It's Not All About the Words: Non-Textual Information in World of Warcraft Caroline Whippey The University of Western Ontario Faculty of Information and Media Studies North Campus Building, Room 240 London, Ontario, Canada, N6A 5B7 cwhippey@uwo.ca ABSTRACT In this exploratory study, the use of non-textual information in World of Warcraft, a game played over the Internet with a focus on fantasy, is examined. To date, very little research has focused on the visual and audio elements of video games from an informational perspective. However, video games incorporate elements of video, images, music, audio, and text to create a rich and complex environment. Through utilizing the ethnographic method of participant observation, the ways in which non-textual information is presented and how it affects the information received by the player was examined. In World of Warcraft, visual elements such as colour, shape, size, orientation and motion are brought together to create the visual experience. Audio elements include ambient sounds, sound effects, vocalizations, and music. Visual and audio elements work together to provide players with important information about how to play the game, as well as the game narrative. They work together as an information system that provides usability information, as well as an immersive experience. Keywords non-textual information, World of Warcraft, audio, visual, video game. INTRODUCTION Video games have become an increasingly important part of the academic discourse in recent years. There are a number of areas that have been researched, including the political economy of gaming (e.g., Dyer-Witheford & de Peuter, 2009), gaming as consumption (e.g., Castronova, 2007), culture and identity within gaming (e.g., Corneliussen & Rettburg, 2008), and user-created modifications for games (e.g., Kow & Nardi, 2010). Nonetheless, the information This is the space reserved for copyright notices. ASIST 2011, October 9-13, 2011, New Orleans, LA, USA. Copyright notice continues right here. aspects of gaming remain understudied. Both Adams (2009) and Nardi (2008) have begun to explore games as information spaces, however, the topic of the presentation of information in games remains overlooked. Non-textual information is ubiquitous in video games. Each game combines elements of video, images, audio, music, as well as text, to create a rich and complex environment. This poster will present the results of a recent study, providing an overview of how visual and auditory information is presented in World of Warcraft (WoW). WoW, a Massively Multiplayer Role Playing Game (MMORPG), is a fullscale, three-dimensional virtual world where people interact and play through the use of an avatar over the Internet. The world is made up of a three-dimensional graphical environment, with visual special effects, cinematics, audio speech, background music, and sound effects, as well as textual elements. When engaging in the game, players are in a constant state of learning, and are always in need of new information (Nardi, 2008). Information is presented in a variety of ways through video, images, sound, music, and text. In this exploratory study, WoW was examined in order to determine how non-textual information is presented, as well as how it affects the information the player receives during the game. Through examining the player experience using the ethnographic method of participant observation, the ways in which non-textual information is used in both design and play were studied. This research will further the discourse of video games in the field of information science, as well as aid in the understanding of non-textual information. This poster presentation also includes an interactive component: viewers will have the opportunity to experience WoW in a real-time environment. A laptop will be used to provide access to WoW for those interested in seeing or experiencing the game. It will also help to highlight the elements of non-textual information in WoW. LITERATURE REVIEW Visual Information A multitude of information, in both the actual world and virtual worlds, can be obtained through the visual senses. Visual experiences are dynamic, as there are many factors at play such as shape, colour, light, size, and movement (Arnheim, 1974). Each of these elements affects how we perceive visual information, which allows us to obtain knowledge about our environment. We make a visual query each time we search for visual information that we require to carry out a cognitive task (Ware, 2008). These queries provide information which is then used to form a perceptual whole of our visual environment. When designing visual objects, it is important to create displays that encourage correct and rapid processing for all important cognitive tasks that the display is intended to support (Ware, 2008). In video games, there are a number of factors that affect the design of an MMORPG. Virtual worlds are primarily made up of polygons (shapes) and textures (colours), with the addition of effects or filters for particular instances. MMORPGs employ intricate 3-D architectures, objects, and characters that move and interact, creating a complex sense of place (El-Nasr & Yan, 2006). There are many visual elements in a video game, such as the game environment, health indicators, maps, timers, and ammunition counters (Nitsche, 2008). Through utilizing primary visual channels, including colour, shape, size, orientation and motion, displays can be designed to promote particular elements of visual objects. The game space is presented by a camera, similar to a film, but allow the player to participate in the world directly, as opposed to being a passive observer (Nitsche, 2008). In most cases, the avatar acts as a main point of visual interest within the game space, and the camera refers to this avatar to establish its position and orientation in the game (Nitsche, 2008). Audio Information In audio-visual contexts, we may have the impression that the use of audio is simply ornamental, present only for the purpose of supporting a specific atmosphere (Jorgensen, 2008b). However, in video games, audio may also provide important information about an environment or circumstance, or have a direct influence on player actions. Audio in games has the ability to support a specific mood and sense of presence, as well as multiple usability functions (Jorgensen, 2008b). Egenfeldt-Nielsen, Smith and Tosca (2008) identify four different kinds of audio in video games. Ambient sounds are non-specific sounds that contribute to the game atmosphere. Sound effects are defined as sounds made by in-game objects. Vocalizations are the voices of characters in the game, both those controlled by the player and Non-Player Characters (NPCs). Music is the soundtrack of the game. Ambient sounds, sound effects, and vocalizations can be grouped together as game sounds. Game audio acts as a support for gameplay by providing different kinds of information (Jorgensen, 2008a). Much of this information must be understood as a part of a specific context, providing an understanding for how the game should be played as well as how to act in a specific context (Jorgensen, 2008a). Sounds in games can be affected by a number of factors, including the environment, spatiality, and physics (Egenfeldt-Nielsen, Smith, & Tosca, 2008). Music has a different function that dialogue, sound effects, or ambient sounds. Much of the music in video games can be seen as ambient pieces (Wood, 2009). These pieces are used to create a general emotional response or sense of place without distracting the player from gameplay (Wood, 2009). It may also contribute to the narrative of the game (Zehnder & Lipscomb, 2006). The music must be out of the way without being dull, intrigue and encourage without being obnoxious, and withstand repeated listening (Wood, 2009). Music is also used to underscore cinematic sequences, or non-interactive movies. Ultimately, sound effects, music, and speech have to be combined into one consistent soundscape that has qualities of its own, such as balance and timing between different elements, and their relation to the moving image (Nitsche, 2008). The soundscape must also relate to the visual landscape. In video games, sound and image work together as information systems, contributing to the meaningmaking process. METHODOLOGY This study utilizes ethnographic methods, in particular, participant observation, to examine how information is presented in WoW through non-textual means. In participant observation, ethnographers observe the culture in which they are situated, and also participate to varying degrees (Nardi, 2010). The data collection was unobtrusive, allowing for observation of the game as it naturally occurred, and first-hand experience of gameplay. Participant observation is particularly helpful for exploring research questions about which little is known, as it allows themes and trends to emerge during the research process. For this study, a new player avatar was created in WoW. When creating an avatar, players must first select one of two opposing factions in the game: the Alliance or Horde. The next step is to select an avatar gender, race, and class. These choices influence the kind of game that a player will experience, as different races and classes provide a variety of opportunities and play styles to the player. The character used for this research was a Worgen Mage. Worgen are a wolf-human hybrid race, and can appear in either form (wolf or human). Mages are a magical class that use arcane, frost, and fire spells to fight from afar. This race and class combination was selected due to my own unfamiliarity with it, and the accompanying starting area. This allowed me to experience the game as a first-time player might, highlighting information that is important for players learning how to play the game. Eight hours were spent conducting this in-game research. During my time in WoW, I played through the opening story for the Worgen race in their starting area. During this time, no other players were encountered. Observations were made regarding the visual and audio elements occurring during game play, in order to examine how non-textual information was presented. Audio information was recorded with a voice recorder, screenshots were utilized to record visual stimuli, and field notes were taken. The data collected was then analyzed in order to determine the various kinds of visual and audio information present in the game. RESULTS Audiovisual elements of information are important for players learning how to play the game. The game graphics, cinematic sequences, sound, and music help the player learn about WoW, both in terms of how to play as well as the game narrative. In the following discussion, the visual and audio aspects of the game will be examined, utilizing examples from my play experiences. Visual Information In WoW, the primary elements of shape, colour, size, orientation, and motion are used to create the visual environment. For example, Worgen players begin in the city of Gilneas. The colours are dark and drab, and the buildings are tall and easily recognizable as similar to Victorian era design. The orientation and physics of the virtual world are akin to those we are familiar with in the actual world. In WoW, the standard point of perception (or camera view) is third-person: players view their avatar in the landscape. However, players are able to adjust the ingame camera and may choose to utilize a first-person perspective. The camera assists in narrating the space for the player: it aids in the gathering of information by selecting, framing, and interpreting the visual (Nitsche, 2008). WoW is cartoon-like in appearance, and can be viewed as a caricature of the actual world, as well as fantasy worlds such as Tolkien's Middle Earth. The visual environment is extremely rich, with detailed landscapes, architecture, and objects. The landscapes and architecture provide an immersive spatial experience (McGregor, 2006). Players journey into buildings and cities, through forests, across hills and mountains, and through lakes and streams into underwater realms. All terrain in WoW may be entered by players, with usability expressed to the player as a function of simulated physical properties (McGregor, 2006). WoW also incorporates a visual use of weather, adding to the sense of realism and immersion for the player. The game uses elements of colour and motion to identify objects in the game that are of particular relevance to the player. For example, objects that the player has been asked to find will be surrounded by moving yellow sparkles, drawing the player's visual attention. The colour and shape of the cursor also changes when the player moves it over objects of particular interest, such as a defeated enemy with treasure for the player. Audio Information The audio in WoW makes an important contribution to the information that a player receives from the game. Game audio functions as a support for the game world, as well as contributing to its usability. Players rely on audio to determine what may be occurring around them. Ambient sounds, sound effects, vocalizations, and music contribute to the information that a player receives, as well as to the overall immersive effect of the game. Ambient sounds in WoW tend to fade into the background. These include the sound of a paper drifting down a cobbled street, or the sound of rain hitting the ground. Sound effects are an essential part of audio information in games, as they provide the player with cues of what is occurring in the space around them. For example, sounds indicate how close an enemy may be, providing information about what to do in a combat situation. Sound is useful in situations where the visual system is not available, providing information about events that are located out of the player's line of sight (Jorgensen, 2008b). Vocalizations are also a valuable source of information. NPCs may provide information to players through spoken dialogue about a situation in the narrative, or tasks the player must complete. Player avatars also have vocalizations in the game, notifying players of actions they cannot make. These notifications provide instant feedback to the player, informing them that they have not been successful in performing an action. Music is another form of audio that, in WoW, has a different function than ambient sound, sound effects, or dialogue. Much of the music in WoW is orchestral and functions as background music. Each area in WoW has distinct music, as well as the introductory game menu. The music often assists in setting the mood for a particular game area. In WoW, players can choose to have the music fade in and out according to where they are, or to loop so that it plays continuously. CONCLUSION In WoW, the visual and audio information work together to provide valuable information to the player. The visual information is essential: it would be incredibly difficult, if not impossible, to play WoW without the visual elements. While the audio is not essential, it adds substantially to the experience and provides information that cannot be gained through visual means. 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