DESIGNING CO-CREATIVE NETWORKS IN GAMES: AGENCY, POLICY, AND ECONOMY by David L. Jones BA, May 2001, Morehead State University MA, May 2003, Morehead State University A Dissertation Prospectus Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY PROFESSIONAL WRITING & NEW MEDIA OLD DOMINION UNIVERSITY SUBMITTED FEBRUARY 2011 Approved by: __________________________ Liza Potts, PhD (Director) __________________________ Kathie Gossett, PhD (Member) __________________________ Clay Spinuzzi, PhD (Member) Jones 2 1. INTRODUCTION Abstract This dissertation will use an interdisciplinary approach to explore co-creative networks in computer and video games. Using methodologies from technical communicationaugmented with approaches and concepts from experience design, game design, and cultural studiesI will trace assemblages that link players with developers, publishers, and other game industry representatives in asymmetrical relationships in which they negotiate co-creative agency. Within these networks, participants combine technical and rhetorical skills to define and claim agency for both themselves and for other network participants. The asymmetry of power in these relationships, as well as the ways participants claim and define agency, are central concerns for technical communicators involved in the design of networks that support participatory cultures. Tracing the assemblage of people and technologies within cocreative networks, my research will examine the tools available for participants to create and manage content, social interaction, and agency. Thesis Central to the research and design of co-creative networks are questions over the ways agency is enabled, constrained, defined, and negotiated by network participants including fans, players, game development companies, and game publishers. How do game developers design experiences to strengthen their own claims over intellectual property and constrain or enable player-creator activities? How do players who create in-game content leverage their technical skills, social networks, or Jones 3 knowledge of participatory cultures to test the limits of their agency in these networks? What practices do they pursue in order to claim agency? Most importantly, what do the answers to these questions suggest about the research and design of networked experiences situated within participatory cultures? Current game design methodologies do not account for the co-creative relationships that emerge between the gaming industry and player-creators who generate in-game content. However, technical communicators have approached networked communication experiences in workplaces and social media. Clay Spinuzzi (2008) provides a robust account of approaches to networked communication. Liza Potts (2009) traces the use of social media to assemble dispersed network participants who can respond to the knowledge work needs that arise in the wake of disasters. Using both Spinuzzi and Potts as bases for my approach, my dissertation will examine the design of co-creation as network experience in which players must negotiate from asymmetrical positions of power in order to define their agency as participants. I will use actor network theory to trace the people and technologies that are assembled into a cocreative network, and to understand the nature of the linkages among those people, groups, and technologies (Callon, 1986; Latour, 1999 & 2005; Law, 1992 & 1999). I will leverage activity theory’s differentiation between activities, actions, and operations to analyze how these linkages support and define agency for participants (Engestrom, 2000; Kaptelinin & Nardi, 2006; Kuutti, 1996). Taken together, these two frameworks provide a way of understanding how the design of network systems must account for claims to agency as players are recruited into the design and development processes of major development studios, forging asymmetrical power relationships that try to both Jones 4 foster player creativity while simultaneously regulating co-creative activities. Co-creative gaming networks seek to empower player-creators while also structuring their activities in ways that limit their agency. For technical communicators, such networks provide a rich space in which to explore the implications of design choices that potentially expand or limit agency, enable or restrict movement, or otherwise attempt to structure participant activity. Cocreative work in games occurs outside the borders of organizations and institutions, often beyond the realm of formal work arrangements that help align the practices or purposes of individual people, groups, and technologies assembled into the network. Often, members of such networks are working at odds, pushing at the limits set by others in order to pursue their own interests. Co-creative gaming networks are an opportunity to examine strategies used by participants—people and groups, playercreators and gaming industry representatives—to leverage their technical and rhetorical skills to negotiate levels and scope of agency. The case studies in this dissertation point to the importance of those technical and rhetorical skills in defining and claiming agency, as well as the importance of design decisions that position technological actors at important intersections in which the agency of network participants can be both greatly enabled and constrained. Jones 5 2. LITERATURE REVIEW Participatory cultures often rely on what Johnson-Eilola (2005) describes as “deconstructed architectures,” or spaces that “prioritize fluid movement of information and…the ability of users to move around within that information space” (p. 71). Network participants search for pieces of information and media, carve those pieces into fragments they find useful, and then push the content they generate out to other participants. They perform these tasks by assembling various tools and technologies that better support the mobility of content (Jones & Potts, 2010; Potts & Jones, 2011). While the social web can and often does support this fluid movement, co-creative gaming networks (and many other participatory cultures) often link player-creators to media companies in the generation of player-created content. On one hand, co-creative gaming networks such as those that support Little Big Planet 2 or City of Heroes encourage the mobility of content through marketing and rhetorical strategies that emphasize the power of creativity and the role of the player-creator as an author. On the other hand, the gaming industry attempts to define agency for player-creators. Policies and licensing agreements describe what is permitted and prohibited as legitimate co-creative practices in light of copyrights and intellectual property concerns. But more importantly, these texts are combined with technologies that serve as barriers which try to regulate both content and player-creator practice. Currently, several different scholarly fieldsincluding technical communication, cultural studies, and game designhave approached various aspects of these issues. Technical communication has looked at questions of agency and power within the communication practices and of organizations that distribute labor and knowledge work Jones 6 across networks. Cultural studies has explored the impact of power and rhetorical differentials in participatory cultures in which people, groups, or organizations operate from asymmetrical positions of social and economic power. Game design largely defines the play experience as a relationship between the player and the game, or between groups of players and a game. As of yet, no single method has synthesized these approaches to examine co-creative activity as a networked experience that combines distributed work and play into a social activity in which the agency of participants is always negotiated. Co-creative games enlist players into creator roles, becoming player-creators with an expanded ability to alter in-game content, yet always working within a potentially tenuous series of relationships with the gaming industry. While the ability of player-creators to alter the gaming experience can be greatly expanded, gaming systems, licensing agreements, and other tools simultaneously work to regulate those abilities by keeping them within limits game developers find acceptable. Often, design choices err on the side of control, regulation, and the protection of intellectual property, rather than on usable systems that also enable fluid and participatory experiences for player-creators. Technical communicators can bridge the gap between questions of power, agency, and design strategies so that we can better design co-creative networks that are more usable, fluid, and participatory. My dissertation will answer some of the preliminary questions needed to fill this gap. Participation and Co-creation Digital networks have become more and more pervasive, extending across people’s working, family, and leisure lives. Social networking such as Facebook and Jones 7 Twitter attract millions of users who often manage connections among coworkers, family members, fellow hobby enthusiasts, their children’s schoolteachers, or any number of other people with whom they may have reason to keep in touch. Wikipedia has become a repository of community-sourced information invested in negotiation over the construction and maintenance of knowledge (Bruns, 2008; Swarts, 2009). Twitter has developed into a tool for sustaining “backchannel” communication that develops around speeches, conference presentations, and classrooms (McNely, 2009). Scholars are now examining the use of services such as Twitter and Delicious in work environments (Stolley, 2009; Zhao & Rosson, 2009). And social media participants also use social networking applications as tools for responding to major disasters, aggregating useful information, linking disparate bits of data that otherwise would not be connected, and coordinating responses (Potts, 2009a, 2009b, & 2009c). Social networking tools also support participatory cultures that are at the center of cultural production, supporting fans as they engage with books, films, television shows, video games, and many other cultural artifacts (Deuze, 2007a & 2007b; Jenkins, 2006). The mobility of content is key to social web experiences (Jones & Potts, 2010; Potts & Jones, 2011, forthcoming). Many video games are linked to networks in which participants exchange information, perform creative work, and participate in rich interactive experiences (Roig et. al., 2009). Games such as Little Big Planet 2 (Media Molecule, 2011) and City of Heroes (Cryptic Studios, 2004) connect players with corporations and other game industry representatives. They form communicative networks designed to facilitate the work of multiple participants in not only playing the game, but also in generating content that supports or expands the game. As a part of the gaming experience, some players Jones 8 take on the task of creating levels, characters, play scenarios, and storylines that perpetuate and extend the gamespace. In doing so, they extend the game’s cultural and economic viability by continuously adding value in the form of actual in-game content, as well as assuming some of the tasks of marketing the game and perpetuating its brand (Arviddson, 2005). Participants mutually construct the gamespace by drawing on technical resources and skills that would be impossible to muster without an infrastructure linking them to content, social media, corporations, individuals, and interest groups who share both expertise and labora practice known as co-creation (Prahalad & Ramaswamy, 2000 & 2004). The lines between the producers of culture and the consumers of culture has blurred as “consumer-created content and processes of user-led innovation,” becoming “significant cultural and economic phenomena influencing and in part explaining the production of culture worldwide” (Banks & Deuze, 2009, p. 420; cf. Deuze, 2007a & 2007b). Co-creative activity generates cultural production through the participation of player-creators. Audiences for television, films, books, computer games, or other media have leveraged the tools available to them in computer networks to become contributors. Fans have claimed participatory agency as their right, shedding the simple moniker of “consumer” (cf. Jenkins, 2006). They have asserted themselves as active participants not only in the creation of cultural products such as video games, they have injected their creative and social needs into the economies that surround these practices, as well. At the same time, their play, social networking, and creative work are leveraged by media industries to generate profits, “bring[ing the] rich diversity of social life smack into the middle of our economy and our productive lives” (Benkler, 2006, p. Jones 9 53). In video games, companies and player-creators enter into networks for creation and distribution in which these participants rely on one another. For some scholars, this raises questions concerning the degree to which fans and consumers become largely cheap or free “workers for the industry,” a move that also potentially undercuts the job market for industry professionals (Banks & Deuze, 2009, p. 420; Ip, 2008; Kucklich, 2005; Terranova, 2000 & 2004). The conflation of producers and consumers into interconnected productive networks and subject identities raises fears of both exploitation and job outsourcing in the name of expanding profits (Banks & Humphreys, 2008; Postigo, 2007; Sotamaa, 2007a). However, recognizing the complexities of the relationships between playercreators and the gaming industry, scholars from games studies and cultural studies have been quick to point out that fans often willingly and knowingly embrace these relationships (Deuze, 2007a & 2007b; Jenkins, 2004 & 2006; Postigo, 2008), even while companies may "shamelessly exploit" fans' emotionally charged connections and efforts (Terranova, 2004, p. 216). From this view, co-creation should be approached not simply as a system of exploitative labor practices in which the games industry take advantage of players’ affinities and expertise with media experiences (Kucklich, 2005), but as a "co-evolution” of "economic and cultural factors” situated in a “dynamic open relationship” (Banks & Potts, 2010, p. 260). To put it another way, players who create content for games are not always looking for financial compensation for their labor. Moreover, they are not simply passive consumers. Neither are members of the gaming industry always seeking to “shamelessly exploit” player-creators. As stated earlier, co-creation is a social process Jones 10 situated within a rich matrix connected to people and technologies. The returns for participants’ labor are often social and cultural, a fact that is true for both player-creators and members of industry. Their needs, purposes, and interests evolve at the same time, often in response to each other. Banks and Deuze (2009) echo this interpretation, arguing in favor of a more carefully balanced assessment of co-creation as neither ideally democratized creative relationships, nor as top-down forms of labor exploitation. Deuze (2007a) sets the situation by asking how to understand the political and market economies when it seems that production and consumption have contracted into a single sphere: “the blurring of real or perceived boundaries between makers and users in an increasingly participatory media culture challenges consensual notions of what it means to work in the cultural industries” (p. 244). For fans that produce content that is then incorporated into the gaming experience in some way, this means negotiating cocreative agency from positions that are asymmetrical to that of gaming industry representatives. Everyone may be a participant, but different participants have access to different skills, tools, and types of support to bolster their participatory agency. A central element of the experience design of co-creative networks revolves around the ways different participants define and claim agency for both themselves and for others, as well as the ways in which technologies are leveraged to support or limit those claims. Distributed Work Technical communication has developed a body of research aimed at networks that distribute work across time and space within workplaces and organizations. Questions of power among network participants are key to the field’s approach to Jones 11 networked communication and human-computer interaction. Not only do technical communicators concern themselves with power dynamics among network participants, but also among designers and the participants for whom they are supposed to be advocates (cf. Spinuzzi, 2003). Diehl, Grabill, Hart-Davidson, and Iyer (2008) examine the rhetoric of mapping technologies that represent and distribute information to networked participants. They conclude that such networks should make more explicit the knowledge work of these communities as a way of better contextualizing information represented in maps. Geisler (2001) and Swarts (2007) both examine the remediation of texts through multiple devices that are linked to one another within information networks. These devices must present and reproduce information through very different user interfaces, requiring the parsing of texts into chunks of content that must be managed within organizations (Hart-Davidson, Bernhardt, Mcleod, Rife, & Grabill, 2007). Embedded in all of these approaches are questions about the relationships among network participants, particularly within organizations that structure such relationships asymmetrically. In his work tracing the emergence, definition, and use of genres within such organizations, Spinuzzi (2003) discusses the need to research and design with an “integrated scope” that looks across multiple levels of power and agency within organizations and institutions. He highlights a need to understand “worker agency” and the “local innovations” people develop due to “local exigencies” (p. 19). Too often, he states, researchers and designers fall into the trap of designing for knowledge workers as if they are to be saved from faulty tools, systems, or organizations. Potts (2009b & 2009c) argues a similar course of action with respect to Jones 12 the use of systems within the social web to respond to disasters: "Understanding the complexity of these situations will inform the creation of more flexible systems by which everyday users can exchange information when it is most important" (2009c, p. 283). Technical communication research consistently highlights the need to “empower" knowledge workers as agents with valuable knowledge that is “tacit,” or “what people know without being able to articulate it" (Spinuzzi, 2005, p. 165). These frameworks provide a rich basis from which to connect an analysis of the economics of co-creative agency with the underlying experience design of networks. The efforts of people who are situated in different places and times occur in different networks that overlap, even if they do not share the same spatio-temporal orientations or even political ideologies. Networks are “interpenetrated” so that “anyone can link up with anyone else inside or outside the organization” (Spinuzzi, 2007, pp. 265-266). These are “dense interconnections,” often working in organizations that “are not strictly delimited” (Spinuzzi, 2008, p. 137). This means that work is distributed so as to diffuse labor across multiple sites of practice. In Spinuzzi’s words, distributed work is “coordinative, polycontextual, crossdisciplinary work that splices together divergent work activities (separated by time, space, organizations, and objectives)” (Spinuzzi, 2007, p. 266). Distribution requires not only the negotiation of technical infrastructure, but the negotiation of potentially diverging political or organizational ideologies. The technology for creating, storing, managing, and distributing information has helped change the workplace from a highly granular, siloed activity space to one that demands the flexibility on the part of the worker, both in terms of skillsets and in terms of the social and political contexts in which they can operate. "[W]ork is [now] performed by Jones 13 assemblages of workers and technologies, assemblages that may not be stable from one incident to the next and in which work may not follow predictable or circumscribed paths" (p. 268). These assemblages are tactical and contingent, based upon specific needs for specific tasks or goals. Labor is spread across networks in an effort to take advantage of the “expertise [of] a variety of individuals who must coordinate their efforts” (Slattery, 2007, p. 312). The distribution of labor situates economies of exchange and capital not only squarely within networked communication, but turns the networks into the source for capital itself (cf. Jameson, 1984/2006). Agency can be theorized as a form of capital at the center of negotiations among participants. With respect to games, Sherlock (2008) uses the framework of distributed labor order to explore information networks that support player activities for massively multiplayer-online games. The distribution of work across networks requires conventions that regulate labor and activity, making coordination possible. According to Sherlock, regulations for contributing to a gaming network, such as terms of service or licensing agreements, are enforced from a number of positions, most notably by the game’s developer and by certain players who adopt moderator roles within the larger participatory culture that surrounds the game. As the audience becomes more and more active in the production of texts, their collaborations point to issues of power negotiation not just within the vertical structure of an organizational hierarchy, but horizontally amongst each other so that working and playing peers begin to, in Spinuzzi’s (2007) phrase, “monitor each other” (p. 270). Player-imposed regulations make “the rules for participation in the community” extremely clear as some players assume positions of Jones 14 power over others in order to better coordinate and distribute information needed by the rest of the community (Sherlock, 2008, pp. 275-276). Distributed labor is one form of what Spinuzzi (2008) would call “net work,” or labor in which part of the effort of those involved is “the coordinative work that enables sociotechnical networks” because such networks are spaces “in which work may not follow predictable or circumscribed paths” (p. 137). One impact of net work is that “negotiation becomes an essential skill” for those participants involved (p. 145). For cocreative games, the lack of predictability and well-defined paths creates tensions as the work of designing and implementing in-game content is distributed beyond the borders of the game development company. Recruiting players and fans into the production of such content opens the gamespace to expansive creativity that can always generate new and interesting ideas that benefit both other players and the gaming industry itself. However, it also means giving up a measure of control of the gamespace that potentially undermines game developers, publishers, or others within the industry (Kline, Dyer-Witheford, & de Peuter, 2003). Thus, current co-creative game designs typically err on the side of limitation and control, attempting to situate player-creators into weaker positions of agency by limiting how they or their content can interact with gamespace. Such networks attempt to integrate the open, expansive “net work” described by Spinuzzi into more heavily regulated interconnections. Game developers and playercreators want to utilize the flexibility of networked interaction, but must constantly negotiate the level of freedom player-creators have versus the level of control with which game developers can be trusted Jones 15 One reason for this, explored in the next section, is that game design literature tends to focus on play either as an individual experience in which the game is experienced by a single player, or as a social practice that links players to one another, but never to the gaming industry itself. Yet, clearly the networks that support co-creation (and social play, in general) forge a much broader ecology of participants and technologies. Game design is only beginning to theorize networked play within the contexts of co-creation. For technical communicators, the distributed labor I connect with co-creation has been a central concern in recent research. Co-creative networks are sociotechnical networks that present challenges to communication design as leisure and work activities continue to conflate through web-based social interaction (see Benkler, 2006). The Trouble With Game Design Current game design methodologies are heavily influenced by user-centered design (UCD), which seeks to understand the user within the contexts in which they will use a piece of software or other product. UCD strategies most often focus on a participant’s relationship with a specific piece of software or set of interface features. Such is the case with game design literature. However, the co-creative agency of players who create content for gamespaces or player experiences has not entered into the models set forth in key game design texts. The underlying principle in UCD is that experience designers are user-advocates who help adapt software to a target user’s needs (Beyer & Holtzblatt, 1998; Cooper & Reiman, 2003; Norman, 1988 & 2004). Beginning with ethnographic-based methods such as observation, interviews, or Jones 16 contextual inquiry, UCD-oriented design methodologies work to uncover the needs and patterns of use of target audiences by learning directly from them and the environments in which they typically use software or other tools (Beyer & Holtzblatt, 1998). In some cases research data from interviews and observation is distilled into working personas, or models of potential users that provide narrative context for how users might encounter and use systems on a daily basis (Cooper & Reiman, 2003). Using these documents as starting points, researchers and designers brainstorm scenarios and usecases that account for the contexts in which software may be used, continuously designing with the user and their context(s) in mind. Prototypes are developed based on this research, and lab-based usability testing solicits feedback from potential users concerning the usefulness of a piece of software, further refining the design team’s work and the assumptions upon which that work is based. The design and development process is iterative, often involving potential users along the various stages to further refine software design and usability. User-centered design methods focus almost exclusively on the relationship between what a user wants to do, what a system or software application can do, how that system represents its capabilities, and how people who use these systems understand those representations. Cooper and Reiman (2003) argue that what the user thinks is impacted by the way a software’s programmed behavior is “represented” to them in the interface. In work-oriented software, this representation needs to be simple enough to comprehend so that "well-orchestrated interfaces are transparent" (p. 123). As Morville and Rosenfeld (2006) suggest, the idea is to let users find, process, and understand information as they need to. The systems they use should help them with Jones 17 their tasks, rather than putting unnecessary obstacles in their way. In other words, let the participant perform the tasks needed to accomplish her goals. She should be focused on fulfilling her purpose rather being bogged down in the details of completing small tasks that might otherwise distract her from that purpose, a distinction similar to activity theory’s distinction between activities, actions, and operations (cf. Kaptelinin & Nardi, 2006; Spinuzzi, 2008). Cooper and Reiman posit an interaction model for software in which the programming and code (the implementation) works in the background and is adequately presented by an interface (the representation) to the software user so that she can more efficiently learn and use the software (the concept). Similar principles are the basis for the design of physical objects and services (Moggridge, 2006; Norman, 1988 & 2004). Working from the perspective of cognitive psychology, Don Norman (2004) refers to an object’s "system image" (p. 76), or what its appearance signals to users about its capabilities and limitations. A product designed with a good system image “maps" its potential uses to its physical design (Norman, 1988). Tracy Fullerton’s Game Design Workshop (2008) adapts UCD to discuss "playercentric design,” crafting a design process in which game designers are “first and foremost…advocate[s] for the player” (p. 2). She describes a useful method that combines player research, iterative design and prototyping, and play-testing into a cycle very similar to UCD’s general methodology. The player experience is always situated within the gamespace. Salen and Zimmerman (2004) propose a method of game design that “requires a focus on games in and of themselves” (p. 1). Their approach depicts the game as a coherent structure in and of itself, and the design process, much like Jones 18 Fullerton’s, is also an iterative player-centered process that configures the player experience as largely one between the player and the game software. Jesse Schell (2008) works towards a more holistic methodology, one that sees games not simply as structures bounded within the rules that define the types of play they support, but as broader experiences highly contingent upon the contexts that surround the player. Other work in the design of game subgenres, such as serious games and education games, generally adapt these processes for specific contexts, such as learning, training, or exploring socio-political dilemmas (Backlund et al., 2008; Belloti et. al., 2008; Belloti et. al., 2009; Rankin et. al., 2008). Such approaches have adapted general game design methodologies to facilitate much narrower design goals. However, drawing from UCD design methodologies often means overlooking the very same issues UCD itself ignores. Though co-creative networks and the experiences they support have always been a major aspect of online gaming and are growing more and more central to the design of video games, game design texts have yet to take up either the challenges of creating the technological infrastructures necessary in cocreative networks, or the cultural, social, and political factors that impact the asymmetrical relationships of participants within those networks. Salen and Zimmerman (2004) explicitly acknowledge that games have traditionally “been valued as social experiences" (p. 462), yet they frame social play largely as an experience that "emerges directly from the relationships between players" (p. 464). Salen and Zimmerman do discuss an “open culture” in which players are invited to contribute to in-game content. They go on to say that designers must "carefully foster the kind of player community” Jones 19 they find most "appropriate" to their design goals (p. 540).1 However, this does not account for the broader ecologies of people, institutions, and technologies operating from asymmetrical positions of agency and powerecologies which frame and support social play and co-creation within computer games. Sotamaa et. al. (2005) offer a model that adapts participatory design strategies to game design and development, explicitly situating the play experience within social contexts that stretch beyond the game’s formal structure. In his book, Schell (2008) goes so far as to discuss the need to “let players express themselves" creatively (p. 362), implicitly recognizing some of the social and cultural needs Green and Jenkins (2009) assign to participatory cultures. Later chapters in Schell’s book also recognize power dynamics framing relationships between game designers, developers, and publishing companies (cf. Fullerton, 2008). Yet, Schell’s discussions never explicitly hint at the interconnected relationships that link game designers and developers directly to players and the content they create. Whether focused on the game software as a formal structure or focused on the player as the audience, game design has yet to address the central role asymmetrical relationships between player-creators and the gaming industry in co-creative networks, despite the fact that such relationships have been integral throughout the history of commercial video games played through computer networks (Kline, Dyer-Witheford, & de Peuter, 2003). Spinuzzi (2003) criticizes UCD methodologies for discounting the purposes and intentions of workers in favor of top-down perspectives that, while simultaneously portraying themselves as “saving” workers, also attempt to impose design goals that 1 Taylor (2006) argues that game design approaches tend to identify players as, at best, passive consumers or, at worst, “disruptors” who undermine the gaming experience or the studio’s control over it. Jones 20 reflect organizational interests rather than individual worker needs. In Spinuzzi’s words, “Workers’ operations must be examined in their own right, as interactions – often centrifugal, subversive actions – that coconstitute (reciprocally make up, shape, sustain) the cultural activities and goal-directed actions in which workers engage” (p. 27). Potts’ work points to the problems faced by social web participants as they encounter spaces that attempt to control information, rather than letting people work with that information in adaptive and contextually-aware ways. She argues for a “participant designer” framework that augments UCD by situating researchers as “active participants” who can better understand how everyday people are "empowered to interact and participate with and within the systems" (2009c, p. 298). Spinuzzi’s and Potts’s criticisms of UCD point to questions of power agency at work within networked communication among participants, as well as within the design process itself. In his introduction, Porter (2008) asks “how do you not only make services personally valuable with easy-to-use interfaces, but also support people’s social desires for interactivity, authority, reputation, identity, and control” (p. viii). How designers incorporate questions of power and agency into their design work is clearly at stake in the ways network participants perceive and define their roles by claiming agency for themselves. However, such issues so far have remained at the periphery of the research and design of networks that support participatory cultures in computer and video games. Technical communication’s view of networks as sites of negotiated rhetorical and political power is ideally suited to not only analyzing these problems from a design perspective, but of using the field’s methodologies to develop solutions that can fill the void left in current game design methods. Since games are now becoming more and Jones 21 more central to the work and leisure lives of both children and adults, technical communicators need to expand our work as interaction and experience designers to explore mediated experiences that have so far only sat at the periphery of our research. Such experiences are now central components within the social web, and provide rich test cases in which to explore issues of agency and power in contexts beyond organizations and workplaces. Only by recognizing the implicit and explicit power differentials, as well as the tools that either support or undermine these differentials, can communication design more fully understand and create meaningful and usable networks in which participatory agency is often structured asymmetrically. UCD’s language of “advocacy” for the “user” certainly places people who will use a software or system at the center of the design process. However, this methodology has not adapted to account for networked experiences in which participants are situated into asymmetrical relationships from which they negotiate participatory agency. There is a growing need for such workto research and design network experiences through which participants negotiate the agency they have to participate in the creation of their culture; attempt to use technologies aimed at channeling interaction in directions that align with various policies; and define not only their own roles, but those of others, as well. My dissertation seeks to fill this gap by explicitly linking technical communication’s approaches to networks with frameworks for understanding co-creation as a participatory practice that empowers participants as creative agents. Jones 22 3. METHODOLOGY Blending approaches from technical communication, experience design, and cultural studies allows me to create a methodology that accounts for the negotiation of participatory agency as a fundamental part of the interactive and communicative experiences of co-creative networks. In doing so, I can explore tools, systems, and people that are assembled to distribute co-creative practices, as well as the implications of such activity on the research and design of networks that support such participatory cultures. The data I gather will be analyzed within a framework that is “holistic” (Potts, 2009c), or “integrated” (Spinuzzi, 2003)one that enables a deeper understanding of policies and moral economies as integral components in the experience design of any network that mediates relationships among fans and players, media corporations, distributors, and others within the games industry. The methodology outlined here integrates actor network theory and activity theory to both trace network actors and analyze the ways actors claim, define, enable, or limit participatory agency within the network. Technical communication’s interpretations of activity theory and actor network theory point to a means of understanding agency as both a subject position and as an outcome of networked interaction. Because agency arises from the intersection of these two perspectives, researchers and designers must understand how networks both support and hinder participants’ claims to agency through the use of technological actors that are made necessary to the completion of network activities. Such an integrated method uncovers the ways that agency is constructed by some network actors, as well as how other technological actors prescribe agency for player-creators. As technical communicators, Jones 23 we must forge a clearer understanding or networks that support the knowledge work of participatory cultures which link participants into asymmetrical positions of power. In doing so, we can fill the gap that is apparent in game design literature concerning cocreative gaming networks, and advocate for more equitable network experiences that maintain a stronger balance of needs between player-creators and the gaming industry. For technical communication researchers, this presents an opportunity to expand our work to network experiences in which the negotiation of agency is always dynamic and participant roles are not governed by workplace or organizational contexts. Activity, Actors, and Agency Technical communication uses two rich methodologies for understanding networked activities: activity theory and actor network theory. Clay Spinuzzi’s Network (2008) outlines how and why these two methods are often placed in opposition to each other. The key divergence identified between activity theory and actor network theory centers upon the question of agency, how it is understood, and precisely where it is located. Activity theory situates agency within a subject that possesses purpose and intentionality (Engeström, 2000; Kaptelinin & Nardi, 2006; Kuuti, 1996), while actor network theory understand agency as an effect that arises from the intersection of multiple network actors linked together (Latour, 1999 & 2005; Law, 1992 & 1999). These different accounts of agency are often taken as the point of departure between activity theory and actor network theory. Spinuzzi (2008) characterizes the divergence as one of focus: “Whereas activity theorists are looking for cultural-historical, developmental explanations for human activity, actor-network theory is interested in Jones 24 political and rhetorical explanations for power and its exercise. Activity theory is interested in how people work; actor-network theory is interested in how power works” (p. 32; emphasis in original). However, if we reconsider agency as a network effect, we can link people and power into a co-constructive relationship in which the network’s distribution of resources intersects with the subject positions claimed by people and organizations. Activity Theory Activity theory (AT) as it applies to human-computer interaction is derived from Russian formal psychology of the early and mid-20th century. AT “seeks to understand meaningful, purposeful human activity” within both individual and social contexts (Stolley, 2009, p. 355) by understanding activity as a “dialectical” process (Holzman, 2006, p. 6). This dialectic is at work on two levels. First is the relationship between the three-tiered scaffold of activities, actions, and operations: the unit of analysis is an activity directed at an object which motivates activity, giving it a specific direction. Activities are composed of goal-directed actions that must be undertaken to fulfill the object. Actions are conscious, and different actions may be undertaken to meet the same goal. Actions are implemented through automatic operations. Operations do not have their own goals; rather they provide an adjustment of actions to current situations. (Kaptelinin & Nardi, 1997, p. 158, emphasis in original) Jones 25 People want to accomplish things (activities). Doing so means intentionally performing certain tasks (actions) that are mediated by behaviors and tools that a person can perform and use without consciously thinking about doing so (operations). The second dialectical level is that between the subject and object of activity. Subjects are individuals or groups with purpose. They possess agency because they have intention, and act in pursuit of their goals using the tools and knowledge they possess. In Fichtner’s (2000) words, “the organism consists in its activity. Activity is the mode of existence by which organisms establish themselves as subjects of their life processes” (p. 55). The object of activity is a “material thing” external to the subject (Kaptelinin & Nardi, 2006, p. 139). But AT imbues the concept with an additional meaning in which the object is the motive for an activity. Engström (2000) conflates the term “object” with “outcome” or “objective” (cf. Engström & Blackler, 2005). A richer conceptualization of the object is that “it is a sense-maker, which gives meaning to and determines the values of various entities and phenomena” (Kaptelinin & Nardi, 2006, p. 138, emphasis in original). Objects, in turn, serve to mediate the consequences of activity and affect the subject’s interpretation and understanding of those objects. Activities arise from the intersection of a person’s or group’s needs (which help determine the subject’s purposes) with the objects, where the “need is a directedness of activities toward the world, toward bringing about desirable changes in the environment” (p. 60). Just like subjectivity, objectivity is the result of a performance within a specific situation. Whether a physical outcome or an emotional abstraction, the object of an activity is the motivator that drives the person to actively pursue certain tasks or goals. Jones 26 Thus, subjectivity is the performance of a person’s or group’s will by directing it at a particular object or set of objects that fulfill a need. An AT analysis, then, is aimed at uncovering the ways people perceive their activities and perform the actions and operations necessary to their enactment (Kaptelinin & Nardi, 1997 & 2006; Kuuti, 1996; Nardi, 1996). Activity occurs as a series of negotiated resolutions to contradictions that arise all along the stream of activity, meaning that the behaviors can slip from one level to another, from activity to action to operation and vice versa (Kuuti, 1996; Spinuzzi, 2008). AT-driven research involves tracing how a person or group constructs their social role in relation to the objects of their activities, and thus claim some form of agency. In this framework, agency is configured asymmetrically, within a specific point of contactnamely, the subject. The subject/object dialectic presumes a connection between intentionality and agency. Since “meaningful, purposeful” intentionality is placed within the camp of the human subject and his mind, then agency must rest there, as well. Actor Network Theory Actor network theory (ANT) focuses on the ways that people, technologies, events, and places form assemblages2 and organize themselves into functional networks. Every entity in an assemblage, both human and non-human, is termed an actor3 (Latour, 1999 & 2005). As the term implies, describing actors is a matter of 2 Assemblages are tactical and contingent gatherings of actors into functional collectives for some purpose or set of purposes (Spinuzzi, 2008). They can form and disintegrate as needed. Callon (1999) states that “ANT…assumes the radical indeterminacy of the actor,” leading to “no stable theory” of it (p. 181, Callon’s emphasis). In Law’s (1999) description, actors are network componentshuman and nonhumanthat simultaneously maintain individual identities while they also 3 Jones 27 discerning the roles they perform in relation to one another, rather than identifying essential, subjective qualities of individual actors. Actors collectively work through translations, which Latour (1999) defines as instances of “displacement, drift, invention, mediation, the creation of a link that did not exist before and that to some degree modifies the original [network]” (p. 178; cf. Callon, 1986). Translations are transformations that occur in both the actors and their linkages in response to dilemmas faced by the network (Latour, 1999), thereby altering the network as a whole and reshaping the “local process of patterning, social orchestration, ordering and resistance” operating within the network (Law, 1992, p. 5). Law states, “the social isn’t simply human” (p. 2); it is an assemblage of people and things that forge relationships among one another. The assemblage meets its goals through a "network of heterogenous materials," or a collective of people and technologies that, once they are aligned, can accomplish more together than their individual capabilities might suggest (Law, 1992, p. 2). The translations this assemblage pursues within the network drives toward a "punctualization," or an instance in which the assemblage becomes "greater than the sum of its parts" (Potts, 2009c, p. 286; cf. Latour, 1999). Actors possess a measure of agency on their own, but their agency is amplified once they are assembled into a network and, collectively with other actors, strive to perform some activity (Law, 1999). ANT discards the subject-object dialectic, arguing that such a "dichotomy…prevents the understanding of collectives" (Latour, 1999, p. 180). Instead, ANT favors a “relational and process-oriented sociology” (Law, 1992, p. 7) in which all actors are “network effects” co-constituted alongside and through their connections “take the attributes of the entities which they include” (p. 5). The network does not determine the actor, but the actor does not function autonomously from the network, either. Jones 28 (Law, 1999, p. 5). A network is not purely derived from the combination of its actors, and neither are actors simply defined by the network’s impact upon them (Potts, 2009c). The term actor then collapses the subject/object dialectic and replaces it with a single descriptor that designates someone or something that can impact the network’s activity or purpose(s). Agency no longer rests in a single network node, but is enacted via the linkage of actors to one another4 (cf. Latour, 1999; Law, 1992). What AT would call a subject is, to ANT, simply a form that embodies agency as a material sign. The sign then stands in for the networks that support the subject’s claims of agency (Law, 1992). In other words, what we call a subject, object, or artifact is really only a black box. As black boxes, actors become embodied representations that appear as whole, unified, singular entities because the network that creates them “acts as a single block” and disappears behind the embodied representation (p. 5). If an actor network reaches punctualization, then the network appears as a unified whole that masks the network assemblage behind it. A car that runs perfectly well appears to be a car, not thousands of parts that perform small mechanical tasks supporting the larger purpose of traveling. Neither does a car appear as the sophisticated processes that led to its design, manufacture, testing, delivery, and sale. Individual actors are supported by other actor networks. ANT sees subject positions as rhetorical constructs through which humans claim authority, sometimes arbitrarily and to the detriment of understanding the nonhuman actors that contribute to the network (Potts, 2009c & 2010). 4 ANT theorists have proposed the controversial concept of symmetry in agency, which allocates equal agency to both human and nonhuman actors (cf. Latour, 1999; Law, 1992). Many AT theorists have criticized the concept of symmetry. They argue that symmetry devalues the role of the human actor as an agent so that neither her intentions nor her needs have any special place within the network (Nardi, Whittaker, & Schwarz, 2002). See also Spinuzzi (2008), chapters 2 and 3, for a detailed analysis. Jones 29 Instead, agency, much like knowledge, is a “network effect” (Law, 1992). Agency is not located in one actor, but is a performance emerging from the linkages within the network. The goals of people and the roles of tools, technologies, and systems are coconstituted alongside one another, rather than through a linear causal relationship in which one purely determines the other. Purpose and intention are “properties of institutions,” so that “Boeing 747s do not fly, airlines fly” (Latour, 1999, pp. 192-193). Humans and non-humans, once configured into a network, help realize the potential of one another. This is to say that each actor can only manifest its full agency, function, or potential once it is linked to other actors. Since there is no subject/object distinction, agency is configured via network connections rather than within a single network nodeit develops from linkages and interactions within the network, rather than resting as a quality imbued within a specific subject (Latour, 1999 & 2005). Rethinking Agency In Network, Spinuzzi is careful not to prioritize one methodology over anotherAT is not a better account of networks than is ANT, nor vice versa. Instead, the accounts of agency each approach offers are aimed at different issues within networks. By starting with the subject and tracing its understanding of the objects it encounters, activity theory is concerned with analyzing how people use the tools around them to mediate and learn from their experiences. By discarding the subject/object distinction, actor network theory is concerned with the ways relationships are enacted and either maintained or disrupted, and further asking how these moves affect the network and its purpose. Jones 30 The end result is two views, one that assigns agency to specific nodes, and the other that sees agency as an emergent property from networked interactions. Recent iterations of both ANT and AT have made concessions to each other’s positions concerning agency, though they have largely retained the language of “symmetry” versus “asymmetry” when describing agency. ANT’s application, particularly within technical communication, has modified the stance of “perfect symmetry” that activity theorists (cf. Kaptelinin & Nardi, 2006; Spinuzzi, 2008) find so cumbersome. For instance, while tracing the assemblages of actors at work within the social web, Potts (2008, 2009c, & 2010) has characterized ANT’s insistence on symmetry among actors as a method for acknowledging the full impact that technologies have on people’s communicative activities: “Of course human beings are the eminent actors, primarily owning and controlling their actions and environments more so than the technologies that surround them” (Potts, 2008, n.p.). Potts and Jones (2011, forthcoming) have further argued that doing so allows researchers to better conceptualize the mobility of content as a key feature of the usability of social web technologies. In adapting ANT as a method for analyzing the reuse of content, Swarts (2010) borrows ANT’s characterization of networks as functional assemblages and argues “actor networks stand in as the infrastructure across which work can be both distributed and coordinated” (p. 132). The network is repurposed to better support activities that people want to pursue. At the same time, Kaptelinin and Nardi (2006) have acknowledged that “actor-network theory is right to direct attention to the agency of things” rather than just that of people (p. 237). As Spinuzzi (2008) suggests, there clearly is some common ground among these methodologies, though reconciling them is not likely. Such Jones 31 acknowledgements open new avenues for rethinking agency and utilizing both ANT and AT in a method for uncovering the numerous details leading to networked activity. My aim is not to reconcile ANT and AT with each other, but to leverage their different views to construct a methodology that analyzes co-creative practices within games as a negotiation of agency through asymmetrically structured network connections. Agency here is understood as emerging from the intersection of the intentions of participants—people and groups who may be either player-creators or from the gaming industry—with the rhetorical and technical tools they use within the network to represent their goals and enact strategies that enable some participants or hinder others. Borrowing from Potts’ (2008) assertion that people are the “eminent actors” within an actor network, my methodology posits that agency in co-creative networks is initiated through a person’s or group’s intentions, but that those intentions are persistently “displaced” due to the functions of technological actors. Kaptelinin and Nardi (2006) are correct in asserting that people “can develop their own intentions on the basis of their needs” (p. 242), but the nonhuman actors within co-creative networks in the games explored for this dissertation function to simultaneously facilitate those intentions while trying to define the goals of those participants. These relationships are asymmetrical in that gaming industry representatives claim more extensive rights to control these networks, and often design rhetorical and technological actors that work to bolster these claims. In other words, co-creative agency arises from the “composition of actions” (Latour, 1999, p 182) in which black boxes, or systems that operate on behalf of a collection of actors within the network (Latour, 1999; Spinuzzi, 2008), attempt to regulate interactions from one vantage point (the gaming industry) while the other Jones 32 vantage point (player-creators) are working through translations in response to these claims. Player-creators do so by either creatively enlisting other actors into the network to support their own intentions and goals. They do so by peeling back layers of the black box to either better understand how they can pursue their activities, or to undermine these black boxes entirely. We can analyze participatory agency in cocreative networks by examining the ways participants leverage their rhetorical and technical skills to pry open these black boxes and enlist other actors (both human and nonhuman) in their efforts. Such an account recognizes the intentions of people, their ability to choose, and the ways the network is mediated to them, but also refuses to relegate non-human actors to no more than functional roles. With respect to tracing co-creative networks, this view of agency allows us to see the asymmetrical relationships between playercreators and industry representatives as neither top-down and rigidly deterministic, nor as purely bottom-up and always open. Agency is negotiated through the network and the interactions network tools support. The impact of non-human actors is made apparent by comparing the technological capabilities of the network to the discursive and embodied performances of people acting within it. The negotiation of agency can be traced by examining the ways some participants probe the limitations of co-creative practice set by other participants. This uncovers not only the intentions of people and groups in the network, but explores the ways technological and rhetorical actors are structured within the network to support or quash the testing of the network’s boundaries. Researchers can trace the ways in which the intentions of participants align with and diverge from one another, as well as when these intentions align with and Jones 33 diverge from the activities supported by technologies embedded within the network. For the research and design of co-creative networks, this means developing a much more holistic, or integrated, method that situates the negotiation of agency from asymmetrical positions of power at the center of our research and design. Spinuzzi’s (2008) asserts that black boxes must be flexibly managed through “liaisons” in which “workers or positions…develop to provide stable connections” among network participants (p. 203). Co-creative networks illustrate the potential problems of using technological actors as tools for funneling activity through specific interactions and rules intended to govern them, such as regulatory agreements and technologies that attempt to define and constrain co-creative practices within bounds that are acceptable to some participants, but perhaps not others. This raises the question of how we, as researchers and designers, should approach the negotiation of agency within our work. Game developers such as Media Molecule or Paragon Studios want to maintain control over the work that occurs within co-creative spaces, while player-creators often want more extensive freedom to stretch their creative and imaginative capabilities. How do we align these two needs? An Integrated Method for Analyzing Co-Creative Practice Potts (2008, 2009c, & 2010) has already described a method developed from actor network theory that leverages ANT’s relational perspective for tracing the ways actors form assemblages (see Figure 1). This process involves three stages. First is mapping the potential actors at work within a media ecosystem by coding them as noun-types, including people, groups, technologies, systems (multiple technologies Jones 34 assembled together), events, and so forth. Second, is the need to create a visually “unique stencil” that makes each actor easily “recognizable” (Potts, 2010, p. 306). The third and final stage involves an analysis that determines the types of connections among actors within the network and visualizing their relationships by changing the weight and types of lines shown in Figure 1. According to Potts, this method visually maps “shifts in practice” according to the “strength of ties, length of time, history of use,” or another analytic represented by the lines of connection among actors (p. 307). Figure 1. Example actor network diagram, based on Potts (2009c & 2010). Drawing from ANT as formulated by Bruno Latour (1999 & 2005) and John Law (1992 & 1999), Taylor (2007) uses similar language to describe computer games as Jones 35 “assemblages” that “are not simply the packaged products that come off the shelf…but [are] artifacts that traverse multiple communities of practice” (p. 333). These communities of practice perform tasks that are distributed across a network by assembling a “range of actors (system, technologies, player, body, community, company, legal structures, etc.), concepts, practices, and relations that make up the play moment” (p. 332). Similar to Potts’s (2009c & 2010) approach to communication within the social web, Taylor views networked gaming experiences as “a circuit of relations” that enact convergence through the participation of not just people and organizations, but of technologies, as well (p. 336). The method proposed in this dissertation augments Potts’s framework by combining elements of actor network theory with elements of activity theory to trace how network actors attempt to define and allocate agency across asymmetrical network relationships. While ANT can uncover the assembled actors in a network, activity theory provides a method for analyzing how the constraints of the network impact the experience of co-creation. Combining ANT’s insistence on tracing every active actor in the network with AT’s distinctions between activities, actions, and operations, researchers can approach co-creation as a participatory practice that enables playercreators to generate new levels, stories, characters and other in-game content while simultaneously attempting to channel their co-creative practices through obligatory passage points. According to Callon, Lascoume, and Barthes (2001), obligatory passage points are specific actors that promote themselves to other actors as “indispensible” to the network’s purpose (p. 62). Network actors must route their inscriptionsthe visual, material objects of discourse (images, text, sound, etc.) that are Jones 36 the results of their knowledge work or creative efforts (Potts, 2009c)through the obligatory passage point in order for that work to be integrated into the gamespace. This means that such passage points can sometimes force network participants through translations that affect not only the usability of some network tools, but also the nature and quality of the activities that those participants pursue. My research analyzes obligatory passage points established by the gaming industry as technologies that operationalize regulatory policies, such as intellectual property policies, copyright claims, and licensing agreements. These obligatory passage points blackbox tools and systems that support regulatory policies in several ways: limitations in the operating systems of game consoles that restrict the playercreator’s access to some network components; industry supported network administrators that can enforce the regulation of player-creator activity; software updates that can terminate the player-creator’s access to network components if they do not comply with industry-mandated agreements. These obligatory passage points become “opaque” actors that are “full of parts” but appear as a single, unified actor to other network actors (Latour, 1999, pp. 183-185). While the policies themselves are not hidden from the player-creator’s view, the tools and systems that enact such policies often are veiled to player-creators so that they cannot alter software or network limitations that enforce those policies. These tools and systems are made to appear as simple operations, or “routines processes providing an adjustment of an action” (Kaptelinin & Nardi, 2006, p. 62). Jones 37 Tracing the use of such obligatory passage points as black boxeswhether they are software integrated into the game itself, or hardware components that serve as the only point of access to online gamespaceswill better highlight how these actors are designed to limit the co-creative experience and channel player-creator activity in specific directions. This design strategy has become integral to the experience design of networks that support participatory cultures in the social web, while also integrating social networking activities into the business model for entertainment products, such as video games, that participants purchase. For now, the design of these networks tend to situate participants in asymmetrical positions of power where player-creators must accept the somewhat impenetrable claims to control and power of industry participants. Player-creators are also encouraged to accept the devaluation of their own claims to agency if they assert an expansion of their creative work beyond those found acceptable by industry representatives. Uncovering the ways network participants muster tools, technologies, discourse, and skills in order to support and sustain their claims to agency is a key element of network research and design moving forward. We must understand how agency is constructed and supported by network components, how those components affect the ways participants view and construct their agency, and how obligatory passage points are used as regulatory tools that mediate the moral economies that surround co-creative experiences. By doing so, researchers and designers can explore the ways in which network design supports, enables, constrains, or hinders participatory agency in co-creative networks. In turn, these insights will help with the research and design of more usable systems that better support participatory cultures that work outside easily recognized boundaries of organizations. Jones 38 4. RESEARCH QUESTIONS 1. What are the implications of co-creation on the research and design of tools, systems, and networks that support participatory cultures? 2. How do co-creative networks both support and limit agency for player-creators? 3. How do player-creators define and claim co-creative agency? 4. How do obligatory passage points impact the co-creative activities of playercreators? 5. How are they used to affect the actions and operations of player-creators? 6. How do obligatory passage points impact the negotiation of agency in co-creative networks? 7. How do some network actors black box other network components? 8. How do co-creative networks distribute labor among player-creators? Jones 39 5. RESEARCH DESIGN My research is premised on Potts’s (2009c) concept of the participant designer, or a designer actively engaged within the contexts they are researching. Key to my application of this approach is first-hand participation within co-creative gaming spaces, using tools available to player-creators and tracing the linkages among network actors. By situating myself as a participant researcher within the experiences I study, my work will begin with a preliminary research artifact (three video games) and extend the research to other connected spaces and practices I discover. Research sites will include the gamespace itself and the in-game tools that facilitate co-creative practice; the websites, blogs, forums, and wikis maintained by players and developers; published interviews with developers and other industry representatives; gaming hardware as a network actor; and agreements and policies that define the relationships among players, developers, software, and game-related content. The results of this work will be used to discuss research and design practices that augment player-centered approaches emerging from both UCD and game-design. Co-creative practices are an integral piece of play experiences for many games, and such practices have become a key element in the game designs and business models for many game development studios and publishers. Research Stages My research design comprises two major stages that are applied to each case study: Jones 40 1. Tracing the assemblage of actors that form co-creative networks and identifying obligatory passage points that black box other network actors, or even separate networks that impact co-creative experiences. 2. Analyzing the interaction design of technological and rhetorical actorssuch as cocreative tools or policy agreementsto uncover the ways such designs define cocreative activity and try to coordinate actions and operations to align with this definition. These are the network prescriptions that foster co-creation as a play experience and attempt to structure participant agency. Initial Data Sources The data sets described below comprise the initial primary sources I will gather. In addition, these data sets may be supplemented with others that I uncover in my research. In-Game Content: Content generated by players: avatars and characters, game levels, narratives and storylines, and peer reviews and ratings. This content is a form of inscription (Akrich & Latour, 1992) that materially represents the agency as it is constructed through co-creative practice. Co-Creative Tools: Tools provided by developers that enable players to create content. Using activity theory’s three-tiered scaffold, I will examine the ways interactions in these systems are designed, highlighting how these interactions funnel player-creator activity through obligatory passage points that often serve to black box (Latour, 1999) other network actors and their impacts on co-creative practice. In other words, they serve as stand-in actors that mask the presence or Jones 41 operations of other actors. These tools raise questions concerning the transparency of network design as it relates to the construction of player-creator agency. Company-Created Web Spaces: Web spaces maintained by participants from the gaming industry, and designed to both support and constrain co-creative activity. From these sites, I will gather data on any web-based tools supplied by companies to aid co-creative practice, as well as the discourse that emerges between players and company representatives. The latter will include both official language, such as the terms of service and end-user licensing agreements, and the discussions in any forums. Fan-Created Web Spaces: Fan-created support sites, such as blogs, websites, wikis, and forums most often operate independently of game companies. For this reason, they are rich sites to explore the discussions among players concerning their views of player-creator agency, their views of their relationships with the gaming industry, and the reasons behind their choices to play some games and not play others. This data is a point of comparison to examine the official prescriptions implemented by the game companies into co-creative networks against the purposes, needs, and practices assigned by players to co-creative experiences. Published Interviews: Searching popular and industry trade publications focused on games, such as GamesIndustry.biz and GamaSutra.com, for interviews with game developers will provide another data set of public discursive maneuvers by company representatives that operate alongside (and sometimes in contradiction to) the rhetoric of company-created webspaces. These interviews serve as a comparative Jones 42 data point for both the policies published in official spaces, as well as the design of tools and technologies provided to players. Jones 43 6. ORGANIZATION OF DISSERTATION My dissertation will consist of six chapters. The asymmetrical relationships among participants suggest that participatory agency is a central concern in the design of co-creative networks. Network actors are often positioned as obligatory passage points in an effort to establish regulatory systems that can define the level and scope of agency for participants. Other network actors are enlisted into the assemblage in an effort to negotiate the impact such passage points have on the co-creative agency of different participants. This negotiation often takes the form of either taking steps to reveal or hide other network actors that may be blackboxed by these passage points. Player creators find ways to effectively tie together two networks: one is within the gamespace, regulated by software and hardware that limits access to the gamespace and prescribes what content can be added and how; the other is external to the game as a series of online wikis, forums, and social networks that help generate content and organize social and co-creative activities. The usability question at stake is how these passage points are used to determine the ways these different networks are interconnected to each other. Three case studies will examine different instances in which agency is constrained and enabled in co-creative networks, analyzing the player experiences they foster. From these case studies, I will explore whether or not a more open design of systems that serve as obligatory passage points must be the goal of researchers and designers focused on communication networks that support participatory cultures. To that end, the final chapter will suggest a series of design principles and strategies that better account for the negotiation of participatory agency. Jones 44 Chapter 1 Introduction The introduction will provide an overview of the project, as well as establish both the research questions and my major claims. The introduction will also provide a brief discussion of terms central to the project: agency, co-creation, and moral economy. The central question of the project is how networks are designed to mediate asymmetrical forms of agency among participants. Thus, I will also establish what I mean by an “asymmetrical form of agency” as it relates to networks that support participatory cultures. Chapter 2 Literature Review & Methodology Through an exploration of agency as it is theorized in both actor network theory and activity theory, I will argue that agency is a network effect co-constructed by the network’s prescriptions and the participant’s claims to purpose and capability. Such claims are always made from positions within the network, making agency neither the result of purely a subject position as argued in activity theory (Kaptelinin & Nardi, 1997), nor purely the result of symmetrically positioned actors posited by actor network theory (Latour, 1999). Co-creative agency is always anchored within networked interactions. Such agency is neither purely determined by the network, nor do participants operate independently of networks. Participants negotiate agency by continually leveraging their technical and rhetorical skills to modify the network’s prescriptions and inscriptions. With actor network theory, we can trace both actor networks and the prescriptions designed within co-creative systems. Activity theory then provides a means of analyzing these Jones 45 prescriptions to understand which activities are privileged as legitimate co-creative practice. In doing so, we can examine how the network’s design defines co-creation for player-creators, forging asymmetrical relationships between player-creators and game developers. Chapter 3 Little Big Planet 2 Little Big Planet 2 is a Sony Playstation 3 game in which the play experience focuses on the invention, distribution, and social interaction that surrounds player-created content. I will analyze the convergence and divergence of different network tools, both within the gamespace and external to it (such as blogs, wikis, forums, etc.). The social and technological relationship between in-game content and networks outside the gamespace indicate a design that attempts to funnel co-creative practice through the gaming console. The console can be situated as a technological wall that helps govern the Playstation Network as a restricted garden. Developers and network administrators for the PSN leverage the PS3’s position as a gate to the PSN’s online community. The Playstation 3 becomes an obligatory passage point that only connects to some of the other network actors enlisted by player-creators, while simultaneously black boxing other actors from within the gaming industry (such as licensing agreements and informal whitelists that can regulate co-creative practice). Chapter 4 City of Heroes City of Heroes is a PC-based massively multiplayer role-playing game (MMORPG) in which the player-creation of in-game content is a major component of the social Jones 46 experience. Much like Little Big Planet, players experience the convergence and divergence of different network spaces. However, City of Heroes does not run on a proprietary system that can serve as a barrier to portions of the online network. Instead, the design of the software itself must serve this role. In this case, the use of a tool called the Mission Architect serves as a way to regulate how players create and implement narrative and gameplay experiences within the gamespace. The Mission Architect system operates in conjunction with policies from NCSoft, the game’s publisher, that curtail the player-creator’s rights to content they generate, as well as their ability to work with that content outside of the gamespace. The Mission Architect becomes the obligatory passage point, supported by policies couched simultaneously in the rhetoric of creative empowerment and legal prohibition. Chapter 5 Evoke Evoke conflates the use of digital online networks with brick-and-mortar embodied performances so that the gameplay becomes “pervasive,” absorbing everyday lived experiences into the gamespace itself (McGonigal, 2007; Montola, Stenros, & Waern, 2009). Designers issue weekly challenges to players, who then perform brick-andmortar tasks to solve these challenges, such as tracking how much fuel their cars use or documenting their efforts to reduce the amount of electricity they use in their everyday lives. Solutions and their implementations are then inscribed digitally and submitted to the gamespace maintained by the game’s designers. Player-generated content can take any form: text-based written accounts, videos documenting activities, photos recording results, or artwork that explores the results of their solutions in creative ways. Player- Jones 47 generated content is integrated into gameplay via the use of many networked social web technologies that can move content from one space to another. This case study provides a rich example for considering the design of co-creative networks in which player-generated content is aimed at exploring solutions to real-world problems by enlisting technological actors that easily move content from one space to another. The obligatory passage point is the game’s central website (http://www.urgentevoke.com), used as a hub for social interaction in which players can learn from and rate each other’s solutions, earning rewards for their activities. While the other two case studies represent the ways in which co-creative networks restrict activity to centralized spaces, Evoke presents the challenge of designing networks that integrate social media from all across the social web into the core gameplay experience. Chapter 6 Conclusions The final chapter draws from these case studies to the impact that network designers may have on the negotiation over agency in networks that support participatory cultures such as co-creative gaming networks. Technical communication, with its increasing focus on communication networks, can suggest ways in which designers can approach networks that forge asymmetrical connections among participants, as well as account for legal and ethical questions regarding the design of tools, applications, and participant experiences within participatory cultures. For co-creation in games, technical communicators can leverage a rich body of scholarship related to distributed knowledge work in organizations in order to develop new, adaptive design paradigms that support participatory agency. 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