In: Computer Science
The aim of this activity is to analyze how collaboration,
coordination and communication are supported in massively
multiplayer online games (MMOGs).
Visit an MMOG (e.g. World of Warcraft, Eve, NeverWinter, Second
Life, any online console multiplayer game, Animal Crossing,
Minecraft etc.) and answer the following:
Hope this helps you. :)
1. What is the purpose of the MMOG?
I have chosen to visit Second Life, a social network that allows users to create personalised avatars and interact through audio and visual imagery.
Second Life was designed as a social networking platform — to encourage social interaction. It enables them to escape to a virtual world where they can interact with other real people. It is almost like an online version of SIMS.
2. What kinds of conversations are supported?
One to one, one to many, many to many, through audio, text, and video.
3. How is awareness supported of the others in the MMOG?
There is a map interface in which players are shown. Thus, you can see the location of yours as well as other players online. It is possible to overhear others’ conversations as long as they are not having a private chat.
4. What kinds of social protocols and conventions are used?
Conversations are started in a way much similar to real-world conversations compared toother types of text-based conversations. Users are really conscious of their appearance in the game just like in real life. This can be observed from the avatars created by the players.
5. What kinds of awareness information are provided?
Visual prompt and triggers, audio, in-world dialogue boxes, control panels, situational information such as telling you where you are located, and stopping you entering certain restricted areas/if you don't have an invite. It is possible to overhear others’ conversations as long as they are not having a private chat
6. Does the mode of communication and interaction seem natural or awkward?
It is quite natural that the communicative gestures of the character are fluid and clear in their meaning.
7. How do players coordinate their actions in the game?
Second life is a social networking game, there's not much to coordinate from various players. Maybe there is a party going on where there are many players. So maybe at that time, you need to coordinate the dance moves. Had it been an action and strategy game, the answer to this question might have been really detailed. But as far as Second Life is concerned, the main thing where coordination is required is when you are having a conversation.
Text, audio, IM, also the VW enables creation of art installations, customized venues for socializing among specific interest groups. The users obviously have the option of continuing their interactions outside the VW if they so wish, many have done so by creating additional web-based sites, posting to relevant blog communities, publishing art, music and literature on specialist websites.
9. What other
visualizations are included? What information do they
convey?
Representations of
other users, images to offer membership of groups, invitations to
tailored events, some of which cross over into the real world, and
art installations.Dress, and general
physical appearance, not limited to human, allowing every user to
make statements about themselves and their personal preferences
visually, and through social choices such as where they spend time
within the world.
By allowing creation of
context/taste specific areas, rooms, lands etc, such as gaming
zones, musical/club areas, fantasy, party and adult areas Second
Life allows users to congregate among other users of their choice,
in environments of their own choosing or indeed of their own design
and construction.
10. How do users switch
between different modes of interaction, eg exploring and chatting?
Is the switch seamless?
The
interface is keyboard and mouse, which does have limitations, and
makes me think of First Person Shooter PC games, possibly not the
connection that the VW's designers were "aiming" for. Dialog boxes
open, can be minimized, and closed, but always available around the
edges of the proprietary viewer
application.
11. Are there any social
phenomena that occur specific to the context of the VW/MMORPG THAT
WOULDN'T happen in face to face settings?
I speculate that many individuals can
choose to live lives that are not as they are in the real world,
while there are still general social and good behaviour rules there
are segments of the VW where these rules change to suit the
preferences of the visitors. Users can exhibit their art, publish
and perform their music, share self-published literature, none of
this might be deemed interesting outside of their own online
communities. Relationships can be based on the virtual avatars, and
the characters created online, rather than those of the physical
world.
The Viewer enables profile
disclosure to any user within close enough proximity to click on an
avatar, which initially encourages open-ness, but once familiar
with this it's a simple matter to manipulate one's profile to one's
own ends.
12. What other features
might you include in the virtual world to improve communication and
collaboration?
The Viewer requires a certain level of
performance specification from users' pcs, which can cause
problems, and I found the control system for moving my avatar quite
slow to respond, although that might simply be because I have not
had time to get used to the system.
I found myself wondering
whether or not avatars I encountered might be greeting me and I was
simply missing this social contact through not understanding the
Viewer context better. This might be overcome by a proximity chat
prompt.
The biggest glaring
omission that I could find was a lack of a video interface. If a
user can initiate a chat/IM session then the primary barriers to
video that I can conceive of would be bandwidth and security
concerns. Some important considerations would be a design
requirement with user feedback, and beyond that I would imagine
there are some behavior management concerns, but if users are
conducting themselves in line with VW conventions then there would
be a minor administrative blip around first introduction, and maybe
have some overhead in ongoing management