Below I’ve copied my presentation notes and embedded images of my slides for a presentation delivered at 4S earlier this evening (Sept. 5, 2019). These thoughts represent the better part of an argument I am developing for a dissertation chapter. They are very rough and I have cited and evidenced VERY, VERY LITTLE. That is because this is a conference presentation, where I don’t feel as obligated to rehearse an exhaustive literature review. That said, I have co-published a more comprehensive review of existing scholarship on digital labor with Ilana Gershon; it is in a forthcoming volume titled Digital Anthropology: Second Edition. That essay definitely informs my thinking here.
For starters, the title of my presentation is embarrassingly long: “The Value of Recognizing Certain Gameplay Behaviors: Efforts to Shape Sociotechnical Ethics with Systematized Qualitative Evaluation Metrics.” Sometimes it is the case where you draft a title that you hope captures the thesis of your argument. I think this was the case here, before I knew exactly what I wanted to argue. C’est la vie.
Game development companies are not the only ones dealing with a ‘toxicity’ problem, but game development companies are uniquely constrained in the systematic implementation of detoxification or content moderation strategies. Today I want to talk about how one game development company, Blizzard Entertainment, is working to ‘solve’ this problem through system design and why I think their commitment to maintaining a specific kind of consumer relationship with players distorts their perception of the problem space they are working in. I also want to try to apply a sociotechnical ethics framework to think practically about how to developers could address some of the more complex, underlying reasons why players act out or act in a ‘toxic’ manner towards others. This is because I think of toxicity as a structural issue for all digital platforms that operate on heteromated labor (Ekbia and Nardi, 2014), as it seems to appear regardless of the goal of human computer interaction. My goal here is to identify similarities between people who play competitive games online and people who participate as workers in the gig economy, and to develop a grammar for talking about gamer labor that more readily qualifies the value of each person’s participation in a game, regardless of the competitive stakes that might seem to dictate that value. Making these connections is important, I reason, because all of the platforms we could be talking about when we discuss heteromated labor are really toxic. I know you know what I mean by this.
But this is a conference presentation! So I’m going to try and focus on articulating my argument, and then maybe you can help me explore those limitations. I’m presenting work that reflects over 2 years of ethnographic fieldwork in the Overwatch competitive community. That has mostly involved playing the game on multiple accounts and at different tiered levels of competitive play, talking with people involved in competitive play, participating in organized communities outside of the platform itself on Discord, and trying to maintain a pulse of dominant discursive practices on various Overwatch-related subReddits and the official game forum managed by Blizzard employees. I’ve also tried reaching out to Tier 1 esports teams playing in the international competitive league, and establishing a rapport with some of the employees at Blizzard – mostly unsuccessful in this regard for reasons we can get into later. I am still in the process of putting together a dissertation proposal, so really I’m hoping that my presentation here inspires someone to reach out with practical advice which is why you’ll find my Twitter handle on every slide here.
I’m going to assume that most of you don’t follow games or play games, especially not competitive multiplayer games. So if I touch on anything that doesn’t quite make sense, please let me know. But also, I hope that my slides will illustrate how systems present themselves and that my analysis will explain how the operate in general.
In the interests of time, let’s jump right in to thinking about the work gamers do for companies like Blizzard. Then we’ll talk about how Blizzard is trying to improve working conditions for players. In my conclusion, I’ll offer an analysis of where I think technologists should focus their efforts in this ongoing, iterative development process.
I have actually been thinking about gamers as workers for a long time, but I have never found existing discussion of ‘playbour’ sufficiently illuminating for my fieldwork. That concept more often relies on the production of something akin to intellectual property to distinguish between hobbyists and consumers. In that intellectual tradition, there’s really no challenge or pushback against the assumption that players are fundamentally not workers. That the category or identity of ‘gamer’ and ‘player’ are legitimately distinct in the right context, you just need to find some way of justifying someone’s activity or participation as leisurely, voluntary, or possibly selfish. I was very inspired when I picked up Hamid Ekbia and Bonni Nardi’s volume on the concept of heteromation published in 2014.
Players perform technical and emotion labor for their fellow players. There’s what game scholars like to qualify as ‘mechanical skill,’ which has to do with tasks that involve key strokes and mouse-clicks. Mechanical skills always leave a digital trace. These traces are often the basis for statistical analysis and quantitative comparisons between players in terms of performance. To oversimplify this a bit, we can think of these tasks as: How fast can you click heads, how much damage you do, or how much healing you distribute across your team. There’s more to say here about the problems with statistical analysis done and the types of behavior game developers do and do not track. For another day, can’t focus on that too much now.
Instead let’s focus on what’s immediately not obvious, to both players and end users, and sometimes the developers. Emotional labor. For me this concept borrows from Arlie Hochschild’s work on flight attendants is The Managed Heart (originally published 1983) and the expectations women are expected to adhere to in order to do ‘good work’ or receive acknowledgement for work well done. In this book she talks a lot about ‘feeling management’ to describe the form emotional labor takes in this particular service industry, with something like a well-timed smile serving as a practical example of making sure someone else feels welcome, heard, appreciated, or something similar.
Blizzard implemented the Endorsement System in the summer of 2018, about 2 years after the game formally launched on Windows and Console platforms. They launched this feature concurrently with a formal, in-game Looking-For-a-Game (LFG) system, which was intended to put the Endorsement System to practical use. In summary, the Endorsement System was designed to gamify and metrify classes of behavior that developers and players have a hard time accounting for. Whereas existing systems are well tuned to identify, monitor, and compare ‘mechanical skills,’ ‘soft skills’ like communication, leadership, emotional support, logistical planning, and care work do not leave obvious digital traces that algorithms can automagically track and surveil. The endorsement system was designed to ‘empower’ users to track that sort of information about players on their team. That data about a player is anonymized, aggregated, simplified, and filtered to produce a single number: your Endorsement Level.
Your endorsement level doesn’t directly affect your experience in the game, necessarily. Participating in the system is compulsory, in that everyone starts out at level 1 by default, but it is not designed to be directly punitive if people choose not to endorse you. Instead, the system rewards both direct participation, high-level achievement, and high-level maintenance. In combination with the LFG system, players can sort themselves into selective groups on the basis of endorsement level. In theory, this affords LFG participants with the ability to filter out all sorts of deviant people: people who don’t earn endorsements because either they don’t have adequate soft skills or they don’t communicate, or new accounts often operated by people who aren’t experienced in meta-level analysis and strategy in the game.
This system was widely heralded as a success in the immediate months that followed from its implementation. At a game developer conference held the following March in 2019 (approximately 9 months later), a researcher at Blizzard employees attributed a “40 percent decrease in matches that resulted in disruptive behavior”—which several outlets reported as a “40 percent decrease in toxicity”— with the implementation of the Endorsement and LFG system. The argument here being that these systems contribute to the development, identification, and maintenance of consistent social norms around how to play the game. A few things we could say here about what this number represents or means, but let’s take it at face value that the only forms of toxicity Blizzard needs to worry about are the ones people thing to report. I don’t think that Blizzard is wrong here; but, in practice, the system does not always work as intended, and it has not necessarily evolved to keep pace with changing norms and expectations held by more senior players.
The game is constantly changing as new maps, heroes, and modes are routinely introduced. The development team tweaks hero abilities about once a month. This creates instability and plurality in what people perceive as appropriate meta strategy in the game (which heroes are viable, how to play around obstacles on a map, when to use abilities, etc). The Endorsement System obscures the routine, necessary discursive practices that flex a person’s communication skills and analytical thinking. I’m not just saying that the number you’re given is inaccurate, I’m saying that the number is not adequately representative of a person’s in-game education or soft-skill ability.
Although, the number is not ‘accurate’ in an empirical sense, either. It fluctuates over time according to a black-boxed algorithmic process that calculates the value according to some equation that accounts for the number of games you’ve played, the time you’ve played, they types of endorsements you’ve received, and the number of endorsements you’ve received. Eventually, if you play long enough your number will go up by virtue of playing a lot. It’s a statistical inevitability. In part because the number is cumulative and I think you’re only punished when you leave matches early (so folklore about the system goes), and in part because other players are differently motivated to participate in the system. Lower-level accounts are implicitly motivated to pass out endorsements carelessly or without real consideration for the cheap experience points. I have several stories in my back pocket that I don’t have time to share that entail receiving completely unjustified endorsements from other players. And many more of people using the endorsement system to throw shade or low-key troll opponents.
And in practice, experiences of toxicity are often completely outside the scope of what Endorsement and LFG system can reasonably mediate. This is in part because toxicity is not fundamentally a problem of ‘bad apples’ or even intentional maliciousness. Toxicity is not a consequence of inadequate rewards. Although the perceived success of the Endorsement/LFG systems suggests that people’s behaviors do change when incentivized in particular way, I argue that the apparent failures of this system also suggest that there are better ways to conceptualize and theorize what’s going on when people tilt.
My proposal here is two-fold:
By couching toxicity in an understanding of sociotechnical ethics, we argue that we can understand a person’s perception of toxicity or another toxic person in terms of their experience and familiarity with context-specific norms and ethics related to using or interacting in a complex system. The range of behaviors we might refer to as ‘toxic’ often other and dehumanize those that deviate from some perceived norm, and that othering process is part of establishing and negotiating normative behavior. It is an essential function in making communities that matter. Players are not ‘toxic’ before they start to communicate and express their beliefs and expectations about proper conduct; rather, players become toxic when people do not share an ethical disposition about what should happen, when some action should occur, or how someone should participate.
If I’m right, developers at Blizzard need to think more critically about the infrastructure that platforms the resolution of routine ethical dilemmas in a match. I’m personally excited by their recent implementation of a Role Queue system, which I believe works towards this goal explicitly. With this system, it is no longer a debate about who should play what role because the game has taken away the ability for players to make a choice about which hero to play after they’ve learned something about the people on their team. Players don’t waste time on debating the merits of who plays what role in the 30 seconds they have to prepare for their upcoming match. But with that said, I think there’s room for improvement in structuring how teams plan and communicate about strategy and task completion.