Sunday, 17 April 2011

Session 7 - Management and Conflict

MMORPG Forums


My final project takes a look at the massively multiplayer online role-playing game called Rift. In this post I will take a look at the website Trion Worlds--the developer of the game--has created. Standards set by developer-run websites for older MMORPGs like Everquest and World of Warcraft have largely determined that other developer-run websites for new games will offer users moderated forums. These forums are typically moderated by developers and others working within the company.


The forums give developers the opportunity to interact with the community in order to create a better end-product. For example, if a large number of players complain that their dwarven necromancer is weaker than the other magic-using characters, then the developers might take a look at the game to see why this is the case. In my experience playing other MMORPGs persistent, logically stated complaints and observations posted in the forums at least get the developers to look at what is bothering the community. If a problem is found, there is a period of testing that occurs on test servers (usually with volunteers from the player community), and changes are implemented to fix it through a patch. 


Community interaction is important to developers that care about maintaining the profitability of their MMORPG. A particular hotbed of interaction often occurs in the forums dedicated to guilds within the game, where I will find examples of rule breaking. 







Rift - Rules

Code of Conduct Violations

Applicable to in-game and forum-based interactions, these violations can and will get your account suspended or deleted. 

Standard Violations

Severe Violations

General Rule Sets



Find three examples on the site where one or more rules have been broken, specifically in the form of interpersonal conflict (i.e. not just spam posts). Give a brief synopsis of each situation, along with any admin or user reactions if available, and provide a screenshot.

Rule Violations


1. Racist, Sexist, Religious, Hate speech 

The link above will take you to a (rather long) thread where a user complains about in-game chat that violates the codes of conduct. As the thread progresses other forum users eventually steer the topic toward religious/political arguments that start to get heated. The moderator of the bulletin board eventually closes the topic.

First post.
Thread starts going off-topic.

Forum mod responds to user query and closes thread. Click to read.

Admin Reaction 

As an admin, I would do the same thing that actually happened in the example above. I would address the complaint by restating the terms of service and then closing the thread.

I do not want to encourage "low-quality contributions" by "spammers and trolls" because, as mentioned by the Cosley article, editorial oversight of these threads will hopefully lead to less antisocial behavior. (Cosley, 2005) Therefore I would choose to close the thread down after quickly addressing the original complaint.

The complaining user appears to want more interaction with moderators and GMs, so much so that it reminded me of the "self important" example of roguish behavior in the Understanding Roguish Behavior article. (Gazan, 2007) I would not directly respond to the complaining user because that would probably encourage him/her to continue ignoring the "Ignore" feature provided by developers for such cases.

There exists an "Ignore" button in the game so that users can censor speech by other users they find offensive. Ignoring another user only blocks them from your own chat window, other users can still see what they type. The user that started this thread does not find that adequate and complains that they want specialized attention. Although the complaint may have some merit, the user still wants special consideration for their problem. I would direct them back to the terms of service and restate what options there are for them to have their concerns dealt with.



2. Botting


The link above explains what botting is. In this thread, users celebrate the banning of a player caught botting.
Users celebrate the banning of an account accused of "botting". 

Admin Reaction
The admin reaction in this case was appropriate. As an admin, I would not just suspend the account, I would delete the offending character from the server so that particular user will have to go through the hassle of creating a new one. The "banhammer" would fall hard upon the heads of users I caught cheating in my game. 


Why do people react so angrily to botters?

I assume it is because people that use bots are unfairly obtaining in-game items and levels by circumventing the need to work for their character. This could make users that work their way up "legitimately" feel like their character is being devalued by the botters. 



Madison wrote that, "Customs, traditions, patterns, and practices of reproduction, modification, and use develop and intersect via connections to things." (Madison, 2006)  For a virtual item like a character in an online game to make a connection to a user, the customs, traditions, etc. of the community need to be enforced. Therefore, to protect users that don't cheat, I would ban the botters. 




3. Phishing


The above link describes what a phishing violation is. 

The above link links to a thread describing a phishing complaint. In this thread the original complaint is met with constructive commentary such as "Don't click on the link" and "Please don't include clickable links when asking these kinds of questions". 
 
Phishing Complaint

The reaction by the developers of RIFT has been to develop an authenticator program that is usable through a smartphone:

Another response is the "coin lock" that asks you to use a code sent to your Email when you log in to the game from say, a different country: 





Admin Reaction

I would follow the example set by previous admins and developers and create something similar to the "coin lock". The coin lock function I would impose partially reflects upon what Madison wrote about "breaking down or 'modularizing' cognitive tasks," and "mitigating the consequences of a failure...so that the failure is not catastrophic." (Madison, 2007) 

Coin locking keeps your character from being modified, erased, or otherwise harmed. The Wired article by Dibbel (Fantastic read if you really want to see the motivation behind 'griefing' in online games), explains that anti-social users are out there to, "destroy whatever virtual thing they've sunk the most real time, real money, and, above all, real emotion into...and get them to quit the game." 

By entering your code, the developers are tasking you with a second layer of authentication to keep your account safe and prevent this from happening. 

There are users that simply won't know what to do in cases of phishing--possibly due to a lack of experience with phishers, or just an insecure system compromising their account information. Implementing the coin-lock system, which employs iconic imagery to what is essentially just a code sent via email, reinforces the idea that a user account is protected. 

Finally, in response to a thread where the initial question post includes a link to a phishing site, I would impose a "cooling off" period for the original poster and disallow them from posting any links or any follow-up posts. Until they read a short blurb describing why they are not allowed to post phishing site links (determined by forum moderators), they will not be able to post. 

5 "Unwritten" Rules

1. Let users vote in-game to punish users that have been recorded violating the Terms of Service.
2. Learn the vocabulary and customs of the online world you are joining to facilitate communication and cement your identity in that world. (Doneth, 2007)
3. No "clickable" links to phishing sites in forum posts, even if topic is asking about said sites.
4. Don't bother admins until you have exhausted the procedures listed in the Terms of Service.
5. Users can "vote with their feet" by not playing character builds that are significantly weaker than other builds due to overzealous nerfing

Sources


Madison, Michael J. (2006).  Social Software, Groups, and Governance. Michigan State Law Review, Vol. 2006, p. 153. Available at SSRN: http://ssrn.com/abstract=786404 

Cosley, Dan, Dan Frankowski, Sara Kiesler, Loren Terveen, John Riedl (2005). How Oversight Improves Member-Maintained Communities. CHI 2005, April 2-7 2005, Portland, Oregon.

Kollock, Peter and Marc Smith (1994). Managing the Virtual Commons: Cooperation and Conflict in Computer Communities.  In: Susan Herring (ed.), Computer-Mediated Communication: Linguistic, Social, and Cross-Cultural Perspectives.  Amsterdam: John Benjamins. 109-128. http://www.sscnet.ucla.edu/soc/csoc/papers/virtcomm/Virtcomm.htm

Grimes, Justin, Paul Jaeger and Kenneth Fleischmann (2008).  Obfuscatocracy: A stakeholder analysis of governing documents for virtual worlds. First Monday 13(9).http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2153/2029

Gazan, Rich (2009).  When Online Communities Become Self-Aware. Proceedings of the 42nd Hawaii International Conference on System Sciences, Waikoloa, HI, 5-8 January 2009.

Gazan, Rich (2007).  Understanding the Rogue User. In: Diane Nahl and Dania Bilal, eds.  Information & Emotion: The Emergent Affective Paradigm in Information Behavior Research and Theory. Medford, New Jersey: Information Today, 177-185.

Dibbell, Julian (2008). Mutilated Furries, Flying Phalluses: Put the Blame on Griefers, the Sociopaths of the Virtual World.  Wired 16.02.http://www.wired.com/gaming/virtualworlds/magazine/16-02/mf_goons?currentPage=all

Reed, Mike (no date). Flame Warriors. http://redwing.hutman.net/~mreed/index.htm

Sunday, 3 April 2011

Session 6 - Online Furdentity and InFurraction

Online Identity:

Creating an online identity involves direct contribution to online spaces, be it through social networking sites like Twitter, Facebook, and Blogger, or even a personal website. Active online identities are created through sustained, involved interaction with other users via the medium of the internet. Through the internet, people are now able to participate and nurture--in a more open environment--communities that would otherwise be kept a secret. 

Wellman et. al.’s sense of networked individualism is actually a good hypothesis on how social interaction has changed due to increased internet connectivity. For this post I decided to investigate a site related to a subculture that (http://www.pa-furry.org//) involves a user community largely convinced they are human-shaped animals trapped in human bodies, commonly known as “Furries”. Thanks to the internet, I believe people like these furries are able to use the internet to "supplement" their communities. They can organize conventions, meetings at coffee shops, and find ways to promote their strange culture on websites like pa-furry.org and LiveJournal. 

Furries:
Ruining your next trip to Disneyland.
The furry world is a dark dark place where most people wouldn't dare tread, at least not without a can of pepper spray or some other form of protection. These people are normally ostracized for their deviant ways, therefore, much like the "goths" in the study in the Hodkinson article, the furries on http://www.pa-furry.org/ create individual spaces that link up and reinforce their subculture. Because of the (entirely appropriate) social stigma surrounding furries, their identities were usually kept as a secret in their offline lives. However, also like the goths studied by Hodkinson, OCs have given furries a way to do offline meetups in environments they feel comfortable in, like whitewater rafting.

Yes. People dressed up in animal suits kayaking is actually happening.



Just like any other social network, the furries crafted their online profile to present a certain "persona"; kind of along the lines of what was mentioned in the Liu article. They create their profiles to both be as unique as possible, some giving their "animal character" elaborate back-stories and behavioral qualities they might not possess/wish to posses in real life.

Three Scenarios:

Furnario 1 (Sun) -

Teddy Everyman has always enjoyed dragons. Lately, he's been feeling like he IS a dragon... trapped in the body of a man. He desires a social group that understands his feelings to provide him with moral support. So, he decides to start a profile on a popular furry website in his area in order to connect with like-minded people. 

  • Teddy goes to furry website and finds the account creation page
  • The account creation process is simple and quick, so he is able to devote time to developing his profile
  • After his profile is created, he uses the search box on a sidebar in the site to find "dragons" to see if there are users that can give him any advice
  • He successfully finds the profile of one "Rygon the red dragon" and initiates a friend request
Yes it's real. No, you can't unsee it.
  • Rygon accepts his friend request and they start a dialogue 
  • Teddy is able to find support from another "dragon" and becomes an active member on the website, helping other dragon "hatchlings" with their freaky problems



Furnario 2 (Sun) -  

Annie Allweek wants to organize a photo shoot with all her friends dressed up in their animal suits. She decides to use the polling feature of the furry enthusiast site she is a member of. 

  • Annie creates a poll

  • She asks the administrator of the website for front-page space to promote her event
  • Her request is granted and the poll runs for two weeks
  • Through the poll, she learns that 20 out of 35 members are willing to participate in a "fursuit photo shoot"
  • Annie successfully conducts her photo shoot after arranging a time and place with the willing participants



Furnario 3 (Rain) -

A. Bonny and I. Vory were living together in perfect harmony. They decided to sell their piano keyboard because they needed money for a new donkey suit concept they were designing. After seeking advice from members of their online furry community, they were directed to Craigslist as the best place to sell something.

  • A. Bonny and I. Vory create an account with Craigslist 
  • They create an ad describing the sale of their precious piano keyboard
  • They post their address and include a picture of the front of their house so interested parties can come and inspect the piano
  • A day later they get a phone call from an "interested party" that wants to know when A. and I. will be home so they can come see the piano
  • A. and I. let the buyer know that they aren't home during the morning, but are usually available after 5pm everyday
  • The potential buyer thanks them and says he will come in three days
  • The next day in the afternoon, A. Bonny and I. Vory come home to see that their house was robbed
  • The police arrive, hear their story, and suspect that the potential buyer was just casing the joint
  • A. Bonny and I. Vory are depressed and seek solace from the furry website
  • The only reply they get is a link to this YouTube video: http://www.youtube.com/watch?v=dQw4w9WgXcQ
  • (; _ ;)


How people in animal costumes express their online identity...

...with animal drawings for their avatars. Yes, I'm serious. The members of Pennsylvania Furries either draw their own, or have more artistically talented members draw their avatars. Avatars are typically created to represent the type of animal members most identify with. This ties in directly to a point made in the Ploderer article, "like on a stage in a theatre, people appropriate the social network site to promote accomplishments."

Members of the Pennsylvania furry site take great pride in sewing their suits and showing off their artwork. Although I personally find their handiworks too far outside the norm for for me to ever be interested in their world, I can certainly appreciate the craft they display in sewing life-sized animal suits. 

Some kids were a little TOO impressed with the animatronics at Chuck E Cheese...

Identities are maintained through sustained interaction with the community. There are meet-ups, group fundraisers, online events, forum posts, photo caption contests, and other things one would typically find on less niche social networks. The site also uses social tagging (http://www.pa-furry.org/tags) to help users navigate topics of interest to them, with more popular topics having a larger font than the others. 

Cementing an identity in the furry community also involves learning special vocabulary and using special clothing. The article by Doneth said it best: 
...information fashions can create virtual walls, allowing those in the know to recognize others within their subculture via their common understanding of jokes and references that have not yet spread to the mainstream. (Doneth, 2007)
Furries, like any other community (but a lot hairier), have the in-jokes and references that Doneth writes about. For a community to feel unique, to feel special, these kinds of things are important. 

In summary:

I looked at the furry community because I saw in it a slight parallel with games like World of Warcraft, where a user selects an avatar to represent themselves in the virtual space with. I noticed that people can in fact develop an emotional connection to a character that they see themselves as--be it an Elf in a game or a bear suit--but this is something I'll discuss in another post. I'm no closer to understanding the world of furries than I was before examining their website, but I now have a clearer picture of how interactions on social networks function, and how there are certain norms that establishing an online identity will tend to follow. 

Furrocious sources:

Steve Whittaker, Loren Terveen, Will Hill and Lynn Cherny (1998). The Dynamics of Mass Interaction. Proceedings of the 1998 ACM Conference on Computer Supported Cooperative Work (CSCW98), Seattle, Washington, 257-264.

Wellman, Barry, Anabel Quan-Haase, Jeffrey Boase, Wenhong Chen, Keith Hampton, Isabel Isla de Diaz and Kakuko Miyata (2003).  The Social Affordances of the Internet for Networked Individualism. Journal of Computer-Mediated Communication 8(3). http://jcmc.indiana.edu/vol8/issue3/wellman.html

Donath, Judith. (2007). Signals in Social Supernets. Journal of Computer-Mediated Communication 13(1).  http://jcmc.indiana.edu/vol13/issue1/donath.html

Liu, H. (2007). Social Network Profiles as Taste Performances. Journal of Computer-Mediated Communication, 13(1), article 13. http://jcmc.indiana.edu/vol13/issue1/liu.html

Ploderer, B., S. Howard & P. Thomas (2008). Being Online, Living Offline: The Influence of Social Ties Over the Appropriation of Social Network Sites. Proceedings of CSCW 2008.
http://disweb.dis.unimelb.edu.au/student/rhd/berndp/research/CSCW2008Ploderer.pdf

Hodkinson, Paul (2006).  Subcultural Blogging? Online Journals and Group Involvement Among UK Goths.  In: A. Bruns and J. Jacobs, Uses of Blogs. New York: Peter Lang, 187-199.
http://www.paulhodkinson.co.uk/publications/hodkinsonsubculturalblogging.pdf

Huberman, Bernardo, Daniel Romero and Fang Wu (2009).  Social Networks That Matter: Twitter Under the Microscope" First Monday 14(1).
http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2317/2063