Showing posts with label gaming culture. Show all posts
Showing posts with label gaming culture. Show all posts

Friday, April 18, 2008

User Led Co-Creation: Gamers vs. Gaming Companies

You never really think about us, as the audience, being an extremely important factor within the media. After all, it is really not much of our concern as long we can watch a new episode of LOST every week and that our favourite website is still up and running. However, to those involved in the industry the audience is in fact the most important factor concerning media.

With the advent of new media technologies such as the Internet, and with it the introduction of open source software and content editing tools, do-it-yourself (DIY) and collaborative online communities have emerged to increasingly become an integral part of media content creation (Jenkins 2002, 157). People all over the world are becoming produsers, publishing blogs and creating MySpace accounts. We control the information age! It therefore came as no surprise that "You" were the Time's Person of the Year in 2006. We are "seizing the reins of the global media, for founding and framing the new digital democracy, for working for nothing and beating the pros at their own game".

Take for example the changing gaming culture and interface, and how gamers increasingly make contributions such as content and feedback to their favourite games. As you might know from my previous blog, my boyfriend made me join WOW and ever since then I've been curious about this whole gaming culture, how it works, and how the relationship between gamers and gaming companies has changed in recent years. John Banks (2002, 190) identifies that "entities such as 'audience', 'fan', 'producer', 'corporation' and 'consumer' are relational", the audience merging into a co-creative relationship with media producers.

Blizzard's popular MMORPG World of Warcraft (abbreviated WOW) , for example, has become immensely successful not only because of its top notch graphics, interface and game play, but also because developers have effectively worked alongside and listened to fans in discussion forums, users being able to contribute such content as artwork and comic strip style storytelling themselves. Blizzard has also released a User Interface Customisation tool to support and encourage modifications.
However, although the idea of produsage and user-led content creation may sound appealing to developers, it can also work against you. Auran Games' massively multiplayer online game Fury also offered forums on which users could interact with developers and make suggestions. However, the developers did not listen to their fans, the fans in turn became frustrated and angry, boycotted the game, resulting in the failure of Fury.

John Banks and Henry Jenkins have both identified the consumers increasing power, with audiences becoming increasingly more influential in the media, “gaining greater power and autonomy as they enter into the new knowledge culture” (Jenkins 2002, 158). Internet-based technologies, such as email and forums, have created an empowered audience, “who expects and demands that corporations will not only listen to their views, criticisms and input, but also enter into active dialogue with them” (Banks 2002, 189).

So does that mean game developers have to listen to everything that we say? We, as an interactive audience, are gaining more power, but that doesn't mean we control everything. We have power, but only to an extent. So what can I do? I can contribute on forums, make my own artistic creations to games or even change an open source code. But I won't...because I don't know how!! I'll leave that to the expert fans.

Reference:
Banks, J. (2002) Reflection on Week Eight Reading: Gamers as Co-creators: Enlisting the Virtual Audience – A report from the net face, Brisbane: University of Queensland Press

Jenkins, H. (2002) “Interactive Audiences?” in D. Harries (ed.) The New Media Book, London: BFI Publishing, pp.157-170.

Tuesday, April 15, 2008

Gamers, Gaming Culture and WOW


I've been lately curious if not even fascinated with gamers and the gaming culture. It's hard not to be when your boyfriend and pretty much 100% of his friends are frequent gamers (as in they play video games at least once a day). And what with the arrival of another good friend and his new purchase of a PS3 (Play Station 3) there doesn't seem to be a lot of time left for the girlfriend.

Funnily enough, I am a gamer too. Well, sort of. The example here, World of Warcraft, abbreviated WOW. About a week ago I showed some interest as my BF spent yet another night bewitching, casting spells, and killing other players . So he made a character for me *just as a joke*, and to his surprise I started playing it. I just found the graphics and the sheer scope of the game amazing!! A week later I'm up to level 18 already.....

For those of you who don't know, WOW is one of the most popular MMORPG (Massively multiplayer online role-playing game), in which a large number of players interact with one another in a virtual world. Originating from the original Warcraft: Orcs & Humans, the current The Burning Crusade is the fourth expansion of the game, with yet another set to be released in the near future. That is something WOW gamers are sure to get excited about, The Burning Crusade being the fastest-selling PC game of all time, selling nearly 2.4 million copies in just 24 hours.

Gamers are a complete subculture of their own in new media cultures/studies, and World of Warcraft gamers are yet another more fragmented subculture within that gaming culture, which is referred to as a hyperlocal culture or community. Users within that subculture all have something in common, a shared interest, or something that differentiates them from mainstream culture. WOW gamers, for example share their interest in the game, and can either add them as a friend to the game and talk to them in real time if they are both online, or they can discuss topics of interest in online forums.

Another example which differentiates WOW gamers is their online language. The abbreviations used by gamers seems like a completely different language!! Some of the more easier ones include lol = laugh out loud (we all know what that means) and afk = away from keyboard. But this is where it gets tricky.
I asked one of my friends to say a sentence in, what I call, WOW language. This is what he came up with:
LFM BWL Need DPS & Healer Pref. Lock & Pally.......
...... I know exactly what you're thinking, or more likely what you're not understanding. Let me translate that into more legible English. "Looking For More Need Damage Per Second & Healer Preferably Warlock & Paladin". Does that make more sense? Still not? Ah, it's too difficult to explain when the person writing doesn't get it themselves. Like I said, TOTALLY different language!! Maybe I just need to practice.

I could go on and on with this game and more, but it is just too big for me to put in one blog. There's just so much to talk about, PvP (player vs. player), the different characters, the realms, or even just more about gaming culture or MMORPGs. So I'll play a little more, explore a little more, kill a little more (that sounds so bad...) and learn a little more, and maybe then I can understand WOW language myself and write a little more about the amazing world of WOW.