Knowing, not doing: Modalities of Gameplay Expertise in World of
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Knowing, not doing: Modalities of Gameplay Expertise in World of Warcraft Addons Victoria McArthur Nicholas Taylor Abstract York University York University In this paper we consider the impacts of game addons 4700 Keele Street 4700 Keele Street on conventional notions of game-based expertise in Toronto, ON, Canada, M3J1P3 Toronto, ON, Canada, M3J1P3 World of Warcraft, through the analysis of 37 vickymc@yorku.ca nickttaylor@gmail.com travelogues - a data collection tool designed for use in MMOG research. We adopt a multi-faceted definition of Tamara Peyton Suzanne de Castell gaming expertise as described by Taylor, Jenson, De York University Simon Fraser University Castell and Humphrey [33] and apply their 4700 Keele Street 8888 University Dr categorization of expertise modalities to the addons Toronto, ON, Canada, M3J1P3 Burnaby, BC, Canada, V5A 1S6 named by our study participants. We find that the most tpeyton@yorku.ca decaste@sfu.ca commonly understood expressions of expertise in games (time investment and skill) are less represented Jennifer Jenson in the addons reported by our participants. York University 4700 Keele Street Keywords Toronto, ON, Canada, M3J1P3 Massively Multiplayer Online Games, Virtual worlds, jjenson@edu.yorku.ca research methods, expertise, knowledge production, technological tools, human computer interaction ACM Classification Keywords K.8.0. [Personal computing]: General – Games. Copyright is held by the author/owner(s). CHI 2012, May 5–10, 2012, Austin, TX, USA. ACM xxx-x-xxxx-xxxx-x/xx/xx.
General Terms As its central mandate, the study takes Actor Network Design, Human Factors Theory’s injunction to "follow the actors" [19], whether they be non-human or human. This enables us to Introduction consider addons, authored and used by players to World of Warcraft (WoW) is one of the most successful improve and/or enhance the World of Warcraft gaming Massively Multiplayer Online Games (MMOGs) of all experience, as a social actor which influences the ways time. The size and scope of possible interactions and in which gameworld participation is experienced and intents within WoW situates it as "something between a gameworld expertise is realized. game and a world" [1]. In this paper, following Ducheneaut’s assertion that "narrowing our scope [to Using a framework for understanding different specific online games] is a necessary first step in expressions of MMOG-based expertise – a multifaceted analyzing concretely and critically what can be "expertise construct" - developed in an earlier work accomplished in digital spaces" [8], we consider the [33], we apply their expertise modalities to our study of impacts of WoW addon software on WoW gaming addons. Through this construct, we contest the expertise and achievement. dominant idea of expertise as narrowly limited to skilled performance and time investment. The dataset upon which we draw for this paper comes from a mixed methods, multiple locales approach to Approach understanding expertise and leadership in MMOGs and The data for this paper draws most heavily on the virtual worlds. Sites for the study include lab-based survey and visual data provided in participants’ settings in Canadian cities and observations of public "travelogues" a voluntary data collection tool developed gaming sites (LAN events, Internet cafés, and informal for the study [21]. The travelogue collects visual and gamer gatherings) in the UK and Canada, surveys, textual data from expert level players across multiple interviews, participant self-reporting and researcher MMOGs and virtual worlds. Participants connect to an direct observation. To date, we have over 600 online form that presents them with a series of nine or individual multimodal datasets of people playing games ten questions to which they are able to provide both and answering survey questions. The study’s primary textual and visual responses. The travelogue is intent is to see whether and how it is possible to intended as a way of getting multimodal data, through understand participants’ real world characteristics (such both visual and textual means. It allows participants as gender, age and capacity for leadership) from their report on their behaviours and practices across the in-game interactions. Both in its scope and in its entire ensemble of the MMOGs they play, providing a methods, this is a study that examines the "on the glimpse into their 'domestic' play, and giving them ground," complex relationships between virtual worlds, control over both the method and the content of what and the localized practices of players in different they choose to represent to researchers. environments and contexts of play.
In the following sections we discuss the history of functions into a player’s WoW client. The open-source addons, including popular narratives that have been standard XML is used for the graphical interface of each constructed about them within and around the current piece of addon software [9]. player base. We then describe our conceptual framework and the travelogue in greater detail. Next, As a kind of fan-created artifact, addons are a visible we report on our data from 37 World of Warcraft and active aspect of committed WoW play for many players who filled out travelogues (a sub-group within players. They are a tangible indicator of both the addon the 69 travelogues), specifically, their textual and producer and the addon user relationship to the visual responses regarding addon use. gameworld and its practices, providing a "tactical, critical relationship to the game cultures they inhabit" What are addons? [7]. Given the richness of this culture and environment, In 2004, WoW’s developer, Blizzard, decided to allow WoW provides fertile ground in which to study the the integration of user-created software into its WoW interplay of affordances between corporate owners, game client. Known as ‘addons’, these bits of software hobbyist users, technical interfaces and social norms. modify and augment the game’s technical affordances. WoW is one of the only MMOGs to allow for the WoW addons typically serve one of two functions: they integration of add-ons into its core client technology. either replace the default UI with a different theme, With over 4700 addons available, across 27 categories appearance or layout, in a practice known as ‘skinning’ of functionality, the addon scene in WoW is sizable and [7], or they add functionality to the client, through dynamic. Based on download lists available at added popup menus, informational displays, game Curse.com, the main source of WoW addons, some of sounds and mini-map icons. While in some academic the most popular addons globally include: QuestHelper, work [e.g., 18], addons are conflated with ’mods’ (full which adds quest objectives to the minimap; game modifications), there are fundamental differences Auctioneer, which tracks the trading activity and between addons and mods. Addons only change financial performance of auction house commodities; aspects of the user’s client software [9], whereas mods and DeadlyBossMods, which provides customizable alter the core game mechanics and game goals [20, popup alert boxes and sounds related to specific 30]. Mods also add in new content or core game monsters’ real-time activities at higher levels of the functions in multi-player first-person shooter games game. such as Half-Life (user-community created Counter- Strike) and Quake (user-community created Team Games, Addons, and Expertise Fortress). For this paper, we reviewed the game studies literature that considers gaming practice, group dynamics and Addons are created using a proprietary API and a definitions of expertise. Themes in this literature scripting language called ‘Lua’ [9], both owned and include: the impacts of the avatar and the game managed by Blizzard. Lua is essentially a scripting interface on gaming practice [12, 14, 23, 35], the language that enables the embedding of client-side nature of immersive learning in games and the
generalizability of ludic learning to everyday life [1, 10, Most of the works cited above address expertise in 31, 32], and individual and group dynamics in high some way, but few provide an explicit, theoretically- performing players [5, 6, 12, 17, 25]. grounded framework for understanding the relationship between specific addons and different styles of expert In the literature that discussed addon use both directly play. Drawing from work first published by Taylor, de and tangentially [6, 12, 18, 29, 33], the dominant Castell, Jenson & Humphrey [33], we take up the understanding of addon use is of a play practice that is "expertise construct" proposed therein and use it to positively correlated to top tier, high functioning experiment with the development of a framework for players participating primarily in guild groups, and who categorizing and conceptualizing addons based on the play almost exclusively in order to pursue the kinds of expertise they extend to players – or, in ANT successful completion of end-game group content terms, the kinds of work they carry on behalf of (known commonly as raid groups). A key theme in this players. To do so, we apply the idea of an "assemblage latter set of literature is the idea that addons "fix" of play" [34] as inspired by Actor-Network Theory, to problems in the WoW UI. Chen’s work treats addons the discussions and self-reports of addons from mainly as diagnostic tools, and as agents which participants. overcome UI issues that would otherwise make certain game instances unwinnable [6]. Similarly Golub states Expertise framework that many game challenges – raids in particular - are Working with the expertise framework proposed by our impossible to complete without the aid of addons [12]. project group [33], we look at how addons relate to, This viewpoint is echoed within the CHI community. For and can be categorized using, the four modalities of example, Bardzell et al. suggest that without addon expertise outlined in their construct: investment, skill, use, "some game content (e.g., end-game raids) are all discourse and game knowledge. but impossible" [3]. Investment is not just actual quantification of time In much of this literature, addons are regarded as spent in-game, but also to the amount of ‘mindshare’ supplementary technologies that ‘fix’ the game, but or invested commitment players have in the game, questions of how they inflect, expand or enhance player regardless of their actualized in-game practice. agency are left largely unexplored. Specific addons are rarely mentioned and the overall impression is of canny Skill is the operational competency and proficiency of hard-core players maximizing the efficiency and players across a set of game assemblages. In the efficacy of their play through addons. This incomplete context of addons we apply the skill modality to addons view of addons and their role in gameplay, and how that directly impact the efficiency of play. they relate to concepts of expertise is what we wish to address in this section. Discourse evidenced not just through a mastery of the social language [2] of gaming, but also through a contingent and contextual awareness of discourses that
circulate among players and between players and the communication, and action. Applying this concept to interface. MMOG play, we can show that, and how, MMOG expertise resides not in players’ embodied skills, but Game knowledge refers to both the ludic knowledge (of precisely in the capacity of players to assemble a game mechanics such as avatar class and race network of non-human actors that extend and enrich affordances, skills and builds, game enemies and their capacity to carry out different game-based quests, and so on) and narrative knowledge (of the directives. Seen in this view, addons do not "fix" the plot, lore, and mythos of the game and its characters, game [6, 12], nor do they detract from players’ as expressed both in the game and through other embodied expertise; rather, they supplement and texts). extend the cyberknetic apparatus of play. Applying our understanding of these four modalities of Method & Data points expertise to the study’s data subset, we sketch out a In this section of our paper, we present the way to conceive of addons as non-human actors in the commonalities and differences we found between the assemblages formed by players in the gameworld of affordances of addons reported through the travelogues WoW, in ways that re-cast ‘expertise’ along post- and through participant observation, and their apparent human, ANT-informed directions. We build from impacts on game play expertise modalities. Giddings and Kennedy’s argument that gaming virtuosity, typically viewed in humanistic terms as Using both the textual and visual data in the expressive of expert players’ superior embodied travelogue, we counted all instances of explicitly named abilities, ought to be viewed instead as a "cyberknetic or shown (via screenshots) addons. Next, looking at the circuit" between player, game, and context, where the textual and visual information separately, we analyzed game ‘reconfigures’ its players [11]. To extend this textual responses to see whether or not participants insight to our analysis of addons, we borrow from described the benefits of specific addons. Latour’s notion of "plug-ins" [19], which he describes as "circulating entities" that extend to human actors Lastly, mobilizing the framework proposed by Taylor et specific and contingent forms of competence. In al. [33], we analyzed each addon and, based on its writing, "you realize that to obtain ‘complete’ human functionality, aligned it with one or more expertise actors, you have to compose them out of so many modalities. We used this framework in our analysis as a successive layers, each of which is empirically distinct way to understand and explain the relationship from the next," Latour moves away from a humanistic between addons and players, by reframing the impacts model of the individual subject as a discrete, of addons to ludic expertise. autonomous agent whose capabilities and competencies reside 'within' her/him. Instead, competence (as well as Participants subjectivity and personality) are seen as arising Participants were recruited at LAN parties, public through context-specific associations with non-human gaming conventions, and on university campuses in tools – "plug-ins" that supplement thought,
Canada, as well as public gaming events in the UK. We the multimodal quality of the travelogue to both show invited participants to fill out a travelogue documenting and tell us about these addons in different ways. For their play in any MMOG of their choice. Presently, 69 example, some listed the addons textually by name, travelogues have been completed and 37 were while others provided screen shots of their list of active completed by World of Warcraft players (23 male, 14 addons in the WoW addon interface. Some participants female). The age range was 19 to 60 years (mean 28, described the benefits each of the addons provided, SD 8.18). others stopped at naming them. In general, there seemed to be no reticence on the part of players to In addition to the travelogue data for this subset, we name, show or discuss their addon selections. also have additional data from survey, interviews, and in most cases, one or more videotaped game play While the most cited addons (Table 1) were raid-related sessions with researcher direct observation. (Recount, Omen and Deadly Boss Mods being most- often mentioned), the screen snaps submitted via It is important to note that while participants in the participants’ travelogues often belied this explicit project represent all levels of expertise, including reporting. Images of participants’ addon folders showed novice players, 27 of the participants who completed a that each player used an average of 10-15 types of travelogue self-identified as "advanced" or "expert" addons. Many participants’ addon folders showed players. The remaining participants self-identified as addons such as: AtlasLoot, which automates the intermediate (2), novice (3), newb (1), and 4 chose not collecting of items dropped by vanquished monsters; to rank their expertise. Participant self-assessments Altoholic, which allows a player to see gear and were confirmed through qualitative observations of inventory across their various characters; SexyMap, their play either in lab-based or public settings. which adds additional tracking, sizing and locator functionality to the UI’s minimap. While we acknowledge that our recruitment locations affect the ‘ecological validity’ of the results, the fact Table 1 lists the 16 unique addons that were named by that travelogue participants also self-identified as 3 or more travelogue participants. Mobilizing the expert players means that the results should be taken expertise framework from Taylor et al. [33], we as representative of this group. researched the functionality of each addon and linked it to one or more expertise modalities. We looked at what Results and Analysis the addon brought forth to the assemblage of play (i.e., 88 unique addons were named by participants in the travelogue. As shown in figure 2, participants utilized
7 Table 1.. List of unique addons that were named by 3 or more participants. Addon Number Modality 1: Modality 2: Modality 3: Modality 4: Investment Skill Discourse Knowledge Altoholic 3 Secondary Primary AtlasLoot 8 Secondary Primary Bartender 5 Secondary Primary DBM 9 Secondary Primary Decursive 3 Secondary Primary Gatherer 3 Primary Secondary Figure 1. A participant's addon list. GearScore 3 Secondary Primary Omen 11 Secondary Primary Pitbull 3 Secondary Primary PowerAuras 3 Secondary Primary Quartz 3 Secondary Primary Quest Helper 3 Secondary Primary Recount 17 Secondary Primary SexyMap 3 Secondary Primary Titan Panel 3 Secondary Primary Figure 2. A Chinese player's XPerl 3 Secondary Primary interface. what action possibilities it op opened up as its primary Gatherer displays is based on the player's own function or action) and then what sort of secondary gathering data (or data that was shared by guildmates impact hat addon had as a social actor upon the play via the addon). As a tool that enables more well- well assemblage. Within the set of 16 "popular" addons informed decisions regarding the often time-intensive time (within our participant group), we found that each gathering activities, ies, we see Gatherer as strongly linked addon was linked with two modalities: one primary and to investment.. In its visualization of where and when one secondary. The distinction is illustrated in the the player obtained particular kinds of resources, Figure 3. A participant following two examples. Gatherer is secondarily related to (ludic) knowledge. demonstrating addons at Icecrown Citadel. The addon "Gatherer" ttracks and visualizes historical Conversely, Deadly Boss Mods (DBM) is one of the data related to assets obtained via the gathering most popular high-end end raiding addons in our dataset. professions (e.g. e.g. mining or herbing). The historical data DBM provides players with audio and visual alerts timed
8 to specific NPC monster damage abilities, such as flame Within the HCI community, we need to recast the ways breath (for the dragon Onyxia), poison waves (for in which addon use in MMOG play is understood, Heigan in the Naxxramas instance) or frost damage (for especially in relation to "expertise." What is clear from the Lich King in the Icecrown Citadel instance). DBM our travelogue data, surveys, interviews, and also notifies players when specific phases of a fight are observations is that people are making use of addons about to begin. DBM’s alerts allow players the time to as an affordance of the game - something that the recognize and react appropriately to each danger. publisher, Blizzard, has openly facilitated. By carefully Given this, DBM is linked here primarily with examining the role addons play as actors, researchers knowledge: it makes information that is otherwise can gain a richer understanding of what it means to use invisible visible. It is linked secondly with discourse; in specific addons. Presently, a search for "addon" or order to meaningfully communicate with other players "mod" in the SIG CHI proceedings returns a very small in a raid, the addons packages the specialized colloquial number of papers that only mention these assemblages language of gaming and insert it into the assemblage of in passing [e.g., 3]. The difference between outsourcing play in a way that is intended to goad players into agency and making invisible information visible is quite specific actions. significant, yet these differences are often wrapped up into the "does or doesn't use" model of expertise and Discussion and Conclusions normative MMOG play. With the categorization of addons using a multifaceted framework, we have proposed a theoretically-grounded Acknowledgements and empirically-driven model for conceptualizing and This research is sponsored by the Air Force Research ordering the ways that addons extend different Laboratory. manifestations and expressions of game-based ability. We plan to mobilize this framework along two References directions: the first, as a means of analyzing moments [1] Bainbridge, W. S. 2010. The Warcraft civilization : in our audio-visual data in lab-based settings in which social science in a virtual world, Cambridge, MA: MIT Press. expert players attempt to play without the addons they normally used (and showed us, via the travelogue) in [2] Bakhtin, M. 1986. Speech Genres and Other Late Essays. Trans. by Vern W. McGee. University of Texas their at-home play. Without the "plug-ins" that they are Press. accustomed to, these players are literally dis-abled. Secondly, we hope to further populate this framework [3] Bardzell, J., Bardzell, S., and Nardi, B. 2011. World of Warcraft as a global artifact. In Proceedings of the as we progress in our data collection for this study, in 2011 annual conference extended abstracts on Human order to develop a qualitatively-driven, quantitative factors in computing systems (CHI EA '11). ACM, New overview of which players use which addons, for which York, NY, USA, 169-172. purposes. [4] Begy, J. and Consalvo, M. 2011. "Achievements, Motivations and Rewards in Faunasphere." Game
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