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(Person) Percentage - Sabanci University Research Database

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The Asian Media & Mass Communication Conference 2010 Osaka, Japan<br />

to gain access to a high-end 40-person raid group in PvE – RP (person versus environment – roleplay)<br />

server. The group frequented the Molten Core dungeon, where several ‘bosses’ with different<br />

abilities are to be killed, and its completion marked the end of my role as a participant observer. Over<br />

the duration of the group raids, the number of players fluctuated although the group had a core of<br />

about 25 players. There was a pool of about 30 players who were regulars during the entire study and<br />

another 20 who were considered sporadic players. Most of the players’ real-life demographic profile,<br />

such as age, nationality, gender, etc., was unknown to me except for the regular few that I have been<br />

interacting with. To easily and accurately review the games’ instances, all were recorded resulting to<br />

256 hours of video captures.<br />

On the other hand, email interviews through snowballing sampling technique were employed in the<br />

analysis of the knowledge creation in modding. A total of 16 respondents participated in the email<br />

interview which comprised of 15 male modders and one female. No classification of modding (e.g.<br />

skinner, mapper, etc.) was imposed on the selection of respondents as it is unnecessary in coming up<br />

with a conclusive argument in the knowledge creation in modding. The complexity or simplicity of<br />

the mod designs are treated similarly as the most important factor is the motivation of the modders in<br />

spending valuable time redesigning the game interface, chat service, maps, etc.<br />

4. FINDINGS AND ANALYSIS<br />

This section analyses the findings of the knowledge and skills in WoW timed-quest and modding.<br />

4.1. Processual Understanding of Games<br />

No game is released in its entirety the first time it is made commercial. Every game is being<br />

discovered, altered, and refigured not just by the developers, but by the gamers themselves as it is<br />

being played. Each game contains the potential for producing new ways of doing and meanings that<br />

may, in the long run, alter the game itself (Malaby, 2007). Players can intentionally alter or refigure<br />

the game and gaming patterns as the gamer attempts to adjust to the different unpredictable<br />

challenges and strategies in accomplishing a task, much like a game designer would.<br />

There could also be changes in games, which are unintentional results of practice when clever<br />

individuals and teams try to find alternative or new ways of playing the game that are different from<br />

the way it is designed for. Creation of new practices and tactics has always been inherent in games.<br />

Games carry with it potential in altering the game itself and how it is played by affecting its rules and<br />

mechanics. In addition, game developers open the games’ technical infrastructure to allow<br />

modifications – such as patches, maps, skins, etc (generally called add-ons), by the gamers<br />

themselves who have the technical skills of creating such. These add-ons, eventually, may create new<br />

challenges and explorations for other gamers and in the long run result to acquisition of new skills.<br />

The important thing to think about is that games are fundamentally built on human practices and are<br />

therefore changing and always in the “process of becoming” (Malaby, 2007). Any given moment in a<br />

game may produce new meanings and practices, which may in turn change the way the game is<br />

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