GDC: Riot Experimentally Investigates Online Toxic...

on Mar 31, 2013
Riot Games has gotten a fair amount of press in recent months regarding their empirically-based research on the nature of “toxic” player behavior in League of Legends.  As a result, I wasn’t surprised to find standing room only for Jeffrey...

Making failure less fail in World of Warcraft

on Dec 26, 2012
In my time doing a World of Warcraft ethnography, I have had to acquire many skills; perhaps the most valuable of these was the fine art of failure. Let’s back up. I’ve been reading John Ferrara’s Playful Design: Creating Game...

How to Reduce Antisocial Behavior

on Nov 2, 2012
Recently Bungie (Halo 4)  and NCsoft (Guild wars 2) have both taken a very aggressive stance on antisocial behavior in chat channels. Both companies have begun to ban players who use hate speech. Now, as far as I can tell banning such behavior can...

Virtual Economies: Is less information better?

on Jun 26, 2012
In the first of his promised weekly reports, Yanis Varoufakis, Valve’s new economist-in-residence, released his first analysis of a Valve game economy on Friday. In his inaugural post, Mr. Varoufakis analyzes the persistent opportunities for...

Community in Games an Interview with Ron Meiners

on May 1, 2012
During a recent trip to San Francisco, Jim Cummings and I had the privilege of sitting down with veteran community manager Ron Meiners. Ron has worked in online community for fifteen plus years, from Myst to Burning Man, from Splinter Cell 3 to The...

GDC: Chris Bell – Designing for Friendship &...

on Mar 11, 2012
Meaningful relationships and anonymity. These are things that we don’t often consider together. In fact, much of the evolutionary literature on relationships and trust suggest that anonymity can deteriorate relationships. Yet, this strange...