Saturday, Jun 21st 2008 1 Comment

Supernova 2008: Does the Gamers’ Disposition apply to Chinese Gamers?

I attended a panel at the Supernova 2008 conference entitled “All the World’s A Game” and then posted about it at length on the UpTake blog. The panel was meant to answer the following questions:

Massively multiplayer online games offer glimpses of how social interactions and work will develop in the Network Age. What can they teach us? How can businesses and online communities leverage insights from virtual worlds to develop more effective systems and practices?

At CNReviews we’ve blogged about Gaming in a Strange Land and China Vortex has some great posts about the sordid reality (and some more choice words here in part 2) of the Chinese internet cafe and by extension the Chinese internet user.

I posted detailed notes on this panel on the UpTake blog. I won’t repost the whole post here. But I wanted to highlight Professor Douglas Thomas’ thesis that the Five Characteristics of the Gaming Disposition can help gamers deal with the workplace of the future better than non gamers. Do these apply to Chinese gamers?

Internet cafe in China

source: The Guardian UK

Five Characteristics of the Gaming Disposition

Douglas Thomas’ thesis is well described on a post on the Harvard Business School Publishing Blog here. I will excerpt from this liberally below:

1. Gamers are bottom-line oriented

wowwebstats

From the HBS post:

Today’s online games have embedded systems of measurement or assessment. Gamers like to be evaluated, even compared with one another, through systems of points, rankings, titles, and external measures. Their goal is not to be rewarded but to improve. Game worlds are meritocracies where assessment is symmetrical (leaders are assessed just as players are), and after-action reviews are meaningful only as ways of enhancing individual and group performance.

2. Gamers understand the power of diversity

From the post:

Diversity is essential in the world of the online game. One person can’t do it all; each player is by definition incomplete. The key to achievement is teamwork, and the strongest teams are a rich mix of diverse talents and abilities. The criterion for advancement is not “How good am I?”; it’s “How much have I helped the group?” Entire categories of game characters (such as healers) have little or no advantage in individual play, but they are indispensable members of every team.

3. Gamers thrive on change

From the post:

Nothing is constant in a game; it changes in myriad ways, mainly through the actions of the participants themselves. As players, groups, and guilds progress through game content, they literally transform the world they inhabit. Part of the gamer disposition is grounded in an expectation of flux. Gamers do not simply manage change; they create it, thrive on it, seek it out.

4. Gamers see learning as fun

From the post:

For most players, the fun of the game lies in learning how to overcome obstacles. The game world provides all the tools to do this. For gamers, play amounts to assembling and combining tools and resources that will help them learn. The reward is converting new knowledge into action and recognizing that current successes are resources for solving future problems.

5. They tend to “Marinate on the Edge”

From the post:

Finally, gamers often explore radical alternatives and innovative strategies for completing tasks, quests, and challenges. Even when common solutions are known, the gamer disposition demands a better way, a more original response to the problem. Players often reconstruct their characters in outrageous ways simply to try something new. Part of the gamer disposition, then, is a desire to seek and explore the edges in order to discover some new insight or useful information that deepens one’s understanding of the game.

I have a feeling that the theory that multiplayer gaming cultivates this kind of behavior is a little utopian. These behaviors may be great qualities that successful gamers have, but I’m not sure that games actually create these behaviors. On the other hand, these qualities seem to be what it takes to be successful in China. Let me rephrase and see if it fits:

  1. Successful people in China are bottom-line oriented
  2. successful people in China understand the power of diversity
  3. Successful people in China thrive on change
  4. Successful people in China see learning as fun
  5. Successful people in China “marinate on the edge”

Seems to fit pretty well, eh?  Or at least 1,3, and 5 do in my mind.   Doesn’t mean you should hang out in s—holes and firetraps to cultivate these qualities!

Certainly for foreigners coming to China, I see these 5 characteristics as helpful. Maybe that is why Sinosplice says that Living in China is like an RPG, and Tom Melcher says that China is like a video game and why Meg Stivison says that China is Like being the protagonist in a fantasy novel. (also on Meg Stivison’s new blog).

Thursday, Jun 19th 2008 3 Comments

Supernova 2008: Three insights about distributed conversations from FriendFeed, CoComment, Seesmic

I’m at a Supernova panel called Liquid Conversations that is generally about the migration of comments and participants away from the blog and to other venues, like Seesmic, CoComment, Twitter, FriendFeed , Disqus. It started out as “Who Owns My Comments 101″ and then went in some other interesting directions.

Dave McClure moderated the panel. Social media A-Listers Loic LeMeur (Seesmic), Matt Colebourne (CoComment), Bret Taylor (FriendFeed), and David Sifry (OffBeat Guides previously Technorati).

1. Fragmentation is our friend, not our enemy

So far, the most interesting example was given by Bret Taylor , founder of FriendFeed. When Barack Obama gained the delegates needed for the Democratic candidates, 1000s of conversations about the nomination cropped up on FriendFeed. But because the distribution of these discussions were fragmented across many different posts and shared items, they became more:

  • semi-private or at least opt-in
  • more intimate
  • more in depth or meaningful
  • anchored by more shared context or at least a real identity

These became more useful than “people yelling at each other” in the comments section of the NewYorkTimes website.

Bret called this the “power of distributed conversation” and is a very subtle point that helps explain why Twitter and FriendFeed have been so useful as a selective and personalized information filter for people.

Implications for designers of social applications: Fragmentation helps people come up with a much more personalized set of conversations, and insures that they don’t get drowned out by the loudest and most common news and information that floods all channels. Don’t make it TOO easy to find people, and don’t make it TOO easy to find the most popular feeds. Create space for a more idiosyncratic, personal space.

2. Soon we will have the rise of the celebrity commenter and comment DJ artist

According to Matt Colebourne of CoComment, just as we had the rise of celebrity bloggers, we will in the future have celebrity commenters or as Dave McClure sez, “comment DJ artist.”

My first reaction was “no!” Its hard to “shape” the conversation without long-form written content. But then I thought about examples where “celebrity commenters” or “DJ artists” already exist:

  • Wikipedia
  • Wikihow
  • Twitter
  • FriendFeed
  • Forums and BBS
  • Facebook

Personal reputation can be built on different platforms. But reputation requires a long-term interaction through that medium with a community around a specific topic or interest. All the more reason to tie your username and identity in one system to another.

3. Nirvana of universal flow between one system to another is not a standards or business issue but “impedence mismatch between one service vs. another”

Several people brought up the issue of sharing information back and forth. Bret Taylor gave the simple example: “if you are posting a reply from FriendFeed to Twitter what happens to the 140 character limit?” Do we split it into two Tweets?

Aside from basic bookmarking, its just as likely that these platforms will actually diverge rather than converge in order to become differentiated participation platforms. So an “impedence mismatch” happens when objects to be shared are in different forms in different systems.

This seems like a reasonable explanation for why it will take time for systems to be interoperable. I personally don’t have any real interest in following the progress of standards efforts, many of which are likely doomed to failure.

Other Supernova2008 coverage

Summize search for Supernova OR Supernova2008, TechCrunch, NextWeb, KennethCarter, DNWallace, Sanford Dickert