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(Person) Percentage - Sabanci University Research Database

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

deny and proceed with the reimbursement. In such a case, no single member of the institution that<br />

deals with any part of the process knows exactly the entirety of it. The knowledge of the entire<br />

process lies on the institution as a whole and not to a single member. The same is true in WoW.<br />

Every single player has a character to perform and a process to follow in order for the whole group to<br />

operate according to its goal. Although a specific process is only known by a specific member who<br />

implements that process, it has to be performed in harmony with accordance to the overall<br />

expectation of the group. This type of tacit social knowledge includes groups working together on<br />

“how decisions are made” and “how communications flow” (Linde 2001).<br />

4.3. Creativity, Recognition, Challenge and Acquisition of New Skills in Modding<br />

Since WoW began in November 23, 1994, it has developed over time through the collaborative<br />

efforts of the players who test and challenge the game’s limits while the game designers alter the<br />

game through patches in response to players’ feedback. Currently, nineteen major patches have been<br />

introduced to rebalance the game. Despite efforts of WoW’s developers to immerse its players<br />

through the graphical details of the game, some efforts still fall short to impress and provide a<br />

satisfying experience for the players.<br />

The graphic details of WoW may offer confusing and dazzling visual effects to players especially in<br />

group raids. In a raiding group of at most forty characters, the cast of spells and attacks produces an<br />

array of light that may bewilder the players. Fortunately, Blizzard Entertainment released an<br />

Application Program Interface (API) that allows its players to “tweak” the game. The story doesn’t<br />

just end with players altering the game experience, but their intention of devoting their time, skills,<br />

and knowledge without any getting any compensation from the game developers. Terranova (2000)<br />

explored the prevalence of the “gift economy” performed by knowledge laborers in an era of<br />

productive consumption. Currently, laborers are willing to give up any financial benefits in exchange<br />

of pleasurable productivity, which in the long run, will lead to non-financial rewards. Hardt and<br />

Negri (2004) hypothesize the same thing by saying that we are now living in the age of “immaterial<br />

labor” where there is a thinning boundary between work and leisure and that financial compensation<br />

is no longer the ultimate measure of productivity. These ideas of free and immaterial labor have led<br />

to the concept of “knowledge communities” by Jenkins (2006) on which the information is traded<br />

and social capital is earned. The most important contribution of these knowledge communities is not<br />

its agility but intelligence and passion.<br />

Gamers are the best examples of free laborers and are best exemplified in the fan culture that is<br />

created as a result of it. In the concept of any media forms, fans are important knowledge workers<br />

who rely on information and interpretation to collectively produce modifications for their favorite<br />

media (Baym, 2000). These fan-programmers have been sutured onto the theories of convergence,<br />

where the role of the fans and producers is slowly blurring and sometimes overlapping. Fanprogrammers<br />

contribute strongly on the design and gaming experience of a game. In WoW, fanprogrammers<br />

have specific designations depending on the add-on or modification they intend to do.<br />

These modifications can range from changes to visual effects to extension of game levels. Modders ,<br />

on one hand, are in-charged of “mods” to a game that can range from visual effects and texture to<br />

changes in story line. Mappers, on the other, design new game levels or “maps” to extend the gaming<br />

experience of the players. In general, these changes are referred to as add-ons or modifications<br />

(“mods” for short).<br />

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