani. 2007. “Personality and Emotion-Based High-Level
Control of Affective Story Characters,” IEEE Transactions on Visualization and Computer Graphics
13: 281-293. DOI: 10.1109/TVCG.2007.44 5.4
Suznjevic, Mirko, Maja Matijasevic, and Ognjen Dobrijevic. 2008. “Action Specific Massive Multi-
player Online Role Playing Games Traffic Analysis: Case Study of World of Warcraft.” Pp. 106-107
in Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for
Games. New York: ACM. DOI: 10.1145/1517494.1517519 3.1
Sweetser, Penelope, and Peta Wyeth. 2005. “GameFlow: A Model for Evaluating Player Enjoyment
in Games.” Computers in Entertainment, 3(3). 5.3
Tarng, Pin-Yun, Kuan-Ta Chen, and Polly Huang. 2008. “An Analysis of WoW Players’ Game
Hours.” In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support
for Games. New York: ACM. DOI: 10.1145/1517494.1517504 8.3
Tychsen, Anders. 2006. “Role Playing Games: Comparative Analysis Across Two Media Platforms.”
Pp. 75-82 in Proceedings of the 3rd Australasian Conference on Interactive Entertainment. Perth,
Australia: Murdoch University. 4.3
Tychsen, Anders, Michael Hitchens, Thea Brolund, and Manolya Kavakli. 2005. “The Game Mas-
ter.” Pp. 215-222 in Proceedings of the Second Australasian Conference on Interactive Entertainment.
Sydney, Australia: Creativity and Cognition Studios Press. 4.3
Vallerand, Robert J., Céline Blanchard, Geneviève A. Mageau, Richard Koestner, Catherine Ratelle,
Maude Léonard, Marylène Gagné, and Josée Marsolais. 2003. “Les Passions de l’Âme: On
Obsessive and Harmonious Passion,” Journal of Personality and Social Psychology, 85:756–767.
DOI: 10.1037/0022-3514.85.4.756 5.3
Von Neumann, John, and Oskar Morgenstern. 1944. Theory of Games and Economic Behavior. Prince-
ton, New Jersey: Princeton University Press. 9
Walther, Bo Kampmann. 2005. “Atomic Actions - Molecular Experience: Theory of Pervasive Gam-
ing.” Computers in Entertainment 3(3). 1.1
104 CHAPTER 9. IMPLICATIONS FOR EXTERNAL SOCIETY
Wang, Chih-Chien, and Yi-Shiu Chu. 2007.“Harmonious Passion and Obsessive Passion in Playing
Online Games,” Social Behavior and Personality, 35:997-1006. DOI: 10.2224/sbp.2007.35.7.997
5.3
Webb, Steven Daniel, and Sieteng Soh. 2007. “Cheating in Networked Computer Games: A Re-
view.” Pp. 105-112 in Proceedings of the 2nd International Conference on Digital Interactive Media
in Entertainment and Arts. New York: ACM. DOI: 10.1145/1306813.1306839 4.2
Whitney-Robinson, Voronica. 2004. Star Wars Galaxies: The Ruins of Dantooine. New York: Ballan-
tine. 9.1
Williams, Dmitri. 2006. “Virtual Cultivation: Online Worlds, Offline Perceptions,” Journal of Com-
munications 56:69-87. DOI: 10.1111/j.1460-2466.2006.00004.x 9.3
Williams, Dmitri, Nicolas Duchenaut, Li Xiong, Yuanyuan Zhang, Nick Yee, and Eric Nickell.
2006. “From Tree House to Barracks: The Social Life of Guilds in World of Warcraft,” Games
and Culture 1: 338-361. DOI: 10.1177/1555412006292616 8.3
Winnicott, D.W. 1971. Playing and Reality. New York: Basic Books. 9
Yang, Kuo-shu, and Michael Harris Bond. 1990. “Exploring Implicit Personality Theories with
Indigenous or Imported Constructs:The Chinese Case,” Journal of Personality and Social Psychology
58: 1087-1095. DOI: 10.1037/0022-3514.58.6.1087 5.1
Yee, Nick. 2006. “The Demographics, Motivations and Derived Experiences of Users of Massively-
Multiuser Online Graphical Environments.” PRESENCE: Teleoperators and Virtual Environments
15: 309-329. DOI: 10.1162/pres.15.3.309 5.2
Yee, Nick. 2009. “Befriending Ogres and Wood-Elves: Relationship Formation and The Social
Architecture of Norrath.” Game Studies 9(1);
http://gamestudies.org/0901/articles/yee 5.2
Zeisel, Hans. 1982a. “Disagreement over the Evaluation of a Controlled Experiment,” American
Journal of Sociology 88:378-389. DOI: 10.1086/227676 9.3
Zeisel, Hans. 1982b. “Hans Zeisel Concludes the Debate,” American Journal of Sociology 88:394-396.
DOI: 10.1086/227678 9.3
105
Author’s Biography