Abstract
In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities fosters the development of behaviors that are transferred to situations beyond the game itself. With an approach informed by ethnomethodology, in this paper we probe the underlying logic connected to studies that argue for such general effects of games. By focusing on proficient gamers involved in the core game activity of boss encounters in a massively multiplayer online game, we examine the fundamentals that must be learnt and mastered for succeeding in an ordinary collaborative gaming practice where aggression is portrayed. On the basis of our empirical analysis we then address the contentious links between concrete instances of play and generic effects. As expected, the results point to “aggression” as well as “collaboration” as major components in the gaming experience, but our analysis also suggests that the practices associated with these notions are locally tied to the game. Based on these results, we propose that to reverse this relationship and claim that game environments foster collaboration or aggression in general first assumes strong theoretical claims about the nature of cognition and learning, and second, risks confusing the debate with hyperbole.
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It is often claimed that the term mob originates from a research report by Richard Bartle in 1980 where he refers to moving objects as ‘mobiles’ in one of the early multi-user dungeons (MUDs, a text-based precursor to MMOGs) (Bartle 2004). In game worlds of today, the term mobs often refers to monsters while other ‘mobiles’ are referred to as non-player characters (NPCs, such as those who sell items or those with whom players can engage in pre-scripted dialogues).
In the studied material, the boss encounters were managed by teams with widely varying specializations. Furthermore, in the material, the death of whole teams (wipes) rarely occurred and wipes leading to breakdowns of groups (members quitting the team after an unsuccessful fight) occurred only once.
In LotRO, certain aggressive mobs do not automatically attack if the player is several levels higher, while other mobs (‘threatening’ mobs) instead provide the player with some seconds’ respite and reset aggro if the player moves out of aggro range within a time limit (while ‘passive’ mobs only attack the player if they are attacked).
Players can in various ways get input from the threat system and status displays of which member(s) are currently subjected to aggro. In LotRO, such status displays of which player is currently receiving aggro can be obtained by, for example, marking a particular mob with the mouse cursor or, if several mobs are present, to cycle through the mobs by pressing the “tab” button.
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Acknowledgements
The work reported was supported by the Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS). It has been financed by the Knut and Alice Wallenberg Foundation, the Bank of Sweden Tercentenary Foundation, The Swedish Knowledge Foundation (project GRO) and the Swedish Research Council (project ‘Learning, interactive technologies and the development of narrative knowing and remembering’ (LINT). We wish to express our gratitude to the scholars in LINT for their continuous support and suggestions on previous materials but also to three anonymous reviewers and Thomas Hillman for their insightful comments. The authors gratefully acknowledge the financial support and the productive collaboration.
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Bennerstedt, U., Ivarsson, J. & Linderoth, J. How gamers manage aggression: Situating skills in collaborative computer games. Computer Supported Learning 7, 43–61 (2012). https://doi.org/10.1007/s11412-011-9136-6
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DOI: https://doi.org/10.1007/s11412-011-9136-6