Saturday, November 18, 2006

Another Introduction :)

Following Jesse's lead, I'll post an introduction and keep it very brief since I'm never sure what to say in these.

I'm currently a graduate student in the Communication department at the University of California, San Diego. My undergraduate degrees were completed in psychology and anthropology at the University of Southern California, and I had the privilege of working with Mimi Ito at the USC Annenberg Center on the Digital Youth project before coming to UCSD.

My first major research interest was in online fan communities for science fiction or anime series. Following my research on fandoms, I moved into the social communities in online games. I focused on the MMORPG Final Fantasy XI and spent quite a bit of time with the linkshell KirinTheDestroyers, an extremely friendly and tight-knit community of players who cannot be thanked enough for their help. In particular, I am interested in the social relationships and communities that are created in FFXI and how these relationships flow within the game and outside of the game into instant messages, websites, messageboards, and emails. I am also interested in how these communities facilitate learning and success within the game.

Friday, November 17, 2006

Intrinsic vs. Extrinsic Valuations (or: Why I Find Second Life Boring)

I can't understand the hoopla about Second Life. Don't misunderstand, as an MMO player I can fully comprehend the many reasons to participate in an online world. What strikes me as odd about it is that despite paying a monthly fee for access, a "land purchase" fee (more aptly described as a rental fee, more on this later), and additional monthly land use fees, the company still can't turn a profit. Joking aside, the currency exchange markets are reasonably sophisticated for an MMO, allowing direct buyer/seller matching and providing a host of useful economic statistics for review. It's no wonder that economists are enthralled with Second Life as a medium to study virtual economies. Still, something rings false about it.

In a recent conversation with William, he raised valid points for its attractiveness to researchers -- among them a broader experience than that of monsters, level grinds, and difficult mechanics. Undoubtedly this attracts a wider demographic than, say, World of Warcraft or Final Fantasy XI, and further encourages innovation by virtual entrepreneurs earning a virtual currency easil translatable into a real currency (in this specific case, US Dollars) at prevailing public or black market rates. One might look into this as the rise of a new cottage industry. All fascinating, no doubt.

Here's the catch: What troubles me about the economics of Second Life is precisely Linden Labs' private valuation of land. Yes, a Second Lifer can be a land speculator or developer, buying newly available land and hoping to resell it as the area grows in demand. However, even the purchase of land is really a rental: these are just the graphical representation of bits on some corporate server (ceci n'est pas une pipe!) which can be shut down or repossessed ("seized under the right of eminent domain"?) at any time. Furthermore, the monthly use fee charged by the company sets a base rate of exchange for a harder form of currency -- the land itself. As such, there is no real in-world mechanic for assessing the valuation of any item, except, perhaps, in out-of-game terms (a sort of aesthetic appeal). The motivation is largely just a kind of vanity. As William put it, it's a kind of Lockean model, where the player "mixes his labour" with the virtual land.

In contrast, more traditional MMO settings, with all the features that might discourage many researchers, tend to take a harsher stance on what's known as RMT -- Real Money Trade (though some exceptions exist, such as Sony Online Entertainment's "Station Exchange"). However, the existence of well-defined game mechanics and of concrete goals established by story arcs similarly gives rise to economies. Unlike Second Life, in which valuations are extrinsically linked to dollar-valued land prices, the valuations of items in goal-driven games are intrinsic; they are established and agreed-upon by the player base, and are exclusively determined by the rarity and usefulness of the items within the parameters of the rule set (and to some extent by the supply of money, but the ratio of prices tends to remain somewhat constant). This alone makes the study of these economies interesting, as there is no sanctioned method for external valuation (or even an external floor value, such as the purchase price and upkeep fees in Second Life). It can be more properly considered as a natural experiment, and the difficulty in foreign exchange may very well place a greater lag, reduce the coefficient, or have no significant correlation of the effects of real world inflation on game economies. As an economist, I can find far more interesting questions to ask in this setting than I would in Second Life.

Another Introduction

William was kind enough to ask me to contribute to this blog, but with that carrot came the stick of a required introductory post. I'm no good at these, so I'll keep it brief. I am currently doing doctoral research in economics at the University of Trento. Included in my interests are the economic issues of MMOs and persitent virtual worlds, and a particular curiosity about financial and macro behaviours evidenced therein. Though I share with others interests in general concepts of ludology and new social spaces, I'm not nearly as fluent as some of the more erudite of the community. I've contributed to this line of work before, having written occasionally for the Ludonauts blog. I hope to have some interesting thoughts every now and again, and with any luck, others will find them interesting as well -- even if they are not entirely rigorous arguments. Once in a while I may have the chance to abstract proper research works here.

Tuesday, November 14, 2006

Transliteracies

I'm now a participant in the Transliteracies project, which researches the practice of reading online. In particular, I've been asked to examine MMOs as reading interfaces. I'll be studying both Final Fantasy XI and World of Warcraft.

One facet of MMO textuality that has caught my interest is role-playing, and the affordances and challenges that the MMO interface creates for role-players. I have opened up a dialogue with a group of role-players in FFXI to hear how they use the interface to perform their own narratives and fictions. The conversation has begun to veer to broader questions of the relationship between role-playing (in the conventional sense of dramatic enactment) and MMOs: despite the fact that MMOs are often described as "role-playing games," the roles proffered by them are usually constrained, in tension with both the mechanics and the authored fictions of the games.

Transliteracies Research Project

Thursday, July 20, 2006

FFXI and cyberanthropology.

Alan Meade has been gathering data on player attitudes for two years as part of his dissertation research. Among the interesting findings: the regional differences in median player age (17 in Norway; 22 in the US; 27 in Japan.) In general, players from East Asian countries are older than those in the Americas and Europe.

There are a number of possible explanations for this: that there are differences in the structure of free/leisure time in different countries (due to differences in educational and work systems); there are differences in access to the platforms, etc. My own interest is drawn to the possibility of distinct canonical players in different national markets. Manga, for example, is considered a "young person's" medium in the West, but is ubiquitous as a format for popular non-fiction and fiction alike for a wide variety of demographics in Japan. While I don't think that video and computer games are "unmarked" as a medium--that is, the canonical player is not the canonical subject, and playership marks the player as a particular, rather than general, kind of consumer--there may be a wider distribution, and less particular marking, for the game player there.

I also wonder if the differences in age are as responsible for the in-game conflicts between North American and Japanese players as "culture" is. (I put "culture" in scare-quotes, partially out of skepticism of the privileging of national identity as the boundary-line of culture.) Discussions with the game producers revealed that the complaints made by Japanese players of American players included those associated with maturity: deficits in planning, foresight, and consideration, in particular. The differences in median age between the two groups, interestingly enough, distinguishes those who may have significant adult work experience from those who may just be finishing their education. Insofar as the Final Fantasy XI group-play experience resembles a real-world work-team, the differences in player experience could be significant.

Alan's dissertation should be available soon.

Thursday, June 29, 2006

Introduction.

I've made this blog to create a space for shared research and reflection on a specific massively multi-player online role-playing game (MMORPG): Final Fantasy XI. There do exist blogs that discuss theoretical and practical concerns about MMORPG design, and sites which study the sociology of MMORPGs, but to date there's been less work (though by no means none) on MMORPGs as cultural artifacts, as texts, and as aesthetic spaces. I'm interested on both sides of the production/consumption divide: how MMORPGs are designed and developed (usually collectively and iteratively), and how they are played, perceived, navigated, documented, discussed, and re-interpreted by the player-audience.

Starting from the perspective of the artifact itself motivates a kind of interdisciplinarity, even a hybrid approach which crosses boundaries between visual culture and media studies, anthropology and sociology, and even a certain amount of cognitive science and human-computer interface theory.

Though initially I suspect that I'll be posting ideas-in-progress here, I'm hoping to open this up to contributors.