We are happy to share SMC’s intern Aleena Chia’s presentation of her summer project titled “Co-creation and Algorithmic Self-Determination: A study of player feedback on game analytics in EVE Online”.
Aleena’s project summary and the videos of her presentation below:
Digital games are always already information systems designed to respond to players’ inputs with meaningful feedback (Salen and Zimmerman 2004). These feedback loops constitute a form of algorithmic surveillance that have been repurposed by online game companies to gather information about player behavior for consumer research (O’Donnell 2014). Research on player behavior gathered from game clients constitutes a branch of consumer research known as game analytics (Seif et al 2013). In conjunction with established channels of customer feedback such as player forums, surveys, polls, and focus groups, game analytics informs companies’ adjustments and augmentations to their games (Kline et al 2005). EVE Online is a Massively Multiplayer Online Game (MMOG) that uses these research methods in a distinct configuration. The game’s developers assemble a democratically elected council of players tasked with the filtration of player interests from forums to inform their (1) agenda setting and (2) contextualization of game analytics in the planning and implementation of adjustments and augmentations.
This study investigates the council’s agenda setting and contextualization functions as a form of co-creation that draws players into processes of game development, as interlocutors in consumer research. This contrasts with forms of co-creation that emphasize consumers’ contributions to the production and circulation of media content and experiences (Banks 2013). By qualitatively analyzing meeting minutes between EVE Online’s player council and developers over seven years, this study suggests that co-creative consumer research draws from imaginaries of player governance caught between the twin desires of corporate efficiency and democratic efficacy. These desires are darned together through a quantitative public sphere (Peters 2001) that is enabled and eclipsed by game analytics. In other words, algorithmic techniques facilitate collective self-knowledge that players seek for co-creative deliberation; these same techniques also short circuit deliberation through claims of neutrality, immediacy, and efficiency.
The significance of this study lies in its analysis of a consumer public’s (Arvidsson 2013) ambivalent struggle for algorithmic self-determination – the determination by users through deliberative means of how their aggregated acts should be translated by algorithms into collective will. This is not primarily a struggle of consumers against corporations; nor of political principles against capitalist imperatives; nor of aggregated numbers against individual voices. It is a struggle within communicative democracy for efficiency and efficacy (Anderson 2011). It is also a struggle for communicative democracy within corporate enclosures. These struggles grind on productive contradictions that fuel the co-creative enterprise. However, while the founding vision of co-creation gestured towards a win-win state, this analysis concludes that algorithmic self-determination prioritizes efficacy over efficiency, process over product. These commitments are best served by media companies oriented towards user retention rather than recruitment, business sustainability rather than growth, and that are flexible enough to slow down their co-creative processes.
 Seif et al (2013) maintain that player behavior data is an important component of game analytics, which includes the statistical analysis, predictive modeling, optimization, and forecasting of all forms of data for decision making in game development. Other data include revenue, technical performance, and organizational process metrics.