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Treehouses: Online community for internet

markpasc
March 19, 2012

Treehouses: Online community for internet

Some thoughts about internet community hangouts (in presentation deck form).

markpasc

March 19, 2012
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  1. No.

  2. Some folks I know use the metaphor of the treehouse

    for these groups: the small private spaces where friends can gather and play.
  3. These self-contained groups are the internet’s dark matter, missing from

    a view of “social media” that prizes broadcast reach.
  4. But what makes treehouses so intimate? Why are they attractive

    to people looking to connect on the internet? Is it possible to make a better one?
  5. But what makes treehouses so intimate? Why are they attractive

    to people looking to connect on the internet? Is it possible to make a better one? How do treehouses work?
  6. IRC

  7. There are others on the web, of course – Twitter

    watercooler cliques, LiveJournal communities, some subReddits – but these are representative real-time treehouses.
  8. People use bots to provide some spatiality and game-ness –

    but people and their IRC clients still assume sequential chatting, so it’s not magic.
  9. Ultimately IRC isn’t very accessible. GUI services attract more plain

    folks, and integrate better with the rich media internet.
  10. MUDs are play-oriented at least. They have user- serviceable parts,

    and can grow new places as more people join.
  11. Admin privileges are attached to game characters. The game ends

    up run by the friends of whoever set up the server, not the hosts of the best parties. Administrative meta-game drama can’t be separated from the game itself.
  12. That’s a shame as text-based MUDs are more accessible for

    creating. You are in an open field west of a big white house with a boarded front door. There is a small mailbox here. vs
  13. Players still make the deeper graphical games their own, whether

    through guilds or real multiplayer building.
  14. Minecraft is a clear darling, but my heart has a

    special spot for a different game: Animal Crossing.
  15. Animal Crossing puts you in a tiny village where you

    can interact with the town, its simulated citizens (who are animals) and other human players.
  16. Much of the activity in your town happens outdoors, in

    a simple simulated biome that feeds your innate biophilia.
  17. The real-time clock gives your town an additional sense of

    place. Events happen, weather changes, holidays come and go even when the game is off.
  18. But this is a misreading: though the monetary economy supports

    other aspects of the game, it’s in support of the other systems.
  19. Tom Armitage game designer Compare [Tiny Tower] to Animal Crossing,

    which, while framed with a structure of repetition – performing chores to pay off a mortgage – emphasizes the intrinsic rewards of doing so. ... Returning the next day will yield new fish, new plants, new conversation from villagers pleased to see you. The motivation isn’t to return as a timer runs out; the motivation to return is simply to see your friends again.
  20. Second Life is almost the best treehouse tool. At its

    worst, it shows how hard design is: its shortcomings are often really tradeoffs.
  21. It is fully buildable, but the difficulty of building means

    Sturgeon’s Law applies in spades: it is mostly badness.
  22. The world is immersive but bad building, incomplete control of

    the avatar, and voice chat annihilate any suspension of disbelief.
  23. Alan Cooper author, About Face: The Essentials of Interaction Design

    A product’s posture is its behavioral stance – the way it presents itself to users. Posture is a way of talking about how much attention a user will devote to interacting with the product.
  24. Alan Cooper author, About Face: The Essentials of Interaction Design

    Programs that monopolize users’ attention for long periods of time are sovereign posture applications. A sovereign product dominates a user’s workflow as his primary tool.
  25. While you can idle all day in IRC or MUD

    spaces, Second Life acts like a real full-screen, immersive game. You can only have ambient presence there if you have attention to waste.
  26. It’s hard to integrate it with your existing social context

    when you’re either in Second Life or out of it.
  27. The simulation tools provide a space that can be built.

    The group is empowered to change the appearance of their social context.
  28. But even basic tools like IRC provide a sense that

    the group is limited, a context you put yourself in.
  29. The ephemerality of speech in these tools better affords intimacy.

    It’s safe to speak in a personal tone when your words aren’t public and published for the internet’s later reference.
  30. (This is a weak point of the asynchronous web services

    mentioned earlier. The web has a long memory.)
  31. That speech is temporal also means someone can be absent,

    which makes presence meaningful. Availabot Schulze & Webb, 2006 availabot.com
  32. Play spaces are sometimes called “magic circles”. Entering them is

    ritualized, and once inside, disbelief is suspended and only the game’s rules apply.
  33. Johan Huizinga Dutch historian and author, Homo Ludens: A Study

    of the Play- Element in Culture (1938) The arena, the card table, the magic circle, the temple… all in form and function play-grounds… within which special rules obtain.
  34. If the tool simulates a world, it has to work

    in the least surprising way to keep from breaking you out of the bounds of play.
  35. Similarly, Richard Bartle describes the “physics” of MUD as helping

    players suspend disbelief by working the way the player would expect, wherever the rules could.
  36. Cohesive community requires reputation built on strong identity, but identity

    in a “temporary world” of play is fluid. HELLO my name is
  37. Conversation is an iterated game, so your pseudo can be

    a strong identity even if it isn’t your public commercial web face. HELLO my name is
  38. Treehouse groups are decentralized by default, run bottom-up on the

    “do-ocratic” principles of some hackerspaces.
  39. Open Space also features the Law of Two Feet: If

    at any time you are neither learning nor contributing, use your two feet to go someplace else.
  40. Heather Champ former Flickr community manager I can’t think of

    any successful online community where the nice, quiet, reasonable voices defeat the loud, angry ones on their own.
  41. In practice, hosts are merely the first members of the

    group. They set the tone and create the mix of people through choosy inviting.
  42. Hosts use soft power to influence. The group still governs

    itself. (It’s a fine line, especially for us nerdy types susceptible to the Geek Social Fallacies.) ⃠
  43. Danny O’Brien internet guy In the real world, we have

    conversations in public, in private, and in secret. All three are quite separate. … On the net, you have public, or you have secrets. The private intermediate sphere, with its careful buffering, is shattered.
  44. A private space is necessarily run bottom-up by the people

    involved, with no third-party interests.
  45. Thanks for the photos: Jason B http://flic.kr/p/Anqfv Victor R. Ruiz

    http://flic.kr/p/7scw6h Martino Sabia http://flic.kr/p/4z218 Rene Rivers http://flic.kr/p/6b9iSQ dvanzuijlekom http://flic.kr/p/9PNSwU deargdoom57 http://flic.kr/p/586AFK Tom Martin http://flic.kr/p/ipNPL Dock Drumming http://flic.kr/p/2sjs5x joe fakih gomez http://flic.kr/p/ae4QCC mammal http://flic.kr/p/kDcy3 Josh Wedin http://flic.kr/p/akBYdJ Raftwet Jewell http://flic.kr/p/5Bp57J Anna Conti http://flic.kr/p/5UaQ5q Jeremy Brooks http://flic.kr/p/QeRN7 D’Arcy Norman http://flic.kr/p/2NdJ Argonne Nat’l Lab http://flic.kr/p/7t5UhK sgrace http://flic.kr/p/4j5YpX Thomas Wagner http://flic.kr/p/8D6x2d msspider66 http://flic.kr/p/3pcoZ Mary Bliss http://flic.kr/p/3PbLdA chrisinplymouth http://flic.kr/p/6LaqNq Helene Valvatne Andås http://flic.kr/p/8uTNHj Dani Lurie http://flic.kr/p/dHzzU Steve Rhodes http://flic.kr/p/4CxEnJ
  46. References • Tom Armitage, “The Game Design of Everyday Things:

    Everyday Gaming,” Kill Screen • Richard Bartle, “M.U.D.: Messrs Bartle and Trubshaw’s Astonishing Contrivance,” GDC Vault (photo gamasutra.com) • Chris Colin, “Nasty as they wanna be? Policing Flickr.com,” San Francisco Chronicle (Heather Champ photo by Serguei Mourachov) • Danny O’Brien, “The Register,” Oblomovka (photo by quinn norton)