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THEORYCRAFTING
Authors:Karin Wenz
Affiliation:1. Faculty of Arts and Social Sciences , Maastricht University , Grote Gracht 90-92, Maastricht , 6211 , SZ , The Netherlands k.wenz@maastrichtuniversity.nl
Abstract:This article investigates theorycrafting, a cultural practice of gaming communities, to analyse the differences in participation, knowledge production and dissemination and to show the effect that this has on the community itself. Theorycrafting describes a process of reverse engineering, a process of extracting design ‘blue prints’ to understand a technology better, whose design is not accessible. The ‘design’ not accessible in this case is the game algorithm. The concept of scientification of gameplay is used to highlight the scientific approach of theorycrafters to their gameplay. Their ‘scientific’ approach is described by using Aristotle's concepts episteme, techne and phronesis. His concepts have been chosen as they help us to analyse the different layers of the meaning of ‘theory’ in theorycrafting. This article investigates which understanding of theory and science is central in the practice of theorycrafting. How is a specific concept of science part of mechanisms of participatory surveillance? Theorycrafting can be understood as the desire of players to gain control over the game and share this knowledge with other players. The production of knowledge for the community leads to formulas that are used to improve playing skills, but through the spread of add-ons and forms of social control, it can also be described as a tool for surveillance.
Keywords:gaming community  theorycrafting  surveillance  sousveillance  user participation
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