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<channel>
 <title>Cross Gamer - All-Terrain Fun</title>
 <link>http://crossgamer.com</link>
 <description>To understand and design the connection between cell phone games and Massively Multiplayer Online Games (MMOGs/MMOs).</description>
 <language>en</language>
<item>
 <title>GDC: Connecting Mobile Games and MMOs</title>
 <link>http://crossgamer.com/gdc_2008</link>
 <description>&lt;img src=&quot;/images/gdc08.jpg&quot; alt=&quot;GDC 2008&quot; title=&quot;GDC 2008&quot; hspace=&quot;5&quot; width=&quot;238&quot; height=&quot;103&quot; align=&quot;left&quot; /&gt; &lt;p&gt;Last Tuesday, I &lt;a href=&quot;https://www.cmpevents.com/GD08/a.asp?option=C&amp;amp;V=11&amp;amp;SessID=6621&quot; target=&quot;_blank&quot; title=&quot;Connecting Mobile Games and MMOs&quot;&gt;presented&lt;/a&gt; at the 2008 Game Developers Conference in the mobile track about the best ways of connecting mobile games and MMOs.  Here are my slides (&lt;a href=&quot;/files/GDC_2008_mobile_Dan_Roy.ppt&quot; title=&quot;GDC_2008_mobile_Dan_Roy.ppt&quot;&gt;PowerPoint file&lt;/a&gt;).  Gamasutra wrote a surprisingly thorough &lt;a href=&quot;http://www.gamasutra.com/php-bin/news_index.php?story=17515&quot; target=&quot;_blank&quot; title=&quot;Connecting Mobile Games and MMOs&quot;&gt;summary&lt;/a&gt;.  The session was well-attended; among the audience were several large MMO developers who have yet to announce their mobile plans. It will be interesting to see which directions they go with mobile. &lt;/p&gt;</description>
 <comments>http://crossgamer.com/gdc_2008#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/6">Conference</category>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
 <category domain="http://crossgamer.com/taxonomy/term/2">Mobile</category>
 <category domain="http://crossgamer.com/taxonomy/term/3">Multiplayer</category>
 <pubDate>Mon, 25 Feb 2008 00:44:31 -0700</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">87 at http://crossgamer.com</guid>
</item>
<item>
 <title>Thesis interview with Cardell Kerr</title>
 <link>http://crossgamer.com/thesis/cardell_kerr</link>
 <description>&lt;img src=&quot;/images/thesis/kerr/lotro_logo.jpg&quot; width=&quot;400&quot; height=&quot;120&quot; align=&quot;left&quot; style=&quot;margin : 5px;&quot;&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy:&lt;/strong&gt; Thanks for taking the time to answer some questions, Cardell. Let&#039;s jump right in. When working on &lt;a href=&quot;http://www.lotro.com/&quot; target=&quot;_blank&quot;&gt;&lt;em&gt;Lord of the Rings Online &lt;/em&gt;&lt;/a&gt;(LOTRO), did you think at all about mobile (e.g. 
checking auctions via &lt;a href=&quot;http://en.wikipedia.org/wiki/Wireless_Application_Protocol&quot; target=&quot;_blank&quot;&gt;WAP&lt;/a&gt; or &lt;a href=&quot;http://en.wikipedia.org/wiki/Short_message_service&quot; target=&quot;_blank&quot;&gt;SMS&lt;/a&gt;)? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr: &lt;/strong&gt;Absolutely!  The simple fact is that these games prosper 
  off of continued investment from the player, and there are few mechanics 
  that foster this better than allowing a person to ping an auction house, 
  or allow for some form of online trade.  Ultimately, we decided to focus 
  on the heart of the game more so (questing and combat), knowing we could 
add more support for other options later. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy:&lt;/strong&gt; Like you said, mobile is great for keeping people connected 
  to the game world and thinking about it, like pinging an auction 
  house.  However, it&#039;s also potentially powerful for another kind of 
  interaction.  As social as &lt;a href=&quot;http://en.wikipedia.org/wiki/Massively_multiplayer_online_game&quot; target=&quot;_blank&quot;&gt;MMOs&lt;/a&gt; are, people generally have to be in 
  their respective homes at their desktop computers to socialize in the 
  game online.  Mobile could allow people to socialize face-to-face and 
  in the game online at the same time.  Have you thought about any 
  features like that?  A one-on-one duel of some kind via mobile could 
  be fun if players aren&#039;t near each other and even more fun if they 
are. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr: &lt;/strong&gt;We&#039;ve certainly thought about it, though in all fairness 
  the design of most current Big Budget MMPs [MMP is another term for MMO] doesn&#039;t support it all that 
  well, since most of our gameplay drives play cycles of 40-90 minutes.  I 
  think LOTRO is more likely to branch into the web mini-game space before 
it fully embraces/utilizes mobile phones. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;Given that &quot;these games prosper off of 
  continued investment from the player,&quot; why have you targeted most of 
  your gameplay toward cycles of 40-90 minutes?  I know that&#039;s pretty 
  standard with today&#039;s MMOs, but play sessions of that length can&#039;t 
  easily occur continually throughout the day.  If you wanted to attract 
  players who wanted shorter but more frequent interaction, how would 
  you design it?  Would you put those players in the same world as the 
  ones playing for 40-90 minutes at a time, or would you make these two 
separate games? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr:&lt;/strong&gt; Heh, a very good question. 
  Mostly it&#039;s because the MMO of today&#039;s world is anything but casual/easy 
  to get into, in addition to the fact that the target audience supports 
  that model (currently).  As I&#039;ve gotten older, I&#039;ve realized (sometimes 
  painfully) that play times of that long are quite simple impossible to 
  maintain for a person with a very busy work schedule...  This is 
  probably one of the reasons why more recent MMO&#039;s have been a great deal 
  more solo friendly, though their timelines still skew into the &quot;play for 
  an hour, or don&#039;t bother&quot; category.  As for how I&#039;d aim for the casual 
  audience, I would make a separate game.  The simple fact is that you 
  want to make a game EASY for a casual audience to sample, play, and meet 
  up with their friends.  Most MMO&#039;s, while getting better, aren&#039;t quite 
  at the IRC level yet, and IRC is pretty daunting to the casual player. 
Making something easy is ironically, quite hard.  ;) &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;Now that we&#039;ve discussed mobile a bit, let&#039;s talk about the browser. I know LOTRO has some innovative features that allow players to 
  access data  or aspects of the game from a web browser.  What was 
  the discussion around how to use the web browser to extend the game? 
Is there more you would like to do with the browser? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr:&lt;/strong&gt; Ahh, well currently we&#039;re pushing on the concept of the 
  &lt;a href=&quot;http://lorebook.lotro.com/wiki/Lorebook_home&quot; target=&quot;_blank&quot;&gt;Lorebook&lt;/a&gt;, a construct in LOTRO that allows you to view object/monster 
  lists, quest lists, and NPC lists.  In the future, we&#039;d 
  like to push this even further, by adding a Google map analog, and 
  personal character stats.  Ultimately, we wanted to ensure that we were 
  providing all the key information we could as to how to play our game. 
  As it stands, these games are large, intimidating amounts of 
  information, and breaking them down into easy to parse chunks is a wise 
thing, from both a product standpoint, and from a consumer one. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;People probably only have the 3D game client installed on 
  one computer at home, but they can access a web browser from many 
  different places.  Have you thought about designing any kinds of 
  interactions with the game that could also or only happen through a 
  web browser?  Even checking auctions, as you&#039;ve considered enabling on 
  mobile, could be fun from a browser. Browser activities could allow 
  people to play or check in on the game in some limited capacity from 
  laptops, computer labs, or workplace PCs that don&#039;t have fast 
graphics cards. &lt;/p&gt;
&lt;img src=&quot;/images/thesis/kerr/gandalf.jpg&quot; width=&quot;338&quot; height=&quot;253&quot; align=&quot;right&quot; style=&quot;margin : 5px;&quot;&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr:&lt;/strong&gt; Heh, See above! Anyhow, I actually want to push the web 
  game element of LOTRO as we move forward, especially since I can see it 
  integrating with the elements of account advancement we already have. 
  Sure, there are some very good standard elements (such as checking 
  auctions, mail, character stats, online status), but I would be very 
  excited to allow for mini games that allow Destiny point accrual, or 
other achievements that fuel your account in some way. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy:&lt;/strong&gt; Speaking of achievements, what do you think motivates players most to invest in improving 
  a 
  character in LOTRO, whether it be leveling, getting better gear, 
  joining a better guild, or anything else? Do you think seeing oneself 
  become more masterful is a major part of that? How much of a priority 
  was it for the LOTRO team to make sure players could clearly see their 
  own increasing mastery (both in their avatar&#039;s abilities and their own 
  skills)? How much of a priority was it to make this increasing 
  mastery more socially visible - to group members, guildmates, the 
whole server, and the whole game population across servers? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr:&lt;/strong&gt; Hrm, that&#039;s a difficult question. Well, when it comes to 
  games, I think the reason why people invest time is initially 
  recreational fun, and if that actually sticks, they normally begin to 
  pursue mastery of the game (in the case of RPGs this is often to see a 
  story unfold, or for tournament games, its to destroy the competition, 
  and lastly, for toy type games, it&#039;s to complete whatever aspirations 
  they have for the construct their assembling, whether it be a city, or a 
  sim lifestyle).  In terms of social cliques, it&#039;s all about showing 
  people your stuff.  MMPs tend to combine these two elements, making it 
  impossible to separate &quot;showing off stuff&quot; from mastery of the game.  If 
  anything, I&#039;d go so far as to say that &quot;throwing the ring in the volcano 
  doesn&#039;t mean as much, if you don&#039;t have proof.&amp;quot;  This is one of the main 
  reasons we pursued so many avenues of advancement.  Most games just have 
  equipment, whereas we have equipment, traits, titles, emotes, and even 
  skills.  All of those are important, because they allow players to show 
off cool new things as a part of their own identity. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;That&#039;s great that you have so many different avenues for 
  advancement.  The people you come across in the game may be impressed 
  with your advancements, however there are lots of people you might not 
  come across.  What if I wanted to build a balanced guild from the pool 
  of everyone on the server so we have people who, combined, 
  have advanced along all the different avenues? Have you thought about 
  making those kinds of skills and advancements more visible to the 
whole server? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr:&lt;/strong&gt; This is one of the elements of the Lorebook we&#039;re already 
  planning: the ability for character stats to be exported and reported on 
  in a web browser, thus allowing them to publish their achievements. 
  From there, we can rank characters based on those achievements, enabling 
  everyone to see who hit level 50 first, or most recently, who completed 
  all the deeds in the game, etc...  In addition, we also allow people to 
opt out of the reporting, as we do respect privacy.  ;) &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;One last question. How do you see the MMO genre evolving and how 
would you like it to evolve? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cardell Kerr:&lt;/strong&gt; Well, currently, I think 
  we&#039;re seeing some patterns emerge that look achingly familiar among the 
&quot;hardcore&quot; gamer.  Back in the late 90&#039;s, they entered the RTS Market 
with a humongous bang, and boosted development costs so high (in order 
to compete), that people made some very expensive decisions that just 
didn&#039;t pan out.  Additionally, everyone wanted to get into the RTS 
market because everyone wanted to be the next &#039;Warcraft&quot;.  The MMO space 
is in a very similar location right now, as Blizzard has a tendency to 
set the pace for PC games.  As a result, I think the near term MMO space 
is going to get crowded with some very expensive (and possibly 
unsuccessful) titles in the future.  We all know that standing toe to 
toe with Blizzard is... well, hard.
&lt;br&gt;&lt;br&gt;
As for where I would like the MMO space to go?  That&#039;s a 
  very interesting question.  I&#039;m actually of the opinion that finding a 
  solid element on the console is probably where it&#039;s at.  At the end of 
  the road, the console already has mass appeal, and they have proven that 
  they can roll other entertainment functions into them (PS2 with a DVD 
  player, Xbox/PS3 with their Bluray/HDDvD elements).  Once that&#039;s proven, 
  I think we will start to see a large amount of games coming into 
  resolution, each one in a viable, social environment.  Anything we can 
  do to push the social space to allow for more than just &quot;men in tights&quot; 
  is a good thing, but I am especially interested in achieving that 
  without have to make boutique budgets, as the current space is either 30 
  million or 2.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;Thanks for the interview, Cardell.&lt;/p&gt;</description>
 <comments>http://crossgamer.com/thesis/cardell_kerr#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
 <category domain="http://crossgamer.com/taxonomy/term/2">Mobile</category>
 <category domain="http://crossgamer.com/taxonomy/term/3">Multiplayer</category>
 <pubDate>Sat, 30 Jun 2007 11:46:10 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">66 at http://crossgamer.com</guid>
</item>
<item>
 <title>Thesis interview with Raph Koster</title>
 <link>http://crossgamer.com/thesis/raph_koster</link>
 <description>&lt;img src=&quot;/images/thesis/koster/raphael.raph.koster.jpg&quot; width=&quot;225&quot; height=&quot;238&quot; align=&quot;left&quot; style=&quot;margin : 5px;&quot;&gt;
&lt;p&gt;&lt;strong&gt; Dan Roy: &lt;/strong&gt;Thanks for participating in this conversation, Raph. Let&#039;s talk MMOs. Throughout your career with MMOs, did you think at all about mobile (e.g. checking auctions via WAP or SMS)? What possibilities with mobile excite you, if any? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster&lt;/strong&gt;&lt;strong&gt;: &lt;/strong&gt;Every project I&#039;ve ever been on except for the very earliest ones, there was the question of what, if anything, we could expose via mobile. Ideas like letting people check friends online, check status of auctions, do crafting, and so on, were always common proposals. 
&lt;br&gt;&lt;br&gt;Personally, I suspect that mobile is going to rapidly grow into being more than just a minor adjunct in the sense that those proposals imply. I think there will be full-blown mobile clients to virtual worlds. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt; I agree completely that mobile will become more than just a minor adjunct and we will see full-blown mobile clients to virtual worlds.&amp;nbsp; How do you think players on mobile clients will interact with players on more robust clients like desktops, laptops, and consoles?&amp;nbsp; Will cross-platform interactions emphasize asymmetric roles and reduced time pressure to even the playing field across different interfaces? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster: &lt;/strong&gt;There&#039;s really as many answers to that as there are possible platforms… obviously, mobile platforms tend to be much more limited not only in their rendering capabilities but also in their interfaces and their network capabilities. Until there&#039;s greater parity, I think it is safe to say that the roles played online by users on different clients will have to be different. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;How much of a priority have features been that allow players to access data from or aspects of the game from a web browser? Do you see the browser as an opportunity to let players interact with MMOs from any computer? What opportunities does that create? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster&lt;/strong&gt;&lt;strong&gt;: &lt;/strong&gt; Oddly, web integration with server backends is something that has come slowly and grudgingly. It took a long time for stuff like UO&#039;s guild metrics, DAoC&#039;s player metrics, and so on to show up. Now of course, the SOE &quot;Players&quot; offerings and the WoW metrics site have opened up quite a lot. I suspect that some of the reluctance has come from the tradition of embedding everything into the server. In the old mud servers, discussions forums were in-game, mail was in-game, and so on. What metrics existed were also exposed in-game, rather than via the web. 
&lt;br&gt;&lt;br&gt;Similarly, I think that the pattern of requiring dedicated clients has precluded a lot of the thinking around web clients. I&#039;ve written before about how by nature, virtual worlds want to be streaming – that&#039;s effectively what a text-based protocol IS, and that&#039;s how these worlds got their start. A true streaming protocol that was client-agnostic would open up the door for web-based clients, as well as much more – alternate clients, vertical applications for clients, and so on. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt; What will it take to really open the door for all of these different ways of accessing a streaming world?&amp;nbsp; Are we more likely to see many different access methods being developed by the studios that first create the virtual worlds, by other studios or individuals if the stream is opened up?&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster&lt;/strong&gt;&lt;strong&gt;:&lt;/strong&gt; Well, the core thing needed is really some standards on protocols. Right now, so much of the thinking around virtual worlds by the big developers is around walled gardens that typically, they don&#039;t even share network protocols within one publisher. Having common standards will be a pretty dramatic shift, but it is one I am sure is coming. &lt;/p&gt;
&lt;img src=&quot;/images/thesis/koster/swg.jpg&quot; width=&quot;120&quot; height=&quot;177&quot; align=&quot;right&quot; style=&quot;margin : 5px;&quot;&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy:&lt;/strong&gt; How does the player experience change to be able to access the stream in many convenient ways?&amp;nbsp; This would let players stay immersed in the virtual world more of the time and further blur the boundaries between game and life, right? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster: &lt;/strong&gt;Yes, it would. But more importantly, it would open the virtual world to lots of other kinds of interactions. Picture virtual worlds that can spit out game data as web services – or that you can access functionality from a browser. A network stream that could be directed to multiple clients at once that have very different display methods, like a tactical view versus a first-person view – the military is always asking for this capability.
&lt;br&gt;&lt;br&gt;Ironically, virtual world developers have done this a lot – they all have tool clients, and network testing clients, and the like, that monitor the health of the world using radically different displays. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;What do you think motivates players most to invest in improving a character in MMOs, whether it be leveling, getting better gear, joining a better guild, or any other way. Do you think seeing oneself become more masterful is a major part of that? How much of a priority has it been on your various projects to make sure players could clearly see their own increasing mastery (both in their avatar&#039;s abilities and their own skills)? How much of a priority was it to make this increasing mastery more socially visible - to group members, guildmates, the whole server, and the whole game population across servers? &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster&lt;/strong&gt;&lt;strong&gt;: &lt;/strong&gt; A sense of progress is critical to keeping players engaged in any game. Designers pay a lot of attention to providing that feedback. The sense of mastery can actually be conveyed in many different ways – levels and gear are far from the only ones. In more social settings, mastery can be measured by size of the friends list, for example, or by number of greetings when logging in, or by social influence. 
&lt;br&gt;&lt;br&gt;It&#039;s always been important to present something of this sort to players in order to set social context. It&#039;s incredibly important that other players be able to see your level of achievement and respond appropriately. Doing it across servers is less important than doing it within the frame of reference of a given player, though – it&#039;s more important to get the social feedback from the people you interact with, than it is to have a game-wide leaderboard. Very few people reach the top on a large leaderboard, and it can have the opposite effect from what is intended, forcing the player to realize that their mastery is in fact nothing special. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;Can you give some examples of design choices you made, in spite of other drawbacks, that favor enabling increasing mastery or making it more visible to players and social networks?&amp;nbsp; Can you give examples of the reverse, where you sacrificed increasing mastery or visibility for something else?&lt;/p&gt;
&lt;img src=&quot;/images/thesis/koster/uo.jpg&quot; width=&quot;120&quot; height=&quot;143&quot; align=&quot;left&quot; style=&quot;margin : 5px;&quot;&gt;
&lt;p&gt;&lt;strong&gt;Raph Koster: &lt;/strong&gt;Hmm. Certainly, in the general sense showing relative mastery is a good thing, but not always. So leaderboards is the classic example. Sometimes you create inadvertent leaderboards – for example, in UO we had bounties for playerkillers. The bounties were posted in town so that you could see who to hunt. But we sorted based on the amount, which made it into a high-score table of sorts – who could get the largest bounty? The result was that playerkillers went and worked to climb that achievement ladder. We ended up hiding it because it promoted the opposite of the behavior we wanted.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dan Roy: &lt;/strong&gt;Thanks for the interview, Raph.&lt;/p&gt;
&lt;p&gt;In addition to designing MMOs, Raph writes a &lt;a href=&quot;http://www.raphkoster.com&quot; target=&quot;_blank&quot;&gt;great blog&lt;/a&gt;.&lt;/p&gt;</description>
 <comments>http://crossgamer.com/thesis/raph_koster#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
 <category domain="http://crossgamer.com/taxonomy/term/2">Mobile</category>
 <category domain="http://crossgamer.com/taxonomy/term/3">Multiplayer</category>
 <pubDate>Sat, 30 Jun 2007 11:25:26 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">65 at http://crossgamer.com</guid>
</item>
<item>
 <title>Mastery and the Mobile Future of Massively Multiplayer Games</title>
 <link>http://crossgamer.com/thesis</link>
 <description>&lt;p&gt;A masters thesis for Comparative Media Studies at MIT submitted May 2007 &lt;br&gt;
by Dan Roy&lt;/p&gt;
&lt;h2&gt;Abstract&lt;/h2&gt;
&lt;p&gt;What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see ourselves. &lt;/p&gt;
&lt;p&gt;MMOs motivate mastery by making that mastery personally and socially relevant, and visibly showing it increase. Virtual worlds that make players feel physically and socially present increase motivation to achieve mastery. MMOs that convince players their avatars represent some aspect of their personalities increase motivation to invest in and experiment with different constructions of self. &lt;/p&gt;
&lt;p&gt;I apply these principles to an analysis of two games: &lt;em&gt;Labyrinth&lt;/em&gt;, a game I helped create, and &lt;em&gt;World of Warcraft&lt;/em&gt;, the current leading MMO. With &lt;em&gt;Labyrinth&lt;/em&gt;, I explain the design decisions we made and their impact. With &lt;em&gt;World of Warcraft&lt;/em&gt;, I described how altering the design could accommodate mobile play and better motivate increasing mastery.&lt;/p&gt;
&lt;p&gt;Thesis Supervisor: Eric Klopfer&lt;br&gt;Thesis Committee Members: Henry Jenkins, Alice Robison&lt;/p&gt;
&lt;h2&gt;Interviews&lt;/h2&gt;
&lt;p&gt;Both of these interviews explore the questions from my thesis in conversations with current MMO designers.&lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/raph_koster&quot;&gt;Raph Koster&lt;/a&gt; &lt;/h3&gt;
&lt;p&gt;Raph designed Ultima Online and Star Wars Galaxies, among many other MMOs.&lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/cardell_kerr&quot;&gt;Cardell Kerr&lt;/a&gt; &lt;/h3&gt;
&lt;p&gt;Cardell designed the MMO Lord of the Rings Online.&lt;/p&gt;
&lt;h2&gt;Chapters&lt;/h2&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/chapter1&quot;&gt;Chapter 1: Introduction&lt;/a&gt; &lt;/h3&gt;
&lt;p&gt;This chapter explores how situations including games can motivate mastery. I identify four mastery motivators -- personal relevancy, social relevancy, personal visibility, and social visibility -- and explore them in the context of massively multiplayer and cross-platform games &lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/chapter2&quot;&gt;Chapter 2: Mastery Motivators in &lt;em&gt;Labyrinth &lt;/em&gt;&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;In this chapter, I take the concept of mastery motivators and apply it to &lt;em&gt;Labyrinth&lt;/em&gt;, an educational game still in development in The Education Arcade at MIT. &lt;em&gt;Labyrinth &lt;/em&gt; is a limited multiplayer, cross-platform web-mobile, adventure/puzzle game. I&#039;ve worked as a designer on that project over the past year and a half (as of June 2007), so I can write in-depth about the design decisions we made and their intended outcomes. &lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/chapter3&quot;&gt;Chapter 3: Presence in &lt;em&gt;Labyrinth &lt;/em&gt;&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;In this chapter, I explore the concept of presence and relate it to &lt;em&gt;Labyrinth&lt;/em&gt;. Presence helps me think about how the physical, social, and self-construction aspects of the game strengthen or weaken mastery motivators. &lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/chapter4&quot;&gt;Chapter 4: Self in &lt;em&gt;Labyrinth &lt;/em&gt;&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;In this chapter, I think about how players use games, and &lt;em&gt;Labyrinth &lt;/em&gt;in particular, to construct different selves. Each self provides a fresh opportunity for players to experiment with the ways they see themselves. This self-construction is a primary motivator in MMOs and in &lt;em&gt;Labyrinth&lt;/em&gt;. I connect the concept of self to presence and mastery motivators. &lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/chapter5&quot;&gt;Chapter 5: Extending &lt;em&gt;World of Warcraft&lt;/em&gt; to Mobile&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;In this chapter, I take the concepts of mastery motivators, presence, and self and apply them in a discussion of design possibilities. I take the immensely popular &lt;em&gt;World of Warcraft &lt;/em&gt; and address the key opportunity areas for creating a mobile extension to it. I discuss everything from player versus player combat to auction houses to communication. I write how each component of the current game design could be improved with mobile with respect to the theories laid out in this thesis. &lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/chapter6&quot;&gt;Chapter 6: Conclusion&lt;/a&gt; &lt;/h3&gt;
&lt;p&gt;In this final chapter, I compare &lt;em&gt;World of Warcraft &lt;/em&gt;and &lt;em&gt; Labyrinth &lt;/em&gt;to see which fosters self-construction around mastery better. I also predict the evolution of mobile and suggest areas for future research. &lt;/p&gt;
&lt;h3&gt;&lt;a href=&quot;thesis/references&quot;&gt;References&lt;/a&gt; &lt;/h3&gt;

</description>
 <comments>http://crossgamer.com/thesis#comment</comments>
 <pubDate>Tue, 19 Jun 2007 14:30:40 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">57 at http://crossgamer.com</guid>
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 <title>My Media in Transition Presentation: Constructing Identities of Mastery in Games</title>
 <link>http://crossgamer.com/mit5</link>
 <description>&lt;img src=&quot;http://crossgamer.com/files/mit5_logo.gif&quot; style=&quot;margin : 5px;&quot; align=&quot;left&quot; /&gt;&lt;p&gt;This Saturday I presented at MIT&#039;s Media in Transition 5 conference.  The presentation covered identity construction, something I&#039;ve been focusing on in my thesis.  Gene Koo, Fellow at Harvard Law, &lt;a href=&quot;http://blogs.law.harvard.edu/vvvv/2007/04/28/mit-games-and-play/&quot; target=&quot;_blank&quot;&gt;summarized the presentation on his blog&lt;/a&gt;.  Here&#039;s &lt;a href=&quot;http://web.mit.edu/comm-forum/mit5/subs/MiT5_abstracts.html#roy&quot; target=&quot;_blank&quot;&gt;my own shorter summary&lt;/a&gt; for the conference program.  I also moderated a panel:&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Reimagining Identity&lt;/strong&gt;&lt;br&gt;
Anne Petersen, &lt;a href=&quot;http://web.mit.edu/comm-forum/mit5/subs/MiT5_abstracts.html#petersen&quot; target=&quot;_blank&quot;&gt;Perez Hilton and the New Star Production&lt;/a&gt;&lt;br&gt;
Thomas Riccio, &lt;a href=&quot;http://web.mit.edu/comm-forum/mit5/subs/MiT5_abstracts.html#riccio&quot; target=&quot;_blank&quot;&gt;Trickster Reality&lt;/a&gt;&lt;br&gt;
Agnieszka Wenninger, &lt;a href=&quot;http://web.mit.edu/comm-forum/mit5/subs/MiT5_abstracts.html#wenninger&quot; target=&quot;_blank&quot;&gt;Deleuzian Perspectives on Ownership and Identity on the Web&lt;/a&gt; &lt;br&gt;
&lt;em&gt;Moderator:&lt;/em&gt; &lt;a href=&quot;http://web.mit.edu/comm-forum/mit5/subs/MiT5_speakers.html#roy&quot; target=&quot;_blank&quot;&gt;Dan Roy&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://crossgamer.com/mit5#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/6">Conference</category>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
 <category domain="http://crossgamer.com/taxonomy/term/9">Learning</category>
 <category domain="http://crossgamer.com/taxonomy/term/8">MIT</category>
 <category domain="http://crossgamer.com/taxonomy/term/2">Mobile</category>
 <category domain="http://crossgamer.com/taxonomy/term/3">Multiplayer</category>
 <pubDate>Mon, 30 Apr 2007 08:43:57 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">56 at http://crossgamer.com</guid>
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<item>
 <title>GDC: I Moderated an Impromptu Roundtable about Mobile and Cross-Platform MMOs</title>
 <link>http://crossgamer.com/gdc_gamevil_path_of_a_warrior</link>
 <description>&lt;p&gt;Kyu C. Lee from Gamevil wasn&#039;t able to make it to his scheduled session on the mobile MMO Path of a Warrior (I &lt;a href=&quot;http://crossgamer.com/gamevil&quot; target=&quot;_blank&quot;&gt;interviewed Allen Lee&lt;/a&gt; last year about this same game).  This was due to a scheduling miscommunication between Kyu and GDC, as Kyu had left earlier in the day (I later learned) for his own wedding.  Since everyone in the room was interested in mobile MMOs, I couldn&#039;t let them just leave without meeting any of them and hearing their perspectives.  So, with the blessing of the Conference Associates and the sound technicians in the room, I turned to the session into an impromptu roundtable.  It ended up going very well.  Read the &lt;a href=&quot;http://www.gamasutra.com/php-bin/news_index.php?story=13034&quot; target=&quot;_blank&quot;&gt;summary on Gamasutra by Eric-Jon Waugh&lt;/a&gt;.


</description>
 <comments>http://crossgamer.com/gdc_gamevil_path_of_a_warrior#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/6">Conference</category>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
 <category domain="http://crossgamer.com/taxonomy/term/8">MIT</category>
 <category domain="http://crossgamer.com/taxonomy/term/2">Mobile</category>
 <category domain="http://crossgamer.com/taxonomy/term/3">Multiplayer</category>
 <pubDate>Sun, 11 Mar 2007 23:56:25 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">55 at http://crossgamer.com</guid>
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<item>
 <title>GDC: Experimental Gameplay Sessions Presents Games from the Boston Game Jam</title>
 <link>http://crossgamer.com/gdc_boston_game_jam</link>
 <description>&lt;p&gt;Among the many games presented this year at the &lt;a href=&quot;https://www.cmpevents.com/GD07/a.asp?option=C&amp;V=11&amp;SessID=3746&quot; target=&quot;_blank&quot;&gt;Experimental Gameplay Sessions&lt;/a&gt; at GDC were the games we created at the &lt;a href=&quot;http://crossgamer.com/boston_game_jam&quot; target=&quot;_blank&quot;&gt;Boston Game Jam&lt;/a&gt; at MIT back in January.  Darius Kazemi ably summarized our creations for an audience of several hundred.&lt;/p&gt;



</description>
 <comments>http://crossgamer.com/gdc_boston_game_jam#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/6">Conference</category>
 <category domain="http://crossgamer.com/taxonomy/term/9">Learning</category>
 <category domain="http://crossgamer.com/taxonomy/term/8">MIT</category>
 <pubDate>Sun, 11 Mar 2007 23:37:45 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">54 at http://crossgamer.com</guid>
</item>
<item>
 <title>My GDC Presentation: Labyrinth: Keeping the Play in Learning Games</title>
 <link>http://crossgamer.com/gdc_sgs_mit_labyrinth</link>
 <description>&lt;p&gt;Here&#039;s a link to a &lt;a href=&quot;https://www.cmpevents.com/GD07/a.asp?option=C&amp;V=11&amp;SessID=4643&quot; target=&quot;_blank&quot;&gt;talk I gave last Monday at the Serious Games Summit at GDC&lt;/a&gt; on the learning game I&#039;m designing at MIT with Maryland Public Television and Fablevision.  The talk was very well received by a packed room.  We started the talk by describing the story, presentation, and gameplay, and ended it by letting the audience play a prototype level from the game as a group.&lt;/p&gt;</description>
 <comments>http://crossgamer.com/gdc_sgs_mit_labyrinth#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/6">Conference</category>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
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 <pubDate>Sun, 11 Mar 2007 23:28:55 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">53 at http://crossgamer.com</guid>
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<item>
 <title>GDC: KidConfidence Interviews Me on Learning Games</title>
 <link>http://crossgamer.com/kidconfidence</link>
 <description>&lt;p&gt;Here&#039;s a short &lt;a href=&quot;http://kidconfidence.net/blogs/2007/03/07/game-developer-conference-gdc-coverage-a-podcast-interview-with-dan-roy-from-mit-comparative-media-studies/&quot; target=&quot;_blank&quot;&gt;write-up and podcast of me being interviewed at GDC&lt;/a&gt; about learning games.&lt;/p&gt;
</description>
 <comments>http://crossgamer.com/kidconfidence#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/6">Conference</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
 <category domain="http://crossgamer.com/taxonomy/term/9">Learning</category>
 <category domain="http://crossgamer.com/taxonomy/term/8">MIT</category>
 <pubDate>Sun, 11 Mar 2007 23:08:06 -0600</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">52 at http://crossgamer.com</guid>
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<item>
 <title>Natural-Born Cyborgs: Minds, Technologies and the Future of Human Intelligence</title>
 <link>http://crossgamer.com/natural-born_cyborgs</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-select-1&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;
 Book
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;URL:&lt;/label&gt;
 &lt;p&gt;&lt;a href=&quot;http://www.amazon.com/exec/obidos/tg/detail/-/0195148665/&quot; target=&quot;_blank&quot;&gt;Amazon Book Listing&lt;/a&gt;&lt;/p&gt;

&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-3&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Notes:&lt;/label&gt;
 &lt;p&gt;&lt;img src=&quot;http://crossgamer.com/files/naturalborncyborgs.jpg&quot; style=&quot;margin : 5px;&quot; align=&quot;left&quot; /&gt;Clark, Andy. Natural-Born Cyborgs: Minds, Technologies and the Future of Human Intelligence. NY: Oxford University Press, 2003.
&lt;/p&gt;
&lt;p&gt;While reading &lt;em&gt;Natural-Born Cyborgs&lt;/em&gt;, by &lt;strong&gt;Andy Clark&lt;/strong&gt;, I found his understanding of presence helpful for thinking about what might make players in virtual worlds feel immersed and present. This is an especially tricky question when accounting for the differences of logging into the world from a PC and a cell phone. Clark&#039;s conclusion is in part that interactivity enables presence. Luckily, games have plenty of that.&lt;/p&gt;
&lt;p&gt;I also enjoyed Clark&#039;s description of the self as inclusive of tools and abilities that can change depending upon circumstance and environment. Just as an amputee has a self without a limb, so too can a prosthetic (or even virtual identity) be considered part of the self (more detail below). The self is maleable, which is good news for gamers looking to take on new selves. &lt;/p&gt;
&lt;h4&gt;Terminology&lt;/h4&gt;
&lt;p&gt;&lt;strong&gt;Action-space&lt;/strong&gt; - A space in which we can perform actions (i.e. have agency)&lt;br&gt;
  &lt;strong&gt;Telepresence&lt;/strong&gt; - The &lt;em&gt;feeling&lt;/em&gt; of or &lt;em&gt;being&lt;/em&gt; present at a distance&lt;br&gt;
  &lt;strong&gt;Soft self &lt;/strong&gt;- The self has no strict boundaries and can change&lt;br&gt;
  &lt;strong&gt;Direct control&lt;/strong&gt; - controlling something without causal gaps. E.g. controlling our own hands versus controlling a table by controlling our hands. Interestingly, we can learn to eliminate some causal gaps over time, thus directly controlling the table.&lt;br&gt;
  &lt;strong&gt;Fixed depth&lt;/strong&gt; - &amp;quot;In telepresence, the extent of our mutual sensory involvement is always fixed in advance.&amp;quot;&lt;/p&gt;
&lt;h4&gt;Presence&lt;/h4&gt;
&lt;blockquote&gt;
  &lt;p&gt;If you visit the Virtual Artists&#039; VA Robocam Site (http://www.robocam.va.con.au/) you can interact with a motorized camera mounted on a tall building, sweeping the area as you desire. Comparing the Robocam experience with an experience of purely passive viewing (e.g., the wonderful web camera that looks at the African landscape: www.africam.com) is instructive. The passive experience leaves the observer clearly at home; it is no more like telepresence than looking at the photos in &lt;em&gt;National Geographic&lt;/em&gt; (though it is sometimes more exciting). Yet as soon as a distant camera responds to your controls, and especially if the mode of control is either natural (the helmet rig) or highly practical (a gamester with a joystick), you begin to feel relocated, as if you are in the distance scene. Our sense of personal location has more to do with this sense of an &lt;em&gt;action-space&lt;/em&gt; than with anything else. (93-4)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Games provide action-spaces, and therefore have an edge in changing our sense of personal location.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;The most important kind of disruption is temporal: if there is a noticeable time lag between issuing the command and receiving the sensory feedback, or (worse still) if the time like is variable due to the traffic on phone lines, for instance, the illusion is shattered. (105)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;We may still enjoy interacting with the virtual world in spite of lag, but we are unlikely to feel as fully present there as we might.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;And isn&#039;t there always a kind of &amp;quot;fixed depth&amp;quot; to our teledealings? in the daily world we can zoom in as much as we like. If we suddenly choose to order a pizza into the conference room we can all share the taste and smell of that very pizza. In telepresence, the extent of our mutual sensory involvement is always fixed in advance, by the specific channels and bandwidth available. (111)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Players logging into a virtual world from cell phones and PCs would likely have different &amp;quot;fixed depths&amp;quot; of sensory involvement. Everyone may feel on equal footing until the pizza arrives, figuratively. A guild may be chatting away via voice, including both cell phone and PC players, and then reach a consensus to engage in some activity that preferences PC players (player versus player combat, for instance). At that point, cell phone players may become newly aware of their differently-abledness.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;In all the cases we have examined, what &lt;em&gt;matters&lt;/em&gt; are the complex feedback loops that connect action-commands, bodily motions, environmental effects, and multisensory perceptual inputs. (114)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Again, interactivity enables presence.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;It is when aspects of body or external tools become transparent in use that our intentions &amp;quot;flow-through&amp;quot; the tools to alter the world, that we feel as if we directly control the limbs, or tools, and question, that we begin to feel as if they are part of us. (123)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;With virtual worlds on PCs, our initial experience is to consciously push various buttons on the mouse and keyboard to move ourselves through the world. After continued use, though, we think simply that we would like to walk along a virtual road and our avatars do so. A player can certainly tell an onlooker in the real world what keys he pushes to move his avatar, but that&#039;s not the way he thinks about it when immersed in the virtual world. He only becomes fully aware of the controls when consciously attempting to analyze them, as when explaining how to move to an onlooker, or when they get in the way. Of course, there are any number of ways that controls could get in the way. They could be less than perfectly responsive (slow, inaccurate). They could cause physical pain from overuse. But, when everything goes well, the controls fade away.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;To move the table, I push it with my hands; but to move &lt;em&gt;my hands&lt;/em&gt;, I don&#039;t need to push anything. This experience of direct responsiveness is a major factor in the creation of our sense of bodily presence. The notion of &amp;quot;direct control&amp;quot; is best meant to rule out a case where we must first control our own bodies and, using them as our instruments, affect something else. Stelarc&#039;s Third Hand [a mechanical hand attached to his right arm that he can manipulate with certain muscles], when attached and in use, is part of Stelarc himself in just this sense. The fact that Stelarc must control the hand by first contracting muscles in his legs and abdomen may seem to argue against this, but remember that after a while Stelarc does not experience the control structure that way. Instead, he simply wills the hand to move, and it moves. The fact that this involved a causal detour is unimportant. (130-1)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&amp;quot;Direct control&amp;quot; is important for a sense of presence, but even when the sense of direct control is not there at first, it may develop over time.&lt;/p&gt;
&lt;h4&gt;Self&lt;/h4&gt;
&lt;blockquote&gt;
  &lt;p&gt;Notice that what counts here is not always &lt;em&gt;consciously knowing&lt;/em&gt; the time. None of us, I suppose, looks constantly at his or her watch! Rather, the crucial factor is the constant and easy availability of the time, &lt;em&gt;should we desire to know it&lt;/em&gt;. Therefore, a prime characteristic of transparent technologies is their poise for easy use and deployment as and when required. (41)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;We always &amp;quot;know&amp;quot; the time before looking at our watches because we can easily and quickly find at the time. This could be the same for some virtual world status on a phone, if the checking of the status became fast and easy enough.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;Information appliances are transparent technologies, designed to be easy to use, and to fade into the background. They are &lt;em&gt;poised to be taken for granted&lt;/em&gt;. (44)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Many of us already take cell phones for granted, even with all of their user interface flaws. This technology will become even more transparent. As it becomes transparent, it becomes part of how we see ourselves.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;A recent Warwick University study showed that young people&#039;s thumbs have overtaken fingers as the most muscled and dexterous digits among the under-twenty-fives, simply as a result of their extensive use of handheld electronic game controllers and text messaging on cell phones. New generations of phones will be designed around this greater agility, leading to even further changes in manual dexterity and the like, in a golden loop. The same kind of user technology co-adaptation can occur at the deepest levels of neural processing. Such developmentally open brains are not just opportunistic, but &lt;em&gt;explosively&lt;/em&gt; opportunistic. They are ready to change themselves to make the most of the structures, media, and opportunities encountered during learning. (86)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;We physically adapt to the interface.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;Easy access to specific bodies of information, as and when such access is normally required, is all it takes for us to begin to factor such knowledge in as part of the bundle of skills and abilities that we take for granted in our day to day life. It is this bundle of &amp;quot;taken-for-granted&amp;quot; skills, knowledge, and abilities that structures and informed our sense of who we are and what we know. (134)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;We are our skills.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;There is &lt;em&gt;no self&lt;/em&gt;, if by self we mean some central cognitive essence that makes me who and what I am. In its place there is just the &amp;quot;soft self&amp;quot;: a rough-and-tumble, control-sharing coalition of processes -- some neural, some bodily, some technological -- and an ongoing drive to tell a story, to paint a picture in which &amp;quot;I&amp;quot; am the central player. (138)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Our views of ourselves are changeable, as are our actual selves.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;These [Alzheimer&#039;s patients] were a puzzle because although they still lived alone, successfully, in the city, they really &lt;em&gt;should not have been able to do so&lt;/em&gt;. On standard psychological tests they performed rather dismally. They should have been unable to cope with the demands of daily life. What was going on?&lt;/p&gt;
  &lt;p&gt;A sequence of visits to their home environments provided the answer. These home environments, it transpired, were wonderfully calibrated to support and scaffold these biological brains. The homes were stuffed full of cognitive props, tools, and aids. Examples include message centers where they stored notes about what to do and when; photos of family and friends complete with indications of names and relationships; labels and pictures on doors; &amp;quot;memory books&amp;quot; to record new events, meetings, and plans; and &amp;quot;open-storage&amp;quot; strategies in which crucial items (pots, pans, checkbooks) are always kept in plain view, not locked away in drawers.&lt;/p&gt;
  &lt;p&gt;Taking soft selfhood seriously invites us to reconsider our views and prejudices concerning cognitive rehabilitation and the understanding and depiction of cognitive impairment. The forcible relocation of a home functioning Alzheimer&#039;s patient into a controlled hospital setting often constitutes a tragic turning point. Such relocation can be akin to the inflection of new brain damage upon an already compromised host. The moral is: certain harms to the environment are simultaneously harms to the person.&lt;em&gt; Our worlds, ourselves.&lt;/em&gt; (140-1)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;In some ways, we are our surroundings. If we like who we are, we may not want to leave. Conversely, if we want to change or experiment with who we are, we may want to surround ourselves with new environments like virtual worlds.&lt;/p&gt;
&lt;blockquote&gt;
  &lt;p&gt;Our self-image as a species should not be that of ancient biological minds in colorful young technological clothes. Instead, ours are chameleon mines, factory-primed to merge with what they find and with what they themselves create. (141)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://crossgamer.com/natural-born_cyborgs#comment</comments>
 <category domain="http://crossgamer.com/taxonomy/term/10">Cross-Platform</category>
 <category domain="http://crossgamer.com/taxonomy/term/7">Identity</category>
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 <pubDate>Sun, 25 Feb 2007 01:05:14 -0700</pubDate>
 <dc:creator>Dan Roy</dc:creator>
 <guid isPermaLink="false">51 at http://crossgamer.com</guid>
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