First reaction:
Essentially, a guy acts like a jerk online in order to study social reactions to it. It is not surprising that this resulted in social ostracism. It is interesting, but it's also a very intuitive conclusion: human societies produce, over time, implicit codes of conduct and taboos. What the article refers to as 'breaching', from Garfinkel, appears to involve deliberately breaching those codes and taboos, and observing the reponses.
In this case, it appears that Twixt was initially corrected relatively politely and attempts were made to return him to compliance. As Twixt's player was aware of the social rules and complying would defeat the point of the experiment, he ignored them, attempted corrections became more vehement, and punishments for non-compliance were doled out, including initially attempts at in-game punishment (e.g. 'everyone kill Twixt') and, when such measures proved ineffective, social ostracism.
This is not actually surprising. Social norms are socially enforced. Break them, and attempts will be made first to ensure awareness of the rules, and once it is clear that the person is deliberately breaking social rules, first the community will attempt some form of rehabilitation, and if that is not possible, will do everything possible to remove the offender from the society.
All that's clear. The interesting thing, and what the study is actually aimed at, is that the social rules being so vehemently enforced here clash with the system rules, i.e. the game rules, the closest thing the game environment has to 'natural law'. As the study clearly explained, for those who read it, there are disputes in the field about how and why social laws develop.
In this case, it appears to be a matter of relative priorities. The game law defines the purpose of RV rather clearly; as a direct competition between 'heroes' and 'villains'. However, player priorities are usually 'to have fun'. In a well-designed game, system priorities (i.e. 'win') and player priorities (i.e. 'fun') match up well. In this case, Twixt detected a dissonance between those two priorities. In essence, Twixt was playing Stop Having Fun, Guys [http://tvtropes.org/pmwiki/pmwiki.php/Main/StopHavingFunGuys].
However, the particularly intriguing thing about this clash is that the system priority is objective and the player priority objective. For any player, ?winning? is the same thing: capturing the right number of pillboxes. ?Fun?, on the other hand, differs from player to player. Given the shared priority of fun, the player base develops rules and codes of behaviour designed to promote the greatest amount of fun for the greatest number. A ?griefer? might enjoy themselves, but the community aim is for the maximum number of players to enjoy themselves, and the many will use their greater numbers to ostracise and thus defeat the few.
One notices that the accusations against Twixt often centred around his tactics being ?unfair?. Implicit in that is the suggestion that his behaviour did not lead to game enjoyment for others; indeed, it adversely affected their game experience. While according to the game rules his sole objective is the victory of his team, i.e. the ?heroes?, the social rules mandate a degree of altruism, and factor the enjoyment of other players into the player?s objectives. It should go without saying that in a real armed conflict ? if we were talking about real heroes and villains fighting for a city ? the enjoyment of the other participants would be irrelevant. Treating the game as a simple simulation of armed conflict is one of Twixt?s sins in this sense. If anyone is familiar with GNS theory, the game rules were to a degree simulationist, while the social laws demanded a more gamist standard; while realistically a member of one team should perhaps do anything to destroy the other team regardless of gamer social codes, in the name of mutual enjoyment a concession is made.
Really, it?s a fascinating study, and I think the title of this topic and the article in The Escapist is highly misleading. The study does not demonstrate or even attempt to demonstrate that ?MMOG players are jerks?; this is bad journalism, and makes me wonder if Malygris bothered to read the study or understand what the point of it is. On the contrary, it?s about the evolution of social laws, restrictions, and taboos, and about the reactions to a person who violates what could be called ?gamer?s honour?. The CoH/V player community behaved reasonably, and indeed as real life communities behave when faced with repeat violators of social law.
On a final note, I was depressed that the study pluralised ?NPC? with an apostrophe. It was otherwise well-written, but I am saddened if academic standards in the US are now so low that such blatant grammatical errors are the norm.