Professional Documents
Culture Documents
s
o
c
i
a
l
g
a
m
e
s
i
s
t
h
e
i
r
a
c
t
u
a
l
s
o
c
i
a
b
i
l
i
t
y
.
I
n
t
h
i
s
p
o
s
i
t
i
o
n
p
a
p
e
r
,
w
e
e
x
a
m
i
n
e
t
h
e
s
o
c
i
a
b
i
l
i
t
y
o
f
s
o
c
i
a
l
g
a
m
e
s
f
r
o
m
t
h
r
e
e
d
i
f
f
e
r
e
n
t
p
e
r
s
p
e
c
t
i
v
e
s
:
a
c
a
d
e
m
i
a
,
i
n
d
u
s
t
r
y
a
n
d
p
l
a
y
e
r
s
.
O
u
r
a
i
m
i
s
t
o
u
n
d
e
r
s
t
a
n
d
t
h
e
c
u
r
r
e
n
t
s
t
a
t
e
o
f
s
o
c
i
a
b
i
l
i
t
y
i
n
s
o
c
i
a
l
g
a
m
e
s
a
n
d
r
e
c
o
g
n
i
z
e
t
h
e
n
e
g
l
e
c
t
e
d
a
r
e
a
s
t
h
a
t
c
o
u
l
d
b
e
u
s
e
d
i
n
t
h
e
d
e
s
i
g
n
o
f
s
o
c
i
a
l
g
a
m
e
s
.
A
u
t
h
o
r
K
e
y
w
o
r
d
s
V
i
d
e
o
G
a
m
e
s
;
S
o
c
i
a
l
N
e
t
w
o
r
k
s
;
S
o
c
i
a
l
G
a
m
e
s
;
F
a
c
e
b
o
o
k
;
S
o
c
i
a
b
i
l
i
t
y
A
C
M
C
l
a
s
s
i
f
i
c
a
t
i
o
n
K
e
y
w
o
r
d
s
H
.
5
.
m
.
I
n
f
o
r
m
a
t
i
o
n
i
n
t
e
r
f
a
c
e
s
a
n
d
p
r
e
s
e
n
t
a
t
i
o
n
(
e
.
g
.
,
H
C
I
)
:
M
i
s
c
e
l
l
a
n
e
o
u
s
.
S
e
e
:
h
t
t
p
:
/
/
w
w
w
.
a
c
m
.
o
r
g
/
a
b
o
u
t
/
c
l
a
s
s
/
1
9
9
8
/
M
a
n
d
a
t
o
r
y
s
e
c
t
i
o
n
t
o
b
e
i
n
c
l
u
d
e
d
i
n
y
o
u
r
f
i
n
a
l
v
e
r
s
i
o
n
.
G
e
n
e
r
a
l
T
e
r
m
s
S
e
e
l
i
s
t
o
f
t
h
e
l
i
m
i
t
e
d
A
C
M
1
6
t
e
r
m
s
i
n
t
h
e
i
n
s
t
r
u
c
t
i
o
n
s
a
n
d
a
d
d
i
t
i
o
n
a
l
i
n
f
o
r
m
a
t
i
o
n
:
h
t
t
p
:
/
/
w
w
w
.
s
h
e
r
i
d
a
n
p
r
i
n
t
i
n
g
.
c
o
m
/
s
i
g
c
h
i
/
g
e
n
e
r
a
l
t
e
r
m
s
.
h
t
m
O
p
t
i
o
n
a
l
s
e
c
t
i
o
n
t
o
b
e
i
n
c
l
u
d
e
d
i
n
y
o
u
r
f
i
n
a
l
v
e
r
s
i
o
n
.
C
o
p
y
r
i
g
h
t
i
s
h
e
l
d
b
y
t
h
e
a
u
t
h
o
r
/
o
w
n
e
r
(
s
)
.
C
H
I
1
3
,
A
p
r
i
l
2
7
M
a
y
2
,
2
0
1
3
,
P
a
r
i
s
,
F
r
a
n
c
e
.
A
C
M
9
7
8
-
1
-
X
X
X
X
-
X
X
X
X
-
X
/
X
X
/
X
X
.
J
a
n
n
e
P
a
a
v
i
l
a
i
n
e
n
U
n
i
v
e
r
s
i
t
y
o
f
T
a
m
p
e
r
e
K
a
n
s
l
e
r
i
n
r
i
n
n
e
1
T
a
m
p
e
r
e
,
F
I
-
3
3
0
1
4
F
i
n
l
a
n
d
j
a
n
n
e
.
p
a
a
v
i
l
a
i
n
e
n
@
u
t
a
.
f
i
H
a
n
n
u
K
o
r
h
o
n
e
n
U
n
i
v
e
r
s
i
t
y
o
f
T
a
m
p
e
r
e
K
a
n
s
l
e
r
i
n
r
i
n
n
e
1
T
a
m
p
e
r
e
,
F
I
-
3
3
0
1
4
F
i
n
l
a
n
d
h
a
n
n
u
.
j
u
h
a
n
i
.
k
o
r
h
o
n
e
n
@
u
t
a
.
f
i
K
a
t
i
A
l
h
a
U
n
i
v
e
r
s
i
t
y
o
f
T
a
m
p
e
r
e
K
a
n
s
l
e
r
i
n
r
i
n
n
e
1
T
a
m
p
e
r
e
,
F
I
-
3
3
0
1
4
F
i
n
l
a
n
d
k
a
t
i
.
a
l
h
a
@
u
t
a
.
f
i
J
a
a
k
k
o
S
t
e
n
r
o
s
U
n
i
v
e
r
s
i
t
y
o
f
T
a
m
p
e
r
e
K
a
n
s
l
e
r
i
n
r
i
n
n
e
1
T
a
m
p
e
r
e
,
F
I
-
3
3
0
1
4
F
i
n
l
a
n
d
j
a
a
k
k
o
.
s
t
e
n
r
o
s
@
u
t
a
.
f
i
F
r
a
n
s
M
y
r
U
n
i
v
e
r
s
i
t
y
o
f
T
a
m
p
e
r
e
K
a
n
s
l
e
r
i
n
r
i
n
n
e
1
T
a
m
p
e
r
e
,
F
I
-
3
3
0
1
4
F
i
n
l
a
n
d
f
r
a
n
s
.
m
a
y
r
a
@
u
t
a
.
f
i
DESVIG 2013
56
I
n
t
r
o
d
u
c
t
i
o
n
S
o
c
i
a
l
n
e
t
w
o
r
k
g
a
m
e
s
h
a
v
e
b
e
c
o
m
e
h
u
g
e
l
y
p
o
p
u
l
a
r
s
i
n
c
e
t
h
e
i
r
l
a
u
n
c
h
i
n
2
0
0
7
,
w
h
e
n
t
h
e
d
o
m
i
n
a
n
t
s
o
c
i
a
l
n
e
t
w
o
r
k
p
l
a
t
f
o
r
m
,
F
a
c
e
b
o
o
k
,
r
e
l
e
a
s
e
d
i
t
s
a
p
p
l
i
c
a
t
i
o
n
p
r
o
g
r
a
m
m
i
n
g
i
n
t
e
r
f
a
c
e
(
A
P
I
)
f
o
r
t
h
e
t
h
i
r
d
p
a
r
t
y
d
e
v
e
l
o
p
e
r
s
.
C
o
i
n
e
d
a
s
s
o
c
i
a
l
g
a
m
e
s
b
y
t
h
e
i
n
d
u
s
t
r
y
,
t
h
e
s
e
g
a
m
e
s
a
r
e
p
l
a
y
e
d
b
y
m
i
l
l
i
o
n
s
o
f
p
l
a
y
e
r
s
o
n
d
a
i
l
y
b
a
s
i
s
m
a
k
i
n
g
s
o
c
i
a
l
g
a
m
e
s
o
n
e
o
f
t
h
e
f
a
s
t
e
s
t
g
r
o
w
i
n
g
s
e
g
m
e
n
t
s
i
n
t
h
e
b
u
s
i
n
e
s
s
[
1
1
]
.
S
o
c
i
a
l
g
a
m
e
s
a
r
e
b
a
s
e
d
o
n
s
o
c
i
a
l
n
e
t
w
o
r
k
p
l
a
t
f
o
r
m
s
a
n
d
t
h
e
y
u
t
i
l
i
z
e
f
r
e
e
-
t
o
-
p
l
a
y
r
e
v
e
n
u
e
m
o
d
e
l
,
p
r
o
v
i
d
i
n
g
e
a
s
y
a
c
c
e
s
s
t
o
p
l
a
y
.
S
i
n
c
e
t
h
e
i
r
l
a
u
n
c
h
,
s
o
c
i
a
l
g
a
m
e
s
h
a
v
e
g
a
i
n
e
d
a
l
o
t
o
f
h
y
p
e
a
n
d
a
t
t
e
n
t
i
o
n
i
n
s
i
d
e
t
h
e
g
a
m
e
i
n
d
u
s
t
r
y
.
T
h
e
i
r
n
a
t
u
r
e
a
n
d
v
a
l
u
e
s
h
a
v
e
b
e
e
n
d
i
s
c
u
s
s
e
d
w
i
d
e
l
y
.
O
n
e
d
i
s
c
u
s
s
i
o
n
t
o
p
i
c
i
s
t
h
e
i
r
s
o
c
i
a
b
i
l
i
t
y
.
S
o
c
i
a
l
g
a
m
e
s
a
r
e
s
o
c
i
a
l
i
n
t
h
e
s
e
n
s
e
t
h
a
t
t
h
e
y
a
r
e
b
a
s
e
d
o
n
a
s
o
c
i
a
l
n
e
t
w
o
r
k
p
l
a
t
f
o
r
m
a
n
d
o
f
t
e
n
u
t
i
l
i
z
e
t
h
e
p
l
a
y
e
r
s
f
r
i
e
n
d
s
f
o
r
p
l
a
y
p
u
r
p
o
s
e
s
.
H
o
w
e
v
e
r
,
t
h
e
r
e
h
a
v
e
b
e
e
n
d
i
s
c
u
s
s
i
o
n
s
s
a
y
i
n
g
t
h
a
t
t
h
e
s
e
g
a
m
e
s
a
r
e
n
o
t
t
r
u
l
y
s
o
c
i
a
l
a
n
d
t
h
a
t
t
h
e
r
e
i
s
m
u
c
h
m
o
r
e
p
o
t
e
n
t
i
a
l
t
o
i
n
c
r
e
a
s
e
t
h
e
i
r
s
o
c
i
a
b
i
l
i
t
y
[
2
,
9
]
.
A
s
t
h
e
s
e
g
a
m
e
s
a
r
e
n
e
w
a
n
d
t
h
e
i
r
d
e
s
i
g
n
p
r
a
c
t
i
c
e
s
a
r
e
e
v
o
l
v
i
n
g
r
a
p
i
d
l
y
,
t
h
e
s
o
c
i
a
l
s
i
d
e
o
f
s
o
c
i
a
l
g
a
m
e
s
d
e
s
e
r
v
e
s
a
c
l
o
s
e
r
l
o
o
k
.
I
n
t
h
i
s
p
o
s
i
t
i
o
n
p
a
p
e
r
w
e
e
x
a
m
i
n
e
t
h
e
s
o
c
i
a
b
i
l
i
t
y
o
f
s
o
c
i
a
l
g
a
m
e
s
.
W
e
a
p
p
r
o
a
c
h
t
h
e
i
s
s
u
e
f
r
o
m
t
h
r
e
e
d
i
s
t
i
n
c
t
p
e
r
s
p
e
c
t
i
v
e
s
:
a
c
a
d
e
m
i
a
,
i
n
d
u
s
t
r
y
a
n
d
p
l
a
y
e
r
s
.
T
h
e
p
u
r
p
o
s
e
i
s
t
o
m
a
p
t
h
e
d
i
s
c
u
s
s
i
o
n
a
n
d
d
e
s
i
g
n
p
r
a
c
t
i
c
e
s
,
t
h
u
s
t
o
u
n
d
e
r
s
t
a
n
d
t
h
e
c
u
r
r
e
n
t
s
t
a
t
e
o
f
s
o
c
i
a
b
i
l
i
t
y
i
n
s
o
c
i
a
l
g
a
m
e
s
.
A
l
s
o
,
t
h
i
s
a
n
a
l
y
s
i
s
a
i
m
s
t
o
r
e
c
o
g
n
i
z
e
t
h
e
n
e
g
l
e
c
t
e
d
a
r
e
a
s
o
f
s
o
c
i
a
b
i
l
i
t
y
t
h
a
t
c
o
u
l
d
b
e
u
s
e
d
i
n
t
h
e
d
e
s
i
g
n
o
f
s
o
c
i
a
l
g
a
m
e
s
.
W
e
b
e
l
i
e
v
e
o
u
r
a
n
a
l
y
s
i
s
i
s
b
e
n
e
f
i
c
i
a
l
f
o
r
t
h
e
d
e
s
i
g
n
a
n
d
e
v
a
l
u
a
t
i
o
n
o
f
s
o
c
i
a
b
i
l
i
t
y
i
n
s
o
c
i
a
l
g
a
m
e
s
.
A
c
a
d
e
m
i
a
A
p
p
r
o
a
c
h
S
t
e
n
r
o
s
e
t
a
l
.
h
a
v
e
c
r
e
a
t
e
d
a
f
r
a
m
e
w
o
r
k
f
o
r
s
o
c
i
a
l
i
n
t
e
r
a
c
t
i
o
n
i
n
g
a
m
e
s
[
1
4
]
.
I
n
g
e
n
e
r
a
l
,
s
o
c
i
a
b
i
l
i
t
y
c
a
n
e
m
e
r
g
e
b
o
t
h
i
n
a
n
d
o
u
t
s
i
d
e
a
g
a
m
e
a
n
d
i
t
i
s
r
e
l
a
t
e
d
t
o
p
r
e
s
e
n
c
e
,
i
n
t
e
r
a
c
t
i
o
n
a
n
d
c
o
m
m
u
n
i
c
a
t
i
o
n
b
e
t
w
e
e
n
t
h
e
p
l
a
y
e
r
s
.
S
o
c
i
a
b
i
l
i
t
y
i
s
n
a
t
u
r
a
l
p
a
r
t
o
f
g
a
m
e
s
,
w
h
i
c
h
f
e
a
t
u
r
e
t
w
o
o
r
m
o
r
e
p
l
a
y
e
r
s
,
b
u
t
i
t
c
a
n
b
e
f
o
u
n
d
i
n
s
i
n
g
l
e
p
l
a
y
e
r
g
a
m
e
s
a
s
w
e
l
l
[
1
4
]
.
O
n
e
o
f
t
h
e
i
n
t
e
r
e
s
t
i
n
g
a
s
p
e
c
t
s
o
f
t
h
e
f
r
a
m
e
w
o
r
k
i
s
s
o
c
i
a
b
i
l
i
t
y
o
f
t
h
e
m
a
s
s
i
v
e
l
y
s
i
n
g
l
e
p
l
a
y
e
r
g
a
m
e
s
,
i
.
e
.
s
o
c
i
a
l
g
a
m
e
s
.
I
n
t
h
e
s
e
g
a
m
e
s
,
n
u
m
e
r
o
u
s
p
l
a
y
e
r
s
a
r
e
p
l
a
y
i
n
g
t
h
e
g
a
m
e
a
s
y
n
c
h
r
o
n
o
u
s
l
y
i
n
p
a
r
a
l
l
e
l
.
E
a
c
h
p
l
a
y
e
r
h
a
s
t
h
e
i
r
o
w
n
p
e
r
s
o
n
a
l
g
a
m
e
s
p
a
c
e
,
a
n
d
t
h
e
y
c
a
n
v
i
s
i
t
t
h
e
i
r
f
r
i
e
n
d
s
(
u
s
u
a
l
l
y
c
a
l
l
e
d
n
e
i
g
h
b
o
r
)
g
a
m
e
s
p
a
c
e
s
a
n
d
e
n
a
c
t
s
i
m
p
l
e
t
a
s
k
s
s
u
c
h
a
s
s
e
n
d
i
n
g
g
i
f
t
s
o
r
h
e
l
p
i
n
g
w
i
t
h
c
h
o
r
e
s
t
o
a
i
d
t
h
e
i
r
f
r
i
e
n
d
s
p
r
o
g
r
e
s
s
i
n
g
i
n
t
h
e
g
a
m
e
.
[
1
4
,
1
5
]
S
o
c
i
a
l
g
a
m
e
s
c
a
n
a
l
s
o
u
t
i
l
i
z
e
t
h
e
p
l
a
y
e
r
s
s
o
c
i
a
l
n
e
t
w
o
r
k
t
o
c
r
e
a
t
e
p
e
r
s
o
n
a
l
c
o
n
t
e
n
t
i
n
t
h
e
g
a
m
e
.
W
a
n
d
e
r
i
n
g
n
o
n
-
p
l
a
y
e
r
c
h
a
r
a
c
t
e
r
s
m
i
g
h
t
b
e
n
a
m
e
d
a
f
t
e
r
p
l
a
y
e
r
s
f
r
i
e
n
d
s
o
r
t
h
e
p
l
a
y
e
r
c
a
n
a
s
s
i
g
n
f
r
i
e
n
d
s
f
o
r
d
i
f
f
e
r
e
n
t
r
o
l
e
s
i
n
t
h
e
g
a
m
e
s
p
a
c
e
,
w
i
t
h
o
u
t
l
e
t
t
i
n
g
h
e
r
f
r
i
e
n
d
s
k
n
o
w
a
b
o
u
t
i
t
[
1
1
]
.
A
l
t
h
o
u
g
h
t
h
e
r
e
m
i
g
h
t
n
o
t
b
e
r
i
c
h
a
n
d
s
y
n
c
h
r
o
n
o
u
s
s
o
c
i
a
l
i
n
t
e
r
a
c
t
i
o
n
b
e
t
w
e
e
n
t
h
e
p
l
a
y
e
r
a
n
d
h
e
r
f
r
i
e
n
d
s
,
t
h
e
r
e
i
s
t
h
e
s
e
n
s
e
o
f
p
e
r
s
o
n
a
l
p
r
e
s
e
n
c
e
i
n
t
h
e
g
a
m
e
.
A
n
i
n
t
e
r
e
s
t
i
n
g
o
b
s
e
r
v
a
t
i
o
n
i
s
t
h
a
t
a
l
t
h
o
u
g
h
s
o
c
i
a
b
i
l
i
t
y
s
e
e
m
s
t
o
b
e
s
h
a
l
l
o
w
,
p
r
o
g
r
e
s
s
i
n
g
i
n
a
g
a
m
e
m
i
g
h
t
b
e
c
o
m
e
d
e
p
e
n
d
e
n
t
o
n
t
h
e
s
e
s
h
a
l
l
o
w
s
o
c
i
a
l
a
c
t
i
o
n
s
.
A
t
t
h
e
b
e
g
i
n
n
i
n
g
t
h
e
p
l
a
y
e
r
c
a
n
p
l
a
y
t
h
e
g
a
m
e
a
l
o
n
e
,
b
u
t
a
s
t
h
e
g
a
m
e
a
d
v
a
n
c
e
s
t
h
e
p
l
a
y
e
r
n
e
e
d
s
t
o
h
a
v
e
m
o
r
e
f
r
i
e
n
d
s
i
n
v
o
l
v
e
d
,
w
h
o
w
i
l
l
h
e
l
p
i
n
c
o
m
p
l
e
t
i
n
g
t
a
s
k
s
,
o
r
t
h
e
p
l
a
y
e
r
n
e
e
d
s
t
o
h
e
l
p
o
t
h
e
r
s
[
1
5
]
.
T
h
i
s
c
a
n
c
r
e
a
t
e
a
DESVIG 2013
57
b
u
r
d
e
n
f
o
r
s
o
m
e
p
l
a
y
e
r
s
,
a
s
t
h
e
y
m
i
g
h
t
n
o
t
h
a
v
e
f
r
i
e
n
d
s
a
v
a
i
l
a
b
l
e
w
h
o
w
o
u
l
d
p
l
a
y
t
h
e
g
a
m
e
,
t
h
u
s
t
h
e
p
r
o
g
r
e
s
s
s
t
a
g
n
a
t
e
s
[
1
1
]
.
S
o
c
i
a
l
g
a
m
e
s
d
i
s
c
u
s
s
i
o
n
f
o
r
u
m
s
a
r
e
u
s
u
a
l
l
y
f
i
l
l
e
d
u
p
w
i
t
h
A
d
d
m
e
!
t
h
r
e
a
d
s
w
h
e
r
e
e
n
t
h
u
s
i
a
s
t
i
c
p
l
a
y
e
r
s
s
e
e
k
g
a
m
i
n
g
f
r
i
e
n
d
s
t
o
b
e
i
n
c
l
u
d
e
d
i
n
t
o
t
h
e
i
r
s
o
c
i
a
l
n
e
t
w
o
r
k
.
S
o
c
i
a
b
i
l
i
t
y
i
n
c
l
u
d
e
s
c
o
m
m
u
n
i
c
a
t
i
o
n
b
e
t
w
e
e
n
i
n
d
i
v
i
d
u
a
l
s
.
I
n
t
r
a
d
i
t
i
o
n
a
l
g
a
m
e
s
,
t
h
i
s
c
a
n
m
e
a
n
c
h
a
t
t
i
n
g
a
m
o
n
g
p
l
a
y
e
r
s
i
n
t
h
e
s
a
m
e
r
o
o
m
o
r
t
h
r
o
u
g
h
a
n
i
n
-
g
a
m
e
c
o
m
m
u
n
i
c
a
t
i
o
n
c
h
a
n
n
e
l
[
1
4
]
.
S
o
c
i
a
l
g
a
m
e
s
d
o
n
o
t
u
s
u
a
l
l
y
f
e
a
t
u
r
e
i
n
-
g
a
m
e
c
o
m
m
u
n
i
c
a
t
i
o
n
c
h
a
n
n
e
l
s
(
a
s
i
d
e
f
r
o
m
c
o
m
m
u
n
i
c
a
t
i
n
g
b
y
g
i
v
i
n
g
g
i
f
t
s
e
t
c
.
)
,
b
u
t
t
h
e
y
c
a
n
u
t
i
l
i
z
e
e
x
t
e
r
n
a
l
c
h
a
n
n
e
l
s
,
l
i
k
e
t
h
e
F
a
c
e
b
o
o
k
c
h
a
t
.
C
o
m
m
u
n
i
c
a
t
i
o
n
b
e
t
w
e
e
n
f
r
i
e
n
d
s
t
h
r
o
u
g
h
t
h
e
g
a
m
e
i
s
m
a
i
n
l
y
d
o
n
e
v
i
a
m
e
s
s
a
g
e
s
t
h
a
t
c
a
n
b
e
p
o
s
t
e
d
t
o
t
h
e
p
l
a
y
e
r
s
o
r
f
r
i
e
n
d
s
f
e
e
d
s
i
n
t
h
e
s
o
c
i
a
l
n
e
t
w
o
r
k
(
e
.
g
.
F
a
c
e
b
o
o
k
W
a
l
l
)
.
T
h
e
s
e
f
e
a
t
u
r
e
s
a
r
e
e
s
s
e
n
t
i
a
l
f
r
o
m
t
h
e
v
i
r
a
l
m
a
r
k
e
t
i
n
g
p
e
r
s
p
e
c
t
i
v
e
,
b
u
t
t
h
e
y
c
a
n
a
l
s
o
b
e
c
o
n
s
i
d
e
r
e
d
s
p
a
m
m
i
n
g
w
h
i
c
h
i
s
n
o
t
d
e
s
i
r
a
b
l
e
s
o
c
i
a
b
i
l
i
t
y
i
n
t
h
e
g
a
m
e
[
1
0
,
1
1
,
1
5
]
.
I
n
d
u
s
t
r
y
I
n
s
i
g
h
t
s
T
h
e
g
a
m
e
i
n
d
u
s
t
r
y
h
a
s
h
a
d
h
a
r
d
t
i
m
e
t
o
d
e
f
i
n
e
p
r
e
c
i
s
e
l
y
w
h
a
t
s
o
c
i
a
l
g
a
m
e
s
a
r
e
[
8
]
.
P
a
r
t
l
y
,
t
h
i
s
i
s
b
e
c
a
u
s
e
o
f
t
h
e
(
u
n
)
i
n
t
e
n
d
e
d
c
o
n
f
u
s
i
o
n
a
b
o
u
t
t
h
e
s
c
o
p
e
o
f
t
h
e
t
e
r
m
s
o
c
i
a
l
g
a
m
e
s
.
W
h
i
l
e
s
o
m
e
c
o
n
s
i
d
e
r
i
t
s
y
n
o
n
y
m
o
u
s
t
o
F
a
c
e
b
o
o
k
g
a
m
e
s
,
o
t
h
e
r
s
f
r
a
m
e
i
t
t
o
a
l
a
r
g
e
r
c
o
n
t
e
x
t
o
f
a
n
y
g
a
m
e
w
i
t
h
s
o
c
i
a
l
i
n
t
e
r
a
c
t
i
o
n
[
8
]
.
T
h
e
r
e
a
r
e
a
l
s
o
t
h
o
s
e
w
h
o
d
o
n
o
t
c
o
n
s
i
d
e
r
t
h
e
m
a
s
g
a
m
e
s
a
t
a
l
l
,
b
u
t
m
e
r
e
l
y
a
s
m
o
c
k
e
r
y
o
f
r
e
a
l
g
a
m
e
s
[
8
]
.
J
r
v
i
n
e
n
h
a
s
p
r
o
p
o
s
e
d
t
h
e
f
o
l
l
o
w
i
n
g
d
e
f
i
n
i
t
i
o
n
f
o
r
s
o
c
i
a
l
g
a
m
e
s
:
O
n
l
i
n
e
g
a
m
e
s
t
h
a
t
a
d
a
p
t
y
o
u
r
f
r
i
e
n
d
s
h
i
p
t
i
e
s
f
o
r
p
l
a
y
p
u
r
p
o
s
e
s
,
w
h
i
l
e
a
c
c
o
m
m
o
d
a
t
i
o
n
y
o
u
r
d
a
i
l
y
r
o
u
t
i
n
e
s
[
4
]
.
H
e
r
e
,
s
o
c
i
a
b
i
l
i
t
y
i
s
m
a
n
i
f
e
s
t
e
d
t
h
r
o
u
g
h
t
h
e
f
r
i
e
n
d
s
h
i
p
t
i
e
s
r
e
m
a
r
k
.
G
a
m
e
d
e
s
i
g
n
e
r
s
h
a
v
e
p
r
o
p
o
s
e
d
v
a
r
i
o
u
s
m
o
d
e
l
s
[
3
,
1
6
]
f
o
r
u
n
d
e
r
s
t
a
n
d
i
n
g
s
o
c
i
a
l
g
a
m
e
s
d
e
s
i
g
n
,
a
n
d
s
o
c
i
a
b
i
l
i
t
y
h
a
s
b
e
e
n
i
d
e
n
t
i
f
i
e
d
a
s
a
k
e
y
f
e
a
t
u
r
e
o
f
t
h
e
s
e
g
a
m
e
s
.
T
y
p
i
c
a
l
l
y
,
s
o
c
i
a
b
i
l
i
t
y
i
s
d
i
s
c
u
s
s
e
d
i
n
r
e
l
a
t
i
o
n
t
o
a
s
y
n
c
h
r
o
n
o
u
s
g
a
m
e
p
l
a
y
,
r
e
c
i
p
r
o
c
i
t
y
,
c
o
l
l
a
b
o
r
a
t
i
o
n
a
n
d
c
o
m
p
e
t
i
t
i
o
n
.
A
l
t
h
o
u
g
h
s
o
c
i
a
b
i
l
i
t
y
h
a
s
b
e
e
n
s
e
e
n
a
s
a
n
i
m
p
o
r
t
a
n
t
a
s
p
e
c
t
i
n
s
o
c
i
a
l
g
a
m
e
s
,
i
n
t
e
r
e
s
t
i
n
g
l
y
t
h
e
i
n
d
u
s
t
r
y
d
i
s
c
u
s
s
i
o
n
h
a
s
b
e
e
n
f
o
c
u
s
e
d
o
n
t
h
e
s
h
a
l
l
o
w
s
o
c
i
a
b
i
l
i
t
y
i
n
t
h
e
s
e
g
a
m
e
s
.
T
h
e
l
a
c
k
o
f
r
e
a
l
s
o
c
i
a
b
i
l
i
t
y
h
a
s
b
e
e
n
c
o
n
n
e
c
t
e
d
t
o
t
h
e
a
s
y
n
c
h
r
o
n
o
u
s
g
a
m
e
p
l
a
y
,
w
h
i
c
h
a
l
l
o
w
s
t
h
e
p
l
a
y
e
r
s
t
o
p
l
a
y
w
i
t
h
o
u
t
a
l
l
p
a
r
t
i
e
s
b
e
i
n
g
p
r
e
s
e
n
t
i
n
t
h
e
g
a
m
e
a
t
t
h
e
s
a
m
e
t
i
m
e
[
1
3
]
.
A
b
i
l
i
t
y
t
o
p
l
a
y
t
o
g
e
t
h
e
r
i
n
a
s
h
a
r
e
d
p
h
y
s
i
c
a
l
s
p
a
c
e
o
r
i
n
r
e
a
l
-
t
i
m
e
c
o
n
c
u
r
r
e
n
t
l
y
h
a
s
b
e
e
n
s
e
e
n
a
s
t
h
e
f
u
n
d
a
m
e
n
t
a
l
a
s
p
e
c
t
s
o
f
a
t
r
u
l
y
s
o
c
i
a
l
g
a
m
e
[
7
,
1
2
]
.
R
e
c
e
n
t
l
y
t
h
e
r
e
h
a
v
e
b
e
e
n
a
m
b
i
t
i
o
u
s
a
t
t
e
m
p
t
s
t
o
b
r
i
n
g
s
y
n
c
h
r
o
n
o
u
s
g
a
m
e
p
l
a
y
i
n
t
o
t
h
e
s
o
c
i
a
l
g
a
m
e
s
s
p
a
c
e
a
s
w
e
l
l
[
6
]
.
T
h
e
r
e
i
s
a
l
s
o
a
n
e
v
o
l
u
t
i
o
n
a
r
y
p
e
r
s
p
e
c
t
i
v
e
t
h
a
t
s
o
c
i
a
l
g
a
m
e
s
a
r
e
s
t
i
l
l
i
n
t
h
e
i
n
f
a
n
c
y
a
n
d
b
e
t
t
e
r
p
r
a
c
t
i
c
e
s
a
r
e
p
i
c
k
e
d
u
p
a
s
t
h
e
g
e
n
r
e
e
v
o
l
v
e
s
[
2
,
9
]
.
T
h
i
s
d
i
s
c
u
s
s
i
o
n
h
a
s
b
e
e
n
a
p
p
a
r
e
n
t
i
n
e
a
r
l
i
e
r
g
a
m
e
r
e
l
e
a
s
e
s
,
w
h
i
c
h
h
a
v
e
b
e
e
n
m
o
r
e
s
o
c
i
a
l
t
h
e
n
t
h
e
i
r
p
r
e
d
e
c
e
s
s
o
r
s
[
1
,
1
5
]
.
H
o
w
e
v
e
r
,
n
o
t
e
v
e
r
y
o
n
e
a
g
r
e
e
s
t
h
a
t
s
o
c
i
a
l
g
a
m
e
s
s
h
o
u
l
d
b
e
m
o
r
e
s
o
c
i
a
l
,
a
s
i
t
m
i
g
h
t
l
e
a
d
t
o
l
o
s
i
n
g
t
h
e
c
a
s
u
a
l
f
e
e
l
o
f
t
h
e
g
a
m
e
p
l
a
y
,
i
f
t
h
e
y
a
r
e
b
u
r
d
e
n
e
d
w
i
t
h
t
o
o
m
a
n
y
s
o
c
i
a
l
f
e
a
t
u
r
e
s
.
[
5
]
DESVIG 2013
58
P
l
a
y
e
r
s
P
e
r
s
p
e
c
t
i
v
e
I
n
a
n
o
t
h
e
r
s
t
u
d
y
[
1
1
]
w
e
i
n
t
e
r
v
i
e
w
e
d
1
8
F
a
c
e
b
o
o
k
u
s
e
r
s
(
1
4
m
a
l
e
,
4
f
e
m
a
l
e
,
a
v
e
r
a
g
e
a
g
e
3
1
y
e
a
r
s
)
,
f
o
c
u
s
i
n
g
o
n
h
o
w
s
o
c
i
a
l
g
a
m
e
s
a
r
e
p
e
r
c
e
i
v
e
d
a
n
d
p
l
a
y
e
d
.
T
h
e
i
n
t
e
r
v
i
e
w
e
e
s
s
a
w
s
o
c
i
a
b
i
l
i
t
y
a
s
a
n
i
m
p
o
r
t
a
n
t
,
y
e
t
s
h
a
l
l
o
w
,
p
a
r
t
o
f
g
a
m
i
n
g
a
n
d
f
o
r
s
o
m
e
p
l
a
y
e
r
s
i
t
w
a
s
c
o
n
s
i
d
e
r
e
d
t
o
b
e
m
o
r
e
i
m
p
o
r
t
a
n
t
t
h
a
n
i
n
o
t
h
e
r
t
y
p
e
s
o
f
g
a
m
e
s
.
W
e
l
l
-
d
e
s
i
g
n
e
d
s
o
c
i
a
b
i
l
i
t
y
c
a
n
i
n
s
o
m
e
c
a
s
e
s
e
v
e
n
o
u
t
w
e
i
g
h
p
o
o
r
g
a
m
e
d
e
s
i
g
n
i
f
t
h
e
r
e
i
s
a
n
i
c
e
g
r
o
u
p
o
f
f
r
i
e
n
d
s
p
l
a
y
i
n
g
t
h
e
g
a
m
e
.
T
h
e
p
l
a
y
e
r
s
p
e
r
c
e
p
t
i
o
n
s
o
n
s
o
c
i
a
b
i
l
i
t
y
f
o
l
l
o
w
t
h
e
i
n
d
u
s
t
r
y
d
i
s
c
u
s
s
i
o
n
:
s
o
c
i
a
l
g
a
m
e
s
h
a
v
e
l
i
t
t
l
e
r
e
a
l
s
o
c
i
a
b
i
l
i
t
y
i
n
r
e
g
a
r
d
s
t
o
s
o
c
i
a
l
i
n
t
e
r
a
c
t
i
o
n
t
h
r
o
u
g
h
g
a
m
e
m
e
c
h
a
n
i
c
s
.
I
n
a
d
d
i
t
i
o
n
,
t
h
e
g
a
m
e
s
w
e
r
e
p
e
r
c
e
i
v
e
d
a
s
s
i
n
g
l
e
p
l
a
y
e
r
g
a
m
e
s
w
i
t
h
a
s
o
c
i
a
l
t
w
i
s
t
.
H
o
w
e
v
e
r
,
e
v
e
n
t
h
o
u
g
h
t
h
e
l
e
v
e
l
o
f
s
o
c
i
a
b
i
l
i
t
y
o
n
g
a
m
e
m
e
c
h
a
n
i
c
s
l
e
v
e
l
w
a
s
p
e
r
c
e
i
v
e
d
a
s
l
o
w
,
i
t
s
t
i
l
l
h
a
d
v
a
l
u
e
f
o
r
t
h
e
p
l
a
y
e
r
s
i
n
r
e
g
a
r
d
s
t
o
s
o
c
i
a
l
r
e
l
a
t
i
o
n
s
h
i
p
s
.
F
o
r
e
x
a
m
p
l
e
,
a
t
y
p
i
c
a
l
t
a
s
k
o
f
s
e
n
d
i
n
g
g
i
f
t
s
t
o
f
e
l
l
o
w
p
l
a
y
e
r
s
c
a
n
l
e
a
d
t
o
s
t
r
o
n
g
e
r
t
i
e
s
b
e
t
w
e
e
n
t
h
e
m
,
c
r
e
a
t
i
n
g
t
r
u
s
t
a
n
d
s
o
c
i
a
l
p
r
e
f
e
r
e
n
c
e
.
H
e
l
p
i
n
g
t
r
u
s
t
e
d
f
e
l
l
o
w
p
l
a
y
e
r
s
i
n
t
h
e
g
a
m
e
c
a
n
b
e
a
m
o
t
i
v
a
t
i
n
g
f
a
c
t
o
r
i
n
i
t
s
e
l
f
a
n
d
t
h
e
p
l
a
y
e
r
k
e
e
p
s
o
n
p
l
a
y
i
n
g
t
h
e
g
a
m
e
,
a
l
t
h
o
u
g
h
t
h
e
p
l
a
y
e
r
i
s
n
o
l
o
n
g
e
r
i
n
t
e
r
e
s
t
e
d
i
n
t
h
e
g
a
m
e
a
s
s
u
c
h
.
A
n
i
n
t
e
r
e
s
t
i
n
g
n
o
t
i
o
n
w
a
s
t
h
a
t
p
l
a
y
e
r
s
s
a
w
s
o
c
i
a
b
i
l
i
t
y
m
a
i
n
l
y
s
u
p
p
o
r
t
i
n
g
t
h
e
c
o
l
l
a
b
o
r
a
t
i
v
e
s
i
d
e
o
f
g
a
m
i
n
g
a
n
d
s
o
m
e
i
n
t
e
r
v
i
e
w
e
e
s
w
o
u
l
d
h
a
v
e
l
i
k
e
d
t
o
s
e
e
m
o
r
e
c
o
n
f
l
i
c
t
m
e
c
h
a
n
i
c
s
,
w
h
i
c
h
c
o
u
l
d
b
e
u
s
e
d
a
g
a
i
n
s
t
o
t
h
e
r
p
l
a
y
e
r
s
.
T
h
e
i
n
t
e
r
v
i
e
w
e
e
s
a
l
s
o
c
o
m
m
e
n
t
e
d
t
h
a
t
s
o
c
i
a
l
i
n
t
e
r
a
c
t
i
o
n
i
s
n
o
t
a
p
r
e
r
e
q
u
i
s
i
t
e
f
o
r
s
o
c
i
a
l
f
u
n
.
S
t
e
n
r
o
s
e
t
a
l
.
s
t
a
t
e
d
t
h
a
t
o
n
e
o
f
t
h
e
k
e
y
f
o
r
m
s
o
f
s
o
c
i
a
b
i
l
i
t
y
w
a
s
t
h
e
s
o
c
i
a
l
p
r
e
s
e
n
c
e
i
n
t
h
e
g
a
m
e
a
n
d
u
s
i
n
g
s
o
c
i
a
l
g
a
m
e
c
o
n
t
e
n
t
,
w
h
i
c
h
e
m
e
r
g
e
s
f
r
o
m
t
h
e
s
o
c
i
a
l
n
e
t
w
o
r
k
[
1
4
]
.
I
n
t
e
r
v
i
e
w
e
e
s
i
n
t
h
e
s
t
u
d
y
s
t
a
t
e
d
t
h
a
t
a
s
s
i
g
n
i
n
g
f
r
i
e
n
d
s
t
o
n
o
m
i
n
a
l
r
o
l
e
s
i
n
t
h
e
g
a
m
e
w
a
s
c
o
n
s
i
d
e
r
e
d
f
u
n
a
n
d
i
t
a
d
d
e
d
v
a
l
u
e
t
o
t
h
e
g
a
m
e
,
b
u
t
i
t
w
a
s
n
o
t
s
e
e
n
a
s
v
e
r
y
s
o
c
i
a
l
.
I
n
c
r
e
a
s
i
n
g
d
e
m
a
n
d
o
f
i
n
v
i
t
i
n
g
f
r
i
e
n
d
s
t
o
j
o
i
n
t
h
e
g
a
m
e
a
n
d
r
e
c
e
i
v
i
n
g
s
u
c
h
r
e
q
u
e
s
t
s
f
r
o
m
f
r
i
e
n
d
s
w
a
s
d
e
s
c
r
i
b
e
d
s
o
m
e
t
i
m
e
s
a
s
h
e
l
l
i
s
h
a
n
n
o
y
a
n
c
e
.
P
r
o
g
r
e
s
s
i
o
n
i
n
s
o
c
i
a
l
g
a
m
e
s
w
a
s
c
o
n
s
i
d
e
r
e
d
t
o
b
e
t
o
o
d
e
p
e
n
d
e
n
t
o
n
t
h
e
a
m
o
u
n
t
o
f
p
l
a
y
i
n
g
f
r
i
e
n
d
s
,
a
n
d
s
p
a
m
m
i
n
g
f
r
i
e
n
d
s
w
i
t
h
r
e
q
u
e
s
t
s
w
a
s
s
e
e
n
a
s
i
m
p
o
l
i
t
e
.
O
n
e
e
x
p
l
a
n
a
t
i
o
n
f
o
r
s
u
c
h
o
p
i
n
i
o
n
m
i
g
h
t
b
e
t
h
e
p
e
r
c
e
p
t
i
o
n
o
f
s
o
c
i
a
l
g
a
m
e
s
b
e
i
n
g
m
a
i
n
l
y
s
i
n
g
l
e
p
l
a
y
e
r
g
a
m
e
s
,
a
s
s
t
a
t
e
d
e
a
r
l
i
e
r
.
A
s
v
i
r
a
l
d
i
s
t
r
i
b
u
t
i
o
n
o
f
t
h
e
g
a
m
e
i
s
a
n
e
s
s
e
n
t
i
a
l
f
e
a
t
u
r
e
f
r
o
m
t
h
e
b
u
s
i
n
e
s
s
p
e
r
s
p
e
c
t
i
v
e
,
i
t
w
a
s
a
l
s
o
t
h
e
m
o
s
t
c
o
m
m
o
n
c
a
u
s
e
o
f
f
r
u
s
t
r
a
t
i
o
n
f
o
r
t
h
e
p
l
a
y
e
r
s
.
D
i
f
f
e
r
e
n
t
n
o
t
i
f
i
c
a
t
i
o
n
s
,
r
e
q
u
e
s
t
s
,
n
e
w
s
f
e
e
d
i
t
e
m
s
a
n
d
w
a
l
l
p
o
s
t
s
w
e
r
e
c
o
n
s
i
d
e
r
e
d
a
s
s
p
a
m
.
I
t
w
a
s
e
s
p
e
c
i
a
l
l
y
i
r
r
i
t
a
t
i
n
g
w
h
e
n
n
o
t
i
f
i
c
a
t
i
o
n
s
c
a
m
e
f
r
o
m
a
g
a
m
e
t
h
a
t
a
p
l
a
y
e
r
d
i
d
n
o
t
e
v
e
n
p
l
a
y
.
I
t
r
e
s
u
l
t
e
d
t
h
a
t
t
h
e
p
l
a
y
e
r
s
b
l
o
c
k
e
d
t
h
e
w
h
o
l
e
g
a
m
e
t
o
s
t
o
p
t
h
o
s
e
n
o
t
i
f
i
c
a
t
i
o
n
s
.
O
n
t
h
e
o
t
h
e
r
h
a
n
d
,
i
n
t
e
r
v
i
e
w
e
e
s
a
d
m
i
t
t
e
d
t
h
a
t
v
i
r
a
l
m
e
c
h
a
n
i
s
m
s
h
a
d
a
p
o
s
i
t
i
v
e
i
n
f
l
u
e
n
c
e
a
s
w
e
l
l
.
R
e
c
o
m
m
e
n
d
a
t
i
o
n
s
f
r
o
m
t
r
u
s
t
w
o
r
t
h
y
p
l
a
y
e
r
s
w
e
r
e
a
n
i
m
p
o
r
t
a
n
t
s
o
u
r
c
e
o
f
f
i
n
d
i
n
g
n
e
w
g
a
m
e
s
.
I
n
o
v
e
r
a
l
l
,
i
t
s
e
e
m
s
t
h
a
t
i
n
f
l
u
e
n
c
e
o
f
o
t
h
e
r
p
l
a
y
e
r
s
i
s
a
s
t
r
o
n
g
f
a
c
t
o
r
o
f
s
o
c
i
a
b
i
l
i
t
y
,
w
h
i
c
h
h
a
s
n
o
t
b
e
e
n
u
t
i
l
i
z
e
d
i
n
f
u
l
l
e
x
t
e
n
t
.
I
n
t
e
r
v
i
e
w
e
e
s
d
e
s
c
r
i
b
e
d
t
h
a
t
t
h
e
b
e
h
a
v
i
o
r
o
f
t
h
e
i
r
f
r
i
e
n
d
s
w
i
l
l
h
a
v
e
a
n
i
n
f
l
u
e
n
c
e
o
n
t
h
e
i
r
g
a
m
i
n
g
p
r
a
c
t
i
c
e
s
.
I
f
f
r
i
e
n
d
s
q
u
i
t
p
l
a
y
i
n
g
t
h
e
g
a
m
e
,
t
h
e
r
e
m
i
g
h
t
n
o
t
b
e
e
n
o
u
g
h
a
c
t
i
v
e
l
y
p
l
a
y
i
n
g
f
r
i
e
n
d
s
t
o
c
o
n
t
i
n
u
e
p
r
o
g
r
e
s
s
i
n
g
i
n
t
h
e
g
a
m
e
.
T
h
e
r
e
f
o
r
e
,
i
t
i
s
l
i
k
e
l
y
f
o
r
t
h
e
p
l
a
y
e
r
t
o
q
u
i
t
p
l
a
y
i
n
g
a
s
w
e
l
l
.
S
o
m
e
t
i
m
e
s
t
h
i
s
w
a
s
c
o
u
n
t
e
r
e
d
b
y
a
d
d
i
n
g
s
t
r
a
n
g
e
r
s
i
n
t
o
t
h
e
s
o
c
i
a
l
n
e
t
w
o
r
k
DESVIG 2013
59
f
o
r
p
l
a
y
p
u
r
p
o
s
e
s
,
b
u
t
t
h
e
n
t
h
e
p
e
r
s
o
n
a
l
s
o
c
i
a
l
p
r
e
s
e
n
c
e
w
a
s
l
o
s
t
[
1
1
]
.
D
i
s
c
u
s
s
i
o
n
T
h
e
s
o
c
i
a
l
f
e
a
t
u
r
e
s
i
n
s
o
c
i
a
l
g
a
m
e
s
h
a
v
e
e
v
o
l
v
e
d
s
i
n
c
e
t
h
e
i
r
l
a
u
n
c
h
i
n
2
0
0
7
.
T
h
e
y
s
t
a
r
t
e
d
o
u
t
a
s
v
i
r
a
l
c
h
a
i
n
-
l
e
t
t
e
r
g
a
m
e
s
w
h
e
r
e
t
h
e
o
n
l
y
a
c
t
i
o
n
w
a
s
t
o
b
i
t
e
y
o
u
r
f
r
i
e
n
d
,
t
h
u
s
c
r
e
a
t
i
n
g
a
p
y
r
a
m
i
d
s
c
h
e
m
e
g
a
m
e
p
l
a
y
.
N
o
w
t
h
e
r
e
i
s
m
o
r
e
s
o
c
i
a
l
d
e
p
t
h
,
w
h
i
c
h
i
n
s
o
m
e
g
a
m
e
s
i
s
e
v
e
n
m
e
a
s
u
r
e
d
b
y
t
h
e
s
o
c
i
a
l
e
x
p
e
r
i
e
n
c
e
l
e
v
e
l
,
w
h
i
c
h
i
n
d
i
c
a
t
e
s
h
o
w
h
e
l
p
f
u
l
t
h
e
p
l
a
y
e
r
h
a
s
b
e
e
n
f
o
r
o
t
h
e
r
s
.
S
o
c
i
a
b
i
l
i
t
y
i
n
s
o
c
i
a
l
g
a
m
e
s
h
a
s
b
e
c
o
m
e
s
o
m
e
k
i
n
d
o
f
a
p
a
r
a
d
o
x
.
O
n
o
n
e
h
a
n
d
,
t
h
e
f
r
e
e
-
t
o
-
p
l
a
y
m
o
d
e
l
r
e
q
u
i
r
e
s
c
e
r
t
a
i
n
v
i
r
a
l
g
r
o
w
t
h
f
o
r
t
h
e
g
a
m
e
t
o
b
e
s
u
c
c
e
s
s
f
u
l
.
T
h
e
n
o
n
t
h
e
o
t
h
e
r
h
a
n
d
,
p
l
a
y
e
r
s
d
i
s
l
i
k
e
e
n
f
o
r
c
e
d
s
o
c
i
a
b
i
l
i
t
y
,
w
h
i
c
h
r
e
s
u
l
t
s
t
o
s
e
n
d
i
n
g
a
n
d
r
e
c
e
i
v
i
n
g
a
n
n
o
y
i
n
g
r
e
q
u
e
s
t
s
o
r
s
t
a
g
n
a
t
i
o
n
d
u
e
t
o
t
h
e
l
a
c
k
o
f
f
r
i
e
n
d
s
.
B
a
s
e
d
o
n
t
h
i
s
f
i
n
d
i
n
g
,
t
h
e
r
e
s
h
o
u
l
d
b
e
a
b
a
c
k
d
o
o
r
m
e
c
h
a
n
i
c
f
o
r
a
l
l
o
w
i
n
g
p
l
a
y
e
r
s
t
o
p
r
o
g
r
e
s
s
i
n
t
h
e
g
a
m
e
i
n
t
h
e
c
a
s
e
w
h
e
r
e
t
h
e
r
e
a
r
e
n
o
f
r
i
e
n
d
s
a
v
a
i
l
a
b
l
e
.
I
n
s
o
m
e
g
a
m
e
s
,
p
l
a
y
e
r
s
c
a
n
b
u
y
t
h
e
m
s
e
l
v
e
s
o
u
t
o
f
t
h
e
s
e
s
i
t
u
a
t
i
o
n
s
b
u
t
a
s
t
h
e
m
a
j
o
r
i
t
y
o
f
p
l
a
y
e
r
s
a
r
e
r
e
l
u
c
t
a
n
t
t
o
p
a
y
m
i
c
r
o
p
a
y
m
e
n
t
s
,
t
h
e
r
e
s
h
o
u
l
d
b
e
o
t
h
e
r
o
p
t
i
o
n
s
a
s
n
o
n
-
p
a
y
e
r
s
h
a
v
e
b
e
e
n
f
o
u
n
d
t
o
b
e
i
m
p
o
r
t
a
n
t
p
a
r
t
o
f
t
h
e
p
l
a
y
e
r
b
a
s
e
[
1
5
]
.
A
d
d
i
n
g
m
o
r
e
s
o
c
i
a
l
f
e
a
t
u
r
e
s
i
n
g
a
m
e
p
l
a
y
c
a
n
b
e
a
d
e
s
i
g
n
t
r
a
d
e
-
o
f
f
a
s
t
h
e
m
o
r
e
c
o
m
p
l
e
x
t
h
e
g
a
m
e
i
s
,
t
h
e
m
o
r
e
i
t
m
i
g
h
t
l
o
s
e
i
t
s
c
a
s
u
a
l
,
e
a
s
y
f
e
e
l
[
5
]
.
U
l
t
i
m
a
t
e
l
y
t
h
e
g
a
m
e
c
o
n
c
e
p
t
a
n
d
t
h
e
c
o
n
t
e
x
t
o
f
p
l
a
y
d
e
f
i
n
e
t
h
e
s
w
e
e
t
s
p
o
t
f
o
r
s
o
c
i
a
b
i
l
i
t
y
.
T
h
e
r
e
i
s
d
e
f
i
n
i
t
e
l
y
r
o
o
m
f
o
r
a
l
l
k
i
n
d
s
o
f
s
o
c
i
a
l
g
a
m
e
s
,
s
h
a
l
l
o
w
a
n
d
d
e
e
p
.
S
o
c
i
a
b
i
l
i
t
y
i
n
i
t
s
e
l
f
i
s
n
e
i
t
h
e
r
g
o
o
d
n
o
r
b
a
d
,
b
u
t
i
t
c
a
n
b
e
d
e
s
i
g
n
e
d
w
e
l
l
o
r
p
o
o
r
l
y
.
B
a
s
e
d
o
n
o
u
r
i
n
t
e
r
v
i
e
w
s
a
n
d
e
x
p
e
r
i
e
n
c
e
s
i
n
a
n
a
l
y
z
i
n
g
s
o
c
i
a
l
g
a
m
e
s
[
1
0
,
1
1
]
,
t
h
e
c
o
m
p
e
t
i
t
i
v
e
s
i
d
e
o
f
s
o
c
i
a
l
g
a
m
e
s
i
s
s
o
m
e
t
h
i
n
g
t
h
a
t
c
o
u
l
d
b
e
s
t
u
d
i
e
d
f
u
r
t
h
e
r
.
G
e
n
e
r
a
l
l
y
s
p
e
a
k
i
n
g
c
o
n
f
l
i
c
t
m
e
c
h
a
n
i
c
s
h
a
v
e
n
o
t
b
e
e
n
p
o
p
u
l
a
r
i
n
p
o
p
u
l
a
r
w
e
s
t
e
r
n
s
o
c
i
a
l
g
a
m
e
s
,
b
u
t
i
n
o
t
h
e
r
r
e
g
i
o
n
s
,
l
i
k
e
C
h
i
n
a
,
t
h
e
y
a
r
e
p
a
r
t
o
f
t
h
e
c
o
r
e
m
e
c
h
a
n
i
c
s
[
1
7
]
.
I
n
t
h
i
s
p
o
s
i
t
i
o
n
p
a
p
e
r
w
e
h
a
v
e
f
u
n
n
e
l
e
d
f
r
o
m
t
o
p
t
o
b
o
t
t
o
m
b
y
l
o
o
k
i
n
g
s
o
c
i
a
l
g
a
m
e
s
w
i
t
h
d
i
f
f
e
r
e
n
t
p
e
r
s
p
e
c
t
i
v
e
s
.
T
h
e
a
c
a
d
e
m
i
a
p
r
o
v
i
d
e
s
t
h
e
c
o
m
p
r
e
h
e
n
s
i
v
e
t
h
e
o
r
y
o
n
s
o
c
i
a
b
i
l
i
t
y
i
n
g
a
m
e
s
,
t
h
e
i
n
d
u
s
t
r
y
f
o
c
u
s
e
s
o
n
t
h
e
c
e
r
t
a
i
n
a
s
p
e
c
t
s
w
i
t
h
i
n
a
g
e
n
r
e
,
a
n
d
t
h
e
p
l
a
y
e
r
s
p
r
o
v
i
d
e
t
h
e
i
r
o
w
n
p
e
r
c
e
p
t
i
o
n
s
o
n
i
n
d
i
v
i
d
u
a
l
g
a
m
e
s
.
T
h
e
n
e
x
t
l
o
g
i
c
a
l
s
t
e
p
i
s
t
o
a
n
a
l
y
z
e
t
h
e
g
a
m
e
s
a
n
d
t
h
e
i
r
m
e
c
h
a
n
i
c
s
i
n
d
e
t
a
i
l
.
A
u
s
e
f
u
l
a
p
p
r
o
a
c
h
w
o
u
l
d
b
e
t
o
u
n
d
e
r
s
t
a
n
d
t
h
e
c
o
r
e
c
o
n
c
e
p
t
s
a
n
d
t
h
e
c
o
m
m
o
n
g
a
m
e
m
e
c
h
a
n
i
c
s
w
h
i
c
h
a
r
e
r
e
l
a
t
e
d
t
o
s
o
c
i
a
b
i
l
i
t
y
.
T
h
e
c
o
r
e
c
o
n
c
e
p
t
s
a
r
e
h
i
g
h
l
e
v
e
l
d
e
s
i
g
n
p
a
r
a
d
i
g
m
s
l
i
k
e
c
o
m
p
e
t
i
t
i
o
n
,
c
o
l
l
a
b
o
r
a
t
i
o
n
,
r
e
c
i
p
r
o
c
i
t
y
e
t
c
.
T
h
e
c
o
m
m
o
n
m
e
c
h
a
n
i
c
s
i
n
c
l
u
d
e
s
i
n
g
l
e
s
o
c
i
a
l
a
c
t
i
o
n
s
l
i
k
e
s
e
n
d
i
n
g
a
g
i
f
t
,
a
d
d
i
n
g
a
n
e
i
g
h
b
o
r
,
p
o
s
t
i
n
g
a
m
e
s
s
a
g
e
e
t
c
.
E
a
c
h
i
n
d
i
v
i
d
u
a
l
s
u
b
-
g
e
n
r
e
a
n
d
g
a
m
e
h
a
s
t
h
e
i
r
o
w
n
d
i
s
t
i
n
c
t
s
o
c
i
a
l
m
e
c
h
a
n
i
c
s
a
s
w
e
l
l
.
A
n
a
l
y
z
i
n
g
s
o
c
i
a
b
i
l
i
t
y
i
n
t
h
i
s
w
a
y
i
s
b
e
n
e
f
i
c
i
a
l
f
o
r
t
w
o
r
e
a
s
o
n
s
.
F
i
r
s
t
,
i
t
s
t
r
u
c
t
u
r
e
s
t
h
e
s
o
c
i
a
l
d
e
s
i
g
n
i
n
s
o
c
i
a
l
g
a
m
e
s
.
S
e
c
o
n
d
,
s
u
c
h
a
n
a
l
y
s
i
s
c
a
n
b
e
u
s
e
d
a
s
i
n
s
p
i
r
a
t
i
o
n
f
o
r
d
e
s
i
g
n
i
n
g
s
o
c
i
a
b
i
l
i
t
y
.
T
h
i
s
a
n
a
l
y
s
i
s
r
e
q
u
i
r
e
s
f
u
r
t
h
e
r
r
e
s
e
a
r
c
h
a
n
d
i
s
n
o
t
w
i
t
h
i
n
t
h
e
s
c
o
p
e
o
f
t
h
i
s
p
o
s
i
t
i
o
n
p
a
p
e
r
.
D
u
e
t
h
e
n
o
v
e
l
t
y
o
f
t
h
e
g
e
n
r
e
,
t
h
e
r
e
i
s
n
o
r
i
g
o
r
o
u
s
r
e
s
e
a
r
c
h
d
o
n
e
o
n
t
h
e
s
o
c
i
a
b
i
l
i
t
y
o
f
s
o
c
i
a
l
g
a
m
e
s
,
t
h
u
s
m
a
k
i
n
g
t
h
i
s
r
e
s
e
a
r
c
h
t
o
p
i
c
i
n
t
e
r
e
s
t
i
n
g
,
t
i
m
e
l
y
a
n
d
n
e
e
d
e
d
.
C
r
e
a
t
i
n
g
s
u
c
h
b
a
s
i
s
i
s
n
e
c
e
s
s
a
r
y
f
o
r
d
e
v
e
l
o
p
i
n
g
a
s
o
c
i
a
b
i
l
i
t
y
e
v
a
l
u
a
t
i
o
n
t
o
o
l
f
o
r
t
h
e
a
c
a
d
e
m
i
a
a
n
d
i
n
d
u
s
t
r
y
.
DESVIG 2013
60
R
e
f
e
r
e
n
c
e
s
[
1
]
E
A
.
S
i
m
C
i
t
y
S
o
c
i
a
l
B
r
e
a
k
s
G
r
o
u
n
d
o
n
F
a
c
e
b
o
o
k
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
i
n
v
e
s
t
o
r
.
e
a
.
c
o
m
:
h
t
t
p
:
/
/
i
n
v
e
s
t
o
r
.
e
a
.
c
o
m
/
r
e
l
e
a
s
e
d
e
t
a
i
l
.
c
f
m
?
R
e
l
e
a
s
e
I
D
=
6
7
9
8
3
5
[
2
]
B
r
i
g
h
t
m
a
n
,
J
.
Z
y
n
g
a
:
S
o
c
i
a
l
g
a
m
e
s
a
r
e
s
t
i
l
l
n
o
t
t
r
u
l
y
s
o
c
i
a
l
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
G
a
m
e
i
n
d
u
s
t
r
y
.
b
i
z
:
h
t
t
p
:
/
/
w
w
w
.
g
a
m
e
s
i
n
d
u
s
t
r
y
.
b
i
z
/
a
r
t
i
c
l
e
s
/
2
0
1
2
-
0
4
-
1
1
-
z
y
n
g
a
-
s
o
c
i
a
l
-
g
a
m
e
s
-
a
r
e
-
s
t
i
l
l
-
n
o
t
-
t
r
u
l
y
-
s
o
c
i
a
l
[
3
]
J
r
v
i
n
e
n
,
A
.
G
a
m
e
D
e
s
i
g
n
f
o
r
S
o
c
i
a
l
N
e
t
w
o
r
k
s
:
I
n
t
e
r
a
c
t
i
o
n
D
e
s
i
g
n
f
o
r
P
l
a
y
f
u
l
D
i
s
p
o
s
i
t
i
o
n
.
I
n
P
r
o
c
.
S
a
n
d
b
o
x
0
9
,
A
C
M
P
r
e
s
s
(
2
0
0
9
)
,
9
5
-
1
0
2
.
[
4
]
J
r
v
i
n
e
n
,
A
.
S
t
a
t
e
o
f
S
o
c
i
a
l
i
n
S
o
c
i
a
l
G
a
m
e
s
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
:
h
t
t
p
:
/
/
c
a
s
u
a
l
c
o
n
n
e
c
t
.
o
r
g
/
l
e
c
t
u
r
e
s
/
c
o
m
m
u
n
i
t
y
-
s
o
c
i
a
l
/
s
t
a
t
e
-
o
f
-
s
o
c
i
a
l
-
i
n
-
s
o
c
i
a
l
-
g
a
m
e
s
/
[
5
]
J
r
v
i
n
e
n
,
A
.
T
h
e
m
o
r
e
s
o
c
i
a
l
s
c
h
o
o
l
o
f
s
o
c
i
a
l
g
a
m
e
s
d
e
v
e
l
o
p
m
e
n
t
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
:
h
t
t
p
:
/
/
g
a
m
e
s
4
n
e
t
w
o
r
k
s
.
p
o
s
t
e
r
o
u
s
.
c
o
m
/
t
h
e
-
m
o
r
e
-
s
o
c
i
a
l
-
s
c
h
o
o
l
-
o
f
-
s
o
c
i
a
l
-
g
a
m
e
s
-
d
e
v
e
l
o
[
6
]
J
r
v
i
n
e
n
,
A
.
3
B
e
n
e
f
i
t
s
o
f
s
y
n
c
h
r
o
n
o
u
s
g
a
m
e
p
l
a
y
f
o
r
s
o
c
i
a
l
g
a
m
e
s
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
:
h
t
t
p
:
/
/
g
a
m
e
s
4
n
e
t
w
o
r
k
s
.
p
o
s
t
e
r
o
u
s
.
c
o
m
/
3
-
b
e
n
e
f
i
t
s
-
o
f
-
s
y
n
c
h
r
o
n
o
u
s
-
g
a
m
e
p
l
a
y
-
f
o
r
-
s
o
c
i
a
l
[
7
]
K
e
o
g
h
,
B
.
N
i
n
t
e
n
d
o
s
I
w
a
t
a
:
S
o
c
i
a
l
N
e
t
w
o
r
k
G
a
m
e
s
a
r
e
N
o
t
S
o
c
i
a
l
G
a
m
e
s
.
R
e
t
r
i
e
v
e
d
1
7
t
h
J
a
n
2
0
1
3
f
r
o
m
i
n
d
u
s
t
r
y
g
a
m
e
s
.
c
o
m
:
h
t
t
p
:
/
/
w
w
w
.
i
n
d
u
s
t
r
y
g
a
m
e
r
s
.
c
o
m
/
n
e
w
s
/
n
i
n
t
e
n
d
o
s
-
i
w
a
t
a
-
s
o
c
i
a
l
-
n
e
t
w
o
r
k
-
g
a
m
e
s
-
a
r
e
-
n
o
t
-
s
o
c
i
a
l
-
g
a
m
e
s
/
[
8
]
L
o
v
e
l
l
,
N
.
W
h
a
t
i
s
a
S
o
c
i
a
l
G
a
m
e
?
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
G
a
m
e
s
B
r
i
e
f
:
h
t
t
p
:
/
/
w
w
w
.
g
a
m
e
s
b
r
i
e
f
.
c
o
m
/
2
0
1
1
/
0
1
/
w
h
a
t
-
i
s
-
a
-
s
o
c
i
a
l
-
g
a
m
e
/
[
9
]
N
u
t
t
,
C
.
F
a
c
e
b
o
o
k
:
S
o
c
i
a
l
g
a
m
e
d
e
v
s
m
u
s
t
m
a
k
e
t
h
e
i
r
g
a
m
e
s
a
c
t
u
a
l
l
y
s
o
c
i
a
l
.
R
e
t
r
i
e
v
e
d
1
7
t
h
J
a
n
2
0
1
3
f
r
o
m
G
a
m
a
S
u
t
r
a
:
h
t
t
p
:
/
/
g
a
m
a
s
u
t
r
a
.
c
o
m
/
v
i
e
w
/
n
e
w
s
/
1
8
0
3
1
0
/
F
a
c
e
b
o
o
k
_
S
o
c
i
a
l
_
g
a
m
e
_
d
e
v
s
_
m
u
s
t
_
m
a
k
e
_
t
h
e
i
r
_
g
a
m
e
s
_
a
c
t
u
a
l
l
y
_
s
o
c
i
a
l
.
p
h
p
[
1
0
]
P
a
a
v
i
l
a
i
n
e
n
,
J
.
,
A
l
h
a
,
K
.
a
n
d
K
o
r
h
o
n
e
n
,
H
.
E
x
p
l
o
r
i
n
g
P
l
a
y
a
b
i
l
i
t
y
o
f
S
o
c
i
a
l
N
e
t
w
o
r
k
G
a
m
e
s
.
I
n
A
d
v
a
n
c
e
s
i
n
C
o
m
p
u
t
e
r
E
n
t
e
r
t
a
i
n
m
e
n
t
,
v
o
l
u
m
e
7
6
2
4
o
f
L
e
c
t
u
r
e
N
o
t
e
s
i
n
C
o
m
p
u
t
e
r
S
c
i
e
n
c
e
(
2
0
1
2
)
,
S
p
r
i
n
g
e
r
,
p
.
3
3
6
-
3
5
1
.
[
1
1
]
P
a
a
v
i
l
a
i
n
e
n
,
J
.
,
H
a
m
a
r
i
,
J
.
,
S
t
e
n
r
o
s
,
J
.
a
n
d
K
i
n
n
u
n
e
n
,
J
.
S
o
c
i
a
l
G
a
m
e
s
o
n
F
a
c
e
b
o
o
k
:
P
l
a
y
e
r
s
P
e
r
s
p
e
c
t
i
v
e
.
A
c
c
e
p
t
e
d
f
o
r
S
i
m
u
l
a
t
i
o
n
&
G
a
m
i
n
g
(
f
o
r
t
h
c
o
m
i
n
g
)
.
[
1
2
]
R
a
d
d
,
D
.
I
d
l
e
G
a
m
e
s
s
a
y
s
y
o
u
c
a
n
t
h
a
v
e
a
s
o
c
i
a
l
g
a
m
e
w
i
t
h
o
u
t
r
e
a
l
-
t
i
m
e
p
l
a
y
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
g
a
m
e
i
n
d
u
s
t
r
y
.
b
i
z
:
h
t
t
p
:
/
/
w
w
w
.
g
a
m
e
s
i
n
d
u
s
t
r
y
.
b
i
z
/
a
r
t
i
c
l
e
s
/
2
0
1
2
-
0
4
-
0
7
-
i
d
l
e
-
m
i
n
d
s
-
s
a
y
s
-
y
o
u
-
c
a
n
t
-
h
a
v
e
-
a
-
s
o
c
i
a
l
-
g
a
m
e
-
w
i
t
h
o
u
t
-
r
e
a
l
-
t
i
m
e
-
p
l
a
y
[
1
3
]
R
o
s
e
,
M
.
B
r
a
i
d
s
B
l
o
w
:
S
o
c
i
a
l
G
a
m
e
s
a
r
e
N
o
t
V
e
r
y
S
o
c
i
a
l
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
G
a
m
a
S
u
t
r
a
:
h
t
t
p
:
/
/
w
w
w
.
g
a
m
a
s
u
t
r
a
.
c
o
m
/
v
i
e
w
/
n
e
w
s
/
1
2
3
4
9
0
/
B
r
a
i
d
s
_
B
l
o
w
_
S
o
c
i
a
l
_
G
a
m
e
s
_
A
r
e
_
N
o
t
_
V
e
r
y
_
S
o
c
i
a
l
.
p
h
p
#
.
U
O
h
y
6
n
f
I
V
o
M
[
1
4
]
S
t
e
n
r
o
s
,
J
.
,
P
a
a
v
i
l
a
i
n
e
n
,
J
.
&
M
y
r
,
F
.
S
o
c
i
a
l
I
n
t
e
r
a
c
t
i
o
n
i
n
G
a
m
e
s
.
I
n
t
e
r
n
a
t
i
o
n
a
l
J
o
u
r
n
a
l
o
f
A
r
t
s
a
n
d
T
e
c
h
n
o
l
o
g
y
4
,
3
,
(
2
0
1
1
)
,
3
4
2
-
3
5
8
.
[
1
5
]
T
y
n
i
,
H
.
,
S
o
t
a
m
a
a
,
O
.
,
&
T
o
i
v
o
n
e
n
,
S
.
H
o
w
d
y
p
a
r
d
n
e
r
!
:
o
n
f
r
e
e
-
t
o
-
p
l
a
y
,
s
o
c
i
a
b
i
l
i
t
y
a
n
d
r
h
y
t
h
m
d
e
s
i
g
n
i
n
F
r
o
n
t
i
e
r
V
i
l
l
e
.
I
n
P
r
o
c
.
A
c
a
d
e
m
i
c
M
i
n
d
T
r
e
k
,
(
2
0
1
1
)
,
A
C
M
P
r
e
s
s
,
2
2
-
2
9
.
[
1
6
]
V
e
n
t
r
i
c
e
,
T
.
B
u
i
l
d
i
n
g
t
h
e
F
o
u
n
d
a
t
i
o
n
o
f
a
S
o
c
i
a
l
F
u
t
u
r
e
.
R
e
t
r
i
e
v
e
d
J
a
n
u
a
r
y
1
0
,
2
0
1
3
,
f
r
o
m
G
a
m
a
s
u
t
r
a
:
h
t
t
p
:
/
/
w
w
w
.
g
a
m
a
s
u
t
r
a
.
c
o
m
/
v
i
e
w
/
f
e
a
t
u
r
e
/
4
2
1
0
/
b
u
i
l
d
i
n
g
_
t
h
e
_
f
o
u
n
d
a
t
i
o
n
_
o
f
_
a
_
.
p
h
p
[
1
7
]
C
h
e
n
,
M
.
C
r
o
p
-
s
t
e
a
l
i
n
g
o
n
H
a
p
p
y
F
a
r
m
:
a
n
a
d
d
i
c
t
i
o
n
t
o
a
f
f
i
l
i
a
t
i
o
n
.
R
e
t
r
i
e
v
e
d
J
a
n
1
7
t
h
2
0
1
3
f
r
o
m
C
h
i
n
a
.
o
r
g
.
c
n
:
h
t
t
p
:
/
/
w
w
w
.
c
h
i
n
a
.
o
r
g
.
c
n
/
c
h
i
n
a
/
2
0
0
9
-
1
2
/
1
0
/
c
o
n
t
e
n
t
_
1
9
0
4
4
4
7
8
.
h
t
m
DESVIG 2013
61
World of Warcraft Machinima:
Para-Game Communities as Cultures of Participation
Tyler Pace, Shad Gross
Indiana University
901 E. 10
th
St, Bloomington, IN 47408 USA
{tympace, shagross} @indiana.edu
ABSTRACT
This paper leverages the framework of cultures of participa-
tion to construct a history of the World of Warcraft (WoW)
machinima community. In constructing this history, we
identify a number of mechanisms by which WoW machin-
ima was leveraged to support collaboration among and
within the larger WoW game community. WoW machinima
presents a case study of a culture of participation that serves
as a backbone for a larger, creative, and collaborative para-
game community that continues to shape the broader game
community. In this way, the theories and frameworks of
cultures of participation may provide game designers with
inspiration and tools for designing for collaboration and
sociability within and surrounding their games.
Author Keywords
Cultures of Participation, Machinima, World of Warcraft
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI)
INTRODUCTION
Internet-based special interest communities have demon-
strated enormous creativity and productivity in recent years,
from Wikipedia and open source communities to art, craft,
and multimedia communities, such as Second Life and De-
viant Art. Increasingly, such communities are the subjects
of HCI research, as scholars seek to understand the struc-
tures and processes that support these often bottom-up, non-
traditional collaborations [8]. Such research can influence
the design of technologies intended to support social col-
laborations in online communities [1].
The present work focuses on the World of Warcraft (WoW)
machinima community. World of Warcraft is a massively
multiplayer online game, with an estimated 10 million ac-
tive subscribers. Machinima refers to digital videos that are
primarily produced (i.e., set, acted out, and recorded) in
video games. Most of these videos are 3-5 minutes in
length, and in addition to showing actual or staged game-
play may also feature any combination of in-game sounds,
voice acting, music, and recordings taken from popular
culture (e.g., pop songs and movies). As noted by Lowood
and Nitsche [9], machinima has emerged from an amateur-
driven community on the way to a history, an aesthetic,
and forms of reception and marketability that it can call its
own. The WoW machinima community includes the ma-
chinimators themselves (i.e., machinima producers), their
audiences, and those who produce the software tools that
support and expand the capabilities of machinimators.
Further, studying the history of an online creative commu-
nity provides a unique set of methodological opportunities
and challenges. The study highlighted in this paper employs
a diachronic historical analysis of the development of the
WoW machinima community leveraging the data, re-
sources, and remnants created by the community from its
earliest days to the present. Chiefly, these resources exist in
the form of forum posts, developer blogs, web sites, instruc-
tional guides, and patch notes. In relying on data generated
by the community itself during its development, our study
works to relate the history of the community as it was artic-
ulated and experienced in-the-moment by its members. We
conclude this paper with a discussion of how the connection
between machinima, its tools, and its diverse community
work together to form a culture of participation that sup-
ports a para-game [2] community.
Para-Game Communities and Cultures of Participation
Carter et al. describe para-game activities as those where
the meaning and purpose of these play activities is con-
structed through player motivations found beyond what can
be experienced through the [normal game] or is relevant to
the content of play [2]. The communities that develop
around para-game activities (i.e., para-game communities)
are valuable as they provide a place for extended forms of
interaction and socialization with respect to the games from
which they are derived. In terms of WoW, its machinima
community can be observed as a para-game function.
HCI has not yet dealt with the para-game in those specific
terms, but there are a number of theoretical analogues that
may be used to help game designers think about para-game
communities. Notably, the well-documented theories of
communities of practice [11] and interest [5] offer a strong
starting point. These models work to explain community
collaborations exemplified in networks of practitioners and
professionals who coalesce around a specific problem and,
ultimately, solve the problem and disband the community.
Copyright is held by the author/owner(s).
CHI13, April 27 May 2, 2013, Paris, France.
DESVIG 2013
62
The key contributions of these communities are most often
the knowledge and knowledge-management systems pro-
duced in the pursuit of the communitys problem solving.
However, the problem-focused orientation of these theories
may limit their applicability to game design.
Recently, research on community collaborations in HCI has
expanded its interest beyond that of professional problem-
solving communities to networks of amateur producers en-
gaged in everyday practices [1, 3,4]. In this vein, the locus
of collaboration extends to cultures of participation [3,4]
which, instead of emphasizing discrete professional prob-
lems, embrace unfinished design opportunities for which
there is not an intent to find a single solution, but rather to
engage in informal, practice-based, and experience-oriented
activities with others [3]. A key characteristic of cultures of
participation is that all members have an opportunity for
active engagement, to make contributions, and share those
contributions with others [3]. In this way, cultures of partic-
ipation, and the theoretical frameworks surrounding them,
may provide game designers with inspiration on how to
support thriving para-game communities.
Notably, the WoW machinima community embodies a cul-
ture of participation. The WoW machinima community is
primarily comprised of amateur multimedia producers with
varying technical competencies, prior training, and socio-
cultural contexts. Further, instead of focusing on a unifying
problem to be solved, the WoW machinima community
operates from a shared interest in a specific game (i.e.,
WoW). Critically, the product of the WoW machinima
community is not just its tools or videos, but includes the
community itself which supports a desirable and collabora-
tive para-game space that enriches WoW for all players.
METHODOLOGY
We employed a diachronic, historical analysis to inform our
understanding of the culture of participation in the WoW
machinima community. A diachronic analysis aims to cap-
ture the way that events internal and external to the com-
munity combine forces to build upon one another in shap-
ing the community. To pursue this analysis, we gathered
information reflecting the thoughts of the community mem-
bers at the time those thoughts occurred. As those beliefs
are subject to change, it is critical that a diachronic analysis
acquire evidence that spans the timeline of the WoW ma-
chinima community. This approach is partially influenced
by Sus discourse analysis constructing the Street Fighter
IV player, wherein textual data was captured as a means to
help access the meanings embedded in the Street Fighter
community [10]. Specifically, online documents, the texts
of this study, were collected as a means of understanding
how the WoW machinima community developed.
While working on a related project, in which we are analyz-
ing a large corpus of WoW machinima, we noticed a trend
of machinimators listing two tools in their credits and video
descriptions. This trend inspired us to examine those tools,
as they appeared to play an important role both within the
community and in the production of WoW machinima. The
two tools that we encountered are the WoW Model Viewer
and the WoW Machinima Tool. These tools served as the
starting points of our data collection.
We applied a systematic process of gathering data, first
casting a large net with sequential searches on Google,
bracketed by year from the release of WoW to the present
(2004-2013), of the names of the two tools along with relat-
ed words/phrases such as change log, release, and
download. These searches returned approximately 7,200
hits, which were reviewed for relevance. The results were
categorically organized into sources that were focused on
change logs, tutorials, individual machinimators, Blizzard,
and the general WoW community.
The change logs and machinima tutorials were used to de-
termine when tool releases and features occurred within the
period of observation. For the remaining categories, we
identified frequently mentioned sites, blogs, and forums,
such as the tools websites, machinima hosting sites, and
prominent machinimators blogs. These sites were subse-
quently used as sources to build a more focused timeline.
Further, the Internet Archive WayBack Machine
(http://archive.org/web/web.php) was used to view archived
versions of the sites thereby allowing access to content that
was removed over time.
Significant events identified through our searches were
chronologically organized, and further searches were em-
ployed to fill in any gaps with respect to specific events in
the timeline. This synthesis of events serves as the core of
the data used to reconstruct meaning in the history of WoW
machinima tools and their relationship to the community
and medium of WoW machinima.
FINDINGS
In this section, we cover preliminary findings and present
them within the framework of three aspects of cultures of
participation: ownership, control, and cohesion [3].
Ownership
The ability to cultivate a sense of ownership over an aspect
of a communitys work and creations is key to the devel-
opment of a culture of participation [3]. Fischer describes
ownership as working best when participants are directly
engaged and receive support for intrinsic and extrinsic
motivation [3]. If the community members have a sense
that what they are doing is tied to their desires as well as
representative of them, then the outcomes of the community
will be optimized. A common strategy for maximizing
ownership is to break projects into smaller parts. In the case
of WoW machinima, the development of the medium is
directed by the different ways that members of the commu-
nity take ownership of the content of the game, and the
means of doing so through tools.
DESVIG 2013
63
The defining component of WoW machinima, World of
Warcraft, was released in November 2004. However, the
earliest machinima date back to September of that year,
showing off the beta version of the game [i]
1
. Shortly after
the games release, warcraftmovies.com debuted, dividing
movies into categories of Player vs. Player (PVP), differ-
ent players fighting each other, Player vs. Environment
(PVE), players fighting monsters within the game, and
Other a catch-all for anything that did not fall into the
other categories [ii]. This categorization, with its primary
focus on footage of events within the game, approaches one
of the first expressions of ownership within the WoW ma-
chinima community exploration.
The beginnings of WoW presented an entirely new game
for players to explore. Oxhorn, a prominent machinimator,
began by making A PVP Laugh, a video about PVP [iii].
This video focused on showing the game as it was played.
However, there was also a different approach to exploring
the game looking into the actual 3-dimensional compo-
nents of the game the models. This was done using an
appropriately named tool: WoW Model Viewer.
Model Viewer is a tool that allows access to WoWs data
files, which contain all of 3-dimensional models that com-
prise the avatars, non-player characters (NPCs), and objects
in the game. This tool was originally created by program-
mers named Ufo_Z and Darjk [iv]. The initial description of
Model Viewer from wowmodelviewer.org provides a de-
scription of initial, exploration-based uses: You can dress
up and customise the character models or just view NPC
models [v]. One of the first references to Model Viewer,
far before the release of wowmodelviewer.com, came from
wowwiki.com in J uly of 2005, wherein Model Viewer is
listed as a User Interface tool. A frequent example of this
type of use was to look through the games data files as a
means of finding out what different models existed [vi].
Beyond the exploratory uses of Model Viewer, there are
early examples of ownership in the form of personalization.
Since Model Viewer provided access to all of the character
models and armor, clothing, and weapons from the game,
players could recreate their character or any other in-game
character that they wanted. One application of this person-
alization technique was to make images using the models
from the game [vii, viii, ix]. These images allow the crea-
tors to show off their avatars and their ability to manipulate
the contents of the game. This also meant that players could
explore options regarding outfits and combinations of items
to see what looked best as a new form of recreation involv-
ing the game [x, xi]. This use extended beyond just demon-
strating ownership of different aspects of the game. The
1
Our research is documented with many non-academic
resources. For reasons of space, we list these online at
[http://tinyurl.com/wowchi2013machinimarefs]. Non-
academic references are indicated with Roman numerals.
tool created the possibility of greater control, above and
beyond the confines of what the game normally offered.
Early WoW machinima, and the initial purpose of one of its
tools, was focused on the exploration of WoW as a game
and as a library of 3D models. Further, the creation of these
early artifacts, such as PVP movies or avatar images, pro-
vided the initial foundation for a sense of ownership over
the content of the game. This sense of ownership would
lead to a need for greater control by players, and ultimately
lay the foundation for the medium.
Control
Strong cultures of participation support users as active
contributors who can transcend the functionality and con-
tent of existing [sociotechnical] systems [3]. In other
words, the best sociotechnical systems allow for users to
exceed the original capabilities and conceptions of the sys-
tem. This extension of the original system (i.e., WoW) is at
the heart of WoW machinima, even in its earliest form, and
the machinima tools ability to grant control to the machin-
imators is an important aspect of the medium.
Personalization of the characters in WoW through the
WoW Model Viewer exhibited signs of taking ownership of
a character and other game assets, but also exhibited signs
of taking control of that character. Additionally, Model
Viewer was used to alter models in order to change the ex-
perience of gameplay: players could use Model Viewer to
find a model they liked and then go into the client-side code
and swap and existing model for a new custom model [xii].
The result of this process would be that the characters in the
game would appear differently on the players computer
than they would in the rest of the world. While this could be
done just as a means of changing the way the game looks to
suit a players taste, it also presented problems in terms of
gameplay. Swapping the skins (the graphics that wrap
around a three dimensional model) of models will only re-
sult in a different appearance for that player; however,
swapping models results in a change to the size of the play-
er, making them more difficult to hit or capable of moving
into places that would otherwise be impossible to enter
[xiii]. Due to the gameplay issues that this use of Model
Viewer caused, Blizzard, the company that created WoW,
set up obstacles in the game code to prevent players from
changing models, and banned players who continued to do
so after the obstacles had been set in place [xiii]. For the
purposes of changing the game while playing on a live
server, the WoW Model Viewer was considered an exploi-
tative tool by the games developers.
Model Viewer was designed to offer little capacity to func-
tion within the game and while this issue was not specific to
machinima, it did have an effect on the ease of use of Mod-
el Viewer for machinimators. As Mike Spiff Booth, an-
other notable WoW machinimator, notes in his guide to
making machinima: capturing video in game is quicker,
easier but youre stuck with what you can make happen
DESVIG 2013
64
in the game itself while using Model Viewer afforded lots
of control over the output but is more time-consuming
than doing it the easy(er) way [xiv]. As a result, the choice
to restrict Model Viewers use in-game was confronted by
the ease that came from operating in-game tools. This left a
gap in control with respect to WoW machinima production.
This gap in machinima control focused on the nature of
how the game appeared. Since changing the models was not
condoned by Blizzard, machinimators looked to another
part of the game that they could better control: the camera.
WoWs in-game camera normally follows set rules that
determine how it moves, giving limited control of angle,
distance, direction, etc. The solution to this problem came
in the form of the second WoW machinima production tool
on which this paper will focus: the WoW Machinima Tool.
Machinima Tool was created by a machinimator named
malu05, whose Exploration After 1.9 video dates back to
J anuary 2006 [xv]. Whereas Model Viewer was built in a
way that emphasized exploration of the game, Machinima
Tool was constructed by a seasoned machinimator, with the
context of WoW machinima as a guiding principal. Ma-
chinima Tool saw an initial demo release in J uly 2008 that
was advertised by way of a warcraftmovies.com video. Ini-
tially Machinima Tool was advertised as a tool that allowed
the player to take full control of the in-game camera in ad-
dition to taking control of a few other aspects of the visual
appearance of scenery during gameplay [xvi]. This ground-
breaking level of camera and visual control allowed for an
increase in what could be done in WoW while still allowing
for the afforded ease of recording in-game.
In terms of control, the capture of game footage can be seen
as the point of inception for taking control of the game in
ways that extend the original purpose of the game. Person-
alization of game content via Model Viewer yielded some
control, but, because of the potential for gameplay exploita-
tion, this form of control was met with disapproval and ban-
ishment. However, extraction of game assets opened new
potential for control in terms of analyzing game content and
more effectively documenting what is in the game. Alter-
nately, Machinima Tool offered the possibility of taking
control of specific mechanisms within the game, allowing
for manipulations specifically focused on the processes of
making machinima. The creation of the tools, along with
the nature of their initial contributions to the medium of
WoW machinima, grew, in part, from this desire for greater
control. However, in WoW machinima the nature of that
control, itself, is not static but influenced and developed in
conjunction with other aspects of the community.
Cohesion
Importantly, WoW machinima is not the product of an or-
ganization that was formed by a single need or desire to
create videos. It grew from the creative power and interests
of a heterogeneous group. This type of creative collabora-
tion is an important component for cultures of participation
[3]. Specifically, the cohesion between the members and
groups that make up the greater WoW community help
spurred the growth of the machinima community.
An important aspect of WoW machinima is its community
nature. This community nature is partially accounted for by
Fischers notion of creative collaboration. At the macro-
level, the different groups that make up the WoW machini-
ma community were divided into Blizzard, as the creator of
the game, the players of the game as part of the general
WoW community, the WoW machinima makers, and the
makers of Machinima tools. These groups have different
perspectives on WoW and the community as a whole. As an
example, Model Viewer enabled exploration of the game
for WoW fans who did not make machinima, a means of
creating new scenes for WoW machinima makers, and the
potential to create unfair advantages to some players, and
thus an issue regarding gameplay to Blizzard. In this exam-
ple, lack of cohesion between Blizzard and players who
used Model Viewer to change aspects of the game resulted
in players getting banned. However, the cohesion between
players interested in exploring the game and the machinima
makers who wanted to take control of the game resulted in
the adaptation of a tool. As Fischer [3] argues, diversity,
independence, decentralization, and aggregation increase
creative collaboration. The different groups described
above fulfill the first three qualities, but their ability to ag-
gregate, or the cohesion of the group, changes over time.
One of the first examples of cohesion between WoW ma-
chinima makers and Model Viewer came in the form of
recognition of the tools potential on wowmodelview-
er.com. A month after the launch of the page, with its de-
scription of the tool in terms of looking at models without
mention of machinima, a lengthier About WoW Model
Viewer section had been added with a note about the addi-
tion of customizable lighting to allow the users, imparticu-
larly machinima makers to improve the lighting conditions
to help blend the models with background scenes [xvii].
This not only showed recognition of WoW machinimators,
but also pointed to a specific change to the features of the
tool in order to be accommodating to them. This recogni-
tion of WoW machinimators would continue over time,
including a link to Machinima 101 a site that has all
the basics to get you started, including an explanation of
what machinima really is and how it came about [xviii].
While the connections between the WoW machinima com-
munity and Model Viewer grew over time in the beginning,
there was a major setback in terms of that cohesion. The
tool was programmed by Darjk, who also was responsible
for maintaining the website [xix]. During the tools devel-
opment, he had left and returned to working on it, having
intentions outside of that program [xx]. More disruptive
was a motorcycle accident in December 2007, which led
him to: a new perspective on whats important and, if suf-
ficient progress cant be made due to time constraints most
likely be discontinuing the project as well as giving up pro-
gramming as a hobby [xxi]. This led to a lengthy time
DESVIG 2013
65
away from the Model Viewer, with few updates focused on
bug fixes, particularly getting the tool to work with new
patches [xxii]. At a later point, a technical issue was met
with the response of The original author, J ohn Steele (aka
Darjk), has currently left the project and wont be back till
2010 [xxiii]. To add to this dilemma, in 2009, the size of
the community began to overwhelm Model Viewers web-
site, forcing a relocation that resulted in cross-platform is-
sues [xxiv]. While the Model Viewer still existed during
this period, the growth of cohesion between machinima
makers and Model Viewer had been reduced as the latter
continued to develop while the former slowed to a stop.
This process was not permanent, however, as another de-
veloper named chuanhsing ported the project over to
Google Code, where multiple members of the community
could collaboratively work on it [xxv].
Developed by a WoW machinimator, Machinima Tool be-
gan with a high level of cohesion with the WoW machinima
community. One example is the Machinima Tool webpage
(pxr.dk), which has the normal documentation of develop-
ment, but also has tutorials to help use the tool to create
machinima [xxvi]. In spite of this initial cohesion, Machin-
ima Tool was not without its own unique issues which
would temporarily distance it from the larger community
due to issues with the perception of Blizzards view of it.
Blizzards relationship with tools had shown considerable
fluctuation. While the model-swapping uses of Model
Viewer had gotten some players banned, Blizzard also
showed support for machinima with a letter regarding its
status, regarding terms of use. In this letter, released to the
public in August, 2007, Blizzard specifically made a state-
ment of support for outlined what was considered appropri-
ate use excluding videos only if they generated revenue
for some party other than themselves or contained content
that was pornographic in nature [6]. Then, with the release
of WotLK, Blizzard also began to shut down private serv-
ers; WoW Insider reported on the issue on December 5,
2008 stating that Blizzard is starting to shut down servers
and advising those who would fight this, Dont tempt fate
[xxvii]. In opposition to this warning one server, Scapegam-
ing, became the target of a Blizzard lawsuit based on cop-
yright infringement in October of 2009 [xxviii]. This law-
suit ended in Blizzard winning $88m in damages from Ali-
son Rees of Scapegaming [xxix]. While this did not relate
directly to WoW machinima, it did vex a number of players
and show that they were willing to take action with regard
to situations that they found unsuitable [xxx].
With this as a contextual background, concerns also raised
regarding Machinima Tool use. One player posted that they
were concerned with getting the ban hammer from this
software, or being disqualified from contests for using it
[xxxi]. Many users posted to the forums, but found few
responses from official sources and the answers from the
web to be murky at best [xxxii]. Although paranoia had
risen regarding Blizzards stance on copyright, WoW Insid-
er addressed this with a post that plainly restated Blizzards
stance on the rights of machinimators [xxxiii].
In WoW machinima, the community can have a profound
effect on output. The group is diverse, comprised of indi-
viduals from different geographical locations and perspec-
tives. The community is also completely decentralized, with
neither a clearly defined system of leadership nor a singular
driving purpose that applies to the entire group equally.
However, this is advantageous: by operating independent of
leadership, fluctuations in the groups aggregative capabili-
ties, due to its cohesion, are less likely to destroy the com-
munity due to the elimination of leaders.
DISCUSSION
Leveraging the framework of cultures of participation al-
lowed us to construct a history of the WoW machinima
community. In constructing this history, we identified a
number of mechanisms by which WoW and its machinima
were leveraged to support the surrounding community.
WoW machinima presents a case study of a culture of par-
ticipation wherein development of machinima, its commu-
nity members, and its support tools are all connected. These
connections were discussed with respect to the concepts of
ownership, control, and cohesion. However, these concepts
are all related through another: adaptation [7].
Early machinima was focused on the game of WoW, with
the earliest machinima focusing on the documentation, ex-
ploration, and personalization of the game. The content of
the game was appropriated as a means to create a link be-
tween the game and the members of the machinima com-
munity. This link was supported by the adoption of the
Model Viewer as it allowed players a means to access the
many models that comprised the game, and export them for
use in machinima. Later, the Machinima Tool would im-
prove the extent to which WoW was appropriated by intro-
ducing a new in-game camera system for machinimators.
Combined, Model Viewer and Machinima Tool improved
the affordance for adaptation, or adaptogenicity [7], of
WoW within the machinima community. This new level of
adaptation resulted in increasing personalization. For ex-
ample, Model Viewer allowed players to create events that
could not be created in-game, thereby appropriating the
whole of the contents of the game to map to the players
interests. Further, both Model Viewer and Machinima Tool
allowed for the creation of videos that would be prohibi-
tively difficult in-game, but mapped more to the idea of
what the player wanted from the game, such as a cinematic
battle between two bosses [liv]. Early use of Model Viewer
and Machinima Tool provided a starting point: as players
appropriated and personalized aspects of the game, they
began to have a greater understanding of the built-in con-
tents of the game and the limitations of what was available
and possible without modification. This tool-enabled explo-
ration of the game supported a common understanding
amongst machinimators of what was available within the
DESVIG 2013
66
game and the possibilities of how it could be used. Person-
alization through adaptation extended these possibilities,
and as machinimators developed a sense of ownership, they
further pushed the boundaries of their work.
The adaptation of 3D models and in-game camera controls
demonstrate how the design of game assets and logics are a
fundamental to the development of the WoW machinima
community. Model Viewer stemmed from a need to access
and use the assets of the game such as models, clothes, and
backgrounds. The models could then be composited onto
entirely new backgrounds, creating juxtaposition between
the games content and external elements. The elements
from the game could become aspects of the style of the vid-
eo, as in Mike Spiff Booths creations [xxxvii]. Machin-
ima Tool introduced elements taken from cinema, such as
depth of field, and brought those into the milieu. WoW ma-
chinima quickly became populated with examples of these
applications use and popularity [lv, lvi, lvii].
Adapting WoW for machinima was enabled by tools, but
stemmed from the diverse creative collaborations of its
supporting community. As noted by Fischer [3, 4], cultures
of participation, like the WoW machinima community,
support diverse perspectives that work to increase collabo-
ration and socialization within a community. Within the
WoW community, the diversity of adaptations becomes a
metric by which innovation is understood and measured.
Further, the WoW machinima community celebrates and
promotes the introduction of tool-mediated innovations, as
evidenced by Darjks presentation and commentary on ex-
emplary movies and frequent machinima contests such as
those held by Blizzard and XFire.com.
Subsequently, the ability of WoW-as-a-game and as soft-
ware to be so adaptable may have helped to foster the cul-
tures of participation that support WoWs many para-game
communities (of which machinima is just one). Further, the
history of WoW machinima demonstrates how para-game
communities may change in terms of their capabilities and
coherence, but remain engaged with WoW in no small part
because of its adaptability and its ability to provide for pa-
ra-game activities that provide places for extended forms of
participation and socialization with respect to the game.
CONCLUSION
This paper leverages the notion of cultures of participation
to construct a history of the World of Warcraft (WoW) ma-
chinima community. In constructing this history, we identi-
fied how issues of ownership, control, and cohesion helped
the machinima community to grow into a prominent part of
the WoW para-game. Further, we preliminarily identified
adaptation as a key theme that may be leveraged by design-
ers interesting in supporting future cultures of participation.
Thus, we argue that the theories and frameworks of cultures
of participation may provide game designers with inspira-
tion and tools for designing for collaboration and sociability
for their game and supporting para-game communities.
ACKNOWLEDGMENTS
This research was funded in part by NSF IIS Creative IT
(#1002772) and the Intel Science and Technology Center
for Social Computing programs.
REFERENCES
1. Bardzell, J . Creativity in Amateur Multimedia: Popular
Culture, Critical Theory, and HCI. Human Technology,
3 (2007), 12-33.
2. Carter, M., Gibbs, M., & Harrop, M. Metagames, para-
games and orthogames: a new vocabulary. Proc. of
FDG 2012. ACM Press (2012), 11-17.
3. Fischer, G. Beyond Interaction: Meta-Design and Cul-
tures of Participation. Proc. of OzCHI. ACM Press
(2011), 112-121.
4. Fischer, G. Exploiting the Powers of Cultures of Partici-
pation. Proc. of SKG2011. Beijing, China, 1-8.
5. Fischer, G. and Herrmann, T. Socio-Technical Systems:
A Meta-Design Perspective. Intl. J . for Sociotechnology
and Knowledge Development, 3 (2011), 1-33.
6. Hayes, C. Changing the Rules of the Games: How Vid-
eo Game Publishers are Embracing User-Generated De-
rivative Works. Harvard J ournal of Law & Technology,
21 (2008), 567-587.
7. Hutcheon, L. A Theory of Adaptation. Routledge, 2006.
8. Kow, Y. M. and Nardi, B. Culture and Creativity: World
of Warcraft Modding in China and the US. In Bain-
bridge, W.S. (Ed.), Online Worlds: Convergence of the
Real and the Virtual. Springer, London, 2010.
9. Lowood, H. and Nitsche, M. Introduction. In Lowood,
H. and Nitsche, M. (Ed.), The Machinima Reader. MIT
Press, Cambridge, 2011.
10. Su, N. Street Fighter IV: Braggadocio Off and On-Line.
Proc. of CSCW 2012. ACM Press (2012), 361-370.
11. Wenger, E. Communities of Practice: Learning, Mean-
ing, and Identity. Cambridge University, UK, 1998.
DESVIG 2013
67
All Work No Social Play: Contextualizing the Missing
Element in Exergames
Tamara Peyton
Pennsylvania State University
University Park, PA 16802
tpeyton@psu.edu
ABSTRACT
This research note discusses the possibility for gaming-
related interventions into the health contexts of obesity
among children and youth. The paper argues that the
problem with existing exergames is that they are too
focused on their health agenda and as such are not fun.
Through a discussion of the impact of designing for flow on
engagement, and the adoption of an idea of flow within a
case study of a commercial exergame, Dance Central 2, the
paper suggests that a synthesized approach that adopts the
best practices from commercial social activity games with
those from the medical and academic research around
health games and healthy physical activity might yield
better, more immersive, more socially aware and more
successful exergames, capable of a greater impact on their
target audience.
Author Keywords
Games; Health; Sociality; Youth; Gamification: Workshop
ACM Classification Keywords
H.5.m.
General Terms
Human Factors
INTRODUCTION
American children and youth lead increasingly screen-
oriented sedentary lives. Studies suggest that children spend
more time at home watching television and playing video
games than they do pursuing school lessons or engaging
with family and friends. This change in activity type and
levels is due to a number of factors. One factor is the
increase of either single parent or two-income earner
parents, which often leaves children as young as 7 at home
alone between daily school end and bedtime, or from dawn
to dusk on weekends. Another contributing but
contradictory factor to increased screen time and sedentary
pursuits among children is the increasing urbanization with
a concommitant sense of risk in society. As more children
and youth grow up in densely populated urban areas,
concerns for child safety increase. When the constant
bombardment of negative media messages of risk, around
crime, traffic dangers, and abuse are considered, the general
civic feeling now is that it is irresponsible to allow ones
child to run loose in the streets alone. Children are to be
kept indoors in order to keep them safe.
That safety comes at a severe health cost however. As will
be discussed in this paper, rates of child and youth obesity
are climbing at alarming rates, and with them, lifestyle
diseases previously associated primarily with adults, such
as cardiovascular issues, are now being found in children as
young as 5.
APPROACH
This paper examines the possibility for gaming-related
interventions into the health contexts of obesity among
children and youth. Working from the position that there is
a lot of work yet to be done to design and deploy positive
exergames for health, the paper argues that the problem
with existing exergames is that they are too focused on their
health agenda and as such are not fun. Through a discussion
of the impact of designing for flow on engagement, and
adoption within exergames, the paper suggests that a
synthesized approach that adopts the best practices from
commercial social activity games with those from the
medical and academic research around health games and
healthy physical activity might yield better, more
immersive and more successful exergames, capable of a
greater impact on their target audience.
CHILD & YOUTH OBESITY
Human life has become increasingly less involved with
physical labour. In the United States, concurrent with the
labour reduction has been an increase in financial income
and the widespread availability of a cornucopia of food.
This relationship between increased availability of food and
the decrease in corporeal labour and physical exertion has
led to what some call an obesity epidemic, and this is seen
most prominently in the child (5-13) and youth populations
(14-24) populations. Thirty-four to forty percent of youth
are overweight or obese [4, 8, 28]. When the sedentary
leisure lifestyles of children and youth are factored in, the
obesity phenomenon is further compounded [4].
Given the ways in which obesity complicates the risk
factors for a variety of lifestyle diseases, such as heart
disease, Type II diabetes and digestion system conditions
[5], the financial, social, and personal costs of health
awareness and health management can be very high. The
financial costs of obesity-related healthcare are often
reported. Thorpe et al. (2004) argue that obesity as a meta
Copyright is held by the author/owner(s).
CHI13, April 27 May 2, 2013, Paris, France.
DESVIG 2013
68
factor is over-represented, accounting for a 27% increase in
health related cost annually in the United States. Other
reports claim that the direct costs of obesity as a percentage
of 2008 national health care expenditures were 5.7% for the
US [1].
However, measured as social and personal effects, some
studies suggest that obesitys indirect costs can be higher
[12, 36]. In one study, researchers measured the amount of
employment discrimination faced by individuals labelled
obese based on their BMI index [2]. They found that
pictures of a female that were altered to make her appear
obese were significantly less likely to get expressions of
interest from university graduate school programs, or from
potential employers. They suggest that this is due to a
favourability disadvantage noted in other research [20, 29,
30]. Research also discloses that the percentages of obesity
are higher for children and youth in lower income or
ethnically disadvantaged group [18].
PHYSICAL ACTIVITY AS PREVENTION
Given the reported direct and indirect costs of obesity, and
considering the strong tendency for overweight children
and youth to become overweight adults [4], prevention has
become a major focus for healthcare awareness in schools.
The US Department of Health has issued guidelines
directing programs to encourage children and youth to
undertake one hour of moderate to vigorous physical
activity daily [26]. This guideline follows the medical
research that suggests a direct causal link between
nutritional intake and energy expenditure [31]. While the
US guidelines are focused towards physical education (PE)
programs in schools [24], due to budget and time
constraints at most American schools, children and youth
are not getting access to or participating in daily PE. When
considering additional socioeconomic factors, such as the
reduction of schools which creates an increase in bussing in
students, or the racial or urban/suburban/rural divide is
accounted for [18], most American children and youth do
not attain this daily suggested level [24].
Exergames for health
How can this decrease in physical activity be alleviated in a
way that breeds positive habits in children and youth? One
suggested method is the fusion of positive health practice
ideas and digital games. As a branch of serious games, or
games with a positive social change agenda, exercise-
oriented games (exergames) are a fast-growing branch of
game development. Exergames are often created as a
partnership between pediatric specialists, educational
technology specialists, human factors researchers and social
scientists. The goal of exergames is to encourage active
behaviour by leveraging children and youths existing
fascination with digital games [9], and by playing to that
fascination through gaming titles that nudge youth off their
couches and into exertion-oriented activity. In one study,
researchers suggest that converting passive screen time,
such as time spent watching television without moving, into
active screen time, considered to be the focused
engagement in active digital gaming, can cause a direct
doubled increase in energy expenditure [19].
Learning from games
In scientific research circles, it is now acknowledged that
games can make for excellent learning environments [11,
14, 34]. Game environments encourage, reinforce and teach
a number of positive habits, from learning to read cultural
cues, to figuring out how to collaborate in unstructured ad-
hoc teams. Games can help youth learn leadership skills,
and can give them a sense of mastery over a cultural world.
There are several commercial titles available that could be
deemed exergames, ranging from the Wii Fit and Dance
Dance Revolution on the Wii console platform, to Dance
Party 2 and Tiger Woods PGA Golf Tour 2, both for the
Xbox Kinect platform. There is a growing body of
academic work looking at the possible connections between
the engagement with these commercial titles and their
potential health effects on children and youth (e.g. [10, 13,
15, 16, 32]. However, much of the academic work to date
outside of these console games have focused on decidedly
non-ludic devices, such as pedometers, yet many still
ascribe the exergame label (e.g.: [6, 23] to such
technologically-enabled activities.
While a labelling issue may seem to be an irrelevant or
pedantic policing of genre boundaries to some, such
labelling can affect the successful adoption of a game by
children and youth. For that population, a game involves an
immersive environment accessible from a computer or
television-attached game console, and it is geared at having
fun. A game must be played after all, and a common failing
of most serious games is that they are not playful and
therefore are rarely fun. Most serious games amount to little
more than interactive encyclopaedias with video and noise
added in. In contrast, a exergame which presents an
immersive environment, and which offers escalating
challenges tailored to expertise, and which rewards
competition and successful completion of tasks would be a
title that would be worthy of the idea of play.
DESIGNING ENGAGING EXERGAMES: OXYMORON?
The orientation towards immersion and fun is what enables
a sense of engagement and what the game studies work
calls flow; a concept adopted from Nakamura &
Csikszentmihalyi [27]. Flow is considered to be the highly
temporal subjective sense of optimized, intensely
pleasurable experience. It is expressed colloquially by
players as the ability to lose ones self in the moment, to
suspend disbelief and run with the experience of being an
elf, a golf pro or a bowling ball. For an exergame to be
successful, with success rated both according to feelings of
fun, as well as adequate physical exertion, Sinclair,
Hingston & Masek [33] suggest that it must consider
engagement factors, and Tam, Distler, and Kreit [25]
suggest that flow is one way to conceptualize this kind of
engagement.
DESVIG 2013
69
Regardless of the label used for the genre of game, or for
youths increasing fascination for digital games, exergames
alone may not be sufficient to encourage children and youth
to participate in physical activity, whether with or without
a gaming component [17]. Children and youth need the
social element; that strong support and encouragement of
family and peer groups in order to stick with physical
activity as a regular daily habit [7]. Eyler & Giles [7]
further suggest that social psychological maturity found in
indicators of a child or youths capacity for engagement,
social maturity, resilience and curiosity are also required for
adequate learning takeaways, particularly among females.
Additionally, many commercial games that can be
mobilized as exergames were originally designed as turn-
taking party games. The social- environmental factors must
be taken into account when designing exergame
applications or activity programs that use exergames
towards encouraging positive physical activity for health.
What might an exergame look like, if it is designed with a
conscious sense of flow, a specific social agenda and set of
criteria that encourage social responsibility, individual
reflexivity and a sense of physical mastery over the
exergames challenges? Tam, Distler & Kreit [35] are
instructional here. The researchers note that this sense of
engaged exergaming might arise from a subjective sense of
successfully adapting ones activity to game-presented
challenges in tasks, designed according to an understanding
of the interests and abilities of the intended players.
Through a discussion of various types of games over the 30
year history of exertion gaming, Tam, Distler & Kreit note
that age factors complicate exergame design. The kind of
tag and release games that are popular and considered fun
by 6-11 year olds will be viewed as engaging and rewarding
by 15-22 year olds. Macvean and Robertson [6] concur with
this, suggesting that the two different games they tested
with 12 to 15 year olds had differing rates of enjoyment and
positive reactions from each of the chronological age
groupings in their participant pool. The design
consideration that emerges from this is the need to
understand the social, physical and psychological
tendencies of different age ranges of player.
Tam, Distler & Kreit [35] argue that there is a temporal
design imperative for exergaming: the need to encourage
specific levels of physical activity that endure over a
specific period of time, adjusted according to desirable
exertion intensity parameters. As one research group
demonstrates [21,22] through a study of the intensity and
health payoffs of dance games, the typical design of
commercial games are not geared at sustained physical
activity over a set and prolonged period of time. Most
players of early dance games like Dance Dance Revolution
would participate in one or two dances before ceding their
spot on the dance mat to another player. In doing so, they
aborted the possible health benefits of playing the game for
a prolonged period. The challenge for commercial
exergames, then, is how to design for the diverging values
of social fun, physical exertion and maximized flow. A
further challenge for serious games designers is how to
adopt the wide age-range appeal commercial social party
games, while also designing into their hybrid exergames the
social values of resilience, competency and commitment
related to physical health, that are required for the healthy
current and future lifestyles of children and youth.
Dance Central 2
The most recent generation of commercial physical activity
social games appears to have become aware of their
shortcoming for health. Now, enabled by the Microsoft
Xbox Kinect body-awareness system, titles such as the
Dance Central 2 game from Microsoft are explicitly tagged
commercially as being part of the exercise genre. Dance
Central 2 includes a specific way to play the game that is
akin to the dance-oriented workouts, such as Zumba or
jazzercise, found at most community gyms. When players
log into the Dance Central 2 game interface, they are asked
to choose an avatar, to choose whether to play solo or in
tandem with another, and also to choose a game approach
mode.
One of the new features of Dance Central 2 is the ability to
select a fitness mode. Choosing this mode allows a player
to select a series of songs to which they wish to do a game-
directed, time-specific, dance-oriented workout, and also to
select a difficulty level. Based on play experimentation
done by this papers author on this title, the medium
difficulty level would be the most advantageous level for
balancing exertion and fun.
Given this new fitness mode, it would appear that
commercial games like Dance Central 2 are aware of the
design challenges and previous critiques around
Exergames, and are now explicitly attempting to both
enable a sense of flow and provide a prolonged possible
activity level, geared at maximizing fitness outcomes from
game engagement. However, they still have a ways to go. I
am curious why this do not yet allow for players to play
against one another over the network, rather than restricting
cooperative or competitive play to co-situated presence?
And why not allow the posting of successes in the game to
social media sites such as Facebook, perhaps along with a
relevant photo or screen capture if posting to a site such as
Tumblr?
CONCLUSION
It is acknowledged that the medical, social and design field
aspects are too large to do justice to in a short paper and
there are a number of aspects of exergaming that were not
covered herein. As one example, this paper did not engage
with the specifics of exergame design as they relate to the
health success measures of exergames. These measures are
most frequently tied directly to bodily responses to energy
expenditure, such as oxygen uptake (VO2), heart rate and
participants subjective evaluation of perceived exertion
(RPE) [3]. This is because there is an emerging sense in the
non-medical technologic design literature that, given the
DESVIG 2013
70
need to create positive lifestyle changes among children and
youth, other factors might be more suitable to holistic
technologically-enabled approaches to wellness via
exergames [35, 25]. There are also debates within the
serious games community on whether or not to OEM
current commercial exercise games like Wii Fit or Dance
Party 2 and wrap an extra layer of data and direction around
the game, pursuant to activity level goals for health.
What is severely missing in health measures, however, are
guidelines and evaluation of the sociability of exergames.
Given the work reviewed here that has explicitly linked
exergaming to sociality, should metrics for game evaluation
go beyond the mere health and take into account the role of
peer networks and social support systems?
To date, the research shows clearly that games designed by
academics and researchers specifically for exercise have
rarely been fun or properly social, and games designed
commercially for explicit play purposes have rarely been
able to encourage healthy long-term behaviour, If
exergames could be designed according to best practices
from both the technology side of exergame research, such
as that of Sinclair, Hingston, and Masek [33] as well as
from the positive psychology and sociology side of
academic work, such as that of Masten and Reed [25], the
work that emerges from the combined field of the health
informatics world might finally succeed at creating suites of
exergames that are healthy, impactful, social and fun.
REFERENCES
1. Barrett, A. et al. 2008. Burden of Obesity: 10-Year
Review of Published Literature on Direct and Indirect
Costs in Nine Countires. Value in Health. 11, 3 (May.
2008), A160.
2. Benson, P.L. et al. 1980. THE SOCIAL COSTS OF
OBESITY: A NON-REACTIVE FIELD STUDY.
Social Behavior and Personality: an international
journal. 8, 1 (1980), 9196.
3. Bonetti, A.J . et al. 2010. Comparison of Acute Exercise
Responses Between Conventional Video Gaming and
Isometric Resistance Exergaming. J ournal of Strength
and Conditioning Research. 24, 7 (Jul. 2010), 1799
1803.
4. Cameron, N. et al. 2006. Childhood Obesity:
Contemporary Issues. CRC Press.
5. Colditz, G.A. 1992. Economic costs of obesity. The
American J ournal of Clinical Nutrition. 55, 2 (Feb.
1992), 503S507S.
6. Consolvo, S. et al. 2006. Design requirements for
technologies that encourage physical activity.
Proceedings of the SIGCHI Conference on Human
Factors in Computing Systems (New York, NY, USA,
2006), 457466.
7. Eyler, J . and Giles, D.E. 1999. Wheres the Learning in
Service-Learning? J ossey-Bass Higher and Adult
Education Series. Jossey-Bass, Inc., 350 Sansome St.,
San Francisco, CA 94104; Tel: 888-378-2537 (Toll
Free); Fax: 800-605-2665 (Toll Free); Web site:
http://www.josseybass.com ($28.95).
8. Flegal KM, C.M. 2010. Prevalence and trends in obesity
among us adults, 1999-2008. J AMA: The J ournal of the
American Medical Association. 303, 3 (J an. 2010), 235
241.
9. Foster, L. and Page, A. 2006. Self-perceptions and
physical activity behavior of obese young people.
Childhood Obesity: Contemporary Issues. N. Cameron
et al., eds. CRC Press. 5164.
10. Garn, A.C. et al. 2012. What are the benefits of a
commercial exergaming platform for college students?
Examining physical activity, enjoyment, and future
intentions. J ournal of physical activity & health. 9, 2
(Feb. 2012), 311318.
11. Gee, J .P. 2003. What video games have to teach us
about learning and literacy. Comput. Entertain. 1, 1
(Oct. 2003), 2020.
12. Gorstein, J . and Grosse, R.N. 1994. The indirect costs of
obesity to society. Pharmacoeconomics. 5, 1 (1994), 58
61.
13. Graves, L. et al. 2008. The contribution of upper limb
and total body movement to adolescents energy
expenditure whilst playing Nintendo Wii. European
J ournal of Applied Physiology. 104, 4 (2008), 617623.
14. Ito, M. et al. 2009. Hanging Out, Messing Around, and
Geeking Out: Kids Living and Learning with New
Media. MIT Press.
15. J in, S.-A.A. 2010. I Feel More Connected to the
Physically Ideal Mini Me than the Mirror-Image Mini
Me : Theoretical Implications of the Malleable Self
for Speculations on the Effects of Avatar Creation on
AvatarSelf Connection in Wii. Cyberpsychology,
Behavior, and Social Networking. 13, 5 (Oct. 2010),
567570.
16. Kaye, L.K. et al. Submitted. I need a Wii: Motivations
and experiences of playing videogames. Leisure Studies.
(Submitted).
17. Klein, M.J . and Simmers, C.S. 2009. Exergaming:
virtual inspiration, real perspiration. Young Consumers:
Insight and Ideas for Responsible Marketers. 10, 1 (Mar.
2009), 3545.
18. Kumanyika, S.K. and Grier, S. 2006. Targeting
Interventions for Ethnic Minority and Low-Income
Populations. The Future of Children. 16, 1 (2006), 187
207.
19. Lanningham-Foster, L. et al. 2006. Energy Expenditure
of Sedentary Screen Time Compared With Active
Screen Time for Children. Pediatrics. 118, 6 (Dec.
2006), e1831e1835.
DESVIG 2013
71
20. Lerner, R.M. and Korn, S.J . 1972. The Development of
Body-Build Stereotypes in Males. Child Development.
43, 3 (Sep. 1972), 908.
21. Lieberman, D. 2006. Game enhanced music manuscript.
Proceedings - GRAPHITE 2006: 4th International
Conference on Computer Graphics and Interactive
Techniques in Australasia and Southeast Asia. (2006),
245498.
22. Lieberman, D.A. and Brown, S.J . 1995. Designing
interactive video games for childrens health education.
Interactive technology and the new paradigm for
healthcare. K. Morgan, R. M. Satava, H. B. Sieburg, R.
Mattheus and J .P. Christensen, eds. IOS Press. 201210.
23. Macvean, A. and Robertson, J . 2012. iFitQuest: a school
based study of a mobile location-aware exergame for
adolescents. Proceedings of the 14th international
conference on Human-computer interaction with mobile
devices and services (New York, NY, USA, 2012), 359
368.
24. Mary, P.D.S. et al. 2006. The Role of Schools in
Obesity Prevention. The Future of Children. 16, 1
(2006), 109142.
25. Masten, A.S. and Reed, M.-G.J . 2002. Resilience in
development. Handbook of positive psychology. C.R.
Snyder, ed. Oxford University Press. 89105.
26. Nader PR, B.R. 2008. MOderate-to-vigorous physical
activity from ages 9 to 15 years. J AMA: The J ournal of
the American Medical Association. 300, 3 (J ul. 2008),
295305.
27. Nakamura, J . and Csikszentmihalyi, M. 2002. The
concept of flow. Handbook of positive psychology. C.R.
Snyder, ed. Oxford University Press. 89105.
28. Ogden CL, C.M. 2010. PRevalence of high body mass
index in us children and adolescents, 2007-2008.
J AMA: The J ournal of the American Medical
Association. 303, 3 (J an. 2010), 242249.
29. Richardson, S.A. et al. 1961. Cultural Uniformity in
Reaction to Physical Disabilities. American Sociological
Review. 26, 2 (Apr. 1961), 241.
30. Robert, J . 1967. A study of social stereotype of body
image in children. J ournal of Personality and Social
Psychology. 7, 1, Pt.1 (1967), 101104.
31. Roberts, C.K. and Barnard, R.J . 2005. Effects of
exercise and diet on chronic disease. J ournal of Applied
Physiology. 98, 1 (J an. 2005), 330.
32. Robinson, J . et al. 2012. The effects of Wii FitTM and
IREXTM exergaming platforms on postural stability,
user-acceptance and flow: a randomised trial. Sheffield
Hallam University 30th May 2012 (Sheffield Hallam
University, May. 2012).
33. Sinclair, J. et al. 2007. Considerations for the design of
exergames. Proceedings of the 5th international
conference on Computer graphics and interactive
techniques in Australia and Southeast Asia (New York,
NY, USA, 2007), 289295.
34. Steinkuehler, C. and Duncan, S. 2008. Scientific Habits
of Mind in Virtual Worlds. Journal of Science Education
and Technology. 17, 6 (2008), 530543.
35. Tam, A. et al. 2013. The Gaming Edge. Innovation with
Information Technologies in Healthcare. L. Berkowitz
and C. McCarthy, eds. Springer London. 259282.
36. Trogdon, J .G. et al. 2008. Indirect costs of obesity: a
review of the current literature. Obesity Reviews. 9, 5
(2008), 489500.
DESVIG 2013
72
Democracy has arri ved!
Promoting a reflexi ve Approach to Power in Virtual Worlds
through Interface Modifications
Patrick Prax
Uppsala University
Box 513, 751 20 Uppsala
Patrick.prax@im.uu.se
+46760427398
ABSTRACT
In digital online games and virtual worlds, like in other
digital media, the structure of the medium, its code, its
procedural rhetoric, influences the emerging interaction and
culture of the space. As these games become a more wide
spread and influential form of mass media questions about
the social impact become more pressing and present an
ethical concern for game designers. However,
institutionalized game designers are not the only group that
can influence the structure of games. A way to modify the
code of a virtual world and thus to co-create its design is by
extending its interface with an add-on that interacts with the
application programming interface of the game. A
deliberate modification of this code to influence decision
making in the game might thus lead to a more reflexive
approach to power in the game and even help players to
understand and question real-world power structures.
Together with my partner I have elsewhere presented the
design vision and theoretical framework of a digital tool for
ethical decision making that will be implemented in the
virtual world World of Warcraft [15]. Its purpose will be
to supply players with means to modify the power structure
built into the code of this virtual world and to support more
ethical and democratic decision making in the game. In this
workshop I want to present this project as a case of
designing games for certain social structures using the
concept of not only procedural rhetoric and code but also
procedural ethics and to explore the potential of games as
an alternative political medium. For this purpose I am very
interested in developing and using the framework for the
design, development, and evaluation of the social structures
of online video games that is to be created in the work
shop.
Author Keywords
Game design, social impact, procedural ethics, procedural
rhetoric, code, co-creation, Add-on, User interface
modification,
ACM Classification Keywords
Human Factors; Design; Theory
INTRODUCTION
Interaction in and with digital media is governed by their
code. This means that communication with others over
digital media is only possible when the code permits it and
that organizations, power structures and decision-making
processes have to follow the a priori plan of the creator of
the digital medium [12]. This is particularly visible in
virtual worlds (hereafter VWs) in which groups are bound
to follow the social architecture implemented into the code
of the game. From a perspective of rhetoric the structure
and game mechanics of digital games can be seen as a form
of procedural rhetoric that enforces itself during play and
that has a political message that can be analyzed and
critiqued [2] Williams (2006, p.666) argues that []
issues of code and interface are paramount, as it is software
that enables, and often prevents, certain kinds of
interactions between certain kinds of participants. In a VW
for instance, the restrictions limit the ways that
users/players can organize a group (clan, guild, party)
within it. He suggests studying online game architectures in
order to understand the impact of different kinds of games
and to be able to generalize findings from the analyses of
individual titles. He links social online games to civic
activism and points out that future research might allow
conclusions about what attributes of games can lead to
which civic and social outcomes (Williams 2006, p.668).
The structure of leadership and power that is coded into a
game influences the emerging culture and patterns of
socializing in the game. Consequently, this would change if
the existing model were replaced.
World of Warcraft1 [3] (hereafter WoW) is one example of
a VW. It features an open Application Programming
1
WoW is a good example here for several reasons. First of all it is the VW
and MMORPG that has been most successful VW in the western world. It
Copyright is held by the author/owner(s).
CHI13, April 27 May 2, 2013, Paris, France.
DESVIG 2013
73
Interface (hereafter API), which means that third-party
software, scripts coded in the language LUA, can access
and manipulate information in the game to visualize it in
sophisticated ways or offer additional functionality to
players. These pieces of software are called add-ons and
their use is widespread in WoW. Many of the interface
elements that are now a part of the standard interface of
WoW actually originated as add-ons that got popular
because of their utility. Blizzard, the company behind
WoW, has continuously been adding functionality from
add-ons to new releases of the basic interface, thus showing
that they are both welcoming and taking advantage of user
participation in their game development [14]. Following
Williams suggestion for further research, this paper will
present the design vision and theoretical framework of a
digital tool for ethical decision making that will be
implemented into the interface of WoW. Its purpose will be
to supply players with means to modify the power structure
built into the code of the VW and support more ethical and
democratic decision making. Games, especially VWs,
function as educational tools, where not only cognitive
skills like problem solving, situation awareness and
scientific thinking can be developed but also important
social skills [22; 23; 18; 17]. This, we argue, will give
players an opportunity to reflect on issues of power not only
in the game but also in broader societal contexts.
THEORETICAL FRAMEWORK
The theoretical framework of the design document for the
interface modification uses the Lessigs [12]notion of code
and Bogosts [2]procedural rhetoric where the call for the
workshop uses the term social structures.
Code as Law
To show the importance of the infrastructure, or
architecture, of digital media for its social effects, it is
useful to compare it to other structures in our society that
are aiming at influencing emerging culture and behavior. A
particularly fruitful comparison here is made by Lessig
[12], comparing digital code to law. However, there is
another central difference between code and law. Lessig
explains:
the architecture of the Netor its
codeitself becomes a regulator. In
this context, the rule applied to an
individual does not find its force from the
threat of consequences enforced by the
lawfines, jail, or even shame. Instead,
the rule is applied to an individual
peaked at about 13 million players and is now serving about 11 million
paying subscribers worldwide. Second, WoW has made the genre of
MMORPGs popular and successful in the western market and, in a way,
created the standard against which other similar games have to be
measured.
through a kind of physics. A locked
door is not a command do not enter
backed up with the threat of punishment
by the state. A locked door is a physical
constraint on the liberty of someone to
enter some space.(Lessig, 2006, p. 81-
82, emphasis added)
In this way code is thus very different from law as it
automatically enforces itself instead of motivating
compliant behavior with threats of punishment. However,
the difference goes even further. Code is the material with
which digital media are built. That means that it is not
something external to the medium that enforces limitations
to a perceived freedom. Instead it is what dictates all
possibilities for action and interaction.
Virtual world structure and effects
The structure of the digital medium influences the emerging
interaction of the users and the design of the game promotes
certain kinds of play. The interface and the rules of the
game are part of its structure. This structure then influences
the practices of the players which come to define the social
and cultural parameters of the worlds they inhabit. [22]
Williams [23] gives two examples for the structure of
games:
some games allow for chatting between
all players, whereas others encourage it
by virtue of the goals they set for
players some games are designed for
both solo and group players, whereas
others require group coordination for
success. (Williams, 2006, p.666)
The typical MMORPG (Massively Multi-Player Online
Game) class setup with tanks, healers and damage dealers,
all of whom need each other in order to play successfully, is
another example, as is the requirement of about five players
for a group and at least ten players for a raid group. These
structures force people to socialize if they want to play
high-level content. The interaction of the structure of a
game and the practice of the players in constituting the
culture and society of the game is explained by Thomas and
Brown [22]:
The idea of the game as an institution can
help us understand how it functions in a
broader social context. Institutions
provide structure and meaning to the
game world and set the parameters for
what is possible in the space. To that end
institutions include things like the rules of
the game (both structured by the game
dynamics and mechanics and created
and enforced normatively by players)
and the challenges, quests, and spaces
provided by developers, (Thomas &
Brown, 2009, p. 40, emphasis added)
DESVIG 2013
74
The social structure of the game emerges from the game
dynamics and mechanics both of which are automatically
enforced as code in digital media and in contemporary
digital games not immediately open to be examined and
reflected on by the player. This is where the comparison of
code and game mechanics becomes useful for
understanding the relation of the player/user to both better
and it also the point where Lessigs example of a locked
door stops working. Code does not lock a door that is there
and that one could walk through. Code is not the lock. Code
is the building that the door is or is not a part of. This way
of regulation is more persuasive and harder to reflect upon
and criticize. Instead of asking for that door over there to be
opened, a critique would have to analyze and understand
the structure of the entire building to see the underlying
rationale and then demand this structure or architecture to
be changed. Here is a need for methods and guidelines for
evaluating social structures in online games that the
workshop will be working on in general and for this
particular project.
Add-ons as Social Actors
Add-ons are a major source of innovation in the interface
design of World of Warcraft [14] and they have been
described as social actors, influencing play and social
interaction in the game. The most notable accounts are
Taylors analysis of damage meters as tools for co-
surveillance [19], Chens description of add-ons as
necessary for raiding [4], and Kow and Nardis papers on
the add-on community and the way it influences play[9;
13]. Taylor explains in a very accessible way why add-ons
such as a damage meter are social actors that change the
culture in the game [20; 21]. The community that has
emerged around the production of add-ons for WoW has
created a number of websites dedicated to the topic. Most
notable here are Wowinterface.com and Wowace.com [
To give an example of the importance of add-ons for game
design and for the difficulty of raiding, Golub [6] mentions
the threat meter add-on Omen, which is mandatory for
raiders in his guild. He explains how add-ons become a
central aspect of play and how they make the game more
manageable and reduce effort, make visible invisible parts
of the game, aid players in coordinating with one another,
and capture important aspects of a players history of play
[13]. In this environment, where the structure of the
medium influences social outcomes and where add-ons can
serve as an access point to alter the way the game is being
played, the API of WoW offers the possibility to the players
and third parties like us to influence the game as a medium
and by that to become a social actor in the game.
The Current Structure of Leadership in WoW
Right now WoW, like many other MMORPGs, is using a
model with one all-powerful leader for many in-game
groups. The roles that exist are currently guild leader, group
leader, and raid leader. This also means that, for better or
worse, all decisions that have to do with for example
removal and invitation of group members and sometimes
also loot distribution have to be taken by the group leader.
It is possible to delegate some of these tasks and appoint
lower-level leaders but the main responsibility for decisions
lies with the leader. However, having all this responsibility
as a leader, with the possible stress and conflicts that it may
cause, is only one side of the problem. It also means that a
player is enjoying fairly unlimited power, purely with the
legitimation of being the person who started the group.
There is no democratic element in the decision making
other than perhaps a mutiny, where the players leave the
group and start a new one without the former leader, or at
least with a different all-powerful leader. As mentioned
above, the structure of the game is not determining play.
Players can attempt to find ways out of this structure.
Guilds can, for example, establish a council model where
there are a number of players at the second-highest level of
power who reign over and organize it together, while the
formal one-person guild leadership is residing within an
unused character. The existence of such alternative
practices shows that some players reflect on and renegotiate
the power structures in the game. It also shows that the
power structure that is coded into the game is not
determining the social outcome. Players can subvert the
existing power structures. However, establishing something
like this demands a conscious decision and requires
hacking, or circumventing, even subverting, the game
design. It requires the leader of the guild to freely share her
power. She could still betray the group and switch back to
the unused formal guild leader and take back the full
control by for example kicking the council members from
the guild. The power structure does have an influence on
culture by making one way more difficult to set up and
maintain than another one. Establishing a different structure
requires effort, mutual trust, and a deliberate decision by
the players. In this situation our add-on will offer an easier
way for players to modify the structure and support
practices not explicitly intended by the game designers. By
offering an alternative, it also points out that there is a
possibility to make a decision here. The add-on can thus
create opportunities for a more democratic dialogue.
An Alternative Model for Democratic Decision Making
For reasons of space I will at this point not go into the full
details of the design of our add-on but say that it relates to
this subversive practice in that it is intended to empower
players to break loose from the prescribed power system
that is coded into the game, thus intentionally altering the
social setup in the game world. The add-on is an adaptation
of an online collaborative decision-making tool called
ColLab
2
. ColLab has been developed as a platform for
collaborative and democratic decision making. [11] The
central idea of ColLab is that a tool for decision making
2
You can find and use ColLab here: http://interact.it.uu.se/collab
DESVIG 2013
75
should confront the users with the influences of their
decision on all the stakeholders and their respective
interests [8]. It requires the user to first gather data about
the situation, i.e. all the stakeholders and their interests and
connections to each other. All the stakeholders in a conflict
have various interests that are affecting the dynamics of it.
Furthermore, they form relationships to each other that may
create additional conflicts or increase the severity of the
existing one. There can be tensions, rivalry, competition or
any other shared conflict history influencing the current
situation. Any decision in a conflict means great risk of
hurting the interests of a part of the stakeholders. However,
by viewing a possible decision from the point of view of
every other group and with their, often very relatable and
understandable interests in mind, the user will get help to
counter her cognitive biases [10]. By gaining an
understanding of the social implications from ones own
decisions, the user will be in a better position to fulfill
Immanuel Kants maxim to act so that the decisions one
makes can be considered right, regardless of who makes
them and who is subjected to them [7]. The tool thus gives
support in determining the decision that is most consistent
with ones own morality and is also developing awareness
of moral problems and skills to deal with these.
If players choose to use it, the add-on will enable a new
practice where authority is distributed between players
instead of being concentrated in one arbitrarily assigned
leader. Our add-on will change the structure of the game by
increasing the visibility of the moral choice for both the
player and co-players. It will become apparent to players if
their leader acted against the will of the majority of the
group. Another effect will be that it will make the default
structure that is coded into WoW visible by creating an
alternative to it. The add-on emphasizes the social
consequences for behavior within the multiplayer aspect of
the game. Players will be empowered to apply social
pressure on the leader. The add-on will not enforce the
groups will automatically but if the existing leadership
structure is only an unconscious reproduction of the frozen
discourse of MMORPGs, then presenting a working
alternative could change game design practice and lead to a
democratic decision making system that can actually
enforce a majority vote.
Here we want to use three examples to illustrate how the
add-on is going to work. The first example is a discussion
in a guild about its raid schedule. If there are parents among
the members, they may want the raids to start later to be
sure that the kids are already in bed while others who have
to get up early for their work might want to start earlier.
Here the add-on can serve to provide an overview over
what different guild members want and how any decision
would impact them. The members would have the
possibility to propose compromises and ultimately to vote
on a solution. For the second example we can think of a
guild in which a number of members are in an emotional
conflict with each other, something that is putting strain on
the guild atmosphere. The add-on would here structure the
conflict and help the arguing parties to understand each
others positions. It would also provide a way for other
guild members that are disturbed by the conflict to push for
and participate in a solution. If the fighting parties cannot
find a solution, the add-on could make it possible to decide
in a fair way about a solution, e.g. to kick one side of the
conflict from the guild.
All parties would have the opportunity to contribute to the
discussion and the leaders of the guild could see how their
members are feeling about the conflict in order to avoid a
situation where they kick a player out and realize that others
are following her, thus tearing the guild apart in the process.
The third example is a dispute over loot in an ad-hoc raid
group. Here players are not part of a durable group and are
only banded together for this particular level. The add-on
can be used to limit the power of the raid leader to abuse
her power for loot distribution. For example, if the leader
wants to give a dropped item to a guild member of his, who
is also part of the raid, even though another player would
also have a claim on the item, that player could open a
conflict in the add-on, choose the pre-made Loot Drama
conflict setup, quickly adapt it to the situation, and
broadcast it. The other players could then modify it
collaboratively (much like a Google document), add
stakeholders and solutions, and finally vote for a solution. If
this vote results in support for the player who did not get
the item, then the raid leader has to choose to either follow
the verdict of the group or to act against it openly, with the
risk for players leaving the group. The add-on will make it
possible to discuss how decisions should be made and how
power structures should be implemented into the game. It
might not enable picking the apple from the tree, to return
to the earlier used Garden of Eden example, but it will at
the very least make it possible to see the tree and to then
ask questions about why the apple is untouchable and if that
should not be different.
Another advantage of an add-on like this is that it can be
used for recording player behavior in conflict situations
over a long period of time. Such a research direction has
ethical and privacy implications that need to be sorted out
first. It would require the participating players consent for
aggregating the information, but there is great potential for
understanding not only the use of the particular add-on but
also game play generally.
DESVIG 2013
76
Figure 1: The structure of the add-on interface
CONCLUSION AND FUTURE STUDY
There are a number of possibilities for further research
resulting directly from this project. Besides offering and
testing a new framework for decision-making in virtual
environments, which could be applicable in wider context
than just VWs and online games, this project holds the
possibility to collect data on what players in these spaces
are having discussions and arguments about and how they
are having them. Quantitative studies with users of the tool
will make it possible to draw conclusions about what kind
of effects power structures in games have on players. To be
able to do this the framework for the design, development,
and evaluation of the social structures of online video
games that is to be created in the workshop will be useful.
In order to be able to optimize the design of the add-on and
to evaluate the reaction of the player, as well as the effect of
the decision-making process, we will test the add-on with
different and divergent groups of players. The users will fill
in questionnaires about the add-on, focused on the way that
the add-on has changed conflict resolution in the game. The
authors will conduct in-depth interviews with a number of
diverse players representing different play styles and
approaches to get the most possible points of view on the
add-on, and given that we get players consent, we can
collect data about the use of the add-on, focused on the
number of conflicts resolved, the time each conflict took to
resolve and the default conflicts that were used by the
players.
Digital games are the medium in which many people make
meaningful experiences. Virtual worlds are here especially
important as a space to experience sociability and culture.
With this project we aim to pave a way to change the design
of these spaces in order to make the emerging societies in
virtual spaces more democratic, aware of ethical problems
in their decision making, and reflective of the architecture
DESVIG 2013
77
of power in digital media. Players could potentially take
these lessons with them and apply them to politics and
society in the physical world, thus increasing their
capability to take responsibility for matters of society and to
demand changes, participation, and power. Players might
learn from their experience in the game that power
structures are something that has a political agenda and that
can be modified according to the peoples moral values. We
hope that instead of learning to accept the setup of society
as unchangeable, players will learn to reflect on it, to doubt
it, and to expect legitimization for it, should they find it
undesirable. In times of global economic and political
struggle, we hope that virtual worlds can be more than just
an escape to a different space but instead an inspiration to
societal change. This is our aim.
REFERENCES.
1. Aristotle. Nichomachean Ethics. Retrieved from The
Internet Classics Archive (350 B.C.E):
http://classics.mit.edu/Aristotle/nicomachaen.html
2. Bogost, I. Persuasive Games: The Expressive Power of
Videogames, MIT Press. 2007.
3. Blizzard Entertainment. World of Warcraft. Irvine: CA:
Blizzard Entertainment. (2004-2011)
4. Chen, M. Communication, Coordination and
Camaraderie in World of Warcraft. Games and Culture,
4(1), 47-73, Sage Publications. (2009).
5. Gee, J . What video games have to teach us about
learning and literacy. New York: Palgrave Macmillan.
(2003).
6. Golub, A. Being in the World (of Warcraft): Raiding,
Realism, and Knowledge Production in a Massively
Multiplayer Online Game, Anthropological Quarterly
(2010), 83(1), 17-45,
7. Kant, I. Fundamental Principles of the Metaphysic of
Morals. (1785). Retrieved from Project Gutenberg:
http://www.gutenberg.org/etext/5682
8. Kavathatzopoulos, I. The use of information and
communication technology in the training for ethical
competence in business. J ournal of Business Ethics
(2003). 48(1), 43-51, Kluwer Academic Publishers.
9. Kow, Y. & Nardi, B. (2010). Who owns the mods?
First Monday 15(5).
10. Laaksoharju M. Let Us Be Philosophers! Computerized
Support for Ethical Decision Making. [Thesis]. Uppsala:
Department of Information Technology, Uppsala
University: IT licentiate theses / Uppsala University,
Department of Information Technology, (2010).
11. Laaksoharju In support of democratic dialogue. In
Critique, Democracy and Philosophy in 21st Century
Information Society - Towards Critical Theories of
Social Media, The Fourth ICTs and Society-Conference,
Collection of Abstracts (2012). Retrieved from The ICT
and Society Network: http://www.icts-and-
society.net/wp-content/uploads/Abstracts.pdf
12. Lessig, L. Code. Basic Books, New York, 2006.
13. Nardi, B., & Kallinikos, J . Technology, Agency, and
Community: The Case of Modding in World of
Warcraft, In Holmstrm, J ., Wiberg, M., & Lund, A.
(Eds.), Industrial Informatics Design, Use and
Innovation: Perspectives and Services (2010). 174-186.
14. Prax, P. Co-creative interface development in
MMORPGs - the case of World of Warcraft add-ons,
J ournal of Gaming and Virtual Worlds (2012). 4 :1, pp.
324.
15. Prax, P. and Laaksoharju, M. Democracy has arrived! A
Model for Ethical Decision Making of Players in
MMOs, Procedings of Meaningful Play 2012, (2012)
http://meaningfulplay.msu.edu/proceedings2012/mp201
2_submission_16.pdf
16. Sherlock, L. Genre, Activity, and Collaborative Work
and Play in World of Warcraft: Places and Problems of
Open Systems in Online Gaming, J ournal of Business
and Technical Communication (2009). 23(3), 263-29.
17. Squire, K., & Steinkuehler, C. Generating
cyberculture/s: The case of Star Wars galaxies. In
Cyberlines 2.0: Languages and cultures of the Internet,
ed. D. Gibbs and K. Krause (2006). 177198. Albert
Park, Australia: J ames Nicholas Publishers.
18. Steinkuehler, C. & Duncan, S. Scientific Habits of Mind
in Virtual Worlds. J ournal of Science Education and
Technology (2008). 17(6), 530-543.
19. Taylor, T.L. Does WoW Change Everything? How a
PvP Server, Multinational Player Base, and Surveillance
Mod Scene Caused Me Pause, Games and Culture
(2006a). 1(4), 318-337.
20. Taylor, T.L. Play between Worlds: Exploring Online
Game Culture. Cambridge: MIT Press. 2006b.
21. Taylor, T.L. The Assemblage of Play, Game and
Culture (2009), 4(4), 331-339, Sage Publications.
22. Thomas, D., & Brown, J . Why virtual worlds can
matter. International J ournal of Media and Learning
(2009), 1(1), 37-49
23. Williams, D. Groups and Goblins: The Social and Civic
Impact of an Online Game, J ournal of Broadcasting &
Electronic Media (2006). 50(4), 651-670
DESVIG 2013
78
Encouraging Co-located Players Social Interaction
Sofia Reis, Nuno Correia
CITI, DI, Faculdade de
Cincias e Tecnologia
Universidade Nova de Lisboa
2829-516 Caparica Portugal
se.reis@campus.fct.unl.pt, nmc@fct.unl.pt
ABSTRACT
This position paper presents our ongoing work for
stimulating co-located social engagement among players
with a game that resorts to face recognition and another
game where players are accompanied in their daily lives by
virtual projected imaginary friends. We suggest interaction
between imaginary friends of different players that will
work as a bridge for interaction among their respective
human companions. In the context of the games and of the
initial results obtained a framework for encouraging social
interactions in large groups of players is outlined.
Author Keywords
Games; Social interactions; Co-located.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous; K.8.0 [Games].
1. INTRODUCTION
For centuries, social experiences have been part of games
[14]. Social contact can be remote or co-located, but co-
located interaction contributes more to player enjoyment
than remote interaction [1]. Social contact in games may
involve players or even strangers to the game [8].
Here we present our proposals to stimulate social
engagement among players that are in each others physical
presence. This interaction may be among players who were
acquainted before the game or the game may act as a
platform for strengthening or building new social links.
The next section addresses previous related work by other
authors. Section 3 describes how we encouraged social
interaction. Section 4 outlines a framework for stimulating
social engagement among co-located players. Finally, the
conclusions and future work are presented in Section 5.
2. RELATED WORK
Other authors have already presented interesting results in
what concerns motivating players for social co-located
engagement. In MobiComics teams of users in a common
space cooperate to create comic strips, in their mobile
phones, that are afterwards shown in public displays.
MobiComics managed to encourage social interaction, in
the form of discussion and laughter, especially when users
vote for the comic strips [7]. However this strategy is aimed
at small groups of players. We intend to create a strategy
that may be used by large groups.
Other authors present a Pong like game where two players
sit face to face, across a table, and use mobile phones as a
shared display. They reached the conclusion that when
sitting in front of each other, oral communication was
significantly higher than when sitting side by side. However
this game is designed for groups of only two people [4].
Schminky is a musical game designed to be played at a cafe
or bar environment. Users listen to a melody and four tracks
and have to identify which track is not playing. As people
who were playing the game were easily identifiable by the
headphones and portable computer that resulted as a
motivator for people to interact with strangers sitting at
other tables [11]. In our proposal we intend to take this side
effect, related to the visibility of the players, one step
further and turn it into the core of our proposal, instead of
being just a consequence.
Another work connected two night clubs with two
interactive tables where people could draw and use pre-
made symbols and actions. Even though some results are
presented about people who drew locally together, the main
emphasis was on the joy of communicating with people in
another location [17].
Capital Music is an application that allows users to share
songs with co-located strangers. Even though this
application may create a sense of a link with other people
nearby, all social user interaction is anonymous [15].
3. ENCOURAGING SOCIABILITY
Our objective is to promote social co-located interaction in
online videogames. We intend players to be in each others
physical presence and not competing or collaborating
remotely as often happens in MMORPGs. Furthermore, we
are aiming for that social interaction does not occur only
during the game, but also after the game, so that social
connections among players may be strengthened or
Copyright is held by the author/owner(s).
CHI13, April 27 May 2, 2013, Paris, France.
DESVIG 2013
79
eventually the game may be an instigator to form new
social connections.
The Enchanted Moor browser game [13] was one of our
attempts for promoting social engagement among players.
Enchanted Moors are mythical characters that have been
trapped by spells for centuries in the Iberian Peninsula.
According to legend brave heroes who manage to break the
spell and free the enchanted moor will be rewarded with
vast treasures [2,10,16].
In our browser game the player wanders through a forest
until she finds an enchanted moor princess. The princess
will then tell the player that she needs two people to look at
her magic mirror so that the spell is broken and she is set
free. We resorted to J avascript, HTML5, and to an Haar
Cascade Classifier [5,6] coded in AS3 to detect how many
persons are looking at the camera. Figure 1 (a) shows the
games video capture with the players faces that are
highlighted, in real time, by the outline of a green box.
After the two saviors join their efforts the princess is
released and offers the player a safe (Figure 1 (b)) filled
with gold coins and a magic potion (Figure 1 (c)). This
particular game is incorporated in a larger organized frame
of games where we stimulated remote social contact via
publication of stories authored by players, forums, creation
of in-game objects by players and player union via
brotherhoods. However, here we focus only on co-located
interaction.
(a)
(b)
(c)
Figure 1. I n the Enchanted Moor game (a) after two players
join their efforts to save a princess they are rewarded with a
(b) safe filled with (c) gold coins and a magic potion.
With our game we ensured that there would be social
contact because the player has to convince someone else to
assist her so that the camera from the device where the
game is running can detect two players. Mutual physical
presence of the player and the helper in front of the same
camera is therefore essential to win.
To recruit players we resorted to mailing lists and social
networks. Players tested the game in their own computers
without interference from the researchers. 49 players
answered our online survey about the game. From the 49
answers, 6 were discarded because we found out, through
those players answers to the survey that they had not
allowed the game access to their camera. Without the
camera it is not possible to play and consequently these
respondents were not in a position to evaluate the game.
The characterization of the players who turned in valid
survey responses is presented in Table 1. Answers from
respondents who denied access to the game were
considered invalid.
Enchanted Moor Survey
Number of valid survey answers 43
Gender 34.9%
62.8%
No answer 2.3%
Age Average 20
Range 10-35
Standard deviation 6.9
Countries Brazil 46.5%
Portugal 41.9%
Other countries 9.2%
Did not answer 2.3%
Who helped
the player free
the Enchanted
Moor
Friend 37.8%
Mother 20.0%
Father 8.9%
Sibling 8.9%
Work colleague 8.9%
Others 15.6%
Where the
player was
Home 74.5%
Friends house 10.6%
Work 8.5%
School 4.3%
Relatives house 2.1%
Table 1. Enchanted Moor game survey respondents
characterization and results.
By resorting to face recognition it was our intention to
motivate users for social contact. However, three players
confessed us that they had cheated by showing an image to
the camera. Still, these answers were considered in our
analysis because these respondents, contrary to the ones
who denied access to their camera, actually played the
game, though not in the way we expected. This also shows
that even if a game forces players to socialize, still some of
them may find a way to bypass that requirement and still be
able to win.
DESVIG 2013
80
The Enchanted Moor game encouraged interaction mainly
at home and with friends (Table 1). However we intend to
stimulate wider forms of interaction. For example, how
could interaction be encouraged, not only between friends
and family, but also among people who are hardly familiar?
How it is possible to more easily trigger social contact for
shy people in social events?
In one of our projects we developed an Imaginary Friend
that is projected on the floor via a pico projector. This
virtual companion shares a link with the user and can sense
her emotions. As the user walks around, in her everyday
life, the Imaginary Friend follows and collects the emotion
cookies that the user leaves behind. Previous emotion
cookies can be consulted inside a jar or in a map. The
Imaginary Friend helped players to think about their past
emotions and take decisions about their lives [12].
In Figure 2 a user is pictured with her Imaginary Friend.
The pico projector is positioned on the users left shoulder.
The user is also wearing an electrodermal activity sensor on
her right wrist that is connected to a PLUX device [18]. The
Imaginary Friend resorts to variations on the electrodermal
activity to know when to question the human companion
about what she is feeling.
Figure 2. User with the I maginary Friend.
The game was not initially designed to test sociability but
the Imaginary Friend may serve as a social trigger for timid
people because other people, who are looking at the
projection, may feel the impulse to talk with the user.
Eventually, in social events, the projected Imaginary
Friends may even pull together their human companions
based on the human companions similar interests or
personal characteristics. The Imaginary Friend may even
assist by suggesting the initial conversation topics. In
Figure 3 a party where the users each have an Imaginary
Friend is represented. Eventually, in parties people may
tend to talk only with the people they already know.
However, in the situation depicted in Figure 3 one of the
Imaginary Friends discovers that another person at the party
also enjoys the city of Paris. The Imaginary Friend then
tries to pull the human companion for a conversation with
this still unknown person about the city of Paris. Besides
parties, the virtual companion can also be helpful for
example, with children, at the beginning of the school year,
so that students may more easily know others based on
similar hobbies or preferred activities. In professional
events, such as conferences, Imaginary Friends could pull
together people who work on similar areas.
For this strategy to work, it is necessary that people,
gathered at an event, have pico projectors. There are
already several commercially available pico projectors, as
standalone devices or embedded in mobile phones, so pico
projectors may become quite common in the near future.
Figure 3. I maginary Friends suggesting possible social
connections.
4. SOCIABILITY FRAMEWORK
We intend to expand our efforts and to create a sociability
framework (Figure 4) that can be applied to encourage
social contacts resorting to games.
This framework will, firstly, focus on joining the players.
To assure a common place it is possible to appoint a
latitude and a longitude. Currently smartphones are usually
equipped with GPS and location can also be determined via
the Geolocation API Specification, thus enabling their
owners to head themselves towards a determined position.
After assembling the players, step 2 is to trigger social
interaction for the game. It is not enough for players to
simply be at the same place, but unaware of each other and
to bypass the chances for social connection. GPS suffers
inaccuracies and location via the Internet is even less
accurate so players may be several meters apart. In the
Enchanted Moor we resorted to face detection to assure that
players are effectively side by side and looking at the
camera. However, interaction was mostly with people
familiar to the player. We intend to stimulate this
engagement even among strangers or people who scarcely
know each other. Flash mobs have already demonstrated
that it is possible to join crowds just for the sake of
entertainment. Projected multimedia via pico projectors
may also function as a way for players to spot one another.
Pico projector
Imaginary Friend
EDA sensor
DESVIG 2013
81
After the initial inertia is overcome, players enter the magic
circle [3,9] and actual gameplay begins.
In step 3 it will be important to evaluate how immersed the
players were in the game, how engaging and fun was the
social interaction and how the game affected social
relationships between people. Our objective here is that the
game functions not only as a way to join people and pass
the time but also to check how an entertaining activity can
influence how close people feel to one another and even
help forge new social links.
Figure 4. Outline of a sociability framework for co-located
interaction in games.
5. CONCLUSIONS AND ONGOING WORK
In this paper we presented our results for a game that
encourages social co-located interaction among players
resorting to face detection. We intend to extend this
approach to large groups. A strategy for creating or
strengthening social connections via Imaginary Friends that
act as a bridge between their human companions was also
proposed. Virtual companions are projected on the floor
and walk by the side of their users. The virtual companions
will rely on the users characteristics and will propose
engagement between them based on common similarities. A
sociability framework was outlined that addresses the steps
necessary for joining players at the same location,
triggering the social interaction and finally engaging in
play.
6. ACKNOWLEDGEMENTS
This work was partly funded by FCT/MCTES, through
grant SFRH/BD/61085/2009, and by Centro de Informtica
e Tecnologias da Informao (CITI/FCT/UNL) - 2011-2012
through grant PEst-OE/EEI/UI0527/2011.
7. REFERENCES
1. Gajadhar, B.J ., Kort, Y.A., and Ijsselsteijn, W.A.
Shared Fun Is Doubled Fun: Player Enjoyment as a
Function of Social Setting. In P. Markopoulos, B.
Ruyter, W. IJ sselsteijn and D. Rowland, eds.,
Proceedings of the 2nd International Conference on
Fun and Games. Springer Berlin Heidelberg, 2008,
106-117.
2. Goberna, B., Dacosta, T.O., and Mosquera, J .M.L.
Myths, legends and beliefs on granite caves. Cadernos
do Laboratorio Xeolxico de Laxe 33, (2008), 19-34.
3. Huizinga, J . Homo Ludens. Beacon Press, 1971.
4. Kauko, J . and Hkkil, J . Shared-screen social gaming
with portable devices. Proceedings of the 12th
international conference on Human computer
interaction with mobile devices and services, ACM
(2010), 317-326.
5. Klingemann, M. Quasimondo - Mario Klingemanns
Flash Blog: Optimizing Flash Based Face Detection.
2009.
http://www.quasimondo.com/archives/000687.php.
6. Libspark. mash/Marilena - Spark project.
http://www.libspark.org/wiki/mash/Marilena.
7. Lucero, A., Holopainen, J ., and J okela, T.
MobiComics: collaborative use of mobile phones and
large displays for public expression. Proceedings of the
14th international conference on Human-computer
interaction with mobile devices and services, ACM
(2012), 383-392.
8. Montola, M. and Waern, A. Participant roles in socially
expanded games. Third International Workshop on
Pervasive Gaming Applications, Pervasive
Conference., (2006), 165-173.
9. Montola, M., Stenros, J ., and Waern, A. Pervasive
Games: Theory and Design. Morgan Kaufmann, 2009.
10. Parafita, A. A Mitologia dos Mouros. Gailivro, 2006.
11. Reid, J ., Hyams, J ., Shaw, K., and Lipson, M. Fancy a
Schmink?: a novel networked game in a cafe. Comput.
Entertain. 2, 3 (2004), 11.
12. Reis, S. and Correia, N. An imaginary friend that
connects with the users emotions. Proceedings of the
8th International Conference on Advances in Computer
Entertainment Technology (ACE 11), Lisbon,
Portugal, ACM (2011).
13. Reis, S. and Correia, N. Enchanted Moor.
http://schoolofmagic.net/florestamoura.asp.
14. Salen, K. and Zimmerman, E. Rules of Play: Game
Design Fundamentals. MIT Press, 2003.
15. Seeburger, J ., Foth, M., and Tjondronegoro, D. The
sound of music: sharing song selections between
collocated strangers in public urban places.
Proceedings of the 11th International Conference on
Mobile and Ubiquitous Multimedia, ACM (2012),
34:1--34:10.
16. Vasconcelos, J .L. Volume V Etnologia (Parte I).
Imprensa Nacional, Lisboa, 1938.
17. kerman, P., Puikkonen, A., Huuskonen, P.,
Virolainen, A., and Hkkil, J . Sketching with
strangers: in the wild study of ad hoc social
communication by drawing. Proceedings of the 12th
ACM international conference on Ubiquitous
computing, ACM (2010), 193-202.
18. edaPlux | PLUX. http://plux.info/EDA.
Step 1.
J OIN
Step 2.
TRIGGER
Step 3.
PLAY
Co-located Social
Interaction
DESVIG 2013
82
Designing Games That Foster Equity and Inclusion:
Encouraging Equitable Social Experiences Across Gender
and Ethnicity in Online Games
Gabriela T. Richard
New York University
82 Washington Sq. East, 6
th
Fl.
New York, NY 10003
gabriela@nyu.edu
ABSTRACT
Emerging research and current media events are beginning
to highlight gender and ethnic inequities in online game
culture. Many aspects of game culture continue to exclude
participation by females and ethnic minorities, particularly
through environments of bias and harassment, which can
hinder their sociability. This paper highlights emerging
research on gender and ethnic inequity in gaming,
particularly making links between representations of gender
and ethnicity, harassment, and social exclusion. The paper
also highlights case studies of gamers, which help to
underscore those links. Finally, this paper offers design
principles, grounded in the research and case studies that
can help foster equity and social inclusion in games.
Author Keywords
Computer games; Interactive games; Game culture; Gender;
Race; Ethnicity; Online gaming; Equity; Inclusion; Social
interaction; Inclusive game design; Design principles
ACM Classification Keywords
Human-centered computing; Human computer interaction
(HCI); HCI design and evaluation methods; User studies;
Field studies; Collaborative and social computing;
Collaborative and social computing theory, concepts and
paradigms; User characteristics; Race and ethnicity;
Gender; Cultural characteristics; Computer games;
Interactive games; Massively multiplayer online games
General Terms
Human Factors; Design; Theory.
INTRODUCTION
This paper proposes the concept of designing games for
inclusion and equitable social experiences. For the past 30
years, researchers have pondered the link between gaming
experiences and gender, though more recently researchers
are also investigating racial and ethnic experiences.
However, recent events have highlighted the propensity for
gaming culture to be negative and even hostile to females
and racial or ethnic minorities. I propose that this
encourages the exclusionary nature of social experiences in
online games. I also propose that, based on related research
on ways to reduce differential environmental support, as
well as case studies provided of gamers across gender and
ethnicity, there are design principles we can incorporate to
increase equitable social experiences with online games.
GENDER AND GAMING
Research on gendered experience with digital games has
spanned the past 30 years, with most of the early work
exploring sex and gender differences in desire to play, play
styles, preferences and ability [for example, see 1, 2], and
later work exploring more contextual and intersecting
constructs, like ethnicity and sexuality [3]. Some work
continues to explore gender or sex differences. For
example, these studies have found females exhibited less
confidence to play and engage with games and computer
technology [4], played significantly less than males, had
significantly less spatial ability than males, and had a lack
of desire for competitive play [5, 6, 7]. However, it should
be noted that these studies did not make a distinction
between gamers and non-gamers, as well as didnt
explicitly explore what other factors could be contributing
to gender differences.
Other research is positing that what was initially thought of
as gender differences actually may have more to do with
contextual factors, like age [8], available leisure time [9],
and overall differential access, experience, and support [10]
often entangled with one or more of these factors. For
example, in one complex quantitative study with a large
sample of gamers across gender [11], researchers found no
gender differences amongst female and male gamers who
played core games (typically associated with male-
oriented themes, competition and high time investment),
but did find differences between females who played more
casual games and everyone else (including casual male
gamers). Furthermore, researchers found that females were
required and encouraged to participate in more
responsibilities than males, leaving them less time to play
[9]. Other researchers found that females are often given
differential social support in gaming spaces, including
public spaces and the home, where they are encouraged to
take on supportive passive (and gendered) roles, while
males are, conversely, encouraged to dominate and show
their skills [12, 13]. In particular, research is finding that
Copyright is held by the author/owner(s).
CHI13, April 27 May 2, 2013, Paris, France.
DESVIG 2013
83
when females are given equal access to play and train,
gender differences decline [10]; specifically, one study
found that playing action games for a relatively small
amount of time resulted in similar spatial skills across
gender, with females experiencing significant gains [14].
This corresponds with similar research on social context
and spatial skills in engineering where research found that
gender differences in spatial skills (once thought to be
mostly biological) were leveled once females had the
chance to train [15].
In other words, this research shows support for the idea that
ones gender was more likely to influence the kinds of
experiences one was encouraged to engage in. Thus,
females are less likely to be encouraged to play games in
the same ways, and are thus less likely to have the same
access to experiences that would put them on the same level
as their male counterparts. However, social support and
training appears to lessen many gender differences.
ETHNICITY AND GAMING
Most research on differential experiences with games and
game culture has almost exclusively addressed gender, with
research on players of different races and ethnicities only
recently gaining exposure in the literature [16]. Several
notable studies have started to explore the gaming and
technology experiences of ethnic minorities [for example,
17, 18, 19]. Research is finding, for example, that ethnic
minorities dont have the same level of access to high-tech
computer equipment for leisure as Whites [18], and, in
particular, ethnic minorities cite experiences of ethnic and
gender harassment in online gaming [17, 19]. Specifically,
this research demonstrates that players are profiled based on
the appearance of their avatars, and the way they speak
(linguistic profiling) [19].
GAME CULTURE, INEQUITY AND EXCLUSION
There are several contextual factors that may be influencing
differential encouragement, support and play experiences in
game culture along gender and ethnic lines, which can, in
turn, result in differential sociability, particularly for
females and ethnic minorities.
The way that games are marketed can play a big role in
excluding females and ethnic minorities, something I
termed recently as entry points that influence access to
the narrative [20]. In other words, certain players may miss
out on games they may like because they are marketed in a
way that makes them seem like they are unappealing across
gender or pandering to gender roles, even if the designed
experience and narrative within the game doesnt. For
example, newer games that allow you to play as a female or
male character, and the ethnicity and sexuality of your
choice are marketed as if they have a main White male
heterosexual playable character, even though they dont
[see 20, for examples]. Further, researchers have critiqued
game marketing for primarily being featured in male-
oriented media (like male interest themed magazines and
television) [21]. In a recent study, researchers found that
when individuals felt it wasnt easy to find an appealing
game, they were less likely to play digital games, across
gender [9], though the amount of male non-gamers was
significantly smaller than female non-gamers. While that
study didnt explicitly discuss marketing, other researchers
have highlighted that the lack of visibility of females and
ethnic minorities in gaming magazines and popular media
can reinforce a context of exclusion whereby they may feel
less inclined to play [22].
Further, newer research shows that the lack of female and
minority playable characters in games may have an effect
on female and minority game players own sense of
belonging [23], as well as other individuals sense of
whether they belong [24], in online gaming and virtual
worlds. In particular, content analysis of the most popular
commercial computer and video games were found to
contain mostly male (over 85%) and mostly White (over
85%) primary playable characters; furthermore, females
and ethnic minority characters were highly stereotyped or
highly sexualized [23]. Research has further found that
negative stereotypes of ethnic minorities affected White
players sense of who belonged, and they were less likely to
support ethnic minorities [24]. Furthermore, the lack of
ethnic minority characters negatively affected minorities
sense of belonging in virtual worlds and online games,
whereas the inverse was true when more diversity present
[25]. Finally, when playing with sexualized female
characters, females were shown to feel more negatively
about themselves and their abilities, and females and males
were less likely to positively appraise female ability,
regardless of the characters skills [26].
While online spaces were initially considered places where
marginalized gamers, particularly females, could go to
escape gendered expectations, like they were subjected to in
public gaming spaces [13, 27], newer high profile events in
online game culture demonstrate that this may no longer be
Figure 1. Game magazines and marketing for recent games
continue to market to males or reinforce stereotypes.
Figure 2. Recent high-profile events of harassment. Left: a game
made to beat up Anita Sarkeesian after she got funding to study
female tropes in games. Right: gamer Miranda Pakozdi growing
agitated, as she is sexually harassed during a tournament.
DESVIG 2013
84
the case, especially as our real identities are more visible
online; this has largely changed as the kinds of social
interactions built in games has evolved. Recent high-
profile media events in online gaming culture have shown
that females are subjected to harassment, victimization and
silencing [28, 29, 30]. Some gamers, particularly female
gamers, have started documenting gender harassment on
their own [30], through newly established websites created
to collect and document online gaming harassment.
Researchers suggest that gaming spaces are increasingly
being considered male bonding spaces that encourage this
kind of exclusivity [31]. Researchers are also theorizing
that sports and gaming, which tend to be associated with
masculinity, create gender-biased environments [32].
Because sports and gaming have been so tied to
masculinity, the playing fields have become uneven such
that a female cannot beat a male without his masculinity
being called into question, and a male cannot beat a female
without being accused of unfair aggression [32]. This
unevenness encourages a special kind of gender-based
hostility and bias.
METHODOLOGY
In an effort to understand how games could be designed to
be more equitable, particularly for learning, I conducted an
ethnography of game culture, over 3 years, where I was
both a participant and an observer, as part of my (ongoing)
dissertation. In addition to experiencing, observing and
participating in game culture, virtually and in person, I also
conducted interviews and surveys of gamers, across gender,
ethnicity, and sexuality. For the purpose of underscoring
themes related to inequity in gaming and social experiences
here, I am presenting relevant, salient descriptive case
studies of gamers
1
and events derived from the ethnography
and interviews. Descriptive case studies have been shown
to help illustrate distinctive features of a phenomenon,
particularly one that has been underexplored [33].
FINDINGS
One theme that came up in the interviews of gamers was
harassment as salient to females and ethnic minorities;
specifically, minorities were more likely to cite being
victims of ethnic-based harassment, whereas females,
across ethnicity, were more likely to cite gender-
harassment. In addition to participants discussing the
negativity of being harassed, they also discussed how that
harassment lead to their silencing, and limited participation.
This was particularly true for females. While ethnic
minority males were less likely to cite muting themselves
due to harassment, there were a few who did, demonstrating
that some of them also felt the need to silence themselves
and limit their sociability in online gaming. As most game
players who play online know, with many competitive
games, particularly on consoles as opposed to computers,
1
Names have been changed to protect identity.
voice chat is a necessary part of competitive gaming
experience. Limiting your social interaction online puts
you at a disadvantage in competition, particularly in
strategic games that require teamwork, and in some games,
not interacting on voice chat will get you booted from game
play, or result in other negative reactions from fellow
teammates.
Case 1: Cindy, female, ethnic minority, age 29
Cindy had been playing video games for the past 24 years,
having been encouraged to play by her late mother, who
loved classic role-playing games. She became particularly
adept at competitive first-person shooter games, like Call of
Duty 4, and even entered a tournament where she and a
male friend took first place. However, she typically mutes
herself during play, and tends to keep to herself, which she
describes as mostly due to harassment:
[Guys online] would send me pictures of things I didnt
want to see, or they would harass me, or if I were good,
because I was great at Call of Duty 4, theyd say I was a
guy playing under a girls name I dont talk on the mic, I
just play I just stopped talking cuz theyd be like, oh
thats a girl, lets harass her or ask for her number or
something.
Case 2: Jason, male, ethnic minority, age 33
J ason is a lifelong gamer who has played online
competitive games since the late-1990s, and was at one
time considered one of the top competitive gamers in
SOCOM, a popular competitive game (he has since changed
his gamer tag). However, most of his competitive gaming
was during the days before the prevalence of voice-based
communication and strategy. Specifically, in the early days,
only text-based chat was available; later limited voice chat
that had to be manually triggered was added on and was
often limited to only in-game interaction. As a result, he
explained that most trash-talking and voice-based deliberate
harassment was limited. Nowadays, while he still plays
competitively online, he doesnt compete in tournaments
and ladders like he used to, and he doesnt voice chat
except when he feels comfortable with players in the room,
or with friends hes used to playing with.
I guess they can tell Im Spanish from my voice I just
ignore and keep away from that. It happens a lot Most of
the time, I play with a mic on but I keep myself muted. I
want to hear just in case they want to strategize, but [the
harassment] gets annoying.
He also described an episode where he was cyber-stalked
by a fellow gamer, who discovered he was Hispanic and
later harassed him in an online match for his ethnicity.
Case 3: Paul, male, ethnic minority, age 25
Not all of the ethnic minority male players interviewed felt
silenced by the kinds of harassment they received, though
they did express being frustrated by attempts to exclude and
limit their play, particularly through voice profiling (or
sounding like a minority). One example is Paul, who has
DESVIG 2013
85
played video games for 21 years. He plays all genres of
games, spending, on average, over 40 hours a week playing,
the majority of which he devotes to online competitive
games that require voice-based strategy.
Most of my friends online are [ethnic minorities] Black,
Puerto Rican, Dominican Every time I game with them,
if they even sounded remotely with a deep voice, they were
automatically Black, they were the N word and told to go
back to Africa. Sometimes, theyd call me all kinds of
spic [and say] oh, youre Mexican, go back to Mexico.
He also has described several episodes of being ridiculed
for being an ethnic minority and told that as a minority he
shouldnt play certain online competitive games.
The guy called me an immigrant, a Mexican, and said that
we [me and my cousin] shouldnt be playing his sport
[hockey]. I told him I wasnt Mexican, Im Puerto Rican
not an immigrant to which he replied, theyre all the
same.
Case 4: Tina, female, ethnic minority, age 25
Some females, in particular, were frustrated by the
representation of female characters in games, though not all
shared that frustration. Ethnic minority males, however,
were less likely to be sensitive to ethnic minority
representation, or lack thereof.
Tina has been playing games since she was a child, having
been introduced to gaming by her uncle and older sister.
She primarily plays online music games, like Rockband,
and also team-based cooperative strategic first-person
shooter games.
Most games when you see women in them, they have
[unrealistic proportions] thats not really how women are.
In the same game, they have a realistic male and an
unrealistic female. Its sexist in my opinion. Tina,
female, ethnic minority, 25
Case 5: The Halo 4 moderation debate
However, while many female gamers expressed concerns
about being harassed, there were diverging views on how to
moderate these behaviors. In late 2012, top Halo 4
developers, two of whom are female, announced stricter
regulations against harassment, particularly sexual
harassment [34]. They further described how they made
careful decisions about female representation. However,
what stood out the most was what came to be seen as
permanent bans or zero tolerance policies for sexist talk.
While the developers never spelled out the details of their
strict enforcement against online sexist behavior, this
announcement was met with strong reactions, particularly
by female gamers in my ethnographic study. In particular,
while there was complexity to the debate, it boiled down to
one side thinking permanent bans for sexism were too
harsh, being particularly irked by how it represented female
gamers (this side felt strongly that it made female gamers
look weak and put them on the spot), and the other side
applauding the increase in moderation and protection for
females from cyber-bullying and gender harassment.
However, the lack of clarity in how exactly users would be
moderated, reviewed or regulated mostly seemed to
frustrate the debate, with one side thinking a permanent ban
would happen after one minor event, and the other feeling it
would be weighed justly by frequency and severity.
DESIGN PRINCIPLES FOR EQUITY AND INCLUSION
Differential experience by gender and ethnicity, as cited in
the literature and highlighted in the case studies, appears to
be increasing vulnerability to exclusionary practices. Based
on the research and my own data, I have derived design
principles that will assist in fostering inclusion and equity
in social experiences in and around online games.
Increase frequency and variety of ethnic minorities and
females in games
As suggested by Dill and Burgess [24] increasing the
frequency and variety of representations of ethnic
minorities is important to reducing negative stereotypes
Whites have toward minorities. Their research showed that
negative stereotypes of minorities in computer and video
games tended to make Whites feel less inclined to vote for
or support professional Black men in other contexts. In
other words, the kinds of stereotypes we have in the media
can have effects in the real world. Based on the studies by
Miller and Summers [22] and Williams, et. al. [23], females
and ethnic minorities are more likely to be less visible, less
important, and highly stereotyped in games. Based on the
Dill and Burgess study, this can have a direct relationship
on the kinds of interactions people experience in the real
world. Further support for how this can affect gamers
treatment of other gamers is evidenced in the ethnic and
gender harassment directed at females and ethnic
minorities: in some cases this harassment lead to their
silencing and lack of participation. Studies further show
support that increasing equitable representations across
ethnicity can make ethnic minorities feel more like they
belong [25]. Increasing the frequency and variety of female
representation would likely do the same.
Design Inclusive Social Networks Around Games
Emerging research is showing that supportive communities
can reduce players vulnerability to negative online gaming
experiences, particularly across gender [35]. Similar
findings have been found with reducing gender bias and
exclusion in male-dominated curriculum areas through
same sex schools [36]. Specifically, one set of hypotheses
for why females in same sex schools were more likely to be
confident in their abilities in traditionally male-dominated
curriculum areas than their counterparts in co-ed schools
stated it could be due to supportive environments with
access to female role models in those areas. Results from
the study on gender supportive communities [35] show that
females and males in female-supportive communities,
across ethnicity (majority and minority groups), show
statistically significantly higher levels of self-confidence
DESVIG 2013
86
and identity in gaming than members of a variety of other
gaming communities. Since the gender equitable online
community in the study (PMS Clan) has strict moderation
around harassment (of all forms), cheating, and trolling,
they may actually be creating an environment that most
people enjoy, regardless of gender or ethnicity. Many
games have forums and social communities built around
them. Developers should make conscious efforts to design
inclusive environments around their games, in addition to
increasing the variety of characters in their games.
Figure 3. COD Black Ops I I s reporting systems ease of use.
Adopting and Maintaining Strict and Transparent
Moderation Thats Easy to Use
Some gaming consoles (like Microsofts Xbox 360) and
online games (like the Halo and Call of Duty series) have
incorporated systems so that players can report harassment
and offensive content, amongst other things like cheating.
However, it isnt always clear how in-game voice
harassment (which cant be as easily recorded as a text or
picture message) is monitored or policed. Furthermore,
most game players arent sure of the extent that these
reporting systems are monitored or enforced, as was
evidenced in the case study about the Halo 4 strict
moderation announcement. During the course of my
ethnographic inquiry, which included going to conferences
and conventions where developers and representatives
discussed these systems, it was difficult to determine how
they were being enforced, and very little details were
offered. Also, gamers lamented that sometimes their reports
went unanswered, or they themselves became victims of
enforcement at the hand of the person they tried to enforce
(for example, it appears that, in certain systems, multiple
complaints about a person can put them under review, so
this can possibly be exploited for victimization). Some cite
that female gamers often dont report because they are
discouraged by the lack of clarity in enforcement [30].
Moreover, some users who have sent extremely derogatory
messages on Xbox Live, for example, still have open
accounts [30]. Further, many of these reporting systems are
a several step process which makes it difficult to report
players while engaged in online gaming (i.e., opening
multiple slow screens with lack of easy accessibility to the
game player list requiring one to have to remember one
name out of dozens during live matches). Transparency is
an important part of effective and strict moderation, since
players should be aware of how they will be protected, and
violators should know that these systems (and the games
social environment) will not tolerate negative behavior.
Finally, ease of use is incredibly important in tandem with
transparency, so that players are not further discouraged to
report. One example of how this could be implemented is
Call of Duty Black Ops IIs system, see figure 3, which
allows you to click directly on a players name to report
with clearly marked and easy to select choices derived from
common complaints, resulting in a quick and easy process.
CONCLUSION AND FUTURE DIRECTIONS
This paper presents a set of design principles that can help
encourage equitable play and social experiences in play,
based on research that shows that play experiences are
disproportionately inequitable for females and ethnic
minorities. Future research is needed to understand how this
model ultimately supports play.
ACKNOWLEDGMENTS
I would like to thank my colleagues at the dolcelab and my
dissertation committee for their support. This work was
funded by the National Science Foundation (SES-1028637)
and a writing grant from AAUW. Any opinions, findings,
or recommendations expressed in this material are those of
the author and do not necessarily reflect their views.
REFERENCES
1. Subrahmanyam, K. and Greenfield, P.M. Effect of video
game practice on spatial skills in girls and boys. J ournal
of Applied Developmental Psychology, 15 (1994),13-32.
2. Okagaki, L. and Frensch, P. A. Effects of video game
playing on measures of spatial performance: Gender
effects in late adolescence. J ournal of Applied
Developmental Psychology, 15, 1 (1994), 33-58.
3. Richard, G.T. Gender and Game Play: Research and
Future Directions. In B. Bigl & S. Stoppe (Eds.):
Playing with Virtuality, Theories and Methods of
Computer Game Studies, Peter Lang, 2013, 269-284.
4. Bonanno, P. and Kommers, P. A. M. Exploring the
influence of gender and gaming competence on attitudes
towards using instructional games. British J ournal of
Educational Technology, 39, 1 (2007), 97-109.
5. Boyle, E. and Conolly, T. Games for learning: Does
gender make a difference. In Proceedings of the 2nd
European Conference on Games Based Learning,
(Barcelona, Spain, 2008), Academic Publishing, 69-75.
6. Hartmann, T. and Klimmt, C. Gender and computer
games: Exploring females' dislikes. J ournal of Computer-
Mediated Communication, 11, 4 (2006), 910-931.
7. Lucas, K. and Sherry, J . L. Sex differences in video
game play: A communication-based explanation.
Communication Research, 31, 5 (2004), 499-523.
8. Yee, N. (2008). Maps of digital desires: Exploring the
topography of gender and play in online games. In Y. B.
Kafai, C. Heeter, J . Denner & J .Y. Sun (Eds.) Beyond
Barbie and Mortal Kombat: Perspectives on Gender
and Gaming, Cambridge, MA: MIT Press, 83-96.
DESVIG 2013
87
9. Winn, J . and Heeter, C. Gaming, Gender, and Time:
Who makes time to play? Sex roles, 61, 1 (2009), 1-13.
10. J ensen, J. & de Castell, S. Girls@Play: An ethnographic
study of gender and digital gameplay. Feminist Media
Studies, 11, 2 (2011), 167-179.
11. Vermeulen, L., Loy, J.V., De Grove, F. & Courtois, C.
You Are What You Play? A Quantitative Study into
Game Design Preferences across Gender and their
Interaction with Gaming Habits. In Proceedings of the
5th International Digital Games Research Association
Conference (Utrecht, The Neatherlands, 2011), DiGRA.
12. Kiesler, S., Sproull, L. and Eccles, J .S. Pool halls, chips,
and war games: Women in the culture of computing.
Psychology of Women Quarterly, 9, 4 (1985), 451-462.
13. Bryce, J . and Rutter, J . Gender dynamics and the social
and spatial organization of computer gaming. Leisure
Studies, 22, 1 (2003), 1-15.
14. Feng, J ., Spence, I., and Pratt, J . Playing an action video
game reduces gender differences in spatial cognition.
Psychological Science, 18, 10 (2007), 850-855.
15. Sorby, S.A. Educational research in developing 3-D
spatial skills for engineering students. International
J ournal of Science Education, 31, 3 (2009), 45980.
16. Kafai, Y. B., Cook, M. S. and Fields, D. A. Blacks
Deserve Bodies Too!: Design and discussion about
diversity and race in a Tween virtual world. Games and
Culture, 5, 1 (2010), 43-63.
17. Nakamura, L. Don't hate the player, hate the game: The
racialization of labor in World of Warcraft. Critical
Studies in Media Communication, 26, 2 (2009),128-144.
18. DiSalvo, B. and Bruckman, A. Race and gender in play
practices: young African American males. In
Proceedings of the Fifth International Conference on
the Foundations of Digital Games (California, USA,
2010), ACM, 56-63.
19. Gray, K. L. Intersecting oppressions and online
communities. Information, Communication & Society,
15, 3 (2012), 411-428
20. Richard, G.T. Playing as a woman as a woman as if a
man. Well Played, 1, 3 (2012), 70-93.
21. Fron, J ., Fullerton, T., Morie, J ., & Pearce, C. The
hegemony of play. Proceedings of the 3
rd
International
Digital Games Research Association Conference:
Situated Play (Tokyo, J apan, 2007), DiGRA.
22. Miller, M.K. and Summers, A. Gender differences in
video game characters roles, appearances, and attire as
portrayed in video game magazines. Sex Roles, 57, 9/10
(2007), 733-742
23. Williams, D., Martins, N., Consalvo, M. and Ivory, J .D.
The virtual census: Representations of gender, race, and
age in video games. New Media and Society, 11, 5
(2009), 815-834.
24. Dill, K.E. and Burgess, M.C.R. Influence of Black
masculinity game exemplars on social judgment.
Simulation & Gaming, 2012, first published online at:
http://sag.sagepub.com/content/early/2012/07/24/10468
78112449958.abstract?rss=1
25. Lee, J . R. and Park, S. G. Whose Second Life Is This?
How Avatar-Based Racial Cues Shape Ethno-Racial
Minorities Perception of Virtual Worlds.
Cyberpsychology, Behavior & Social Networking, 14,
11 (2011), 637-642.
26. Behm-Morawitz, E. and Mastro, D. The Effects of the
Sexualization of Female Video Game Characters on
Gender Stereotyping and Female Self-Concept. Sex
Roles, 61 (2009), 808823.
27. Taylor, T.L. Multiple Pleasures Women and Online Gaming.
Convergence: The International J ournal of Research into
New Media Technologies, 9, 1 (2003), 21-46.
28. A. Sarkeesian, 2012. Image Based Harassment and
Visual Misogyny. Retrieved J uly 20, 2012 from
http://www.feministfrequency.com/
29. OLeary, A. In Virtual Play, Sex Harassment Is All Too
Real. The New York Times, (2012, August 1), A1.
http://www.nytimes.com/2012/08/02/us/sexual-
harassment-in-online-gaming-stirs-anger.html
30. Fletcher, J. Sexual harassment in the world of video
gaming. BBC News Magazine, (2012, J une 3).
http://www.bbc.co.uk/news/magazine-18280000
31. Kimmel, M. Guyland: The Perilous World Where Boys
Become Men. Harper Collins, NY, USA, 2008.
32. Bertozzi, E. You Play Like a Girl!: Cross-Gender
Competition and the Uneven Playing Field.
Convergence: The International J ournal of Research
into New Media Technologies, 14, 4 (2008), 473487.
33. Yin, R. K. Case Study Research: Design and Methods.
Sage, Thousand Oaks, CA, USA, 2009.
34. Gauntlett, A. Halo 4 Sexism Earns You a Lifetime Ban.
The Escapist (2012, Oct 31).
http://www.escapistmagazine.com/news/view/120412-
Halo-4-Sexism-Earns-You-a-Lifetime-Ban
35. Richard, G. T. and Hoadley, C. M. Investigating
Supportive Online Gaming Communities as a Means of
Reducing Stereotype Threat Vulnerability Across
Gender in Online Game Culture. Manuscript submitted
for publication, 2013.
36. Picho, K. and Stephens, J .M. Culture, context and
stereotype threat: A comparative analysis of young
Ugandan women in Coed and Single Sex schools. The
J ournal of Educational Research, 105, (2012), 52-63.
DESVIG 2013
88
Supporting social interaction for older users in game-like
3D virtual worlds
Panote Siriaraya
School of Engineering and
Digital Arts, University of Kent
CT2 7NT, Canterbury
spanote@gmail.com
Panayiotis Zaphiris
Department of Multimedia and
Graphic Arts
Cyprus University of
Technology
3036 Limassol
panayiotis.zaphiris@cut.ac.cy
Chee Siang Ang
School of Engineering and
Digital Arts, University of Kent
CT2 7NT, Canterbury
csa8@kent.ac.uk
ABSTRACT
There has been ongoing research into how 3D virtual
worlds can be designed to support everyday life activities
such as meeting friends, shopping or obtaining health
information. In this paper, we report a study with 38
older participants engaging with 3D and non-3D virtual
grocery stores in order to identify key factors which
affected their experience and satisfaction in social
engagement within the virtual environment. A mixed
method of questionnaire and contextual interview were
used for data collection and analysis. We present some
preliminary finding within the scope of this position paper,
focusing on various aspects of virtual world such as avatars
and non-verbal communication cues.
Author Keywords
3D Virtual worlds, older people, social interaction, design
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
General Terms
Human Factors; Design;
INTRODUCTION
There has been ongoing research into how 3D virtual
worlds can be designed to support everyday life activities
such as meeting friends, shopping or obtaining health
information. One key factor which greatly contributes to the
experience and satisfaction of such activities is the social
engagement as the result of the shared presence of other
users carrying out these activities virtually. Although there
have been a variety of research studies on this topic, most
of them focused on mainstream computer users who are
generally familiar with technology.
Research looking into the use of 3D virtual worlds for older
people has been relatively limited. Older people may have
different needs as well as physical and cognitive abilities
compared to their younger peers. This could lead to an
unfortunate missed opportunity, as such 3D technology
would potentially exclude the group of users who could
truly benefit from them.
Thus, in this study we aimed to investigate how 3D virtual
worlds and avatars affect communication and social
interaction for older users. A better understanding about
these factors would lead to a more inclusive design of 3D
virtual environments (One which is better able to
correspond to the needs and preferences of older users as
well) and promote better use of these tools for social
interaction. More specifically, the objectives of the study
are to investigate:
1. how certain factors of the virtual world affect the
quality of social interaction for older people. For
instance, factors such as the avatar and the 3D spatial
environment would be investigated.
2. how certain factors of older users affect their use of
virtual worlds for social interaction. For instance,
factors such as previous experience with computers and
older users perception towards computers would be
investigated.
3. how virtual worlds could be designed to better support
older peoples social interaction
Even though this study focuses on virtual worlds, we
believe the results would also be applicable to those looking
to improve sociability of computer games for older people
as well. Many online games, especially Massively
Multiplayer Online role-playing games share similar
elements as Virtual worlds [1]. For instance, the
embodiment of user interactions through avatars and the use
of a 3D spatial environment to provide an immersive
experience for users are common in both platforms.
Therefore, understanding how these elements effect the
social experience for older people in virtual worlds would
also be beneficial in improving the design of social
Copyright is held by the author/owner(s).
CHI13, April 27 May 2, 2013, Paris, France.
DESVIG 2013
89
interaction in online games for users of this age group as
well.
METHODS
We employed a mix of quantitative questionnaires, and
qualitative semi-structure interviews. 38 older people were
recruited to engage in a collaborative activity in a 3D
virtual world, in context of this study, a virtual grocery
store. We chose to focus on shopping activity because it
was an activity older people are familiar with in their daily
life [2] After having piloted the study, we found that
participants had difficulties evaluating and describing their
experiences in the 3D virtual store, as they had minimal
past experience in using the Internet (particularly online
shopping). In order to provide a context that framed the
discussion, a non-3D virtual store resembling a
conventional online shopping website was developed. In the
study, each pair of participants would visit both 3D and
non-3D virtual stores.
Identifying older people who are willing to use 3D
technology was challenging. For practical reasons,
participants were recruited by snowball sampling [3].
Initially, older people from local church groups and
volunteer organisations were contacted. Then, these
participants were asked to introduce other people who
might be interested in participating.
In this study, older people refer to those who are 55 years or
older. Participants in this study included those in the pre-
senior (55-64), Young old (65-74) and middle-old (75-84)
age cohorts (See [4] for a description). The average age of
the participants was 66.8 Years (SD=6.5) with the oldest
being 82 Years old. We believe that it was important to
recruit participants from the pre-senior age range as well as
such participants would be the main group likely to engage
with and benefit from this technology in the future, due to
the cohort effect of aging.
We recruited participants with all levels of computer and
gaming experience. Participants were given a shopping
voucher worth 10 for their participation. The study was
reviewed and approved by the Universitys research ethics
committee.
Figure 1: the 3D grocery store
Figure 2: the non-3D grocery store
A pair of older users participated in each session. First, a
brief was given to explain the purpose of the study. Then,
they logged on to the registration page containing the
virtual dressing room and selected an avatar to represent
themselves. Participants were given a choice of five avatars
(Older male, Older female, Younger male, Younger female
and the non human). These avatars were the same as those
used in the study by [5]. In the 3D store, the avatars were
represented using a 3D model (As can be seen in Figure 1).
In the 2D store, a static image was taken from the 3D model
and used as the avatar (As can be seen in Figure 2).
Each pair participated in both the 3D and non-3D store (see
Figure 1 and 2). After the participants have been given a
brief tutorial session lasting about 5-10 minutes, they were
asked to proceed to two separate locations. They were given
approximately 15-30 minutes to carry out two tasks (one in
3D and another in non-3D store). Both tasks required that
they completed a shopping activity with their partner.
A mixed method was used. First, questionnaires were
administered to examine the factors related to social
interaction experience of the participants. Semi-structured
interviews were later carried out to help provide context
and illustration to the questionnaire findings [6]. The
questionnaires used were adapted from the study by [5].
PRELIMINARY RESULTS
We planned to carry out regression analysis on the
questionnaire data to identify predictor factors affecting
social interaction experience. Within the scope of this
positional paper, we will present some preliminary finding
of the interview data.
Use of avatars
As shown in Table 1, the male participants overwhelmingly
preferred older male avatars. For female participants
however, the younger female character was the most
popular, followed by the older female avatar.
Table 1: The types of avatars selected in the study
DESVIG 2013
90
Avatar Gender
Male Female
Older Male 12 (70.58%) 1 (4.76%)
Older Female 0(0%) 5 (23.8%)
Younger Male 2 (11.76%) 2 (9.52%)
Younger Female 1 (5.88%) 9 (42.85%)
Non-Human 2 (11.76%) 4 (19.05%)
Participants were asked to describe the reason they chose
their avatar in the interviews. The most popular reason
given by male participants (n=9) was that they decided to
select avatars which best resembled their physical world
appearances. The female participants (n=5) who selected
the old female avatar also reported a similar reason for. One
reason given for this was that participants did not want the
avatars to misrepresent their real age and gender.
Well I didn't want to be a robot [referring to the non
human character], I didn't want to be male and much as
I'd love to be young and slim, I [amnot] so I just felt that...
you know, I suppose that I'm probably affected by the
stories you read of people online pretending to be
something they absolutely are not. (Participant 21,
Female, 66, selected the older female avatar)
Perhaps the most surprising reason of choosing a younger
avatar or one with a different gender was that some
participants did not select the avatar to represent
themselves, but to represent a family member or a shopping
companion (n=3).
I chose for someone who looked like my daughter and so I
choose my daughters name (Participant 29, Female, 67,
selected the young female avatar)
Use of avatars Difficulty in associating a visual avatar
with physical people
One commonly reported theme was the difficulty of older
users in associating the avatars in the virtual world with real
people. Participants (n=16) reported some kind of difficulty
in associating themselves or their partners with the avatars
when communicating in the 3D virtual world.
Well, to put it this way, he[the avatar] was a nice looking
chap, but it wasn't him, you know, I couldn't think of himas
being [Participant 2], he wasn't a man I was going
shopping with, so it didn't make it real in a way,[It seems I
was] shopping with a stranger (Participant 1, Female,
64).
Another reason why participants felt it was difficult to
associate the avatars with their partners seems to be due to
the visual appearance of the avatar not matching the true
appearance of their partner. This was mentioned by seven
participants.
It was odd to see [Participant 12] in a different guise. It's
a sort of disguise shall we say. But it was good, slightly
weird because she didn't look like [Participant 12], quite.
And you think "Who's this lady I'mtalking to" That does
come to the back of your mind (Participant 11, Male, 70).
A previous study related to older peoples perception of
avatars also reported a similar result. Cheong et al [7]
found that older people reported a low level of Homophily
when perceiving the avatars which suggested that they
could have difficulty relating and identifying themselves to
the avatars. Similarly, in this study, older people seemed to
find it difficult to not only embody themselves with the
avatars, but also found it difficult to perceive the avatars as
representatives of their partners as well.
Lack of non-verbal communication
One frequently mentioned limitation in regards to avatar-
mediated communication was the lack of non-verbal
communication. Participants felt that the inability of avatars
to display facial expressions and other forms of body
language (such as hand gestures) had a significant impact to
their social experience in this platform. Participants also
mentioned that they wanted to be able to control the avatars
to carry out non-verbal communications (such as to point to
products in the store) while they are communicating (n=17).
In a sense that the avatars were...more or less
grotesquely inhuman. I mean my character the man, one
could see that he was especially designed to be a man, but
you wouldn't necessary be able to pick up body language in
the way which he appear, and you certainly wouldn't picked
that fromthe one that my wife choose, who was more of the
monster figure [non human avatar]... Amusing and you've
got that geographical sense of being closer or further apart,
but that means of communication which is dependent on
body language was missing (Participant 2, Male, 62).
Indeed, the importance of non-verbal gestures in avatar
mediated communication has been reported in past studies
(see [8]). In addition, one participant reported that the
inability of avatars to display facial gestures made her feel
they were emotionless and made her perceive the avatars as
less human. Two participants even reported that their
inability to display emotions and their awkward movements
made them feel more like robots. This could be one reason
older people had difficulty associating avatars with actual
people. Other participants felt that the lack of such cues
limited the efficiency of their communication and made it
more difficult to trust their partners as they felt that users
could hide their emotions and body language during
communication.
Difficulty in suspending disbelief
Most of the participants reported a sense of artificiality
when engaging with the 3D store and felt that their
experience was not real enough. A variety of factors were
DESVIG 2013
91
frequently cited which reduced the participants sense of
realism in the 3D virtual store. Seven participants
mentioned the inability of computers to transmit other
senses such as touch and smell as a key disadvantage.
Other participants (n=9) cited factors such as a lack of other
actors in the stores such as other customers and store clerks
that made their experience feel less realistic.
I didn't feel like I was in the store at all... I didn't get the
feeling of going shopping.... Umm... Because there aren't
any real people there.... you know, in the supermarket, with
me, I tend to talk to people...but here it is only one-to-
one.... (Participant 26, Female, 62)
Other factors include the lack of details/information related
to the product (n=8) and the lack of variety or choices of the
product (n=17). These discrepancies between the virtual
store and the physical one have been reported also by [2].
Participants (n=14) often reported that they felt their
experience in the 3D store was more similar to a video
game experience. For participants, the perception of
controlling a character to move around a computer
generated virtual store was similar to the kind of games
they had played earlier or had seen their younger family
members play.
It's just like a game that my grandchildren play. Making
figures do things...hitting each other and shooting each
other or jump off something. It's the same really.
(Participant 32, Female, 66)
DISCUSSIONS AND CONCLUSIONS
The results highlighted a number of factors that influence
the experience of older users in virtual worlds. Physical
presence was found to be related to many of the measures
for the quality of social interaction. These results are in line
with previous studies. A study looking into social-oriented
virtual worlds found that presence (both physical and
social) affected user satisfaction [9], performance and
enjoyment (see [10]). The interviews showed that older
users felt their experience was artificial and thought it was
more similar to a game. This perception could have
negative implications if virtual worlds were to be used in
serious contexts as older people could hold a stereotype of
virtual worlds being just games and useful only for
entertainment purposes.
This study also suggested that older people found 3D
avatars to be of limited use in social interaction. It appeared
that older people were able to perceive the avatars as being
a representative, a puppet that they control, but do not
perceive them as a representation or an extension of
themselves in the virtual world [11]. Although further
studies would still need to be carried out to confirm why
this is the case, our study showed that older people found
the lack of non-verbal behaviour and facial expression to be
a key limiting factor of avatar. Not only did this reduced the
level of realism, some even felt that this made it difficult to
trust their partners as many of the non-verbal cues which
could serve as indicators for deception (such as facial
expression and body language) were not available [12].
Although some of these findings have been previously
reported in past studies on 3D virtual world, very few of
these past studies focused on older people. When older
people were involved, most past studies focused on only
specific aspects of virtual world. As for as we know, this is
among the first studies examining how older people used a
fully functioning virtual world for social interaction. This
study calls for more future research in this direction.
REFERENCES
1. Castronova, E. (2005). Synthetic worlds. Chicago: The
University of Chicago Press
2. Sjolinder, M., Hook, K., Nilsson, L.-G., & Andersson,
G. (2005). Age differences and the acquisition of
spatial knowledge in a three-dimensional environment:
Evaluating the use of an overview map as a navigation
aid. International J ournal of Human-Computer
Studies , 537-564.
3. Heiman, W. G. (2001). Understanding research
methods and statistics: An integrated introduction for
psychology Second Edition. Boston: Houghton Mifflin
Company.
4. Getzel, G. S., & Mellor, M. J . (1985). Understanding
normatve Growth and Development in Aging: Working
with Strengths. In Gerontological social work practice
in the community (pp. 37-54). Hew York: The
Haworth Press Inc.
5. Siriaraya, P., & Ang, C. S. (2012). Age differences in
the perception of social presence in the use of 3D
virtual world for social interaction. Special Issue on
presence and interaction, Interacting with Computers
24 , 280-291.
6. Bryman, A. (2012). Mixed methods research:
combining quantitative and qualitative research. In A.
Bryman, Social research methods: 4th edition (pp.
627-652). Oxford, UK: Oxford University Press.
7. Cheong, W. L., J ung, Y., & Theng, Y.-L. (2011).
Avatar: A virtual face for the elderly. VRCAI, (pp.
491-496). Hong Kong, China, December 11-12,2011.
8. Bente, G., & Kramer, N. C. (2011). Virtual gestures:
embodiment and nonverbal behavior in computer-
mediated communication. In A. Kappas, & N. C.
Krmer, Face-to-Face Communication over the
Internet: Emotions in a Web of Culture, Language, and
Technology (pp. 176-210). Cambridge University
Press.
9. J ung, Y. (2011). Understanding the Role of the Sense
of Presence and Percieved autonomy in User's
Continued Use of social virtual worlds. J ournal of
Computer-Mediated Communication , 492-510.
DESVIG 2013
92
10. Lombard, M., & Ditton, T. (1997). At the heart of it all:
The concept of presence. Journal of computer mediated
communication 3,(2) .
11. Bartle, R. A. (2004). Designing virtual worlds.
Indianapolis, IN: New Riders.
12. Zuckerman, M., & al, e. (1981). Verbal and nonverbal
communication of deception. In L. Berkowitz, ADV
experimental social psychology 14 (pp. 2-60). New
York: Academic Press.
DESVIG 2013
93
DESVIG 2013 Author Index
Author Index
Al Aamri, Fatma 1
Alha, Kati 56
Ang, Chee Siang 89
Balci, Koray 7
Christou, Georgios 12
Consalvo, Mia 17
Correia, Nuno 79
Cox, Anna L. 29
Das, Sauvik 20
Diephuis, Jeremiah 23
Geerts, David 12
Gold, Margaret 29
Good, Judith 52
Greuter, Stefan 1
Gross, Shad 62
Harrison, Chuck 20
Hochleitner, Christina 23
Hochleitner, Wolfgang 23
Jennett, Charlene 29
Kirman, Ben 33
Klauser, Matthias 39
Kloetzer, Laure 29
Korhonen, Hannu 56
Lankes, Michael 23
Law, Ee Lai-Chong 45
Martin, Eleanor 52
Mayra, Frans 56
Nacke, Lennart 39
Nagappan, Nachiappan 20
Paavilainen, Janne 56
Pace, Tyler 62
Peyton, Tamara 68
Phillips, Bruce 20
1
DESVIG 2013 Author Index
Prax, Patrick 73
Prescod, Paul 39
Reis, Soa 79
Richard, Gabriela 83
Salah, Albert Ali 7
Siriaraya, Panote 89
Springett, Mark 45
Stenros, Jaakko 56
Walz, Steen 1
Zaphiris, Panayiotis 89
Zimmermann, Thomas 20
2
DESVIG 2013 Keyword Index
Keyword Index
3D Virtual worlds 89
abusive behavior analysis 7
Activity theory 45
Add-on 73
Aect 45
Aective practice 45
Bayes Point Machines 7
Behaviour Change 39
Body 45
Citizen Science 29
co-creation 73
Co-located 79
co-location 23
code 73
Communities 29
Contagion 45
Cultures of Participation 62
cyberbullying 7
design 17, 89
Design 29
digital games 83
Digital games 45
Discourse 45
Emotion 45
equity 83
ethnicity 83
Evaluation 12
Facebook 56
Facebook Games 12, 39
family 17
friends 17
Game Analytics 39
game culture 83
Game design 52, 73
game design 33
Game Design 39
Game Metrics 39
1
DESVIG 2013 Keyword Index
games 23
Games 68, 79
Games User Research 39
Gamication 68
gaming concepts 7
gender 83
Health 68
Health Games 39
inclusion 83
Machinima 62
MMORPG 12
older people 89
Online Games 12, 39
online gaming 83
online multiplayer 20
platform 17
player motivations 17
player proling 7
player roles 23
procedural ethics 73
procedural rhetoric 73
public display 23
race 83
Reading for Pleasure 1
Reading motivation 1
Serious Games 29
Sociability 12, 29, 39, 56
sociability 23, 33
Sociable reading application 1
social conduct 7
Social games 33
social games 7
Social Games 12, 39, 56
social impact 73
Social interaction 52
social interaction 83, 89
Social interactions 79
Social Networks 56
social play 20, 33
sociality 17
Sociality 45, 68
2
DESVIG 2013 Keyword Index
strangers 17
Teamwork 52
tribal play 33
tribalism 33
User interface modication 73
Video Game 12
Video Games 56
video games 20
Video games 83
Workshop 68
World of Warcraft 62
Youth 68
3
ISBN: 978-9963-2904-0-6