First,
I feel my post about the quantitative was a bit loose in its structure and meaning. So, I want to clear some things up.
- When dealing with gratification, the wide variety of media out in the world all leads to different types of gratification. The viewer essentially chooses their own accord to follow, thus they want to receive the gratification they want. One hypothesis I am working on is:
That the players want to want (yes, want to want) the next level. Basically, the way a character is leveled is more of a spiral moving outwards, than any cyclical development. Achieving the next level means the player has to work even harder to achieve the next, but by gaining this level, the player almost proves to him/her self that they are capable. This capability is their drive and ambition to be able to accomplish the next, more difficult and strenuous task. This drive is also something I am going to dive into later with research into Lacan. - Now for exposure. I need to jump into my hypothesis to explain, which is almost begging the question, but hey, this is a blog not a formal paper:
I want to redraw my connection to sports players and WoW. Now, lets take soccer for example, the players who play professional soccer, and I am talking about the big pros like Beckham, Zidane, Ronaldinho, and of course the classic Pele. These players eat, drink and play soccer. Yes, they have other passions for life and what not, but they constantly think about soccer, and if they did not, then they probably would not be the professionals they are and do not deserve the millions they get each year. And the only way, in my opinion, for a player to be so devoted to their game is to have that drive (back to Lacan). What I am getting at here is that these professional players DO NOT play within a media. Yes, the news media is surrounding these players and the game, but soccer itself is not a media. With WoW players, they do the exact same thing, but exist and compete within a controlled (by Blizzard) media. This is where the difference is between those who could be claimed as professional WoW players to professional soccer players. Soccer was not created like WoW was; WoW is as Jenson says the "primary product of media organizations is not its content, buts its audience." Thus, this media’s product is competing players, and Blizzard created (and patches frequently) WoW to keep this game from doing what it is designed to do. The level of exposure is directly correlated to how much a person wants to compete, and the higher level of exposure is what any media wants. (I feel like going on, but I think you all get the picture. I will continue this thought with another post). - Next was my weird parallel with the news. What I meant from this is:
People play WoW for gratification in competing, when the game is designed to achieve levels; where people watch the news without retention, where the news is designed to give the facts. Both medias have subtly changed to fit in how the viewers ‘view’(I think this thought may be applicable, but I do not want to give it much more brain juice right now).
Next is my bizarre idea around the 4 types of research that focuses out long term significance. (Which I can only assume would bring out the reason why my research is important). Here are the key points for each of the 4.
· Natural Experiments. The view of the natural availability of the media and the change in the audience with increased exposure time.
· Public Events. Shows how public events become more of a spectacle, or media event. I want to look into how competition within WoW is becoming a spectacle more so than a mere event.
· Institutional Practices. I am slowly thinking that this is not applicable to my research. The only way I can see it is (relating back to the soccer vs Wow) how WoW designs a form of competition for players to compete more so than the players creating it. But this could run into a chicken egg conundrum.
· Cultural Formations. This is applicable because of how the players treat other players in the game. Does WoW affect cultural practices within the game and outside?
Now, I feel better about my quantitative research understanding. Now for QUALITATIVE!!!
Moving on to chapter 10 in A Handbook of Media and Communication Research: This chapter, in my opinion, shows how there is much difference between Quantitative and Qualitative. But, both are equally necessary for my research.
I came up with several questions for my project, and I would rather list them than go into details about what I think about the key concepts of Qualitative research.
- First, How does being in public places affect playing a game like WoW? Is there much difference in playing in a lan center than interacting with these people in ones own home?
- How is WoW intregrated into the lives of the players? This related back to how constant playing increases their drive to play and submission of other things (media or not) within their life.
- Do demographics change the way people play, compete and interact with each other? Does age become a non-issue? I.E. Kids playing on equal ground with adults. Does this change the way people compete?
- Does the game change how players conduct themselves? Change their beliefs or empirical thoughts about the IRL world?
- Is wow a means of representing competition or a resource for competition?
- Comparison to romance novels. Fans of romance novels look at the books as a resource on how to live and be romantic (according to Jensen). Do people use WoW as a resource in how to function in the world? I read some quotes on the Daedalus project that said this player felt more comfortable dealing with people and managing large groups because of the skills she ‘learned’ from playing WoW. What does all this mean when competition is the soul reason the game exists?
- Is the game creating a ‘Fandom’ where it is a resource for cultural practices?
Moving away from questions, I want to look at what this chapter has taught me about how I should approach my project:
- Discursive elements. The way people comprehend information and media is important in discovering how it affects their social life and ideals.
- Genres. This is important because I need to see if the information I find about WoW could be applied universally to other games of the similar genre. “Another reason for focusing on genres is that their mod of address, in addition to their form and content, anticipates particular uses of media in social content” (Jensen 168).
- Hypertexts. This is particularly important in my research because it changed the way media is presented, from a singular narrative to a more open ended use of the media. (I will get more into this when I write a post about chapter 11)
- Media environments. Studies have gone towards defining issues and relevant approaches. At the same time, the bluring of divisions between ‘text’ and ‘context’ in virtual environments is adding to the complexity and challenge.
From here, I wish to dive into Chapter 11, which focuses on Computer Mediated Communication (OMG!).
My next post will be my condensation of a thesis and questions I feel are important towards my research, and finally questions I wish to present in surveys and interviews.