<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Jack Muramatsu</style></author><author><style face="normal" font="default" size="100%">McDonald, David W.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social Regulation in an Online Game: Uncovering the Problematics of Code</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 16th ACM international conference on Supporting group work (GROUP’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">code</style></keyword><keyword><style  face="normal" font="default" size="100%">ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">games</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">police</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">social control</style></keyword><keyword><style  face="normal" font="default" size="100%">social interaction</style></keyword><keyword><style  face="normal" font="default" size="100%">social life</style></keyword><keyword><style  face="normal" font="default" size="100%">social regulation</style></keyword><keyword><style  face="normal" font="default" size="100%">socio-technical design</style></keyword><keyword><style  face="normal" font="default" size="100%">software infrastructure</style></keyword><keyword><style  face="normal" font="default" size="100%">user study</style></keyword><keyword><style  face="normal" font="default" size="100%">virtual communities</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><isbn><style face="normal" font="default" size="100%">978-1-4503-0387-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;More and more interaction is becoming code-based. Indeed, in online worlds, it is all there is. If software is providing a new basis for social interaction, then changing the infrastructure of interaction may necessarily change social interaction in important ways. As such, it is critical to understand the implications of code - we want to know what the use of code means for socio-technical design. In this paper, based on an ethnographic study of an online game, we examine social regulation in an online game world as a case study of socio-technical design using code. We wanted to know how changing interaction based in code conditioned use in our site. We found that code changed social regulation in three specific ways. First, code made some user actions that were socially unwanted to be immediately visible. Second, code could prevent some actions from occurring or punish users immediately. Finally, software was not able to see all action. Some user actions were too nuanced or subtle for code to catch; others were too ambiguous to place into code. Following Agre, we argue i that a &quot;grammar of action&quot; resulting from the use of code limits the kinds of behaviors that can be seen and dealt with. These findings suggest that there is more than just a gap between the social world and technical capabilities. There are new possibilities, tradeoffs, and limitations that must be considered in socio-technical design, and all come simultaneously.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jack Muramatsu</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social regulation of online multiplayer games</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">game communities</style></keyword><keyword><style  face="normal" font="default" size="100%">game worlds</style></keyword><keyword><style  face="normal" font="default" size="100%">MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">social regulation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Thesis</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">University of California, Irvine, PhD Thesis</style></publisher><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Social regulation of user behavior is a key aspect of the community maintenance required to ensure the continued success and well-being of virtual worlds as “Third Places” (Oldenburg, 1989). Accordingly, this dissertation focuses on social regulation within two fantasy-based game MUDs (Multi-user Dungeons) which will be referred to as Illusion and Odyssey. Briefly, social regulation can be defined as “social arrangements employed to keep the behavior of some people in line with the expectations of others” (Hewitt and Hewitt, 1996). One key focus of the work is on providing an ethnographic account of the work performed by the games&#039; administrators, immortals, in order to regulate player behavior. Immortals were observed to use both situated and typified reasoning in order to evaluate situations in a tractable and manageable manner. Such evaluation differs between virtual and physical spaces with respect to both the fluidity of identity and the visibility of information cues.&lt;/p&gt;&lt;p&gt;The second key focus of this work is on the role of software code in regulating behavior. On the two studied systems, code is not merely used as a passive tool by the immortals in the form of specialized commands to monitor player behavior and issue punishments but it also plays a much more active, autonomous role. Both systems utilize specialized software routines that automatically enforce restrictions on behavior that were previously enforced by the immortals. Such code serves as the active agent of regulation by continuously monitoring behavior within the game world and taking regulatory action accordingly. The analysis of the use of coded rules for regulation focuses on differences in the ways in which immortals and coded rules perform regulation. These differences rest primarily in the range and type of information cues used; code was observed to use a narrow set of cues, while immortals considered a much wider set of cues including issues of intent and extenuating circumstances.&lt;/p&gt;&lt;p&gt;In summary, this dissertation presents a detailed account of the regulatory work performed directly by system administrators and by autonomous code so that virtual “third places” might continue to thrive and prosper.&lt;/p&gt;</style></abstract></record></records></xml>