There are two ways of upgrading from a newcomer to an old timer in Wil Wheaton's TableTop based on my observation in Situativity lens.
When many of the guests first came to the Tabletop to play with Wil Wheaton, they were not old-timers in this series. Some of them are inexperienced Tabletop players, but most of the guests are celebrities in the entertainment field, so even though they don't have much experience playing Tabletop, they know how to present themselves in a TV show. And Wil Wheaton is well-aware of that. One of the key components of a successful reality show is that they have good guests, and by good, despite it being a Tabletop competition game series, there are many ways to be a good player, as long as the guests add drama and bring laughs to the audience through any means, they are a great blend of the culture.
However, this is a game after all, and it's supposed to be competitive. Learning to be an experienced and skilled player through distributing their cognitive process to their gestures, bodies, movements, and also surroundings to help the players think of and make the moves and strategies is a key component of Tabletop as well. My original research questions were too broad and specific: I tried to pick up on too many things as Situativity is a big lens and it incorporates so much. It did not make sense to try to monitor cognitive apprenticeship from the interactions between Wil Wheaton and other players, as what was going on in their play was so quick to capture. And sometimes, their roles in the game also affect Wil, as an old-timer's intention of "helping" others. With the key objective of Situativity in mind, which is essentially the identity transformation, I revised and incorporated my two claims as two ways of achieving that developmental trajectory: from a newcomer to an old-timer. The tolerant atmosphere and the abundant space for showing charisma in Wil's show allow many ways to successful learning: you either become an experienced player or you become a popular guest! Fortunately, many of the invited people succeed in both, and that, my friend, is what we call, a good show.
Identity transformation is a key evaluation whether successful learning happens (Lave & Wenger, 1996).
In Wil Wheaton’s tabletop show, a variety of ways, including but not limited to collaboration with other members on the show, devotion to the game characters, and mastery of gaming rules, can be demonstrated to prove a guest player (a new-comer) becomes a member player (an old-timer). The invited guests can contribute to the tabletop community either through their charm, funny expressions, dramatic reactions, or “hostility” towards Wil. The cultural immersion of Wil’s show is so strong that almost every guest walks out of the door as an old-timer, or due to the fact that they are celebrities, and they just know how to perform in a streaming series.
Learning is bound to context and isn’t just happening inside the learner’s brain (Brown et al., 1989).
Learners externalize their cognitive processes to their environment, and at the same time, they think with the environment through observable behaviors using tangible things around them (Perkins, 1993). In Wil Wheaton’s Tabletop, these externalizing processes are evident in players’ gaming including interaction with others and also their own decision-making. Board games make this situation especially valuable because it actually requires players to take advantage of their surroundings such as cards and objects on the table. The design principle of tabletop games is a nice demonstration of situativity in general.