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CSCW at play:

‘There’ as a collaborative virtual environment


Barry Brown and Marek Bell
Department of Computing Science
University of Glasgow, Glasgow
United Kingdom
Barry@dcs.gla.ac.uk, Marek@dcs.gla.ac.uk

ABSTRACT Recently large multi-player persistent CVEs have attracted an


Video games are of increasing importance, both as a cultural increasing audience. Everquest, for example, has over half a
phenomenon and as an application of collaborative technology. In million subscribers, and the Korean game ‘lineage’ over two
particular, many recent online games feature persistent million monthly subscribers [48]. These games feature a complex
collaborative virtual environments (CVEs), with complex social social organisation in which players develop strong social bonds
organisation and strong social bonds between players. This paper (in particular between ‘clans’ of players) as well as participate in
presents a study of ‘There’, one such game, focusing on how economic transactions of significant value [9, 33]. The economic
There has been appropriated by its players. In particular we transactions that take place in these environments even display
describe how its flexibility has allowed players to develop their many of the features of conventional economic exchanges –
own forms of play within the game. Three aspects of There are Castronova estimates that Everquest had an in-game GNP of $135
discussed: first, how the environment supports a range of social million in 2001, and Everquest has recently suffered from an in-
activities around objects. Second, how the chat environment is game inflation problem.
used to produce overlapping chat and how the game itself While CSCW has often discussed playful collaborative
provides topics for conversation. Lastly, how the ‘place’ of There application of systems, e.g. [3, 13], collaborative games have been
is a fluid interaction space that supports safe interactions between a neglected topic. Yet games are one of the most popular
strangers. The paper concludes by drawing design lessons collaborative applications currently in use, and raise a number of
concerning the importance of supporting shared online activity, interesting issues for CSCW. In this paper we draw on results
interaction between strangers, and the difficulties of designing for from an ethnographic study of one commercial online persistent
play. game environment known as ‘There’, which we have been
studying for just under a year.
Categories and Subject Descriptors Three aspects of There’s design are of interest. First, There
H5.1. Multimedia: Augmented, and virtual realities supports a rich range of collaborative social activities around
objects. Objects have a dual role in There, as they are shared 3D
General Terms objects that can be jointly manipulated, as well as goods to be
Human Factors bought and sold through a 2D web interface. Second, There
supports a flexible chat environment with overlapping chat, and
provides a range of topics for conversation from the game itself,
Keywords such as game ‘glitches’ and avatar gestures. Third, the ‘place’ of
CVEs, games, ethnography, entertainment There is a fluid interaction space that supports safe (although not
unproblematic) interactions between strangers.
1. INTRODUCTION In discussing There we do not focus on its technical features, but
CSCW has had a longstanding interest in collaborative virtual
rather on how the game has been adopted by its users. In
environments (CVEs) [2, 5], pioneering support for group
particular, we note how its open design has allowed it to become
interactions in virtual reality and critically examining the
something of a platform for gaming, and how the system supports
resources which these systems provide for collaboration [27].
enjoyable social action amongst its users, specifically between
While in recent years research has moved onto combining CVEs
strangers. From these findings we develop implications for the
with ubicomp technology, commercial applications of CVEs have
design of games, and other collaborative systems more generally.
become increasingly popular in the form of 3D-graphics based
video games. Indeed, nearly all video games sold today contain
CVEs in some form. 2. Previous Work
Although some would argue that games do not come under the
remit of CSCW, CSCW has increasingly discussed the design and
Permission to make digital or hard copies of all or part of this work for study of non-work and leisure activities, such as Instant
personal or classroom use is granted without fee provided that copies are Messaging [23] or tourism [6]. Games are not just an intriguing
not made or distributed for profit or commercial advantage and that
application of collaborative technology: massive multi-player
copies bear this notice and the full citation on the first page. To copy
otherwise, or republish, to post on servers or to redistribute to lists, games feature new and surprisingly complex forms of online
requires prior specific permission and/or a fee. social organisation. At any one time, millions of players are
CSCW’04, November 6–10, 2004, Chicago, Illinois, USA. online; making these environments something of a giant social
Copyright 2004 ACM 1-58113-810-5/04/0011…$5.00. laboratory in development. As Ruther argues, along with the
growing financial importance of the game industry, video games
have achieved a cultural and social importance as a new form of utilitarianism’ [47] – the goal in CSCW design is usually to
leisure [42]. minimize the pain that a system produces – for example, by
replacing a difficult phone collaboration with a more effective
While research into online games can be traced back to work on interaction using a media-space (e.g. [19]). There is little concern
text based MUDs and MOOs [12], much of this work has with the pleasure that systems can produce. Indeed, even though
maintained a distance from players’ actual behaviour. For
CSCW has been deeply concerned with the social, it has tended to
example, research on identity online [35] has discussed at length ignore one of the most uncontroversial forms of pleasure - the
the role which gender plays, in particular the ability to play companionship of others. Even work on instant messaging, while
characters of a different gender than ones’ own [7]. Yet there is considering the pleasures of communication, has seldom
little analysis of how this affects behaviour or talk. Indeed, while
addressed what affects IM has on friendship.
a number of studies have looked at game behaviour at the
aggregate level, such as through studying economic transactions, With games, enjoyment comes from play. Recent work on games
there is little in-depth discussion of how individual economic has argued that we need to move beyond considering the game
transactions are negotiated. This research does demonstrate, itself (and in particular the games’ narratives) to consider how
however, that online gaming is an engrossing experience - a users play with games [16]. That is, to examine their behaviour
number of the players Castronova studied admitted to “living in and exploration, rather than treating games as a text. Yet play is
Everquest and visiting the real world”. Questionnaire studies also difficult to define [45]. Indeed, Roy’s classic study of horseplay
suggest that while the social bonds made online are generally at work [41] shows how play, rather than being its opposite, is an
weaker than those created through face-to-face interaction, they essential part of the workplace.
are social bonds nevertheless [52].
A number of authors have attempted to build typologies of play
Within CSCW, it is collaborative virtual environments (CVEs), (e.g. [8]). However, in our view a CSCW approach to play would
rather than games, that have gained most attention. CVEs present not define play a priori, but rather seek to study the different
a number of opportunities for online interaction, both for work forms it takes. This would involve investigating in depth playful
and entertainment. For example, in ‘inhabited TV’ online players technologies, and the pleasures they generate. For example,
can interact with those in a studio audience during a live TV research into slot machines [49] has shown how these games fit
broadcast [3]. Research has also documented the many barriers to into individuals’ lives by occupying time while waiting for others,
successful interaction that these environments present. In and how this is not necessarily the same as play in the office, or
particular, CVE users often suffer from problem with the play amongst children.
‘reciprocity of perspectives’ between users [28], in that users
often find it difficult to predict what other users can see, and 4. STUDYING THERE
therefore in reliably referring to objects, and even to other users To understand some of these issues we have been studying in-
(see also the problems discussed in [10]). One shortcoming with depth one particular online multi-player game known as ‘There’
this research is the lack of data on the use of CVEs outside a (see also [15]). There (www.there.com) has been open to the
staged or research context. Nearly all the existing studies of public since October 2003, although it has been in beta testing for
CVEs make use of data from short staged events, or from longer- over a year, and development for over six. There shares many of
term use in research settings. The widespread use of CVEs in the features of other online virtual environments, such as ‘active
games thus presents an opportunity to study the longer-term use of worlds’ (www.activeworlds.com), second life
CVEs outside research. (www.secondlife.com), and other online, persistent role-playing
games such as Everquest or Star Wars Galaxies, There is a
Within HCI, systems designed for play have recently gained
persistent world with objects which can be manipulated,
attention [4]. Pioneering work at the Swedish ‘Play’ lab has
customisable avatars representing each user, and various facilities
looked at technologies which evoke pleasure from their users [31]
for interactions between avatars, and between avatars and objects.
and Gaver et al’s recent work has discussed the use of so called
‘ludic pursuits’ as a design goal. The drift table [20], for example, In There specific effort has been paid to supporting social
is a table on which aerial images of the UK slowly float by. This interactions [11]. There is marketed as a ‘virtual getaway’ – a
table is not designed for a specific single purpose but rather to non-competitive virtual world, where social interaction and play
support an open range of playful activities: “[These activities] are are the main activities. There is no overall goal to ‘There’ and its
not a simple matter of entertainment, or wasting time. On the environment supports a range of activities such as buggy races,
contrary, they can be a mechanism for developing new values and paintball, flying jetpacks, treasure hunts, card games and even
goals, for learning new things, and for achieving new playing with virtual pets. Avatars are capable of expressing
understandings”. emotional gestures, and chat is displayed in speech bubbles within
the game world, word by word, rather than in the complete lines
3. PLEASURE, PLAY AND CSCW of text displayed in instant messaging (figure one).
It is obvious that games present some challenges to conventional
HCI frameworks based around optimising users’ behaviour. With There also has a rich range of features for organisation that sit
outside the 3D space in separate 2D web browser windows. This
games, optimising the efficiency of behaviour makes little sense,
since it is the experience rather an end goal that is key. The augments There’s virtual world with support for instant messaging
pleasure of games can come from features such as aesthetics, (both text and audio), forums, tools for organising virtual ‘events’,
and forming groups. The interface of There is therefore split
narrative, or connection with a broader culture – topics difficult to
address under the troika of effectiveness, efficiency and between a conventional set of webpages and a 3D virtual
satisfaction. Yet games also present a challenge to CSCW’s environment.
frameworks. CSCW retains from HCI something of its ‘negative
5. METHODS 6.1 Things and money
We have studied There for nine months, playing There for around The design of There has a number of features that differ from
two hours each week. Our methods are informed by an emerging conventional CVEs. First, and of perhaps surprising importance,
approach to studying online activity characterised as ‘virtual is that the avatar control method uses the standard gaming control
ethnography’ [30]. This approach involves the familiar method, combining the use of the mouse (for direction of gaze)
techniques of ethnography with a significant amount of time spent and keyboard (for movement). This dual control method allows
online in the research setting, observing, participating and taking users to quickly move their gaze with their mouse, and then slow
field notes. As with all ethnographic work, the researchers own that movement to rest their gaze on a particular object. As their
experiences are taken as key data, yet due to the persistent nature gaze moves this action is visible to other players by the turning of
of online data, virtual ethnography also makes extensive use of their avatar’s head and body. By holding down a control key a
textual materials such as webpages, screenshots and videos. mouse pointer can also be made to appear, along with arrows over
objects in the scene. These arrows can be clicked to display a
menu to carry out different actions on these objects. There also
places its default view above the head and some distance back.
This increases the field of view allowing easier interaction with
objects that are close to the avatar. This goes some way to
smoothing the interactions that take place in There between
avatars, and in particular around objects.
There supports some remarkably smooth, although not
unproblematic, interactions around objects. In the example in
figure two, the first author (known as ‘Ba’) is giving a tour to a
new player (‘Bo’). Earlier the users had landed a hoverboat to
look round a forest and after deciding to get back in the boat the
users search around to locate the boat once again. After a minute
of searching, Ba resorts to ‘retrieving’ the boat – an in-game
function that retrieves objects to where the player is. When he
sees that Bo has noticed the retrieved boat he climbs onboard,
followed by Bo, and they take off.
Figure 1: A screenshot from There
A special focus of our study was the interactions between players
in the game. Most ethnographic studies of online worlds have
sought, in a broadly anthropological way, to study online culture.
In comparison in this study we have focused much more on the
details of the interactions between players. Like any online world,
There is an unusual conversational environment, and special
attention has been paid to chat and interaction in There’s design.
We were therefore interested in how interaction proceed with the
resources provided.
1) Ba: Wana get back on the boat? 2) Bo: yes
To study this we collected videos of our experiences inside There,
and our interactions with other players. These videos could be
viewed multiple times to look in detail at how certain interactions
were carried out. To analyse the video data we broadly followed
an interaction analysis approach [26]. This involved shared data
analysis sessions where we repeatedly observed key incidents
recorded from our time in There. One of the key inspiration we
used for this work was Sacks’ observations on ordinary interaction
[43], allowing us some useful comparison between There and
real-world naturally occurring interactions and conversation. 3) Ba: Where did we leave it? 4) Bo: I don t know
Bo: ‘? (Ba retrieves the boat)
6. RESULTS
While There has only been commercially open for a relatively
short period of time, it has gained considerable media attention
and some popularity [51]. This suggests that its designers have
had some success in producing an engaging environment, as does
our experiences playing There, and our conversations with other
players. Of specific interest were two questions about There:
what form does play take in this environment and how have users
appropriated There to support that play? We address these
5) Ba: Hey Bo! 6) (Ba gets on boat, Bo gets on
questions in four main sections: things and money, chat and the boat and Ba takes off)
role of the game as topic, identity, and the ‘place’ that is There.
Figure 2: Conversation around a boat
While these interactions may not seem a source of enjoyment or a In ways like this the complex uses of objects in There builds on
form of play in themselves, interaction around objects is a key the actions shown here – interaction, transportation, trading - to
part of everyday activity [28]. Most real world games feature produce complex compound activities such as skydiving into
some sort of interaction around an object – such as a football. The falling cars, or making short films which are recorded in-game.
players in this clip co-ordinate their activities (search, retrieval Importantly, objects in There have taken on a social function, in
and discovery) without having to explicitly describe to each other that they centre the collaborative activities within the game and
what they are doing– both users search the local area, and are seen produce opportunities for social action.
by each other to be searching. At the end of the clip, after
beckoning Bo, Ba sees Bo walking towards the boat – he does not As Duck argues in his work on friendship it is through
experiencing enjoyable activities together that we perform our
need further confirmation to jump on the boat. The orientation of
each avatar in this example allows what each user sees to be friendships and relationships [14]. This is a view of social
predictable. A key part of this short interaction is how the object relationships as collective action. By choosing to do leisure
activities with certain people they become our friends. Yet over
of the hoverboat exists not as a single user object but as an object
shared between the two players. the Internet there has generally been very little opportunity for
‘social action’, for ordinary shared social experiences together
Not all interactions around objects are as unproblematic in There. with others. Social action on the internet has tended to be limited
In particular, gaze and orientation is only grossly available so, for to text communication, such as in message boards, or chat rooms.
example, an avatar’s orientation towards a particular seat on the While these are obviously powerful mediums, they are very
boat would be unavailable (and in our other extracts this causes different from face to face interactions. By offering a range of
problems with negotiating who sits where). Yet this is an collective activities around objects, There expands the opportunity
example of a straightforward successful collective social action, for social action.
analogous to a real world situation where we drop ours keys and
find them again with a friend's help. That players can reliably What is crucial here is a sense of acting together around objects –
such as skydiving, trading, travelling around the world, playing
interact around objects is a crucial building block in enabling
more complex interactions in There. cards and such building up a shared history of collective
experiences. Work on other online games, such as Everquest has
Along with their use in the 3D environment, objects can also be also suggested the importance of shared activities in producing
made, bought and sold on an E-bay style auction website. This enjoyable experiences, for example, [46] argue that a key feature
takes the form of a separate 2D web interface that allows players of guilds is their shared activities in the game.
to buy and sell objects. While this 2D web interface is perhaps
easier to use than a 3D interface, the move is with some cost. As 6.2 Chat
with real world shopping aspects of identity creation are done Along with interactions around objects, chat – what players say to
through the purchasing and display of objects, such as in the form each other – is an important part of There. As evidenced by the
of avatar clothing. Indeed, one of the main activities in There is popularity of instant messaging, chat can be a valuable and
making and selling clothes. Many players have large collections enjoyable part of online interaction. While previous research has
of outfits – one player we spoke to talked about having over one uncovered problems with text chat, such as the out of turn
hundred outfits, with each outfit costing around US$2 on average. sequencing of turns [40], less attention has been given to the
temporal aspects of text chat. That is, the timing of chat as it is
Unfortunately, the buying and selling interface is only a single
typed. These aspects are particularly important in There since,
user interface. The move from 3D to 2D interface has been at the
unlike IRC or IM, text is displayed in speech bubbles which rise
cost of the collaborative features of the virtual environment. This
above users as they type each word [11]. In its design There takes
makes one of the most important activities in There – shopping - a
the use of speech bubbles in systems such as Habitat [39] or
single user activity. Players who wish to shop online together
Comic Chat [36], and applies this to a 3D environment. Since
need to constantly switch between the 2D and 3D environments
sentences are shown as they are typed, the system affords some
and manage the connection with talk or chat.
dynamic features of chat, with overlapping typing visible on
As with aspects of consumerism more generally, the economic screen as turns unfolding simultaneously. For example, in this
features of There are a source of some controversy for players. extract a group of users are arranging where to meet up in the UK
Since there are only limited ways of earning money in There, the (the square brackets show overlapping typing, the numbers in
game’s currency (‘Therebucks’) is usually bought with real round brackets are notable pauses):
money. Indeed, this is a key way in which the company that
Jim: We have arranged Internet meets not
designed There makes money from the virtual world. As an
for this program but for IRC and
example, the hoverboat, in figure one costs around fifteen (real) worlds.com the best place to (.5s)
dollars. The lack of opportunities for making Therebucks has hold a (1s) meet is (9s)[Birmingham]
encouraged some entrepreneurship amongst players. One player
flew to a great height in the world and bookmarked this location. Sam: [Holland?]
The user then started to offer “skydiving” tours where he would One player suggests meeting in Birmingham, but his pause allows
transport players to that height, for a charge, so they could freefall a second player to heckle him, completing the sentence with a
down into the world. However, this enterprise failed after only joke destination.
two paying customers, since these customers themselves
bookmarked the sky-high location. This user then turned to Overlapping talk affords replying to chat as it is produced, rather
selling virtual t-shirts advertising the skydiving tours, making than waiting to the end of a turn, hastening conversation. Chat in
more money from the virtual t-shirts than the tour itself. There is thus unusual in that, rather than having only one speaker
at a time, the system supports overlapping chat. In this extract a This topicalisation of the game itself can also be seen in how
user replies while the previous turn is still unfolding: gestures have moved from a resource for conversation to a topic.
Gestures pervade conversation in There, and, as with emoticons
Jo: Something as simple as town hall
[24], players have adopted these gestures to communicate lost
meetings should be a
aspects (e.g. emotions, illocutionary force) of face-to-face
[requirement of each subcommittee
thing] conversation. However, gestures have also become a topic of
Sue: [I agree or more vocal] webpage at conversation in themselves. Users discuss the different gestures,
there.com would be nice and tutor each other in using them effectively. Support for
gestures has even led users to exchange ways of producing avatar
Sue’s reply agrees with Jo’s suggestion before she has finished, ‘dances’. Using keyboard macro software, different, otherwise
displaying an assumption about how Jo’s suggestion will finish. unrelated gestures, can be combined to make avatars ‘dance’ on
This display of chat as it is produced limits the time in which screen. Indeed, ‘dancing competitions’ have even become popular
players are waiting for others’ turns to end and mitigates some of where avatars compete for prizes for elaborate or inventive
the frustrations of slow typing: ‘dances’.
Jo: Maybe they read but don’t respond In this way much of the chat in There is actually about There. As
Sue: Or can’t [officially respond] Sacks remarks, in some cultures there are topics that are
Gail: [well they used to] really
inexhaustible as topics: they are “intrinsically rich, in the sense
respond and gleam info from the
that whatever it is that members of that culture tend to talk about
forums
[…] they can talk about via that thing.” [43, Vol i - p178] In
In this extract following Sue’s collaborative production of a American youth culture, Sacks observes that topics such as
sentence (as in [43, vol I, p144]), Gail’s ‘really respond’ ‘respect’ can be discussed - often at great length – through talking
acts as a contrast right after Sue’s ‘officially respond’, instead about cars. This can also be seen in There:
even though her sentence started before Sue had finished. The
slow movement of the speech bubbles up the screen can also work Jo: The advisory board seem really closed
as a resource when entering a new conversation or walking past [off to the untrained eye.]
conversing groups – the bubbles allow users to see at a glance the Gail: [Well if you have any time Jo get on
previous turns in a conversation and thus quickly gain a rough the IM with them let em] know
concept of the topic of the conversation. Jo: I’m not sure my little voice would
However, the use of speech bubbles does not come without cost. make a difference=
Speech bubbles occlude much of the environment as they are Gail: =oh please woman [you are
relatively large and each bubble may only contain a small segment public beta 1 you people get mad
of the conversation.. To prevent overlapping speech bubbles, respect from there]
There also needs to puts users into a specific ‘conversation’ mode Sue: [every
when it detects a stable conversation, moving users into positions little bit helps I don’t think it is
where their speech bubbles will not overlap (as in figure one). As due to a lack of listening] more a
with all modes, users need to issue an explicit command to leave. slow development turn around
While this does solve problems with achieving positioning of
While the topic here is ostensive the system itself, matters such as
avatars during conversation [1], it does put limits on the number
showing each other respect, and organisational politics are
of participants in a conversation as well as the possibility of
covered through a conversation about the system. So while chat
interaction around objects. Large groups also lead to problems
in There often concerns There itself, like with any group of
with speech bubbles overlapping on screen. Simultaneous chat
enthusiasts, other topics are addressed through that topic.
can also lose the sequential positioning of turns. This can cause
confusion regarding who players are addressing their talk to, and
players often need to use naming (such as in figure one) to
6.3 Status and identity
disambiguate turns. In the classic text based MUDs there is often a differentiation
between ‘mortals’ [33] - ordinary game players, and ‘immortals’ –
6.2.1 Topic players with special abilities who are usually involved in running
the game. In newer games such as Everquest or Star Wars
The social interaction in chat rooms often disintegrates into Galaxies this has developed into ‘levelling up’ – player characters
'trivial, useless, sex-oriented’ babble. (Esther Dyson, quoted in gaining levels through completing in-game tasks, with different
the New York Times [38]) levels having different abilities.
Much of the conversation in There concerns There itself. For While There does have levels for users, such as ‘socialisation’ or
example, glitches (bugs or mistakes in the system) are common ‘boarding’ level, the advantages of higher levels are limited. This
topics of conversation with users often manipulating the glitches makes levelling up less of a goal in There. However, one clear
to produce bizarre actions that are otherwise impossible. In one visible divide that does exist is between trial users (who play for a
‘glitch’ two users found themselves superimposed upon each limited time for free) and paying users. Trial users have no
other. This allowed the players to appear as a combination of two money to buy clothes, and so are usually adorned with a plain
people, causing much play and conversation around the bizarre white t-shirt and slacks, in contrast to the colourful outfits of other
combined body. Glitches have become ‘local resources’ for players.
conversation, topics for discussion as much as problems or bugs in
the system (see also [43, vol ii –p92].
Indeed, appearance is a major focus in There, with avatar clothing interactions. One aspect of the ‘place’ of There is that a player’s
used to present an identity in the world and differentiating oneself presence in There indicates an availability (and willingness) for
from others. While much of the research on virtual online worlds interaction. Conversations are relatively easy to start in There,
has argued that online identity is more flexible and transitory than since one can just walk up and join a group, or simply greet an
real world identity [50], with users experimenting with changes individual and see if they respond.
such as trans-gendered identities, identity in There is a relatively
stable and persistent phenomena. The system itself presents Encouraging interactions between strangers has been a goal of a
barriers to maintaining multiple identities; users can only have one number of CSCW systems [29, 34], usually with little success -
avatar per account, with a fixed gender and name which is decided interaction with strangers is a heavily regulated activity. While
we frequently interact with strangers (such as with shop staff), the
before a user even enters the game. There also creates a
standardized home page for each player, listing their interests, the interactions we have are strongly regulated. Yet there are
clubs they are a member, a biography and a virtual and real photo. situations where new interactions are accepted and even usual. As
Goffman observes: “[an] illustration of the open regions provided
These features encourage the maintenance and creation of a single
online identity, with a fixed gender. by convivial occasion is carnivals […] the assumption of mutual
regard and good will built into open regions guarantees a rationale
This stability assists the formation of stable relationships – users for discounting the potential nefariousness of contact among the
create virtual relationships listing each other on their ‘buddy’ list. unacquainted” [21, p136]. Initiation of interaction between the
Indeed, our experiences with identity manipulation in There met unacquainted is less likely to be rebuked, by common implicit
with considerable resistance from other players. When we agreement.
experimented with logging into other accounts, this generated
In this way, There shares some features of an open region, such as
hostility from our ‘buddies’ who felt we were misleading them,
and subverting the relationships they had built up. Even a carnival or a party. Presence in the environment indicates
experimenting with changing our avatar’s body shape was a availability for interaction. If participants are already in
conversation this can affirm this availability. The explicit
source of complaint.
commitment that individuals have to make to play There – as with
joining a distinct social place such as a carnival or a party - acts as
6.4 Place a way of signifying a distinct set of time constraints and
The last issue we discuss concerns the role of place in There.
commitments. While this availability for interaction can be a
Since Harrison and Dourish’s critique of the notions of space in
strength of the environment, as with parties it creates problems
CVE design [25], the role of places in coding and controlling
with leaving conversations. Players who leave a conversation
behaviour has been a strong theme of CSCW work. Harrison and
usually account for why they are leaving:
Dourish emphasise how places are culturally invested with
understandings of appropriate behaviour. One aspect of this Sam: Well I’m going to look around. It’s
‘cultural coding’ is the practical constraints put on activity by the been nice talking to you. Cya!
presence of objects and other people. Often our actions are
controlled simply by the configurations of objects and people that
are in different places. That is to say, what we can do in different Dee: Well I’m going to get my boarding
places is constrained by what is actually in different places. skills up somemore. Toodies :-)
The ‘place’ of There also suffers from the complications that its
In There constraints on behaviour are to an extent imposed by the inhabitants are not ‘in’ the environment, but are simply using a
system. So although the different ‘islands’ in There are computer simulation. As highlighted by Bowers et al [5] this
differentiated considerably in terms of their design, style and produces the problem of alignment between avatar and real world
appearance, it is these constraints on action which configure activities - players are often engaged with real world
activity more than appearance. For example, some areas are contingencies, with no sign of this on their avatar. As an added
specifically designated to support particular activities, such as complication, with a system such as There users may also be busy
paintball or buggy racing. This is not just a cultural coding, since in other windows – such as checking their mail or shopping using
these areas contain roads for driving buggies on, or a flat clear the system’s 2D web interface.
area for playing paintball. These activities are fairly incompatible
with conversation - talking in the middle of a paintball game Absences from interaction cause confusion for other players, since
would be difficult with other players attempting to shoot around they encounter a ‘dead’ avatar that does not reply, and appears to
you. Alternatively, in the drop off points where new players enter ignore their conversational opening. For example, here a user does
the game there are usually a large crowd of players ‘hanging out’ not reply to her name for 23 seconds prompting a question about
available for, and engaged in, chat. These places not only have a if she is away from the computer smoking:
reputation as being where to go to chat, but there is a practical
Sue: Gail, (23s)
motivator for this, since they are the busiest places in There, full
of new players. The different places in There thus comes in part Sue: smoking?
from the practical organisation of There. Place has come from the Jo: I think so
way objects and other avatars behave and interact. That is, from
practical significance rather than an arbitrary assignment The developers of There have taken some effort to counter these
culturally. problems –the system displays sunglasses on an avatar who is
using their computer in another window, and a small microphone
Overall, There is also a distinct place in itself, with its actions if a player in an instant messenger conversation.
coded and restrained technologically, different from real world
Some attention in the CVE community has been given to the
notion of ‘social presence’ – the sense in which users of a CVE
feel that there are real people present in the online environment
[1]. Alternatively, in the game literature the social ties formed in
online games have also been a focus [52]. However, we would
argue that both these approaches ignore the importance of social
action in CVEs. This is the ability to do things together with
others, something often enjoyable in itself. A focus on ‘social
bonds’ misses the importance of the shared activity together -
such as chat, or interaction around objects, where we perform our
friendships. Research on friendship underlies the importance and
enjoyment of leisure activities carried out in the company of
others. We would argue that it is this shared activity in itself
which is pleasurable and a goal for players, rather than necessarily
making new social bonds.
As we mentioned earlier, There is unusual in that it encourages
and supports interactions between strangers, something which has
proved difficult to support in face-to-face settings [29]. Over
Figure 3: players avatars left in the environment time, however, players do build up collections of ‘online buddies’.
Some players also play online with their existing friends and
Players themselves deal with some of these problems through the family – encouraging them to join. So it is not that There is only
placing of their avatars in the environment looking into space. about doing things together with strangers, but also enjoying
Players often leave their avatars in a position and orientation such social action with those you have built up a relationship. The
that their avatars are “looking at nothing” when they are busy flexibility of There means players can choose to interact with
elsewhere. Indeed, the environment is often littered with avatars strangers or those they already know.
composed this way (figure 3). Although the appearance of these
These social actions in There depend to an extent upon the
‘awaying’ avatars can be disconcerting, players are indicating
conventions for interaction developed by users, which although
their unavailability for interaction. As Sacks comments in
similar to those used in everyday life, differ due to the very
ordinary life we rarely stare into space for long periods of time –
different nature of the online world. So, while in spoken
we occupy ourselves: “it’s not a usual thing to do, to say well this
conversation one speaker speaks at once, within There multiple
evening I’m going to examine that corner of the ceiling.” [43, vol
speakers can chat simultaneously. Yet speakers still use
ii - p217]. In this sense figure three might seem unusual, yet it is
techniques to select the next speaker, such as including their name
specifically because we do not normally stair into space that this
in their chat [44]. The placement of avatars staring into space also
stance can be used. While it is possible that these players have
makes use of the very unusualness of this behaviour to indicate a
chosen to examine a particular part of the environment in detail,
user’s unavailability. The interactional structures of There are,
that it is unlikely can be used to indicate another involvement.
therefore, adaptations of the ordinary structures of interaction to
This politely manages unavailability for interaction, players’
this new context. Players have appropriated everyday
avatars in figure three are in There but their owners are shown to
interactional structures to overcome limitations of the system.
be busy elsewhere,

7. DISCUSSION 7.2 There as an open game


While designing for appropriation is a familiar recommendation
Now we have given an overview of There and some aspects of
for the design of CSCW systems, it is still a rare feature of
users’ orientations within the environment we will draw out two
computer games. Games are normally constrained around a linear
points for further discussion: the development of shared social
plot based involving the completion of a set number of tasks [17].
action and the role of structure in the game.
However, in There much of the play has come from the creation
of new activities - heckling, joking, dancing, skydiving and the
7.1 Enjoyment and Social Action like. As Hughes’ work on playground games [32] shows, children
Computer gaming has always been a social affair – the original
invent whole repertoires of new rules around traditional games,
video game “Pong” was, after all, a two player game [45]. The
provided sufficient resources are available. For children in a
massively multi-player environments of There and other games playground this can be as simple as chalk markings, free time, and
bring this even more to the fore. This is at the heart of what makes
a ball (e.g. [22]). In There these resources were its flexible
There enjoyable – it supports, in a crude, though still enjoyable
support for chat and interaction around a range of objects.
form, many of the ordinary activities that we engage in as part of
our social lives. Conversation is perhaps the most obvious, but Consequently, this means that There is as much a platform for
There also supports travelling, buying goods, exploring new gaming and play, as it a specific game in itself. There provides
places and playing conventional games (such as cards). While resources for users, but it is users themselves who decide what
many of these activities are possible in single player games, form their play will take. There has been appropriated for play by
multiplayer features make these activities sociable, supporting a its users in ways not intended by its designers, such as in how
community around these activities. accidental glitches in the system have become opportunities for
play and conversation. The social online environment, and fan
websites around the game all produce an environment supportive 8.2 Supporting social action
of appropriation with sharing of new activities. One key finding above was the importance of social action in
Yet this flexibility does come at some cost - There presents a There and how the environment supports a sense of activities
problem to users in that they need to decide what to do next, being carried out together with others. For example, activities
rather than have a preset goal or task. Users must find their own could be designed to require the co-ordination of groups of
activities in the game and negotiate their participation in group individuals, encouraging collaboration. Skydiving into a car in
activities. Enjoying There thus involves some of the commitment There involves co-ordination, since one player needs to drop the
and organisation of real world activities. While the open nature of car from high up, while the second player jump into the car as it
There supports playful appropriation, it in turn require falls. The pleasure of this activity comes in part from the
commitment from its users. The key problem for users in There is difficulty in co-ordinating actions together. This suggests a key
‘what will I do next?’ design goal for future multiplayer games will be supporting in
game social activities. Economic transactions are one activity that
There’s open nature also gives it a more ‘playful’ form than many could be enhanced in this way – with greater support for
other games. Sacks [43, vol i - p475] remarks that in children negotiation and interaction during the exchange of objects.
games mistakes are seldom serious, since the games are short and Systems could also assist in producing a sense of group activity
imaginary. Yet due to the persistent and competitive nature of and belonging amongst users. For example, a system could
online games mistakes, such as loosing objects, often have serious automatically generate a history of what a group does together
consequences. In There, however, the consequences of losing (such as in the form of a weblog), or of allocating a special game
objects are minor, since missing objects can be easily ‘retrieved’. area to a particular group.
In the situations discussed in figure one, although the players lose
their hoverboat, Ba can ‘retrieve’ the boat easily. The lack of a The formation of groups and relationships in There are facilitated
competitive goal allows for a safe environment where users can by its successful at supporting interaction between strangers. One
play with different activities without conflict with their overall aspect of this is that presence in the environment provides ticket
goals or broader enjoyment. for interaction between strangers. This suggests a lesson for the
design of systems that require interaction between strangers: these
8. LESSONS FOR CVEs, GAMES AND systems should require some sort of commitment from
participants to a setting which is differentiated from ordinary
BEYOND interaction. In that way a setting may work to produce an
By successfully supporting interaction in a CVE, There produces availability for interaction amongst participants. This also
an enjoyable social gaming experience. We draw a number of suggests that interaction between strangers will be harder around
lessons from There for both the design of games, CVEs and technologies which require little commitment to their use – such
collaborative systems more generally. as, for example, museum exhibits [29], compared to those where
there is a clear divide from ordinary interaction - such as in a tour
8.1 Objects and talk: building blocks of play group. More success may be had in settings where participants
At a basic level, the necessity of interactions around objects can show an availability for interaction with others.
underlines the importance of prosaic design features in CVEs such
as the default position of the camera, and the control method used. 8.3 Designing for play
Certainly, the keyboard and mouse method used is a standard and The players of There have shown considerable originality in adopt
successful way of controlling movement. The split in functionality the flexibility of the environment to support their play. There is an
between the 3D environment and 2D web pages that are used for example of a game where its designers have not overly
buying and selling objects is also a promising feature. 2D web constrained what players can do, instead allowing communities of
pages offer a quicker interface for certain actions. CVEs and players to form who exchange new activities and forms of play
Games may therefore benefit from splitting their functionality with each other.
between a 3D and 2D interface. One shortcoming of this split in
There is the lack of collaboration around these web pages. 2D A final lesson then we would draw concerns how one can thus
interfaces could therefore be augmented with support for design for play. The key here is to implement resources for play
collaboration, such as in systems which support collaborative web that can be combined and used in different ways. A key
browsing [37]. characteristic of these resources (such as the support for gestures
or chat in There) is that actions are visible to others, and can be
Another promising feature is the presentation of chat as part of the combined together in new ways. A ball and a field, for example,
game world. While other online gaming environments feature are unremarkable in themselves, but support a remarkable range
more complex graphics, or richer game worlds, There succeeds in of games when combined. Their flexibility comes from how
how it supports chat – a basic building block of online interaction players themselves invent new activities around them.
- in a more natural way than other environments. Although there
are some disadvantages to the speech bubbles used in There, they Resources for play may not even be explicitly designed, since
do offer a more versatile resource for chat that using a separate accidents can also be appropriated (such as with the system
chat window (as in Everquest). In particular, the ability to see glitches). Indeed, resources which support play perhaps all share
turns as they are composed allows for overlapping turns – a the feature that when they are successful their use will extend
resource that can be used to hasten conversation, or even for beyond that conceived by their designers.
jokes. The technique of displaying text as it is typed is a feature
that could also be applied to other chat systems such as instant 9. CONCLUSION
messaging. This paper has focused on three aspects of There’s use. First, we
have described how play in There depends upon the building
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