Blogging the GLS Conference: Friday Morning Edition
Playing Culture Symposium
Jesper Juul & Eric Zimmerman
Zimmerman and Juul : Game design as critical practice; what does it mean to do game design as research?
Moderately multiplayer off-line role playing game (MMORPG)
Looking at where a game begins and ends.
(as always click on read more to see the full set of notes)
Play as investigation
When the theory hits the road: game design as ways of testing theory; what we know and what we don't know.
Let's play (an offline game) I'm a 1.
Rules summary
Find a new player, reveal 2 cards, and name them out loud, then determine who won:
a pair beats a non-pair
lower pair beats a higher pair
otherwise, the highest total wins
if a tie, the round ends-find another player
The winner takes both of the loser's card and the loser chooses one of the two cards that the winner played
If you have THREE OF A KIND in our hand, turn them in for a sticker.
If you have TWO cards in your hand go to the table for three more cards.
You must create a narrative about the symbols when you play your cards.
One group was told that it was about acquiring wealth, the other was told that it was about cleaning u the environment. They all played with the same rules. This was a chance to see who was most motivated.
Game rules and game content
-Rules generate behavior
-When the rules are used play occurs. The limitations of the game add meanings to your actions.
Representing learning content
People are wanting to teach subject matter through video games, but games can also teach more abstract values. Chess teaches logic. D&D teaches algebra.
A game in the hands of a player
A game has a life cycle: learning to play, mastering, discarding; what did the game mean?
Learning from the fiction
What do these units do?
3 cards=toxic cleanup?
Why does Mario have 3 lives?
Two frames of mind over time
Is the player learning the game setting…or the game rules?
What is hard in the game must equal what the player should learn

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Player focus over time
Games are representational.
How does the research perspective change if you play the game and report or if you just watch the game and then report on it?
'Effects' of Games
Dmitri Williams: The Social Impact of MMOG Play
Game Research
Negative displacement or aggression
Gaps in the research
Sampling issue with age
Social play
Methodological
Lack of longitudinal research (Anderson & Bushman, 2001; Dill & Dill)
Internet Research
Putnam's “Bowling Along hypothesis
The decline of society
Demand v. Supply
People are going online to find companionship (lack is caused by the bowling along hypothesis
Now the Internet is harmful
Putnam and Social Capital
Social Capital
Social networks and their associated norms of reciprocity
Bridging and Bonding (bridging: exposure to new folks and ideas and bonding: strong emotional support)
The strength of weak ties (Granovetter, 1973)
Hypotheses
Research questions: Does an increase in online gaming lead to changes in
Changes in schoolwork?
Changes in job work?
Socially desirable media?
Socially undesirable media
Aggression
- Social Capital game use will lead to deceases in online bonding and bridging
Online |
Offline |
|
Bonding |
||
Briding |
Setting up Method
Panel study/experiment design
Content and context of game and game experience
Participan observation: 2 months of playing, note taking, plus interviewing players and game designers
About the Game: Asheron's Call 2
MMOG
Player population- the world is too big for the number of people on the server.
Implications for study
MMORPGs vary in their sociability
AC2 is at the low end of this dimension
Method
Panel study with limited control group
Subjects recruited online to match potential player groups
Split by prior play
Free copy of game mailed to 378 subjects
Subjects play average 64 hours
Results
Marginally significant reduction in extended friendship networks
Increase in civic activism
Decreasing in attending religious service
Results Null Newbie Findings on social Issues
Experienced groups did suffer in terms of school work/movie attendance/etc.
Aggression in the vetern group went up 1.6%
Verbal aggression down 1.5%
Social networks
Cocooning effect
Friends 1-3 no change
4-6, 14 point decline
Summary
Little support for major concerns
Online game with low sociability produced mixed effects
Cultivation?
If you consume a lot of that medium then you will start to think that the virtual world works in the actual one.
People who played the game (AC2) were 10% more likely to believe that people would bet robbed with a weapon.
Jack Kuo, Will Huang, & Jeffrey Wilkins
Exploring the Diagnosis and Treatment of Online Gaming Addiction
Theoretical Background
Cognitive behavioral therapy (CBT)
Motivational Interviewing
Why these theories?
Evidence based
Non-judgmental
On demand
Customized
Adaptable
Contextualized
An obvious list of why games are good.
What's not so great?
Self-report
Diagnostic criteria (using criteria for gambling addiction, but it didn't work so well)
Criteria for online gaming dependence
preoccupation with gaming
need to play for longer periods
not able to control or cut back
restless or irritable when attempting to cut down
play as an escape or to relieve distressing mood
play longer than intended
lie to conceal the extent of the involvement
jeopardized or lost relationship/job/educational or career opportunity
continue playing despite knowledge of physical or psychological problem
sense of increasing tension or arousal preceded. Satisfaction after.
What are your goals?
profession (academic)
personal
interpersonal
Any problems between your goals and your current playing habits?








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