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Below are the 11 most recent journal entries recorded in chill04's LiveJournal:

    Sunday, April 9th, 2006
    11:40 am
    Recruitment Message
    Hello,

    My name is Cameron, and I am an undergraduate enrolled in a course on virtual worlds at Trinity University in San Antonio, Texas. Our class has been playing Everquest II for the past four months.

    As part of an ongoing research project, I would like to speak with people over the age of 18 about their thoughts about what strategies help one become a proficient player that is acclimated to and comfortable with the game environment. I am interested in what practices contribute to how one learns to navigate and participate in the game world with ease and enjoyment. Additionally, I’m curious about what areas of the game players often find most difficult or least enjoyable and how they are a turn off and impede enjoyment of the game.

    These interviews could take place via e-mail, in-game, or over an anonymous instant messaging connection. I will preserve the anonymity and confidentiality of all participants.

    If you are willing to be interviewed about your thoughts on how you adapted to the virtual world of Everquest II, please contact me at:

    mmoresearch@gmail.com

    I understand that the gaming community is bombarded with survey requests that never lead anywhere. This request is different. Our class is committed to sharing its research findings. At the end of the semester, all student papers and presentations will be linked to the course web site and made available to anyone with an Internet connection.

    For more details about our course and the research project, visit:

    http://www.trinity.edu/adelwich/worlds/faq.html

    Thanks in advance for your time.

    Cameron
    Thursday, March 30th, 2006
    11:15 am
    Parlor Games
    My idea for a parlor game is based on variants of tag such as Hide and Seek or Sharks and Minnows.

    I used to play a pseudo-Hide-and-Seek game in Ironforge in World of Warcraft – it’s important to establish boundaries around the area of play to keep the game reasonable. It’s not cool if you’re wandering around Castleview Hamlet looking for somebody who has snuck around to the far side of Antonica. I think Qeynos Harbor is a good sized place if there are several people playing, otherwise a smaller zone would be more appropriate. If there are many people around, it may be easier to differentiate your teammates from other players if they flag Roleplaying or something of the sort to change the color of the name displayed above the avatar’s head.

    Tracking abilities are not allowed for any class that may have them. One player is chosen to be “it.” This person zones out and counts for a determined amount of time, 30 seconds to a minute would be ample time for everyone else to find a suitable hiding spot, and zones back in to commence seeking out his other teammates.

    A “tag” occurs when the person who is “it” gets close enough to bump in to and “tag” the person he or she is seeking.
    Tuesday, March 21st, 2006
    5:58 pm
    So an interesting thing happened over spring break...

    Visiting with several relatives I found out that a couple of my cousins have gotten into World of Warcraft. One, a 17 year old, and the other, an 8 year old, and thought how odd it seemed that two completely different people were both engaged in this same virtual world. What struck me as even more bizarre were the different reactions from each of their parents about their MMOG playing.

    The father of the 8 year old was explaining to other relatives what went on the game, about questing, how people grouped together to progress in the game, how guilds worked, etc. Clearly he had become somewhat familiar with the game his son played, understood what the game was capable of, how the user interacted with others, and lauded the fact that his son was engaged and participating in the game rather than sitting on the couch, lowering his IQ while watching the Sponge Bob marathon on TV. The 8-year-old impressed me with all sorts of lingo, almost as if he had picked up a second language in the month he had been playing, talking about getting "guild members to twink his one-handed sword" with "enchantments" and such like that.

    On the other hand, the mother of the 17 year old had plenty to say about the hazards of playing video games. These video games are addicting. There's a tendency for more violent behavior in children playing these games. Shocking, indeed, is the potential even for distorting one's sense of reality. Wrong becomes right, and right becomes wrong, and suddenly players can no longer differentiate the two in the real world.

    Juxtaposing these two views immediately makes me think that ignorance is a blight unto the world and all this malarkey about "distorting one's sense of reality" is just a bunch of hearsay and the easily paranoid eat it up like chicken soup.

    However, while this "malarkey" may seem out of place when you look at today's games, change the way games are played and these concerns may become a little less extreme. How convenient that we just watched eXistenZ the week before break.

    Much to my delight, I was surprised by the movie. I'd heard people describe the movie as "lame" and "terrible", so I didn't really know what to expect. I remember thinking during the first thirty minutes, "why did I come to class today?" but as things slowly began to fall into place, I was on the edge of my seat trying to figure out what was going on. I like movies that mess with your mind like that -- or as my aunt would prefer to say: "distort one's sense of reality" -- and eXistenZ does a right fine job of that.

    But how does it relate to MMOs of today? The games in this movie are far more advanced than the computer games we play. "Plugging in" and fully immersing yourself in the virtual world in a manner such that the game is directly influencing (essentially "controlling") your senses is something entirely different -- a virtual "reality" unto itself. With that a whole other set of concerns and ethical questions arises when the potential for a Matrix-esque world becomes possible.

    Nonetheless, I thought it was a very creative presentation of an albeit extreme paranoia about video games. To take this at face value and use it to justify an anti-video-game agenda just isn't fair though. So while people may decry this movie as "lame" because of the bizarre story line or dry acting or ridiculous message, at least consider how you guide your avatar through EQ2 or WoW and then imagine doing it all yourself if the virtual world existed in real life. I found it not to be too far different from the way the actors "played" in the movie, and for that I think the director should be applauded.
    Thursday, February 23rd, 2006
    1:28 pm
    More questions...
    What are the greatest challenges in learning from a video game or MMO environment? Or more specifically, what aspect of a video game is the biggest obstacle that hinders learning and interaction? I would suspect it is the user interface since interaction within the virtual world can't occur without grasping the interface that allows you to do so.

    What is the greatest benefit you see in virtual world learning environments?
    Tuesday, February 21st, 2006
    12:48 pm
    Hrm, research.
    With Dr. Constance Steinkuehler visiting us on Thursday, I took some time this weekend to check out her website and some of the research she is doing on learning in MMOGs. While I haven't had the chance to really delve into her work yet, I'm fascinated by what I've read so far. I'd really like to look into this more as a potential topic for my research paper. Unfortunately, I'm not sure just what I want to ask to research -- or how exactly I would conduct my research in the EQ2 environment. Much more reading awaits me.
    Tuesday, February 14th, 2006
    7:52 pm
    Better late than never...
    What a busy weekend. I didn't get a chance to really explain where the questions in the previous post came from.

    Games are becoming an increasingly significant fixture in our culture -- almost a culture within our culture -- many problems and opportunities arise. Like anything, the applications of this technology can be used for bad or good, but we must first try and understand what benefits and, likewise, potential dangers exist.

    Video game sales already outrank box office revenues. Demand for these games exists as seen in the record breaking number of subscribers to MMOs such as World of Warcraft. Even the United States Army has developed a game as a new strategy for recruitment. Clearly, video games are no longer just a nerdy pastime. They have evolved into something entirely more than a "game" in the traditional sense of the word.

    As these games continue to push the boundaries of what one would normally consider a game, hundreds of new applications for these "interactive environments" arise. If we consider these environments to truly be "virtual worlds" then there is no limitation really on what could potentially exist in these games that doesn't already exist in the real world. Moreover, their virtual nature actually strips many of the physical limitations that confine our real world. With the internet, location and distance in the real world no longer pose a limitation.

    Suddenly, children of rural families that lack access to a nearby school can log in to a virtual world and attend class with fellow students and a teacher who are scattered across the globe. It sounds like a great idea, and the way players currently interact with virtual worlds makes learning "hands-on." We talked in class last week about the nature of work in EQ2. You're out gathering components and crafting items -- certainly work by standards. And now to learn, you no longer sit in front of a chalkboard and hear a lecture about chemistry. Instead you're studying compounds in the virtual world. Observing, visually, how they interact on the microscopic and macroscopic level. I'm excited just thinking about it. It's interactive and engaging, adding a whole new dimension to traditional classroom learning.

    Of course there are sure to be pitfalls and drawbacks. And that's where my curiosity about the advantages and disadvantages of learning in a virtual classroom rather than a traditional "real life" school come in.

    But beyond this, is there a line we need to worry about crossing? In the extreme it's possible that we could one day conduct our entire lives in a virtual world, never needing to interact in real life or see the light of day except to maintain sustenance and other basic needs of surviving.

    Before waiting for this extreme possibility to become reality, I'm curious if we're not already following down this path with current MMO games.

    Obviously it takes time and money to create and maintain the virtual worlds that exist today. Players usually pay a flat monthly rate to access the game content. In order to hold the player's interest in the game (ie. to keep him or her paying) the game must always be attractive to the player -- usually this means keeping it fresh with new content to explore, new storylines to follow, and new challenges to test the player and his or her avatar in the virtual world.

    Already studies show that many players spend more hours playing in-game per week than they do working a job or producing in real life. Many of these players openly admit that they are addicted. By continuing to release game updates with new content and new opportunities for the player to explore, it's possible for game developers to (unintentionally) trap them in an unhealthy environment, leading them down a road no different than any other addiction.

    Where does the responsibility lie, then? The players? The developers? The service providers? And who, if anybody, should be in charge of enforcing regulations if they one day become necessary? And lastly (well, hardly lastly -- this whole idea is a bottomless can of worms, but it's the last question I'll consider at this time), what kind of adverse effects will regulation have on the potential uses for virtual worlds?

    This is a serious ethical issue that I'm curious to look at in greater detail and highly important because it could potentially direct all future development of virtual worlds one way or another, for better or worse.
    Friday, February 10th, 2006
    11:12 am
    Here are two things that struck me in particular as I perused the web for ideas and inspiration:

    Given studies that show a significant portion of players spend more hours in-game per week than they do working in the real world, What are the ethical implications of creating games that are, as described by many players, "addictive"? Do game designers carry any responsibility for creating an environment that condones or even encourages this type of behavior?

    As we use this virtual world to create a makeshift classroom for this interview, what potential exists for virtual worlds whose primary purpose is to be an interactive learning environment? What are the advantages and disadvantages of learning in a virtual classroom rather than a traditional brick and mortar school with a chalkboard?

    And here is something else that struck me as I tried to update this journal:

    Error updating journal: Client error: This journal is temporarily in read-only mode. Try again in a couple minutes.

    I don't know what that means, but I suppose I will try again in a couple minutes.
    Tuesday, February 7th, 2006
    1:22 pm
    Queen's Colony
    Upon logging in to the new orientation island, I was kind of hoping to see a new island and landscape before me. No, the same old island awaits, but the new content that has replaced it excites me more than it disappoints.

    First of all, being able to leave the island at any point in time is great for veteran players looking to create an alternate character. No longer must they gruel through the menial labors involved in acclimating newbies to the game. On the flipside though, it's possible that a new player will just skip ahead to Qeynos or Freeport and miss out on all the helpful information on the island. But that would be their fault for not exploring, so I could pity them little for their loss.

    The NPCs around the starting area that now teach about basic Combat, Heroic Opportunities and the costs of Death and Dying in game were extremely helpful to me. I don't recall coming across this information in-game when I was here for the first time two weeks ago -- I do remember asking a question in the newbie 1-9 chat and getting an "RTFM" response. I'm well aware the game came with a manual. But I bought a game, not a manual, and I feel having to consult these resources out of game, be they manual, or website, or whatever, really makes the game environment and interface seem much more complicated when you can't find out these basic and fundamental points of the game actually IN the game.

    Those little question mark [?] tip buttons (that were borrowed from WoW) that popup giving out little bits of information the first time you kill a mob or find a treasure chest or learn a new skill are a real treat for new players. Having previously experienced World of Warcraft, I was actually hoping that these little tips would pop up and help me out of my dark confusion when I first came to the orientation island in EQ2 a few weeks ago. Unoriginality aside, I'm grateful they added them -- I'm learning things from them that I hadn't previously learned from a few weeks of playing.

    Overall, I think the new orientation island has really improved. The emphasis now is on getting comfortable with the interface and understanding the basics of gameplay. Hopefully new players will find the game more welcoming as well.
    Tuesday, January 31st, 2006
    1:14 pm
    The day before...
    During the interview session last class, I was fortunate that Exorciums was able to come into the Down Below, find me, and (after a few wrong turns) get me out of there. The lack of a mini-map in this game is frustrating. Just one of many complaints I would like to voice about EQII's interface.

    Nonetheless, Exorcimus and I had a nice discussion. He's a Communications major, Physics minor, and is involved in plenty of extra curricular activities that put me and my "un-involvedness" to pitiful shame. This activity really helped me grasp the chat commands which I had previously been struggling with -- and if time ever permitted I'd like to get to know other members of the class better this way. Talking in game has its interesting little differences from talking in real life. Yee's article mentioned something about "Walther’s notion of the hyperpersonal effects of computer-mediated communication."

    Speaking of Yee's article again, on a whim I emailed it to my dad who has never really "approved" of the times when I sit in front of my computer screen until 5:00 AM "playing" these "games" (in this case, the guilty party was World of Warcraft). After reading it, we talked and he was completely taken aback by the complexity of the social interactions that occur within these games. Of course, he was shocked to learn that many people spend 40+ hours per week in game (and I had to assure him I did not fall into that category), but there's clearly a misconception among the "non-player"/"non-gamer" population of what occurs inside these virtual worlds.

    The discussion game for class seems to be a well thought plan -- nobody is put on the spot and pressured to speak, and when somebody does have something to contribute, they aren't passed over and forgotten for the person with their hand raised higher. I think the only problem we have is our lack of hand-eye coordination -- catching and throwing seem to be our biggest challenges. Maybe we should have a class game of dodgeball to improve our coordination.
    Friday, January 27th, 2006
    11:01 am
    Some thoughts
    One thing that struck me in Nick Yee's reading last night was the section on skill transfer and how experiences in game actually helped develop real-life skills for players. In class Tuesday, nearly all suggestions for other "types" of virtual worlds that could be developed were all games revolving around a war or violent conflict between players. Not that I'm about to lead a crusade against violence in video games, I thought to myself that there had to be a plausible non-violent potential use for virtual worlds. The suggestion in the reading that virtual worlds could be used for pedadogical purposes certainly piqued my interest. With the evidence of skill transfer, it seems that virtual worlds really could become a perfectly legitimate means of teaching knowledge and skills for use in real-life.

    Also in class last week I heard the words "all but two of you" when Dr. Delwiche was talking about who had completed the role-play postings here -- those words sent one of those frant shocks through your head as a couple of synapses sparked and you realize that you forgot to do your part of posting in character. So to make up for my loose synapses, I will share my story.

    My name is Mijo. That 'j' is pronounced more like an 'h' because us Frogloks have trouble croaking a hard 'j' noise. I'm a scout, and after seeking out some room and board in Castleview Hamlet, I quickly sought out aquiring my citizenship with Qeynos. Fueled by my natural Froglok curiosity, I'm motivated to explore the strange lands of the world before me. As I journey through these lands, I hope that my travels will lead me to encounter many interesting people and places -- of course many challenges surely await me. Currently I've lost myself in the down below while trying to find my way to North Qeynos. But no bother! A hearty Froglok like me thinks getting lost makes finding your way twice as exciting. But now, do I take a left here...or was it a right?
    Tuesday, January 17th, 2006
    3:28 am
    Introduction
    My name is Cameron, I'm a sophomore Computer Science major at Trinity University studying games for the web. This course particularly interests me as a programmer studying the technical aspect of designing interactive games and on the consumer side as a user who plays an MMO (a little too much).

    World of Warcraft is my first MMO experience. I was always a casual gamer, but WoW has enraptured me like nothing I've ever played before. And while I facetiously say the game consumes me, I've also been fascinated since the first moment I played by the way this digital world and the people who populate it function and react.

    I look forward to expanding my MMO experience with Everquest II and seeing how the environment differs from that of WoW -- particularly if those differences affect in any way the behaivor and motivations of those who play these games.

    Looking forward to a fun and interesting semester. And for those who play, drop by and say Hi in WoW sometime: Nox, 60 Gnome Rogue, Garona server.
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