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DiGRA
It aims to understand how a game works internally. The paper frames it as a collective, knowledge-sharing activity.
Akin to reverse engineering, but driven by personal rather than commercial motives.
The document explores theorycrafting within online games, particularly World of Warcraft, as a sophisticated form of collective intelligence and a techno-social enterprise. Its central thesis posits that players engage in the mathematical analysis and optimization of game mechanics, driven by a complex interplay of intrinsic intellectual satisfaction and extrinsic motivations. The analysis is empirically grounded in 12 interviews with World of Warcraft players and an examination of relevant web resources.
A key finding is that theorycrafting mirrors academic research, involving rigorous methodologies, collaborative knowledge creation, and institutionalization through dedicated websites like Elitistjerks.com. This player-driven knowledge generation is essential due to the dynamic nature of games, where frequent updates necessitate continuous re-evaluation of optimal strategies, leading to surges in activity on theorycrafting platforms. While competitive achievement, social recognition, and guild cooperation are significant extrinsic motivators, the document emphasizes the profound role of intrinsic intellectual curiosity and a broader fascination with technology and programming.
Players engage in both in-game experimentation and consultation of external resources to validate their theories. Beyond active participation, many players act as crucial knowledge mediators within their local guild communities, even if they primarily "lurk" on theorycrafting sites. The scope of the analysis is focused on online multiplayer games, specifically World of Warcraft, and examines player motivations and collaborative practices over an unspecified time period, drawing on concepts such as situated learning and communities of practice.