So I'm echoing C.K.'s jealousy regarding why I didn't have classes as cool as
"Games for the Web: Ethnography of Massively Multiplayer On-line Games" when I went to college (biochemistry
seemed practical at the time… who knew?), and pointing you to a collection of student blogs (mostly LiveJournal) from this course.
Undergrads at Trinity University in San Antonio, Texas conducted ethnographic studies from inside the World of Warcraft
virtual world for four months, and kept blogs on the progress of their research. They look at things like gender and
sexism inside the game, colonial themes, sociological and psychological factors of play, real world transactions of
digital items, etc.
I was wondering earlier about the long-term
trajectory for these kinds of virtual worlds, and I think that sooner that we realize there will come a point where
it's more unusual not to have a presence in one (for those of us privileged enough to live in the developed world).
More game companies developing MMOs need to break out of the "let's band together to kill stuff" archetype
(Second Life
being a prime example of one that breaks this mold) and start brainstorming ways to appeal to non-gamers, which is the
approach Nintendo is taking with its next-generation
Revolution console. The gaming industry currently appeals to its large yet still relatively narrow market — but
everybody loves to play. And there is something inherently fascinating about the realtime simulation and simulacra of a
virtual world. Smart companies would be wise to tap into the concept of "life as play" (as the Flickr ludologists clearly grok) and work towards breaking down the distinctions
between computing, gaming, and living.
[Via WoW Insider]