C&T 2011 Doctoral Consortium
This is my application for the doctoral consortium at the 2011 Communities and Technologies conference in Brisbane, Queensland.
1. Aims and Background
1.1 Background
Massively Multiplayer Role Playing Games (MMORPGs or MMO) are online video games that involve large numbers of players playing in a persistent online universe. The most popular of these, World of Warcraft (WoW) [3] has over 10 million players. There is a wide range of MMORPGs and the content and style of play varies widely. This research project focuses on a lesser known MMORPG called EVE Online (EVE), published by CCP Games. EVE is a space simulation MMO set in a fictional universe called New Eden 21,000 years in the future. Similar to WoW, EVE charges a monthly subscription fee to its players. In December 2009, the number of EVE Online players surpassed 317,000 people; more than the population of the developers’ home country of Iceland [4]. There are typically 25-35,000 players online at any given moment.
EVE is distinctly different from other games in the MMO genre. Unlike in MMO games such as WoW and Everquest which reward ‘experience’ for time spent playing the game, in EVE a character’s ‘skills’ are trained in real time meaning that players do not have to be logged into the game for their character to be training. These skills allow characters to use game items. Rather than using an avatar to interact with the game world, players are pilots of space ships specifically catered towards different game objectives (such as mining, transport or fighting). The EVE universe is made up of thousands of solar systems, with planets, moons, stations and asteroid belts. Each solar system is connected to at least one, often several other solar systems by star gates. Each solar system has a security rating. A security rating of 0.4 – 1 is patrolled by the non-player corporation CONCORD which acts as the in game police to protect players from being attacked by other players. Players in systems with security ratings of 0.0-0.3 are not protected from being attacked, and have to rely on other players for ‘intel’ on enemy whereabouts.
All players participate in the same universe on one server, known as Tranquility, which is distinctive in the MMORPG genre where players are normally split up onto multiple servers to reduce load. This splitting up also has the effect of geographically splitting players up into groups bounded by proximity to servers and languages spoken. EVE is vastly less structured than other MMOs at higher levels of play; there is no final boss or highest level. This is because the majority of the game that encourages or facilitates play is created or driven by other players. The EVE universe is “centered on human interaction” [5]. In consequence, the role of player communities in the production of a player’s self-identity is more pronounced than in other games in the MMO genre.
All play in video games is mediated by the design architecture. A common tool used by MMO developers to encourage social interaction and cooperation is by allowing and encouraging formal social structures known commonly as Guilds. Guilds are a collective interest of players that is persistent within the game world (rather than groups that form for the purpose of a single quest/mission) [6]. It has been observed [7] that the game environment has a high influence on guild life cycles and size. These social groups are a very powerful method for creating a sense of community [7] and provide a safe social environment for players [8]. They have also been linked to player addiction [8].
In EVE, these formalized groups of players are known as Corporations, and their size varies from a hand full of players to thousands depending on the objectives of the Corporation. They can also then be part of large alliances with hundreds of other Corporations. This research project focuses on the corporations and alliances that occupy 0.0 space (star systems without non-player character (NPC) police), known as ‘nullsec’. In this area of the game universe player alliances are able to claim sovereignty over star systems and invest in developing infrastructure. Play then develops as a perpetual conflict between dozens of large alliances, fighting over ‘valuable’ territories (sometimes sentimentally). Because in nullsec a player relies on his Corporation and Alliance for protection (and the promise of effective retribution), EVE is a game about cooperation and requires highly functioning online communities. The success of a Corporation is directly tied into its size, power and reputation. In nullsec, a players motivation to play is directly tied into his/her Corporation. Therefore Corporations must have a critical role in the player identification process.
One of the unique aspects of EVE is the emergence of the ‘spy-metagame’ [9]. While the EVE End-User License Agreement (EULA) does not allow players to use exploits, which is when a player bypasses normal game mechanics (using bugs or hacks), it does allow scamming, fraud, spying and betrayal. This has meant that it is quite common for newer (more trusting) players to be scammed out of game-money with tactics borrowed from movies like The Sting and piracy is as frequent a character career path as mining or trading. Pyramid investment schemes are common, and occasionally heists of massive sizes make it into international news [10]. Players in large corporations are constantly aware of the examples of massive corporate thefts, where ‘spy’ players have spent months, even years infiltrating the ranks of a corporation to get access to the Corporation wallet, only to make off with the equivalent of thousands of dollars. The largest bank-investment scheme scam stole 790 billion ISK which was equivalent at the time to US$170,000. The levels of trust required in large corporations who control assets worth trillions of ISK and the social mechanisms that players have developed to protect their investments against scams are unique in the MMORPG world. The existence of such ‘criminal’ play and the importance of trust in the play of EVE online has important consequences for understanding the role of Corporations in the self-identification process.
The interactive nature of video games calls for a better theoretical fit to the video game experience [1] than can be provided by existing theories developed for understanding book, film and television enjoyment. Hefner, Klimmt and Vorderer utilize social psychological conceptions of the self and suggest that for the duration of play “users adopt (parts of) the perceived identity of the target character”[1]. In this model, identification becomes a temporary alteration of a users self concept by adopting perceived characteristics. Hefner et al. [1] theorize a monadic identification between player and avatar; players become one with their character rather than the dyadic identification where the user is, and perceives themselves, as the viewer/reader. Hefner et al. [1] uses the example of a James Bond video game in which users identify with James Bond to the extent that they are James bond for the duration of play. The consequence is that they adopt Bond’s identity and characteristics (e.g. physical attractiveness, courage, charisma, importance) to themselves.
Courtois et al. [11] presented a player identification scale to measure player identification in the MMO World of Warcraft. In it, they included three main dimensions of identification; Avatar, Group (guild) and Game identification. Avatar identification was further broken down into Perceived Similarity, Wishful Identification and Embodied Presence. My research uses a modified version of their scale.
1.2 Aims
My research project will examine player Corporations and the role they play in the process of player identification. EVE is an appropriate game for this research as play is not perceived as being done through an avatar; in so much as a 3d visualization of your character never directly interacts with other players or the game environment. My hypothesis is that the levels of avatar identification (embodied, wishful and perceived) will be drastically lower than in WoW, yet due to high levels of Group identification the same motivation for play can be drawn. The purpose of this is to encourage consideration of the importance of Guilds/Corporations in any understanding of the online video game experience and motivations for play.
2. Significance and Innovation
2.1 Significance
There are numerous ways in which this research project has significance. The subject of this study is significant as the worldwide video game industry was worth $60.4 billion in 2009, and is expected to be worth an astonishing $70.1 billion by 2015. Gamers were spending $1.4 billion on MMORPG subscriptions in 2008 and will be spending $2 billion by 2013. The most popular MMORPG (World of Warcraft) has 12 million subscribers alone. The video game industry is constantly collecting new players, and two thirds of Australians play video games of some type [12].
This study will further our theoretical understandings of why people play MMORPGs. On average, users play MMORPGs 22.7 hours per week with 9% of users playing for over 40 hours a week. [13]. Over 40% of respondents to one study consider themselves addicted [14]. MMORPG’s are one of the biggest entertainment movements of the past decade. Understanding the appeal of these games, will further our understanding of why they are so popular.
The ways in which players routinely scam and steal in EVE, whilst still in accordance with the games EULA, have significant consequences for discussions regarding laws in online worlds and theories around online worlds and communities.
Furthermore, this study will contribute to the discourse of knowledge that game developers utilize in the development of new video games.
2.2 Innovation
There is very little literature on EVE Online (a notable exception is [9]). This is despite it having been released in 2003, undergoing several major updates (expansions) and being continuously critically acclaimed by users and industry members. The unique nature of EVE Online will allow this study to reflect on and reframe existing literature on MMORPGs and the process of player identification in the video game experience. The distinctive interface of EVE and the atypical way the game is played is significantly different to other MMORPGs. The type of game play that this study focuses on is uniquely PvP, exceptionally social and the player-perceived impact of player actions is much higher than in games such as World of Warcraft (where players will often attempt and complete the same dungeon multiple times and there are no consequences or lasting impact from their actions). Furthermore, the way that EVE makes allowance for players to act in an immoral or traditionally ‘wrong’ way will offer a new account of videogame play that will need to be included in any theories for the video game experience.
By using a modified version of Courtois et al.’s scale that was previously tested on 544 World of Warcraft players, this study will also be able to compare the extent of Player Identification in two critically acclaimed MMORPGs.
The results of the research will allow me to test their hypothesis that Guild identification is, or at least can be, as important as avatar identification to player identification. If the research supports this hypothesis, the role of guilds and social communities in online play will have to be taken more prominently into account in any practical research or theoretical understanding for the player self-identification process.
3. Methodology
3.1 Research
This project will be using a modified version of the Player Identification scale presented by Courtois, Van Loor and De Vocht [11]. This scale utilizes a Likert scale and contains questions that ascertain the extent of Group (Guild) Identification, Avatar Identification and Game Identification. The questions which Courtois et al. asked to ascertain Avatar Identification were broken up into Perceived Similarity, Embodied Presence and Wishful Identification. This scale also measures the Proteus effect and the levels of player-avatar empathy. Courtois et al. provides sufficient theoretical foundation for their scale and is thus an acceptable basis for my own research. My modifications extend only towards asking more questions to better determine the extent of Group Identification (which refers to the degree to which a player identifies with their guild) and to apply the scale to EVE Online.
To contextualize the results from the questionnaire, a small number (≈ 10) of players will be interviewed. These interviews will be conducted via email, and will give the participants more time to articulate their responses to the questions. It is intended that the results from the interviews will provide context for the results from the survey.
3.2 Virtual Worlds Don’t Exist
This study will be avoiding the term ‘virtual worlds’. As observed by Lehdonvirta [9], the usage of the dichotomous terms ‘real’ and ‘virtual’ inadequately describes the nature of the game and the way that it is played. The intensely social way that EVE, and other MMORGs, is played encompasses multiple types of technology and mediums through which communication is done. For example, discussion and organization is done in forums, using social networking sites, via email and even text messaging. Furthermore, propaganda and recruitment (and important aspect of the Alliance game) is done through websites such as YouTube and reddit.com. To understand anything about how and why MMORPGs are played, any methodological approach to understanding the game has to include that which goes on outside of the video game client. Malaby identifies this as being the largest roadblock in furthering our understanding of MMOs [15].
4. Questions and Issues
This study is for a 12,000 word honours thesis as part of my 1 year Bachelor of Arts Honours degree with the department of Historical and Philosophical Studies at The University of Melbourne. My hope is that the work outlined in this document will be the groundwork for a PhD to be commenced in 2012. With that in mind, I ask the following questions.
What would be the best way to up-scale this project? What aspect of the game would be best/most interesting for further research? Is it acceptable to concentrate on only one game? Can value really be gained by comparing EVE with other MMOs? Is quantitative or qualitative research better for a sociological understanding of the play habits in MMOs for the purpose of a theoretical foundation for understanding game play?
In regards to presenting this study for publication in journals, what aspect(s) would be best to focus/expand on when developing my thesis into an article?
At the time of writing and applying for the doctoral consortium, I do not have the results from my research. When interpreting this data, what hesitation should I have in suggestions of equality between Corporations and other ‘offline’ communities? How should I approach making such a comparison? What other ways can I approach interpreting the results?
I am also having difficulty approaching the following player phenomena. High level players often have multiple subscriptions, known as ‘toons’ and have multiple characters playing simultaneously. Some research that has grappled with this define a players ‘main’ character as one played most often, [16] but players often have a consistent identity across all their characters and play in the same Corporation with all those characters. How can these players be approached in terms of player identification?
References
1. Hefner, D., Klimmt, C., & Vorderer, P. (2009). The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. [Article]. Communication Theory (10503293), 19(4), 351-373.
2. Eve Online (2003). CCP Games
3. World of Warcraft (2004). Blizzard
4. Vallance, C. (2010). Money Matters in Eve Online game. Retrieved 20/04/2011 from http://news.bbc.co.uk/2/hi/technology/8545268.stm
5. CCP. (2011). About EVE Online. Retrieved 30/03/2011, from http://wiki.eveonline.com/en/wiki/About_EVE_Online
6. Burke, T. (2004). Play of State: Sovereignty and Governance in MMOG's. Retrieved 31/03/2011, 2011, from://www.swarthmore.edu/SocSci/tburke1/The%20MMOG%
7. Chen, C.-H., Sun, C.-T., & Hsieh, J. (2008). Player guild dynamics and evolution in massively multiplayer online games. Cyberpsychology & Behavior: The Impact Of The Internet, Multimedia And Virtual Reality On Behavior And Society, 11(3), 293-301.
8. Peters, C. S., & Malesky, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. Cyberpsychology & Behavior: The Impact Of The Internet, Multimedia And Virtual Reality On Behavior And Society, 11(4), 481-484.
9. Lehdonvirta, V. (2010). Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in MMO Studies. Game Studies (1001).
10. Billions stolen in online robbery. (2009). Retrieved 20/04/2011 from http://news.bbc.co.uk/2/hi/technology/8132547.stm
11. Courtois, C., Van Looy, J., & De Vocht, M. (2010). Player Identification in Online Games : Validation of a Scale fo rMeasuring Identification in MMORPGs. Fun and Games, 15(17), 126-134.
12. Thom, G. (2009). Two-thirds of Australians play video games. Retrieved 20/04/2011 from http://www.news.com.au/technology/most-of-us-are-gamers-new-figures-show/story-e6frfro0-1225713891208
13. Yee, N. (2002) Mosaic: Stories of Digital Lives and Identities < http://www.nickyee.com/mosaic/home.html> (Last Accessed 3/4/2011)
14. Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: connections between addiction and identifying with a character. Cyberpsychology & Behavior: The Impact Of The Internet, Multimedia And Virtual Reality On Behavior And Society, 11(6), 715-718.
15. Malaby, T. (2007). Beyond Play : A New Approach to Games. Games and Culture, 2(2), 95-113.
16. Ducheneaut, N., Xiong, L., Yee, N., Nickell, E., & Williams, D. (2006). From Tree House to Barracks : The Social life of Guilds in World of Warcraft. Games and Culture, 1(4), 338-361.












