Virtual Worlds & Social Interaction Design

Total Page:16

File Type:pdf, Size:1020Kb

Virtual Worlds & Social Interaction Design VIRTUAL WORLDS & SOCIAL INTERACTION DESIGN Mikael Jakobsson Umeå University Department of Informatics © Mikael Jakobsson Department of Informatics Umeå University 2006 Printed by Print & Media, Umeå University RR-06.02 ISSN 1401-4572 ISBN 91-7264-053-7 Organization Document type Author Department of Informatics Doctoral dissertation Mikael Jakobsson Umeå University Date of issue [email protected] SE-901 87 Umeå, Sweden May 4, 2006 Title Virtual worlds and social interaction design Abstract This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio- technical systems as places. I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld. I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance. As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism. I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process. In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design. Keywords Language Interaction design, virtual worlds, massively multiplayer English online games, internet studies, computer mediated communi- cation, virtual reality, virtual ethnography, human-computer interaction, interacture, social interaction design ISBN, ISSN and key title Number of pages 91-7264-053-7, 1401-4572, RR-06.02 205 ACKNOWLEDGEMENTS Let me start with a quote from sociologist Erving Goffman: “You’re empathetic enough—because you’ve been taking the same crap they’ve been taking—to sense what it is that they’re responding to. To me, that’s the core of observation. If you don’t get yourself in that situation, I don’t think you can do a piece of serious work.” After having spent ten years in virtual worlds working on this dissertation, I feel that I have met Goffman’s requirements. I also feel deeply in debt to all the virtual world participants out there that have been taking the crap together with me, and in the process made this work possible. Privacy concerns prevent me from naming anyone, and you are too many to mention anyway but you know who you are. Thanks! I would like to thank my advisor Erik Stolterman and Michael Heim who has functioned as a mentor for me. I would also like to thank all the people I have collaborated with in the projects that have led to this dissertation: Anna Croon Fors, Helena Holmström, Vicki Popdan, Daniel Skog and T.L. Taylor. T.L. gets double-extra thanks for her tireless efforts in giving comments on everything from grand ideas to misplaced commas. I would furthermore like to thank Michele Dickey, Jonny Holmström, Andreas Lund, Kenneth Nilsson, Gunilla Wiklund, and the Virtual World Design Team at ACCD who also have helped me along the way. Finally, I would like to thank everyone at Informatics in Umeå and K3 in Malmö for being great colleagues and of course my family in Boden for all their support. CONTENTS Prologue – Bill’s Story ................................................................................ 1 Chapter One – Worlds Through Technology............................................ 7 Of keyboards, Women, Mice and Men.................................................. 8 Through the Free Interaction Smoke Screen.......................................... 9 Stepping Out....................................................................................... 10 Graduating from the Scandinavian School........................................... 12 Approaching Virtual World Studies..................................................... 14 Interlude One – Virtual Birth................................................................... 17 Chapter Two – Virtual Worlds Defined .................................................. 23 Stand by for the establishing shot......................................................... 24 What is a Virtual World?..................................................................... 24 Synchronous or Micro-Asynchronous?................................................. 29 The Systems ........................................................................................ 30 The Projects ........................................................................................ 37 Conclusions......................................................................................... 43 Interlude Two – Vicki’s Story................................................................... 45 Chapter Three – Social Interaction Design Studies................................... 51 A Model for Social Interaction Design Studies..................................... 52 Being There......................................................................................... 53 The Arena Perspective ......................................................................... 54 Addressing the Outside View............................................................... 58 Making the Conceptual Shift............................................................... 62 Capturing Net-Life.............................................................................. 64 The Inside View: The Case of Everquest.............................................. 72 Interaction Design Studies................................................................... 82 Social and Technological Construction................................................ 84 Social Interaction Design Studies......................................................... 85 Two Sides of the Same Coin................................................................ 87 Interlude Three – Phrank’s Story.............................................................. 89 Chapter Four – Understanding Social Interaction in Virtual Worlds ........ 95 Investigating the properties of social interaction................................... 96 Social Vacuum? ................................................................................... 97 Equalization? ......................................................................................100 Constructing Structures......................................................................102 Constructing Status ............................................................................108 Constructing Identities.......................................................................117 Constructing Bodies ...........................................................................120 Between Bodies ..................................................................................123 Technical Construction of Sociality ....................................................128 Weight ~ Levity..................................................................................132 Distance ~ Proximity..........................................................................134 From Equal to Social ..........................................................................136
Recommended publications
  • Boris Pasternak - Poems
    Classic Poetry Series Boris Pasternak - poems - Publication Date: 2012 Publisher: Poemhunter.com - The World's Poetry Archive Boris Pasternak(10 February 1890 - 30 May 1960) Boris Leonidovich Pasternak was a Russian language poet, novelist, and literary translator. In his native Russia, Pasternak's anthology My Sister Life, is one of the most influential collections ever published in the Russian language. Furthermore, Pasternak's theatrical translations of Goethe, Schiller, Pedro Calderón de la Barca, and William Shakespeare remain deeply popular with Russian audiences. Outside Russia, Pasternak is best known for authoring Doctor Zhivago, a novel which spans the last years of Czarist Russia and the earliest days of the Soviet Union. Banned in the USSR, Doctor Zhivago was smuggled to Milan and published in 1957. Pasternak was awarded the Nobel Prize for Literature the following year, an event which both humiliated and enraged the Communist Party of the Soviet Union. In the midst of a massive campaign against him by both the KGB and the Union of Soviet Writers, Pasternak reluctantly agreed to decline the Prize. In his resignation letter to the Nobel Committee, Pasternak stated the reaction of the Soviet State was the only reason for his decision. By the time of his death from lung cancer in 1960, the campaign against Pasternak had severely damaged the international credibility of the U.S.S.R. He remains a major figure in Russian literature to this day. Furthermore, tactics pioneered by Pasternak were later continued, expanded, and refined by Aleksandr Solzhenitsyn and other Soviet dissidents. <b>Early Life</b> Pasternak was born in Moscow on 10 February, (Gregorian), 1890 (Julian 29 January) into a wealthy Russian Jewish family which had been received into the Russian Orthodox Church.
    [Show full text]
  • Rubicite Breastplate, Priced to Move Cheap
    Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time.
    [Show full text]
  • 381 Karlsen 17X24.Pdf (9.567Mb)
    Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis.
    [Show full text]
  • The World of Paladium: a Players Guide
    The World of Palladium: Players guide. The world of Paladium: A players guide. This guide and all of it's content is made according to the PALLADIUM BOOKS® INTERNET POLICY which can be found at http://www.palladiumbooks.com/policies.html. Palladium Fantasy RPG® is a registered trademark owned and licensed by Kevin Siembieda and Palladium Books, Inc © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental." The staff of The World of Palladium can in no way be held responsible for anything in this guide, nor anything that happens at The World of Palladium server. Page 1 of 92 The World of Palladium: Players guide. Table of Contents The Server Rules:................................................................................................................................. 5 Starting tips:........................................................................................................................................11 The haks needed:................................................................................................................................ 12 Class Rules:.......................................................................................................................................
    [Show full text]
  • Massive Multi-Player Online Games and the Developing Political Economy of Cyberspace
    Fast Capitalism ISSN 1930-014X Volume 4 • Issue 1 • 2008 doi:10.32855/fcapital.200801.010 Massive Multi-player Online Games and the Developing Political Economy of Cyberspace Mike Kent This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor. Background In the late 1980s, multi-user dungeons (MUDs) such as LambdaMOO were text-based environments. These computer-mediated online spaces drew considerable academic interest.[1] The more recent online interactive worlds are considerably more complex, thanks to advances in computing power and bandwidth. Encompassing larger and more detailed worlds, they also enclose a much larger population of players. The first game in the new category of Massively Multi-player Online Role-playing Games (known initially by the acronym MMORPG and more recently as MMOG) was Ultima Online http://www.uo.com, which was launched over a decade ago in September 1997.
    [Show full text]
  • Chapter VIII
    WINTHROP O LD AND N E W R V P Y G O F E ERE , THE LA ROUND B O ST O N THE FORGOTTEN CITY O F LY NN Y GOLDEN DA S IN NAH ANT . SALEM . QUAINT MARB LEHEAD THE WIN GS O F A N E W MORN IN G F B E T H Chapter VIII . T H E A S H I O N A L N O R SHORE . G C T —F A D Chapter I! . LOU ES ER LOOD TIDE N E B B A DESERTED VILLA GE THE ROMANC E O F RO CKF O RT AN ANNISQUAM GARDEN E C CLE SIASTI CAL I PSWI CH TH E WHITTIER C OUNTRY CHARMIN G O LD N EWB URYP ORT iii Win throp Highlan ds T h o se ch aract eri st i c b each es and bluffs and ro cks c o mme n c e h ere in ful l loveli n ess. D n e Winthro H ouse at Re ere The ea p , v i i O n e of th e si x olde st build n gs n N e w Englan d . Built by t he capt ai n of t h e M ayflower . Revere W ith it s an st an s and sc en i c rai wa s i ts merr b d d , l y , y - - h - s g o rounds an d Io op t e loop . Th e Playgroun d of Boston i h Here th e ci ty dwellers c ome n t ousan ds.
    [Show full text]
  • Copyrighted Material
    35_752738 bindex.qxp 11/2/05 7:36 PM Page 319 Index groups, 121 • Numerics • system requirements, 37 1984 (Orwell), 303 technical support, 113 3D accelerator video cards, 16, 66–71 Web site, 266 3DO (first publisher of MMGs), 17 anonymity, 147–148 anonymous-invite guilds, 172, 174–175 appeals, 107–109, 304 • A • appearance of characters, 79 archetypes A key (EverQuest), 288 characters, 80–83 AC (Armor Class), 304 guilds, 171–172 Achaea, 49–50 Area Of Effect (AOE), 133, 304 achiever guilds, 172–174 ArenaNet’s Guild Wars, 36 active roleplaying, 223 Armor Class (AC), 304 activities Armor Factor (AF), 304 endgames, 192–194 Armyn ab Treanid guild (Dark Age of first-week activities of characters, 97 Camelot), 162–169 add, 304 Asheron’s Call addiction description of, 31 studies about, 280 fan site, 269 warning signs, 278–280 groups, 121 advancement of characters player achievements, 301 endgame, 190 Shard of the Herald, 228 levels, 24–26 system requirements, 31 mentoring, 24–25 technical support, 113 models for, 24 VN Board, 291 quests, 98 Web site, 266 sidekicking, 24 Asian MMGs, 42–43 skills, 25–26 asking for help, 92, 289 advertising methods for online merchants, /assist command, 134, 287, 304 211–212 ATI, manufacturer of video cards, 67 AF (Armor Factor), 304 COPYRIGHTEDAuction MATERIAL House (AH), 304 AFK (Away from Keyboard), 304 Author’s blog (Broken Toys), 294 aftermarket sales and service, 219 Auto Assault, 54–55 Age of Conan, 54 avatars, 12 agg/aggro, 304 avoiding trouble, 114–115 AH (Auction House), 304 Away from Keyboard (AFK), 304 Allakhazam’s Magic Realm Web site, 293 alliances of guilds, 183 alts, 125, 304 • B • ammunition, 238 Anarchy Online BAF (Bring a Friend), 305 description of, 37 bags, 103 fan site, 269 balancing gameplay with your life, 277–280 35_752738 bindex.qxp 11/2/05 7:36 PM Page 320 320 Massively Multiplayer Games For Dummies Baldur’s Gate, 24 Bring a Friend (BAF), 305 banker, 181 broadband Internet access, 63–64 banking, 204 Broken Toys blog, 294 banks, 199, 202 BRT (Be Right There), 306 Baron Geddon monster (World of Bruce, Walter R.
    [Show full text]
  • Mu's Unbelievably Long and Disjointed Ramblings About RPG Design
    Mu's Unbelievably Long and Disjointed Ramblings About RPG Design Mu's Unbelievably Long and Disjointed Ramblings About RPG Design 1 / 101 Copyright 2001-Now by Howard Collins . Mu's Unbelievably Long and Disjointed Ramblings About RPG Design 1 Foreword .........................................................................................................................................6 2 General Topics ................................................................................................................................7 2.1 Holistic Game Design .............................................................................................................7 2.2 The Grandfather Clause of Stupidity ......................................................................................8 2.3 Paths Unlimited ......................................................................................................................9 2.4 Design from Tech or Tech from Design ...............................................................................10 2.5 Roleplaying = Fighting..........................................................................................................11 2.6 Limiting Player Power...........................................................................................................13 2.7 Segregating Player Power....................................................................................................15 2.8 The No Numbers Concept....................................................................................................16
    [Show full text]
  • The Sopranos Meets Everquest: Social Networking in Massively Multiplayer Online Games
    The Sopranos Meets EverQuest: Social Networking in Massively Multiplayer Online Games Mikael Jakobsson School of Arts & Communication Malmö University [email protected] T.L. Taylor Department of Digital Aesthetics and Communication IT University of Copenhagen [email protected] Faydark or Newark? Being virtual world aficionados, although not of the game world kind, we both tried out EverQuest when it was originally released but while Mikael quickly gave away his account information to some students, T.L. stayed. When Mikael started playing again several years later on a new account, she was already a seasoned veteran. As with other players completely new to this type of game, his main reference for how to understand EverQuest was the manual that came with the software. According to this information source, the most important tasks for a beginner were to gain experience and make money through killing small animals and to do quests to get gear that slightly improves ones character statistics. Mikael thought he would spend most of the time alone, fighting low level creatures for a long time before becoming a character of interest to the other players of the game. Secretly he nursed a vision of finally revealing himself to the community once he had become truly powerful, similar to the way Gandalf returns in The Lord of The Rings (Tolkien 2002). These expectations, however, soon proved to be based on several misconceptions. Despite first impressions of the game and, indeed, despite what one might gather from the written material, there is a much more important layer of activity to consider for successful living in the world of EQ.
    [Show full text]
  • Or, Pills to Purge Melancholy
    Q£e^.. I^-S.e. |K£RRi RICHARDSON Sr*T(ONeRSJACC01ll Book m;.k£ps Artists Materials British&French 5)* THE GLEN COLLECTION OF SCOTTISH MUSIC Presented by Lady Dorothea Ruggles- Brise to the National Library of Scotland, in memory of her brother, Major Lord George Stewart Murray, Black Watch, killed in action in France in 1914. 28th January 1927. Digitized by the Internet Archive in 2011 with funding from National Library of Scotland http://www.archive.org/details/witmirthorpillst05durf : X -~~£r WIT and MIRTH: PILLS TO PURGE Melancholy ; BEING A Collection of the best Merry BALLADS and SONGS, Old and New. Fitted to all Humours, having each their proper TUNE for either Voice, or Instrument Most of the SONGS being new Set. The Sixth and Last VOL. LONDON: Printed by W. Pearson, for J. Tonson, at Shake spear's Head, CatJierine Street in the Strand, 1720. *<> AN Alphabetical TABLE OF THE SONGS Contain'd in this B O O K. Pag. A^S" Amoret and Thyrsi s lay, 30 As unconcerned andfree as Air, 33 As I am a Sailor, 4i And now, now the Duke's March, ,47 Aurelia now one Moment lost, 48 After the pangs offierce Desire, 78 A Pox on the Fool, J19 x A Voting Man lately in our - Town, 180 All Joy to Mortals, 181 A Pox on the Ti?nes, 184 A Pox on such Fools f let the 186 As Cupid many Ages past, 188 All Christians that have Ears to hear, 26% As at Noon Dulcina rested, 266 A Dean and Prebendary, 2ii A 71 An Alphabetical TABLE.
    [Show full text]
  • Pitfalls of Virtual Property
    Pitfalls of Virtual Property Dr Richard A. Bartle Themis Group April 2004 Abstract This paper describes various pitfalls associated with the notion of real-world ownership of virtual property, taken from the perspective of a developer of virtual worlds. It makes no commentary on the positives of virtual property: rather, it assumes that the reader already regards the concept favourably or as inevitable, and is performing due diligence to discover the extent of any downside to it. Five pitfalls are summarised in total, of which one is philosophical, two are law- related and two are concerned with gameplay. Introduction Virtual worlds (—VWs“) are computer-moderated, persistent environments through and with which multiple individuals may interact simultaneously. In order to make these environments persuasive, such systems always present to their players an illusion that encourages the acceptance of familiar concepts such as place , inhabitant and object 1. Thus, it is usual to refer to these virtual items in the same way that one refers to real items œ as —a castle“ or —a shopkeeper“ or —a book“, rather than as —an interpretation of bits“. Many virtual worlds allow characters within those worlds to buy and sell virtual goods. If my character needed a new sword, I might approach another character in the virtual world and offer a number of virtual coins in exchange. In this way, the virtual world can have its own, internal economy dealing with virtual property; this can add greatly to gameplay. The more people who accept an illusion, however, the more it becomes real. A —share in a company“ is not a tangible thing, for example, but folk deal in them on stock exchanges every day.
    [Show full text]
  • Keeping up with the Virtual Joneses: the Practices, Meanings, and Consequences of Consumption in Second Life
    Western University Scholarship@Western Electronic Thesis and Dissertation Repository 2-14-2012 12:00 AM Keeping Up with the Virtual Joneses: The Practices, Meanings, and Consequences of Consumption in Second Life Jennifer M. Martin The University of Western Ontario Supervisor Dr. Nick Dyer-Witheford The University of Western Ontario Graduate Program in Media Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Doctor of Philosophy © Jennifer M. Martin 2012 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Martin, Jennifer M., "Keeping Up with the Virtual Joneses: The Practices, Meanings, and Consequences of Consumption in Second Life" (2012). Electronic Thesis and Dissertation Repository. 386. https://ir.lib.uwo.ca/etd/386 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. KEEPING UP WITH THE VIRTUAL JONESES: THE PRACTICES, MEANINGS, AND CONSEQUENCES OF CONSUMPTION IN SECOND LIFE (Spine title: Keeping Up with the Virtual Joneses) (Thesis format: Monograph) by Jennifer M. Martin Graduate Program in Media Studies A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Jennifer M. Martin 2012 THE UNIVERSITY OF WESTERN ONTARIO School of Graduate and Postdoctoral Studies CERTIFICATE OF EXAMINATION Supervisor Examiners ______________________________ ______________________________ Dr.
    [Show full text]