Interacting with Information in a Digital Place: Information Practices in World of Warcraft

Author(s):  
Caroline Whippey

This study examines the ways in which users interact with information in the video game World of Warcraft. Utilizing data gathered through participant observation and the recording of public chat, this presentation explores how information is presented as well as how players seek, share, and utilize the information they encounter.Cette étude examine l’interaction des usagers avec l’information dans le jeu vidéo World of Warcraft. L’analyse de données recueillies par l’observation des participants et l’enregistrement de séances de clavardage publiques permet d’explorer comment l’information est présentée et comment les joueurs recherchent, partagent et utilisent l’information qui leur est présentée. 

2021 ◽  
pp. 096100062096216
Author(s):  
Sarah Barriage

Many children in the USA spend a significant amount of time in center-based childcare. However, research has yet to explore their information practices in this setting. This study investigates young children’s perceptions of the concept of information and their own information-seeking practices within the context of their day care classroom. The participants included 13 children between three and five years of age. Data was collected using participant observation, semi-structured interviews, child-led photo tours, and photo-elicitation interviews. The findings indicate that the children did not perceive the concept of information in a manner consistent with adult understandings of the term, and that they engaged in information-seeking related to finding out new things on their own, through interactions with others, and through classroom resources, activities, and routines. The findings have implications for both researchers and practitioners working with young children.


Author(s):  
Stuart Moulthrop

This chapter reflects on John McDaid’s author traversal of his 1993 hypermedia novel, Uncle Buddy’s Phantom Funhouse, a groundbreaking work not just for its comprehensive exploration of Apple’s HyperCard authoring system, but also because of its principle of “modally appropriate” presentation, involving non-digital artifacts as well. Built around the science-fictional notion of time travel and multiverses, the Funhouse thus invites consideration of his own curious history, in which it figures as a kind of broken time machine. Comparing McDaid’s work with later, similar projects from the video game world, the chapter argues for an understanding of digital culture that moves beyond the harsh binaries of obsolescence. As McDaid says: “We win by losing.”


2021 ◽  
Author(s):  
◽  
Elizabeth Haynes

<p>Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and are now a major industry. Using the internet, these games connect players and give them goals to pursue within virtual worlds. This thesis examines the early life of one such game, the North American version of TERA, based on participant observation on a player vs. player server. TERA’s players met and interacted within a virtual game world controlled by the company which developed the game, and although players constructed their own social groups and factions within this world they were constrained by software that they could not change. Everything from the combat rules to the physics of the environment was designed, and players could only take actions that were accounted for and allowed by that design.  However, TERA launched as one of many available MMORPGs which were competing for the attention of the same audience. Its players tended to be experienced and well-informed about the genre, and used their knowledge to evaluate and critique TERA both privately and in public forums. Aware that game companies’ chief concern was for profit, players exercised agency by embracing a consumer identity and pressuring developers in their own commercial terms. To retain players’ loyalty and continue receiving their fees, companies were obliged to appease their customers. This allowed players to see the game world develop and change in accordance with their desires despite the fact that they lacked the access or the expertise to change it themselves. I link this approach to agency to the rise of consumer movements in capitalist societies, and show how the virtual world of TERA can serve as an example for other situations in the physical world where contemporary technologies are used to both enable and constrain agency.</p>


First Monday ◽  
2010 ◽  
Vol 15 (5) ◽  
Author(s):  
Yong Ming Kow ◽  
Bonnie Nardi

Modding, the development of end user software extensions to commercial products, is popular among video gamers. Modders form communities to help each other. Mods can shape software products by weaving in contributions from users themselves based on their own experience of a product. The purpose of this paper is to investigate a conflict between a modding community and a gaming company which reveals contested issues of ownership and governance. We studied an online game, World of Warcraft, a large multiplayer game produced by Blizzard Entertainment. From content analysis of forum posts and interviews with modders, we explore the connected but divergent ethical systems of modders and Blizzard. The question -- Who owns the mods? -- arises through different perspectives of mods ownership rooted within contradictory ethics and practices in the two communities.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Justyna Janik

The aim of the article is to analyse the phenomenon of ghost characters in video games from the perspective of Jacques Derrida’s concept of hauntology, and to use this as the starting point for a hauntological engagement with the video game object’srelationship with its own past. The paper will investigateghostly figuresand their spectral status inside the video game environment, as well as their uncertain hauntological status as both fictional bygone souls and digital in-game objects.On the basis of this analysis of ghostly figures in video game environments, I draw a line between the past of the fictional world and the past of the game world, and examine what happens when they overlap.The dual status of the in-game ghost will thereby serve to metonymically anchor an investi-gation into the duality of the game as a whole, as both fiction and digital materiality, and of the dif-ferent dimensions of the past that exist in between these two levels of the game object.


Author(s):  
Paul Stermer ◽  
Melissa Burkley ◽  
Chad Cotner
Keyword(s):  

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