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Moulton
Hot Topics in Journalism and Mass Communication

Managing Online Communites: What Computer Games Can Teach Journalists


By Brad King
Assistant Professor, Journalism,
Emerging Media Fellow, Ball State University Center for Media Design
Ball State University


While the above cited article is not about Wikipedia per se, it is about online communities and the game-like nature of their social dynamics.

Here is an excerpt:

QUOTE
Richard Bartle, who would go on to become one of the foremost experts on game players, began studying how people interacted with each other. And it’s his expertise where we can begin to learn about communities.

He published a study on the taxonomy of gamers, outlining the four types of interactions players have and how those work together in communities. The player types — Achievers, Explorers, Socializers and Killers — lay the foundation for not only what elements need to be present within a game community (although this can easily be extrapolated for any community) but also what precautions and rules need to be in place in order for these communities to thrive.

This “simple taxonomy”, as Bartle refers to it, enables community managers to begin to quantify the actions within any system and subtly shift the environment to encourage different actions, ones that are more conducive to community building. Community designers could, as Bartle said, tinker with what the players could do, change the rules of the world, create a more interactive environment or build more direct action.

This taxonomy and the resulting analysis of communities, which Bartle began in the mid-80s, has become the foundation for how virtual worlds are developed and managed.

Bartle’s ideas, which are really more of an evolution of his thinking over the course of a decade, have found their way into the work of other luminaries who begin writing about the growth of online Web communities.

While each of those works examines communities ranging far outside the basic taxonomies, they each seem to agree on four basic principles for building communities and four basic rules for managing those communities.

The four principles — Good Content, Simple Navigation, Simple Interfaces, Decentralized Controls — align themselves with the Bartle’s Taxonomy in this way: The content is for achievers and explores, the navigation is for achievers, the interface is for socializers and the decentralized controls allows for the thwarting of killers.

The four rules — No Free Riding, Rules Compliance, Rewards, Ad-Hoc Growth — not only offer guidelines for punishing Killers, but also for encouraging Achievers, Explorers and Socializers.

It is left as an exercise for the reader (hello, Kato) to compare the general community organizing insights outlined in the above-cited article to the organization of Wikipedia.
Noroton
QUOTE
In other words, the company treated the players as equal partners in the game process. They weren’t considered as an afterthought. They weren’t considered incidental to the process. They weren’t there to be the recipient of corporate-speak. They had a voice within the organization, a way to redress concerns and a way to provide constructive feedback that changed the way the developers upgraded the system.
When you don't have the element that's in boldface, the rest is bullshit.
Milton Roe
QUOTE(Moulton @ Thu 17th September 2009, 6:12pm) *

Hot Topics in Journalism and Mass Communication

Managing Online Communites: What Computer Games Can Teach Journalists


By Brad King
Assistant Professor, Journalism,
Emerging Media Fellow, Ball State University Center for Media Design
Ball State University


While the above cited article is not about Wikipedia per se, it is about online communities and the game-like nature of their social dynamics.

Here is an excerpt:

QUOTE
Richard Bartle, who would go on to become one of the foremost experts on game players, began studying how people interacted with each other. And it’s his expertise where we can begin to learn about communities.

He published a study on the taxonomy of gamers, outlining the four types of interactions players have and how those work together in communities. The player types — Achievers, Explorers, Socializers and Killers — lay the foundation for not only what elements need to be present within a game community (although this can easily be extrapolated for any community) but also what precautions and rules need to be in place in order for these communities to thrive.

[...]

The four rules — No Free Riding, Rules Compliance, Rewards, Ad-Hoc Growth — not only offer guidelines for punishing Killers, but also for encouraging Achievers, Explorers and Socializers.

It is left as an exercise for the reader (hello, Kato) to compare the general community organizing insights outlined in the above-cited article to the organization of Wikipedia.

Since Achilles is off sulking in his tent, I'll make the obvious observation that the explorers on WP are the people who go off to find obscure references to non-BLP topics, bring them back, and synthesize (there's that dirty word) them in a way that makes them accessable to people on the net, so they don't molder away in dusty stacks in the library.

Explorers also come up with new ways to do interesting stuff on WP: I don't know who these are, since most of the useful stuff on WP seems to at the developer/software level, like the features built into MediaWiki. But there are also users who write useful Tools, make infoboxes, write useful bots like Cluebot, and so on. And some useful policies have been initiated by users, though don't ask me right now for examples.

Socializers on WP are rather limited, since WP actively discourages a lot of social interaction. However, you can find constructive socializers who form ad hoc WikiProject working groups. Personalities also come through to some extent in a positive way on TALK pages for both users and for projectspace TALK.

Acheivers are the people who go after editcount, barnstars, numbers of GA articles, and wikirank. Example: admin = junior grade officer; anybody who isn't an admin = enlisted man; a few desysoped but nonbanned people like Everyking are lifers who've been busted many times, and are stuck as Petty or Warrant Officers who cannot move up, out, or on. See undead.

If you ask a WP True Believer who the "killers" are, they'd tell you it's the vandals, "disruptors" and abusive socks. These all play a minor role, but are easily dealt with. The main killers on WP are those who find ways to form off-wiki social cliques whose purpose is to block and community-ban users with an "incorrect" POV. These banned users are not vandals, but critics and people trying to improve the project in some way which runs afoul of the ruling clique of admins (either contradicts their sacred POV, or in some way diminishes their power over the project).

Project killers can be recognized as being inclusionists when it comes to BLP and porn, but deletionists when it comes to anything kind of information they personally don't like (WP:IDONTLIKEIT). Thus, you will typically find them rabidly arguing against deletion of some kinds of lists, but rabidly for inclusion of other kinds.

As WP's integrity as a project is killed by social gamers with a lust for power at the expense of content, you may recognize the worst types of project killers by their appeal to intrinsically anarchic concepts such as WP:IAR (this means that if I have the wiki-rank or social connectons, I can ignore all rules when I want to, but YOU can't). Another convenient one is WP:OTHERSTUFFEXISTS, which functions essentially to short-circuit any appeal to any analog of case-law (stare decisis) or past community-standard-of-practice on WP. This happens incredibly in an environment where need for such things is especially critical, since WP itself has no hard and fast rules, and only some vague policies which are broadly open to interpretation. This ensures the chaos and lack of restraint necessary for WP to become a "nation of men, not laws" and keeps it from becoming a comfortable working environment in which any person can confidently predict the future of his actions (save for the rule that if you find out who the powerful people are at the moment, you must not offend them).

The maintenance of the continued prison-yard mentality on WP via these mechanisms, and the use of WP to maintain biographical material on living persons as a way of influencing and controlling the external world, are perhaps its two greatest failings.

Milton
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