communities of practice in world of warcraft: an entry point into addiction?
DESCRIPTION
This presentation discusses an empirical study if WoW supports the formation of Communities of Practice and the danger of addiction while trying to become a member.TRANSCRIPT
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Communities of Practice in MMORPGs: an Entry Point into Addiction?
Karsten D. WolfDidactical Design of Interactive Learning Environments
Communities & Technologies 2007Michigan State University, East Lansing, USAFriday, 29.06.2007
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What are MMORPG?
Massive MultiplayerOnline
Roleplaying Games
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What are MMORPG?
Massive MultiplayerOnline
Roleplaying Games
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Truly massive!
Xbox live
Second Life &Sony Home
Nintendo DSWi-Fi Connection
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What are MMORPG?
Massive MultiplayerOnline
Roleplaying Gamesup to 20,000 usersin reach
8,000,000+ subscribers
~960,000 users online at the same time
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What are MMORPG?
Massive MultiplayerOnline
Roleplaying Games
Fantasy Character Quests
Levels
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Hours/week spent playing
0-9 10-19 20-29 30-39 40+
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on average more than 20 hours a week=
enough for a CoP
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Average media usage in Germany
(9. Welle 'Massenkommunikation' 2005 ENIGMA GfK & MMA Media Markt) Analysen)
TV 225 minutes 26 h/week
Radio 225 minutes 26 h/week
Listen to music 45 minutes 5 h/week
Internet 44 minutes 5 h/week
Newspaper 28 minutes 3 h/week
Books 25 minutes 3 h/week
Magazines 12 minutes < 2 h/week
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Virtual Worlds,Real Leaders
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Why is this interesting for c&t research?
Do MMORPGs support the building of CoP?
If so: how? Can we learn from it for designing (learning) community environments?
Are there negative side effects?
Are these side effects related to community building, to other gameplay elements or togamer‘s traits?
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Community
Domain Practice
Individual Roles and Goals of Members
- Aspiration for knowledge- Aspiration for reputation- Aspiration for community- Aspiration for power
- Being Expert vs. Layman- Being informal leader- Being formal leader- Individual interest- Duration of membership
- Common interest- Repository- Learning- Experts present- Experts known- Sub Groups
- Familiarity- Sense of belonging- Reputation- Rules- Possibility to communicate
- Communication- Mutuality / Exchange- Rituals- Sense of shared past- Participation- Rules enforced
- Trust / Openness- Management hierarchy- Informal leadership- Leadership- Boundaries / Lurking
CoPI (Wolf/Rausch 2005-7)
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Individual roles & goals Mean Std.dev.
Aspiration for community 3.37 0.63
Duration of membership 3.08 0.89
Being expert (or layman) 2.64 0.77
Aspiration for Reputation 2.55 0.78
Aspiration for Knowledge 2.47 0.76
1-4 Likert scale, n=1102
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Community attributes Mean Std.dev.
Reputation mechanisms 3.28 0.61
Sense of belonging 3.13 0.75
Lurking accepted 3.06 0.70
Possibility communicate 3.03 0.75
Familiarity 2.76 0.76
1-4 Likert scale, n=1102
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Practice attributes Mean Std.dev.
Mutuality / Exchange 3.25 0.60
Rituals (cronbach‘s alpha=0.589) 2.94 0.72
(casual) Communication 2.72 0.70
1-4 Likert scale, n=1102
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aspiration for community
Sense ofbelonging
Communication
Mutuality /Exchange
Familiarity
p < .0001
.575
.463
.439
.386
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< 7 <14 <20 <30 <40 40+ h/w
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< 7 <14 <20 <30 <40 40+ h/w
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Other findings related to playtime
Hardcore players (40+) have lower tolerance for lurking
Sense of belonging is higher for 20+ players, as is familiarity & communication for 40+ players
Players with a longer duration of membership play longer (no ease out?)
Possibility to communicate even for casual players
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Playtime and being an expert
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WoW Addiction Inventory
• Loss of control
• Withdrawal
• Mental focus
• Tolerance
• Negative consequences for work performance
• Negative consequences for social life
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Beingat risk4,5%
Addiction1,9%
WoWAI scores
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12,3% 30%
10,5%3,5%
< 7 <14 <20 <30 <40 40+
Playtime and addiction risk
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CoP and addiction
Aspiration for Knowledge (rp=.175) and Reputation (rp=.176) goes together with addiction
Aspiration for Community (rp=-.079) not!!!
Lurking is not tolerated by addicted players
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# of
edi
ts
authors ranked by # of edits
Wikipediholism#1 159,825#10 79,162#30 53,500#50 46,529#100 36,608#500 17,305#1,000 11,101#2,500 5,300
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Ongoing integration of work & learning
Fleeting interactions
Collaboration &problem solving
Social structures
ConversationFormal Learning
Documents & Practice
Knowledge filtering
collaborative &individualized
search
Online communities
Email & Discussion
groups
Synchronousinteractions
E-Learningspaces
Social bookmarking
Projectspaces
Knowledge repositories
Collaborative news-filtering & aggregation
N2N-Publishing &Content Sharing
FOAF- and networking platforms
Tools for supporting CoP
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Ongoing integration of work & learning
Fleeting interactions
Collaboration &problem solving
Social structures
ConversationFormal Learning
Documents & Practice
Knowledge filtering
Guild screen
Ingame post offices&
discussion boards
In-game chat channels& external chat tools such as Teamspeak
Actual Gameplayin WoW
Guild websites
Tools for supporting CoP
in World of Warcraft
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CoP support in WoW - how?
Small set of tightly integrated tools
Support of the collaborative work (specialized interface)
Setup of worthwhile challenges and rewards
Problems to be solved need to be tackled by groups
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Conclusions
WoW supports the building of CoP
Quests, collaborative action, rewards, integrated UI
Addiction exists for heavy users
Players with aspiration for knowledge and reputation are more at risk as players with community seekers
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Faculty educational scienceDidactical design of
interactive learning environments
http://www.karsten-d-wolf.de/