epistemic cultures

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Knowing play The epistemic machinery of game culture Kristine Ask www.kristineask.com

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Presentation at EASST2010 conference

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Page 1: Epistemic cultures

Knowing playThe epistemic machinery of

game culture

Kristine Askwww.kristineask.com

Page 2: Epistemic cultures

The magic circle crumbles• Learning:

– Gee (2007), Steinkuehler (2004)

• Expertise: – Chen (2009), Reeves et

al (2009)• Emergence:

– Karlsen (2009)• Co-production:

– Postigo (2007), Taylor (200/)

• Lesson learned: Play is an intellectual activity.

Page 3: Epistemic cultures

Instrumental play

• From powergamer culture

• Effective, goal oriented, focus on numbers and performance

• Play / work

Lesson learned: Must study play

empirically

Page 4: Epistemic cultures

Research questions• What knowledge does a

instrumental player use?• How is it created and

shared?

Case: World of Warcraft• 1 year ethnographic study of a

player community in World of Warcraft (WoW)– Between 20 and 50 hours play pr

week• Interviews with 19 WoW players at

varying levels of progression

Page 5: Epistemic cultures

Theoretical framework

• Epistemic cultures (Knorr Cetina 1999): cultures that create and warrant knowledge

”how we know what we know”

Material, social and symbolic practices

Page 6: Epistemic cultures

The Game in question:

MMORPG

Virtual world

Up to 30 000 players

Avatars used to interact with the world

A game platform of many subgames

Primary game: Developing the avatar

Page 7: Epistemic cultures

Raiding• Large groups of players fighting challenging

monsters

• Set times• Team effort• Complicated• Little reward for much input• Organized

Page 8: Epistemic cultures

The Avatar Ethos

• Conventions about the right and wrong ways of customizing the avatar

• Practices of customizing the avatar

• Customization: – What equipment to use– How to specialize the

avatar– What rotation of spells and

abilities to use• What is this

customization based on?

Page 9: Epistemic cultures

Theorycraft

“Theorycraft is the attempt to mathematically analyze game mechanics in order to gain a better understanding of

the inner workings of the game. “ Wowwiki.com

• A scientific approach to gaming

• Game choices based on “proven facts”

Page 10: Epistemic cultures

Example: Frostfire bolt

Game description

Page 11: Epistemic cultures

Example: Frostfire bolt

avg_damage_per_cast_noncrit = (avg_cast_base_dmg + (spell_coefficient + empowered_fire + empowered_frostbolt + arcane_empowerment) * final_spell_dmg) * (firepower + ffb_glyph + spell_impact + arcane_blast_buff + arcane_power) * pwf * piercing_ice [* ebon_plaguebringer or coe+malediction or earth&moon] * arcane_instability * frostbolt_glyph * molten_fury [* sanctified_retribution or ferocious_inspiration] * tricks_of_the_trade * troll_beast_racial/worgen_racial

ex: frostfire bolt -- molten fury + berserking(20%) + bloodlust + icy veins + 4pct7 + CSD included, 2000 spelldmg, 55% crit, 500 haste ratingavg_damage_per_cast_noncrit = ( (722+838)/2 + (3/3.5 + 0.15) * 2000 spelldmg) * (1.1 + 0.02) * 1.03 * 1.06 * 1.13 * 1.12 = 4324.43avg_damage_per_cast_critical = 4324.43 * (1 + 0.55 * (3.34565 - 1)) = 9903.41final_cast_time = 3 / (1 + 500/32.78998947/100) / 1.05 / 1.03 / 1.3 / 1.2 / 1.2 = 1.29

Game description

Theory-craftted version

Page 12: Epistemic cultures

More examplesThreat modifiers are mechanics that increase or decrease your threat caused, per point of threat. Threat modifiers are multiplicative; so, when you see something like: "Reduces your threat by 30%", it means "Multiplies your threat by .7". Alternatively, you can reverse threat modifiers to see how much damage you gain by using threat modifiers.

Threat modifier: 1 - [(1 - X) x (1 - Y) x (1 - Z)] = Threat Modifier

Page 13: Epistemic cultures

How and why?

• Hypothetical deductive method: – Problem, playtesting, analysis

• Large playercommunity / critical mass

Page 14: Epistemic cultures

How and why?

• Hypothetical deductive method: – Problem, playtesting, analysis

• Large playercommunity / critical mass

• Precise knowledge about the game allows for more optimal customization

Page 15: Epistemic cultures

Diffusion of expert knowledge?• Made

operational through guides on how to customize the avatar

• Knowledge is localized by the remaking and linking of guides in local and public forums

Theory-craft

Page 16: Epistemic cultures

Material

• Online community– Digitalized– Viral

• Explicit knowledge– ”hard numbers”

• Tools to understand the game– Simulators– Addons– Databases

Page 17: Epistemic cultures

Material• Delegation of complexity • Precise • Sharing and storing of

expertise

VS

Page 18: Epistemic cultures

Social• Theorycraft community

– Elitist Jerks– Volunteer based

• Guilds are structured and formalized playergroups– Applications– Performance requirements

• Sharing information as a way of socializing

Page 19: Epistemic cultures

Symbolic

• A game about numbers

• Performance oriented – Evaluation

of players

Page 20: Epistemic cultures

The avatar ethos in play

• Gaming is not about immersion, but performance

• Pleasure, but not ”play”• Mastery is not just mastery over

digital monsters: – Tools– Norms– Playing by numbers

Page 21: Epistemic cultures

Playing in an epistemic culture

• New players are introduced to a network of technologies, norms and practices where theorycraft is incorporated

• Instrumental play as a resource