iFish of Bartle's Player Types

September, 2012 by Mitchell

A HTML version of iFish is now up and running. Check out a version with Bartle's Player Types to see it in action.

Social Gaming Events: Warhammer 40K

Jan, 2012 by Mitchell

This study aims to understand the work people do in order to play competitive and non-competitive war-games. The study focuses on Warhammer 40k (Games Workshop); currently the most popular tabletop war-gaming system. Playing Warhammer 40k involves assembling a model army of 25mm miniature figures and vehicles (units or minis). Each mini needs to be assembled and painted. Importantly, there is a great deal of choice in both what army to play (there are over a dozen different army choices) and what units to include in the army. The rules are extensive, the main rulebook has over a hundred pages, and each army has a 'codex' of 50+ pages and the choice of 20-40 different units that can be included in the army. Players then use their army to fight opponents' armies on a 'board' containing scenery and obstacles (terrain). The typical board measures 4' by 8'.

In this research we investigate the work motivations for army preparation. We particularly focus on how players work to build their army lists. We also investigate how players play with their armies and the social and rule negotiations that occur during play sessions. Finally we seek to understand how players use social media as part of their involvement in this hobby.

See the Warhammer page for more information.

Climate Change Visualisation - Draft examples

August, 2011 by Mitchell

The following are draft interactive visualisations that I'm working on the the moment:



Political Deliberation System

October, 2010 by Mitchell

I can highly recommend taking a look at the latest version of a prototype to help people deliberate on political issues that I've been developing:
http://disweb.dis.unimelb.edu.au/projects/ifish/poliFish/gFish.swf

Playful fabrications in Rule Negotiation

October, 2010 by Mitchell

More information coming soon...

The aim of this project is to understand how rules in online playful activities (e.g. games) are changed and negotiated when activities such as fabrications, playful deceit, pranks, grief play and farce occur. The project also aims to understand the various Internet sub-cultures which surround such activities. This study is part of research undertaken for completion of the Doctorate of Philosophy degree.

Funny person

You can find more information on the project page.

World of Warcraft Study

March, 2010 by Mitchell

A study on The World of Warcraft was conducted in the first half of 2010. The study is concerned with the activities and social interactions of people who play World of Warcraft. We are interested in how and when people play, who they play with and what they do in the game. We are also interested in how they manage to find the time to play and how they fit playing into the rest of their lives.

WoW magnifying

Community negotiated game rules in popular computer game modifications (mods)

Jul 22, 2009 by Mitchell

The aim of this project is to understand the nature of rules (both programmed and socially negotiated) in playing the game Defense of the Ancients (DotA). The project also aims to understand how these rules interact with the ongoing design process of DotA and hence learn important lessons for game designers in general.

DotA is a very popular user developed modification of Blizzard's game Warcraft III (www.getdota.com, www.playdota.com/learn, http://en.wikipedia.org/wiki/Dota) and the subject of the proposed study. It has a highly passionate player community and the negotiation over which rules to play by or bend can be very passionate and extended. DotA has gone through many versions since its creation, with the community actively working on which modifications to make and which not to make. DotA can be broadly classified as a tower defence game, played by ten people at a time on two teams and of the fantasy genre.

Game mods allow users to actively change/negotiate the programmed rules of a game and engage in the design process. Changes are often debated by players over multiple versions. These negotiations can come from rules which are developed to a social level of play or programmed rules which are no longer desirable.

More information can be found on the project page.

Contact me (mharrop / at / unimelb.edu.au) if you'd like more information or just find it interesting.

 

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