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Are Wikipedians Really Gamers? 
A ludological perspective on motivations to participate in 
social media 
Brian Keegan 
Program in Media, Technology, and Society 
School of Communication 
Northwestern University
Do the mechanisms that make games “fun” 
also motivate contributions to online 
communities?
Munroe, “Duty Calls.” xkcd.org/386/
Outline 
• Why did Nupedia fail, but Wikipedia succeed? 
• How do existing motivational theories fall short? 
• Can games inform design of better mechanisms?
What was Nupedia? 
• Open-source web encyclopedia founded by Jimbo 
Wales and Larry Sanger in March 2000 
• Strong emphasis on rigorous expert peer-review 
• 7-step editorial process, 5 distinct roles contingent upon 
qualifications, content management on listservs & web services 
• 9 articles after 9 months, 25 articles after 21 months 
• Atonality, Hydatius, Irish traditional music, SNOBOL 4, 
polymerase chain reaction, foot-and-mouth disease, Charles S. 
Pierce, quasispecies model, plasmids 
• A “wiki-pedia” launched in January 2001 to deal with 
content drought, generates 600 articles in two weeks 
• Nupedia folds in March 2002, Wikipedia has over 
20,000 articles by then in English alone
Whither success? 
• Centralization of project management, elitist emphasis 
on credentialed expertise, bureaucratic rules all 
contributed to Nupedia’s failure (Poe 2006, Shirky 2006) 
• But it probably was not very fun 
• But why did Wikipedia succeed? 
• No strong leadership or social identity 
• Fundamental mission remained same as Nupedia 
• Preponderance of rules 
• Pervasive public goods problem 
• Contributing was more fun?
Wikipedia paradox 
• Why does anyone contribute to it? 
• Does not provide a community for disseminating opinions 
(Usenet, blogs, etc.) 
• Does not fulfill imperative for relationship management and 
interpersonal communication (Facebook, Twitter, etc.) 
• Does not provide an outlet and community for hobbyists to 
share their art (Flickr, YouTube, etc.) 
• Writing encyclopedias was never a popular hobby or social 
activity 
• Survey of Wikipedia editors demonstrates “fun” 
strongest predictor of motivation to contribution and 
best-correlated with contribution level (Nov 2007)
Despair? 
• How do we design systems that motivate individuals to 
have fun? 
• We make games! 
• Do non-games have design features that encourage participants 
to approach it as a game? 
• If so, can we use ludic mechanisms to design features and 
motivate contributions to online communities?
WHERE’S THE FUN IN 
EXISTING THEORIES?
Intrinsic & extrinsic motivations 
• Intrinsic 
• Self-acceptance, personal growth, social identity, helpfulness 
• “I want to do it” 
• Extrinsic 
• Success, recognition, image 
• “I ought to do it”
Wikipedia culture: extrinsic? 
• Wikipedians as collectivists 
• Mutually-assigned identity defined in terms of solidarity, 
coercision, duties, and reputation  strong external motivations 
• Userboxes, enforcement, WikiProjects, bureaucratic roles
Wikipedia culture: intrinsic? 
• Wikipedians as individualists 
• Volunteers motivated by autonomy, shared interests, curiosity, 
enjoyment  strong internal motivations 
• Anonymous edits, solo editors, bounded interaction with other 
hobbyists, no accreditationprofessional barriers, wide audience 
Because Wikipedia exhibits elements of both individualism 
and collectivism, the intrinsic-extrinsic distinction omits 
complex interacting motivations to participate
Motivational theories 
Examples Antecedents Consequences Shortcomings 
Well-being Self-determination, 
flow, uses & 
gratification 
Autonomy, 
congruence of skills & 
challenges, needs, 
interest 
Intrinsic: Happiness, 
enjoyment, 
gratification, self-realization 
Subjective outcomes, 
individually-determined 
Knowledge 
-sharing 
Management 
information systems, 
functionalism 
Tenure, trust, 
reciprocity, 
acceptance, 
integration 
Extrinsic: Success, 
recognition, skill 
development 
May not apply to 
large, decentralized, 
diverse, volunteer 
communities 
Social 
dilemmas 
Public goods, 
commons 
Limited resources, 
conflicting incentives, 
externalities 
Participatory rule-making, 
enforcement, 
dispute resolution 
Coercive, non-competitive, 
non-experiential 
Social 
identity 
Common identity, 
social bonds 
Categorization, 
intergroup 
comparison, 
interaction, similarity 
Normative conformity, 
participation, 
tolerance, openness, 
robustness 
Attention overload, 
deindividuation, plural 
interests & identities 
in large communities 
Ludic ? Preparation, rules, 
mechanics, abilities, 
skill 
Feedback, sensation, 
fellowship, discovery, 
expression, dominion 
Reductionist, 
deterministic
LUDOLOGY
Games as conflicts 
• Games are fundamentally interpersonal (Crawford 1984) 
• Employing abilities and skill to prevail against an opponent doing the 
same generates emergent feedback and unique challenges 
• Intensity of interaction (collaboration or conflict) is well-correlated with 
gratification 
• Mastery problem: 
• Expert players cannot benefit from trivial challenges 
• Inexpert players must be motivated to continue playing 
• Fun comes from challenges at margin of ability 
• Challenges must be persistent, novel, and well-matched to skill 
• Failure should have a cost, but also motivate iteration rather than 
abandonment 
• What’s the central conflict in Wikipedia? 
• Making your contributions last!
Wikipedia’s ludic aesthetics 
• Games assume many possible aesthetic goals that 
constitute “fun” (Hunicke, LeBlanc, Zubec) 
• Sensation: changes can be immediate and drastic 
• Fantasy: Imagine themselves as encyclopedists, good 
samaritans, etc. 
• Narrative: Appealing to precedent and consensus to justify 
contributions 
• Challenge: Ensuring a contribution will remain permanent or 
opinion will prevail 
• Fellowship: Disputes and discussion resolved by consensus-formation 
 rally the troops! 
• Discovery: Random article walks and serendipitous encounters 
• Expression: Writing something on website viewed by millions! 
• Submission: Develop reputation and dominion based on your 
own mundane interests
Ludic aesthetics 
Nupedia Wikipedia 
Sensation (stimulating) - + 
Fantasy (make-believe) --- + 
Narrative (drama) + 
Challenge (obstacles) +++ ++ 
Fellowship (interpersonal) +++ 
Discovery (exploration) -- ++ 
Expression (fulfillment) + +++ 
Submission (dominion) +++ +
Implications 
• Encourage curiosity 
• Permit plural motivations and rewards 
• Maintain openness and ambiguity 
• Support social engagement and interaction 
• Discourage exclusive control
Ludic concepts 
• “Ludemes” are basic units of gameplay (Koster & Wright 2004) 
• Preparation: multiple possible moves, physical training, etc. 
• Space: game board, pitch, etc. 
• Fundamental mechanic: move pieces, put ball in net, etc. 
• Challenges: pieces move certain ways, someone guarding net 
• Abilities to solve challenges: piece moves capture other 
pieces, passing ball to multiple players, etc. 
• Skill required to use abilities: foresight, dexterity, etc. 
• Complex and emergent feedback: opponents alter tactics and 
strategies in response 
• How did Wikipedia’s ludemes differ from Nupedia’s 
ludemes?
Ludemes in Nupedia & Wikipedia 
Nupedia Wikipedia 
Preparation Accredited knowledge Experiential knowledge 
Space Boundaries of website Boundaries of website 
Mechanics Submitting complete 
articles 
Contributing incremental 
edits 
Challenges Gaining editorial sanction Ensuring contribution 
stability 
Abilities Appeals to rules, 
precedents, expertise 
Appeals to rules, 
precedents, consensus 
Skill All of: researching, writing, 
editing, convincing 
Any of: researching, 
writing, editing, convincing 
Feedback Publication, 
acknowledgement 
Publication, 
acknowledgement, 
iteration
Implications 
• Encourage curiosity 
• Permit plural motivations and rewards 
• Maintain openness and ambiguity 
• Support social engagement and interaction 
• Discourage exclusive control 
• Lower barriers to participation 
• Provide immediate feedback 
• Failure cannot be fatal 
(Gaver et al. 2004)
HOW CAN WE DESIGN IT?
Designing online communities 
• All online communities embody technical and social 
choices influencing how visitors and members interact 
with information and community (Ren, Kraut, Kiesler 2007) 
• Architecture, features, interactions, organizational structures, 
policies: off-topic discussions, size of community, etc. 
• Successful “real world” communities facing social 
dilemmas allow members to participate in rule-making, 
enforcement, and resolution (Ostrom 1991)
Ludic prescriptions 
• Promote curiosity, exploration, and reflection as means 
of generating emergent play types 
• Reward intrinsic motivations that support social 
engagement and interaction 
• Maintain openness and ambiguity to generate tension 
and challenges 
• Challenges must promote feedback and outcomes that 
are discrete and non-trivial 
• Also allow parties to challenges to fail safely and iterate
CONCLUSIONS
Broader implications 
• Wikis being used by vital social actors without accurate 
representations of users’ motivations to contribute 
• Defense community, intelligence agencies, scientific 
collaborators, journalists, and other vital civic/social actors 
• Scholars need to abandon monolithic conceptions of 
“fun” and “enjoyment” and describe particular 
mechanics, dynamics, and aesthetics (Hunicke, LeBlanc, Zubek)
Future work
Wikipedia is an MMORPG (!) 
a sequel to the game Nupedia, an encyclopedia-themed MMORPG in a 
hack and slash and "article roaming" style 
… Players can accumulate EXP (edits), allowing them to advance to higher 
levels (Wikipedians by edits). Players develop a unique distribution of stats 
(edit counts), and can choose between a number of classes (user 
access levels & metaphors for users’ editing behavior) 
…most players prefer to accumulate different types of stars (featured 
articles and barnstars) and various icons (WP:DYK and good articles) 
which other players can award them. 
Players can take on quests (WikiProjects), fight boss battles (featured article 
candidates), enter battle arenas (administrator intervention against 
vandalism), and even take class change trials to become Game Masters 
(administrators). 
It is possible to stumble upon random encounters (speedy deletion) and 
defeat such monsters.” 
“
THANK YOU & GAME ON! 
bkeegan@northwestern.edu 
@bkeegan

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Wikiludology

  • 1. Are Wikipedians Really Gamers? A ludological perspective on motivations to participate in social media Brian Keegan Program in Media, Technology, and Society School of Communication Northwestern University
  • 2. Do the mechanisms that make games “fun” also motivate contributions to online communities?
  • 4. Outline • Why did Nupedia fail, but Wikipedia succeed? • How do existing motivational theories fall short? • Can games inform design of better mechanisms?
  • 5. What was Nupedia? • Open-source web encyclopedia founded by Jimbo Wales and Larry Sanger in March 2000 • Strong emphasis on rigorous expert peer-review • 7-step editorial process, 5 distinct roles contingent upon qualifications, content management on listservs & web services • 9 articles after 9 months, 25 articles after 21 months • Atonality, Hydatius, Irish traditional music, SNOBOL 4, polymerase chain reaction, foot-and-mouth disease, Charles S. Pierce, quasispecies model, plasmids • A “wiki-pedia” launched in January 2001 to deal with content drought, generates 600 articles in two weeks • Nupedia folds in March 2002, Wikipedia has over 20,000 articles by then in English alone
  • 6. Whither success? • Centralization of project management, elitist emphasis on credentialed expertise, bureaucratic rules all contributed to Nupedia’s failure (Poe 2006, Shirky 2006) • But it probably was not very fun • But why did Wikipedia succeed? • No strong leadership or social identity • Fundamental mission remained same as Nupedia • Preponderance of rules • Pervasive public goods problem • Contributing was more fun?
  • 7. Wikipedia paradox • Why does anyone contribute to it? • Does not provide a community for disseminating opinions (Usenet, blogs, etc.) • Does not fulfill imperative for relationship management and interpersonal communication (Facebook, Twitter, etc.) • Does not provide an outlet and community for hobbyists to share their art (Flickr, YouTube, etc.) • Writing encyclopedias was never a popular hobby or social activity • Survey of Wikipedia editors demonstrates “fun” strongest predictor of motivation to contribution and best-correlated with contribution level (Nov 2007)
  • 8. Despair? • How do we design systems that motivate individuals to have fun? • We make games! • Do non-games have design features that encourage participants to approach it as a game? • If so, can we use ludic mechanisms to design features and motivate contributions to online communities?
  • 9. WHERE’S THE FUN IN EXISTING THEORIES?
  • 10. Intrinsic & extrinsic motivations • Intrinsic • Self-acceptance, personal growth, social identity, helpfulness • “I want to do it” • Extrinsic • Success, recognition, image • “I ought to do it”
  • 11. Wikipedia culture: extrinsic? • Wikipedians as collectivists • Mutually-assigned identity defined in terms of solidarity, coercision, duties, and reputation  strong external motivations • Userboxes, enforcement, WikiProjects, bureaucratic roles
  • 12. Wikipedia culture: intrinsic? • Wikipedians as individualists • Volunteers motivated by autonomy, shared interests, curiosity, enjoyment  strong internal motivations • Anonymous edits, solo editors, bounded interaction with other hobbyists, no accreditationprofessional barriers, wide audience Because Wikipedia exhibits elements of both individualism and collectivism, the intrinsic-extrinsic distinction omits complex interacting motivations to participate
  • 13. Motivational theories Examples Antecedents Consequences Shortcomings Well-being Self-determination, flow, uses & gratification Autonomy, congruence of skills & challenges, needs, interest Intrinsic: Happiness, enjoyment, gratification, self-realization Subjective outcomes, individually-determined Knowledge -sharing Management information systems, functionalism Tenure, trust, reciprocity, acceptance, integration Extrinsic: Success, recognition, skill development May not apply to large, decentralized, diverse, volunteer communities Social dilemmas Public goods, commons Limited resources, conflicting incentives, externalities Participatory rule-making, enforcement, dispute resolution Coercive, non-competitive, non-experiential Social identity Common identity, social bonds Categorization, intergroup comparison, interaction, similarity Normative conformity, participation, tolerance, openness, robustness Attention overload, deindividuation, plural interests & identities in large communities Ludic ? Preparation, rules, mechanics, abilities, skill Feedback, sensation, fellowship, discovery, expression, dominion Reductionist, deterministic
  • 15. Games as conflicts • Games are fundamentally interpersonal (Crawford 1984) • Employing abilities and skill to prevail against an opponent doing the same generates emergent feedback and unique challenges • Intensity of interaction (collaboration or conflict) is well-correlated with gratification • Mastery problem: • Expert players cannot benefit from trivial challenges • Inexpert players must be motivated to continue playing • Fun comes from challenges at margin of ability • Challenges must be persistent, novel, and well-matched to skill • Failure should have a cost, but also motivate iteration rather than abandonment • What’s the central conflict in Wikipedia? • Making your contributions last!
  • 16. Wikipedia’s ludic aesthetics • Games assume many possible aesthetic goals that constitute “fun” (Hunicke, LeBlanc, Zubec) • Sensation: changes can be immediate and drastic • Fantasy: Imagine themselves as encyclopedists, good samaritans, etc. • Narrative: Appealing to precedent and consensus to justify contributions • Challenge: Ensuring a contribution will remain permanent or opinion will prevail • Fellowship: Disputes and discussion resolved by consensus-formation  rally the troops! • Discovery: Random article walks and serendipitous encounters • Expression: Writing something on website viewed by millions! • Submission: Develop reputation and dominion based on your own mundane interests
  • 17. Ludic aesthetics Nupedia Wikipedia Sensation (stimulating) - + Fantasy (make-believe) --- + Narrative (drama) + Challenge (obstacles) +++ ++ Fellowship (interpersonal) +++ Discovery (exploration) -- ++ Expression (fulfillment) + +++ Submission (dominion) +++ +
  • 18. Implications • Encourage curiosity • Permit plural motivations and rewards • Maintain openness and ambiguity • Support social engagement and interaction • Discourage exclusive control
  • 19. Ludic concepts • “Ludemes” are basic units of gameplay (Koster & Wright 2004) • Preparation: multiple possible moves, physical training, etc. • Space: game board, pitch, etc. • Fundamental mechanic: move pieces, put ball in net, etc. • Challenges: pieces move certain ways, someone guarding net • Abilities to solve challenges: piece moves capture other pieces, passing ball to multiple players, etc. • Skill required to use abilities: foresight, dexterity, etc. • Complex and emergent feedback: opponents alter tactics and strategies in response • How did Wikipedia’s ludemes differ from Nupedia’s ludemes?
  • 20. Ludemes in Nupedia & Wikipedia Nupedia Wikipedia Preparation Accredited knowledge Experiential knowledge Space Boundaries of website Boundaries of website Mechanics Submitting complete articles Contributing incremental edits Challenges Gaining editorial sanction Ensuring contribution stability Abilities Appeals to rules, precedents, expertise Appeals to rules, precedents, consensus Skill All of: researching, writing, editing, convincing Any of: researching, writing, editing, convincing Feedback Publication, acknowledgement Publication, acknowledgement, iteration
  • 21. Implications • Encourage curiosity • Permit plural motivations and rewards • Maintain openness and ambiguity • Support social engagement and interaction • Discourage exclusive control • Lower barriers to participation • Provide immediate feedback • Failure cannot be fatal (Gaver et al. 2004)
  • 22. HOW CAN WE DESIGN IT?
  • 23. Designing online communities • All online communities embody technical and social choices influencing how visitors and members interact with information and community (Ren, Kraut, Kiesler 2007) • Architecture, features, interactions, organizational structures, policies: off-topic discussions, size of community, etc. • Successful “real world” communities facing social dilemmas allow members to participate in rule-making, enforcement, and resolution (Ostrom 1991)
  • 24. Ludic prescriptions • Promote curiosity, exploration, and reflection as means of generating emergent play types • Reward intrinsic motivations that support social engagement and interaction • Maintain openness and ambiguity to generate tension and challenges • Challenges must promote feedback and outcomes that are discrete and non-trivial • Also allow parties to challenges to fail safely and iterate
  • 26. Broader implications • Wikis being used by vital social actors without accurate representations of users’ motivations to contribute • Defense community, intelligence agencies, scientific collaborators, journalists, and other vital civic/social actors • Scholars need to abandon monolithic conceptions of “fun” and “enjoyment” and describe particular mechanics, dynamics, and aesthetics (Hunicke, LeBlanc, Zubek)
  • 28. Wikipedia is an MMORPG (!) a sequel to the game Nupedia, an encyclopedia-themed MMORPG in a hack and slash and "article roaming" style … Players can accumulate EXP (edits), allowing them to advance to higher levels (Wikipedians by edits). Players develop a unique distribution of stats (edit counts), and can choose between a number of classes (user access levels & metaphors for users’ editing behavior) …most players prefer to accumulate different types of stars (featured articles and barnstars) and various icons (WP:DYK and good articles) which other players can award them. Players can take on quests (WikiProjects), fight boss battles (featured article candidates), enter battle arenas (administrator intervention against vandalism), and even take class change trials to become Game Masters (administrators). It is possible to stumble upon random encounters (speedy deletion) and defeat such monsters.” “
  • 29. THANK YOU & GAME ON! bkeegan@northwestern.edu @bkeegan

Editor's Notes

  1. Higher levels of well-being associated with less emphasis on extrinsic goals and more emphasis on intrinsic goals (Sheldon, Kasser, Ryan)
  2. English Wikipedia has existed for over 8 years now, what does superficial observation of resulting culture reveal?
  3. Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.
  4. Koh, J., Kim, Y.-G., Butler, B., & Bock, G.-W. (2007). Encouraging participation in virtual communities. Commun. ACM, 50(2), 68-73. Kollock, P. and Smith, M. Managing the virtual commons: Cooperation and conflict in computer communities. PRAGMATICS AND BEYOND NEW SERIES. 109-128. Lakhani, K.R. and von Hippel, E. How open source software works: "free" user-to-user assistance. Research Policy, 32 (6). 923-943. Ostrom, E. Governing the commons: The evolution of institutions for collective action. Cambridge Univ Pr, 1991.
  5. Gaver, W., Bowers, J., Boucher, A., Gellerson, H., Pennington, S., Schmidt, A., et al. (2004). The drift table: designing for ludic engagement. Koster, R., & Wright, W. (2004). A theory of fun for game design: Paraglyph press.
  6. Wikipedia as the most self-reflexive community on earth  they do the heavy lifting, I just come here to get the credit for framing and reporting it