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Constructive Communities: Understanding user-
generated content in virtual worlds
Jonas Heide Smith (jonasheidesmith@gmail.com)
Some big questions
What motivates the
production of user-
generated content in
virtual worlds?

How can developers/
designers support user
creativity?
A slightly smaller question

How can we think about
user-generated content
in the context of virtual
worlds?
User-generated content

Publicly available material
existing as a product of end-
user activity whether
intentionally produced or not
THE NEW YORK TIMES
COMMENT IS FREE
WIKIPEDIA
FLICKR
AMAZON.COM
User-generated content


   THE USER...
          Adds extras
     COMMENTARY

  Develops content from scratch
        CREATION
  Adds value by personal goal-
            seeking
    PUBLIC ACTION
LODE RUNNER (1983)
DOOM (1993)
SIMPSONS DOOM
HABITAT (1986)
Lessons from Habitat

quot;The first goal-directed event
planned for Habitat was a rather
involved treasure hunt... It took
us hours to design, weeks to
build (including a 100-region
island), and days to coordinate
the actors involved. ...
We thought it would occupy our
players for days. In fact, the
puzzle was solved in about 8
hours by a person who had
figured out the critical clue in the
first 15 minutes. ... a huge
investment in design and setup
time had been consumed in an
eyeblink.quot;
Morningstar & Farmer (1991). The Lessons of Habitat. Published
in Cyberspace: First Steps, Michael Benedikt (ed.), 1991, MIT
Press, Cambridge, Mass.
Approach #1

Make more generic
content
ULTIMA ONLINE (1997)
WORLD OF WARCRAFT (2004)
Approach #2

Allow users to co-create
LAMBDAMOO (1990)
SECOND LIFE (2003)
LITTLE BIG PLANET
SPORE
SPORE
MACHINIMA
User-generated content


   THE USER...
          Adds extras
     COMMENTARY

  Develops content from scratch
        CREATION
  Adds value by personal goal-
            seeking
    PUBLIC ACTION
quot;COMMENTARYquot; in
virtual worlds
Usually happens outside the
VW
Usually impossible in game
worlds
quot;CREATIONquot; in virtual
worlds
Often possible in social
worlds
Almost always impossible in
game worlds (who value
game balance over player
freedom)
quot;PUBLIC ACTIONquot; in
virtual worlds
Other users are typically the
very reason for logging on
In game worlds, action is
only public in a very abstract
market economic sense
Even in social worlds,
actions have to be highly
goal-directed to leave a
mark
Conclusions

Users must presently
choose between the non-
goal-oriented and the non-
involving
Virtual worlds (allegedly
highly social) have untapped
potential
Publicly beneficial UGC
seems to be harnessed
more powerfully in quot;non-
socialquot; game types

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