The site I’m studying, Goal Line Blitz @ http://goallineblitz.com, is a massive multiplayer online role-playing game (MMORPG). There are different kinds of interactions that can take place, so different rules have to be made for each part. The general guide and FAQs for the site are @ http://goallineblitz.com/guides.html. In the forum section, there are rules about conduct in the forums @ http://www2.hawaii.edu/~karhai/ics691/glba2.tiff. There are also sub-forums, each with potentially slightly different rules. There are general guidelines that are common across many communities, e.g. limiting hate speech, name calling, etc. Since it is also a game where strategy plays an important role, there are also rules against publicly posting private team strategies or private messages in public forums (something that a player angry at his team or owner might do), or colluding with other teams to steal money, etc. Most of these rule-listing threads are “stickied,” so they remain at the top of the forum listing, and gives abusers no excuse about not knowing the rules.
There are different levels of severity when rules are broken, and the reaction by the administrators is usually applied accordingly.
Example 1: http://www2.hawaii.edu/~karhai/ics691/glba3.tiff (warning, lots of expletives). My first example is a player who is complaining about his team and his owner. These types of posts come up all the time, and the reactions can be very polarizing, with people taking extreme stances on each side. In this case, the admins quickly locked this thread, although from viewing the user’s profile, it seems he is still playing the game everyday.
I think it was a good reaction by the admin to stop any trouble before it starts. It was obvious in this case that the general population was against the original poster, and his barrage of insults didn’t help his cause. Without getting into the details of the game, the player ended up in a bad situation – but only as a result of his own actions – and then posted it in the forums just to complain. It was clear no one sympathized with him, and the responses he elicited prove as much.
I think this would make a good example of using community oversight. The responses to the original post were unanimously negative, and there was no one who supported the complaint the original poster made. While this is not exactly parallel to Cosley’s MovieLens example, it shares the same push toward a Web 2.0 method of relieving administrative duties by delegating to the masses. In the GLB site, there would be no literal contribution made; the contribution would be the policing of the forums to prevent hostile threads from popping up. I believe this would greatly add to the value of the discussions, and increase the sense of community to the whole site.
Example 2: One of the previous general managers on my team got really frustrated trying to recruit players and posted a thread in the player-recruiting forum loaded with profanity. He was subsequently banned from the forum, and the admin sent him a private message (screenshot @ http://www2.hawaii.edu/~karhai/ics691/glba1.tiff. I could not find the actual thread he posted in, it might have been deleted). He responded to Rick (the admin), apologizing for his posts, explaining his frustration, to which the Rick accepted his reasoning and after a week, removed his ban.
I think this was another good admin response. The admin could search the forum for the user’s previous activities, and he could find any history of rude forum behavior. Not finding any, banning him for a week is a fitting response to the player’s outburst. Handling the situation in private messages instead of the forum also helps prevent the player from being embarrassed, and easily defuses the situation.
It’s interesting that the different sub-forums have different levels of rule enforcement. In some of the forums focused on a particular league, there is a lot of trash talking, but since most of it is generally meant as rivalries, the “no insults” rule is very lax. Kollack’s USENET example (from 1996!) shows the importance of virtual group boundaries with respect to behavior. And the “kill file” that was limited to USENET is now a readily available feature (re: user ignore) for any forum. Does having all the different sub-forums help? Especially if an admin can pick and choose what rules to enforce in each one?
Example 3: My last example is less of an interpersonal conflict, but with the game itself. Since the community is based around the game, I wanted to give an example that showed it. http://www2.hawaii.edu/~karhai/ics691/glba4.tiff is a response by the game creator about a cheat/exploit in the game. It was a topic that had been discussed in public, but only as a rumor without any actual confirmation until the admin posted that announcement. Afterwards, we (the public) checked on the profiles of some of the players suspected of cheating. Most were still playing the game as normal, but there were a handful whose accounts no longer existed.
Again, I think the admins did a fair job. Usually, most of the admins on the site can manage any conflicts or disputes, but this was a game-wide exploit and reached the game creator’s attention. He was more lenient that I would have guessed, giving the cheaters a chance to come forward before banning anyone from the site. Being banned from the site is a serious reaction; many parts of the game cost real money to play in, but that money is not all used at once. Any player could easily still have money deposited in the game that he would no longer have access to if he were banned. There are definitely legal ramifications that could arise from these actions. After the incident was handled, the public continued to speculate about the lack of “noise” from the players that were banned; there were continued rumors about the site creator quietly resolving the situation to prevent public outcry from any banned players.
The players that were initially suspected by the general public were Dibbell’s griefers, posting things on the forum that would ruin the game for others, but skirting the admins’ wrath by not explicitly breaking the rules. Bragging about their players and teams, they celebrated “success” whenever a team disbanded, or a player quit the game. They even hinted at the exploits they were using, claiming it was just “part of the game.” Eventually, the game creator stepped in and basically nixed all the exploits he could find, and banned those responsible. Arguably, the banned players could claim they had done nothing illegal, or against the game’s rules. But Internet, in this case, is very serious business, and it was obvious that banning a handful of players (and possibly dealing with them quietly via back channels) was the best solution to keep other members playing (and paying).
Example 4: http://www2.hawaii.edu/~karhai/ics691/glba5.tiff. This one is pretty self-explanatory. A user created multiple accounts, most likely to gain in-game points through referrals. We do not find out what happened to the user and his many accounts, but most likely all of them were banned from the site.
I’m not sure if this fits under “Interpersonally exploitative” in Gazan’s rogue behavior list. There are certainly users in the site suspected of having multiple accounts just to hide behavior, but in this case, it seems more likely they were trying to exploit the game’s referral points system, considering that this user didn’t even try to use a completely different name. This lets me bring up a point I had regarding the list of rogue behaviors: how does one correlate action with motive? To be fair, I think the examples on the chart are very clear and I would make the same conclusions. But as the referral cheat shows, for better or worse, there can be different motives for conducting rogue behavior that would exempt the user from being a rogue.