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Digital Games Research Association (2003, Utrecht)

Level Up: NotesNovember 4-6, 2003, Utrecht Uni.

KeyNote: Frans Mayra

Eric Zimmerman – Katie ….? (Both backgrounds in designing games) Invisible Playgrounds Games as a Cultural Environment Game as a Social and Cultural Context

Invisible playgrounds -    blur relationship between space of game an spacies of lifestyles of players -    and blur players and non-players -    say something about fundamental properties of ..

AI Game: The Beast -    part of the film AI -    game played collaboratively across internet -    players uncertain about what was ficitional part of game and what was real-world o    linked to events in reality – e.g. Time Square, NYC

ME: Basis for presuming that the ‘blur’ actually took place. -    empirical support for this claim?

Rules + play + culture

Play – creative Rules – formal sense of play

Huizinga’s Magic Circle - took a step into magic circle – space of play

Play is free movement in an informal structure

Suspicion – infiltrated office environment, creating real dynamic challenges to social structures – relationship between employees

Transformative Play

Artificial Intelligence and Games

Inspiration for Game AI back to Turing Test

Digital game AI has bee less about modelling human-level intelligence and more about presenting an illusion of intelligence

Turing test fool the human into thinking that is a woman

Goals of Game AI? -    challenge player? -    Make game more enjoyable -    Help player play game -    Illusion of intelligence -    Mimic human intelligence -    Ensure games run smoothly

Provide: believable, expected, consistent actions and behaviours (Steven Poole)

AI in past games -    deterministic motion -    tracking -    random -    illusion

AI in current games -    finite state machines -    pathfinding -    scripting -    fuzzy logic -    decision trees -    data-driven design

agent sand AL -    Empire Earth, Half-Life

Expert systems

Genetic algorithms -    creatures

Environmental and Contextual AI -    Sims, Half-life 2, Fable

N-Gram statistical predicton -    player modelling

Bayesian Methods -    modelling game characters

Limitations of Current AI -    strongly rule-based -    current basic AI technologies do not scale well o    exponential growth in complexity with each new behavioural rule

In-Game AI not adaptable (contested, need to do this) -    does not deal with differences in individual players

Benefits of Digital Game AI Innovation

Enhanced Game play (half-life flocking) Novel design and gameplay Increased game immersion Broader appeal Boost reputation of games as an art form -    intelligence animation and interactive story-lines

areas of game AI -    adaptive learning -    dynamic story telling

Adaptive Learnig

Massive Online games – no sense of individuality and agency

Dynamic Story-telling -    interactivity is central issue

Affecting Emotion -    Games still don’t affect us very much emotionally nor challenge us morally

Challenges for AI in Games -    AI standardisation o    Need a standard like Direct X, etc

Primarily limitation is rule-basedness Commercial environment limits as well -    academic research critical here

Moral issues -    imply greater responsibility -    Games are interactive -    Movie viewing largely passive -    Moral issues become more significant as game characters approach some form of realistic consciousness o    ME: what about person behind character

Issues and Approaches in Middleware AI…. Karlsson, Borje bffk@cin.ufpe.br; Universidade Federal de Pernambuco (IFPE)

Game AI: Uniting Analysis, Dsign and Iplementation Michael Mateas

Expressive AI?

Games Studies: games as cultural artifact -    structuralist, semiotic, narrative, sociological

designers: langs for talking about design -    pattern languages

implementation -    no connection to analysis or design

There is a place for a white-box analysis -    conversations with design and analysis interacts with code (as architectural structures)

Game AI

Game AI encompasses broad technologies -    pathfinding, models of emotion, finite states

common link between technologies is that they produce behaviour that can be read as intelligence  (Turing sense)

Related to Newell’s knowledge level and Dennett’s intentional stance

Examples of ‘reading’ game AI -    Enemies in first-person shooters -    The Sims -    Strategic AI in strategy games

Space Invaders – deterministic and unintentional (not really creatures and definitely not AI)

Both AI and physics produce behaviour

AI: lang of intentional behaviour -    AI lies at intersection of player perception of behaviour and code producing behaviour -    Full understanding of game requires accounting for player response to intentional behaviour -    For example, consider Pac Man o    Pattern language analysis •    Enemies that chase player contact results in loss of life) •    Power-ups create vulnerabilities in enemies •    Maze structures •    Difficulty curve •    Level completion via clearing desired objects Game studies perspective -    eating as inversion of shooting (gender implications) o    one of first games popular with women -    narrative of futile consumption -    genre analysis situating game relative to other games with chasin mazes, etc

Critical missing element -    behaviour of the ghosts and how thisimpacts the player experience -    saying ghosts ‘chase’ the player is not enough -    chasing in a line makes speed only variable o    not enough, since merely a speed game -    constantly working together to corner player would be impossibly hard -    much of actuall gameplay dependent on fine details of ghost behavour

Behaviour of ghosts in original pacman very finely tuned to work -    students trying to replicate this struggle, because this part is so important

Iwatani on the Ghost AI (designer of pac man) -    what was most difficult part of designing the game? -    IWATANI: the algorithm for the four ghosts who are dire enemies of the Pac Man – getting all the movements lined up correctly… -    Variation across ghosts (each ghost performs different role) -    Other two ghosts are random -    Variation across time for ghosts (attack patterns)

No complete description of ghost AI -    unable to find it -    much disagreement about the ghosts o    even simple AI supports richness of interpretation -    much of game play of PacMan results from this AI -    Analysis that included the ghost AI would of necessity open the black box

Example: Façade -    design exploration of ‘interactive story’ -    ludology vs narratology -    we’re investigating this question within a concrete architecture

Research: Expressive AI -    focuses on audience o    what architectures support readable behaviour -    Expressive AI focuses on authorship o    Authorial control over behaviour

Power Up: Computer Games and ideology John Dovey?, Helen Kennedy, Seth Giddings, University of Western England

Call for Methodological Clarity -    determine questions we ask and answers we get

what kinds of ideological critique are poss - or useful -  in the (re) emergent studies of play and computer games?

Critique grounded in ideology

Problems -    what might constitute an ideological critique at this point in history? -    How to do this without feeling like we are contributing to moral panic discourses? -    How to do this without trying to sanitise games? o    Defensive response has been to celebrate games -    Do we have to ask the audience (or can we phone a friend) o    Cautious specificity -    Its only a game o    Play exists outside of ideology. •    Plato vs. huizinga •    Play ideological inert, simply exists

Overview of methodologyies

5 framework -    ludic culture o    practice of agon contra play o    beyond notion of postmodernism as playful o    economic effects of globalisation make everyday life more risky o    characteristics of long term benefit of modernism has become more of a gamble (Beck’s risk culture) o    Simulacra (not in Baudrillard terms) •    way of modelling world helps us understand the world? •    A cybernetic problem •    Simulation becomes a way of producing real knowledge •    Simulation has become a significant way of producing knowl •    If play’s neutrality relies on separation from every day life, then play becomes crucial to ideological investigation •    technologically mediated •    increasingly ludic culture -    representation o    most games still use representation to remain contextually aligned with XX of power -    identity o    to read, use text is to do identity work o    concepts of identity and hegemony o    become who we are o    identity as permanently dynamic •    Turkle, etc -    Hegemony o    Power and ideology accustomed to using concept of hegemony to power, without falling into effects thinking o    All texts not function as propganda o    Transgressive pleasures of identity, hegemonist have more complex questions about what is to be done •    Cheating, modding, gender -    play theory o    try to understand what became an underpinning theme of good boys and bad girls, bad play and good play •    Brian Sutton Smith (play comes to us with a rich cultural history •    Unless aware of the questions within them, then will go around in circles

No single methodology

Gladiator, Worker, Operative: The hero of the first person shooter adventure Rune.klevjer@intermedia.uib.no

Technology, Modernity links Detour to bigger questions of ideology

First person shooter – ultimate example of techno-play (leads up-grade race) -    Doom, Duke Nukem 3D, Quake, Dark Forces, Half Life, Unreal, Golden Eye, Medal of Honor, NOLF, Timesplitters, Red Faction, Halo, James Bond007 -    Debate about ‘adventure’ or ‘military simulator’ (focus on former)

Arena vs the quest Playing the machine -    using world as a metphor or interface Riding the camera-gun -    your vision follows the gun – wherever it is directed o    psycho-analytical dimensions: destruction, phallic -    peculiar set-up is a technological articulation -    goes back to when film was invented, place the camera on a train -    first person shooter is an extension of the ‘look of the machine’ (being a train) -    cultural fascination with moving very fast and destroying eth in your way.

Interested in practice of playing with a machine only

Single player shooter is art, multi-player is sport -    single: quest, -    multi: arena

two types of practices -    being a gladiator (warfare, in classical shooters) o    Roger Callois (dangerous kind of play) •    Mimetic play is ok and vertigo is ok, but combination is shamonistic (trying to put this behind us) o    Combining mimetic play (imaginary) with vertigo

Callouis -    games involving glas, special effects, and ghosts o    “The disconcerting reflections that multiply and distort the shape of one’s body, the yhybrid fauna of embryonic…”

The Carnivalesque and the grotesque body (Bakhtin) -    FPS: The grotesque is the other -    The carnivalesque in a box

This kind of culture has been suppressed by modernity -    Bakhtin celebrates this

Otherside is Civilised worker/soldier

Odysseus (PhD researcher MIT) the Machine-Look

Combination of mythical hero with civilised worker/soldier hero -    techno-festishist …

Relationship to ideology? -    unclear

Technology in the imageof the gun -    Pre-modern and hyper-modern -    A grotesque mirror of civilised modernity -    Celebration? Defiance? Parody?

Absurd celebration of technological power in image of gun, which is always up in your face

Parody of modern technological power

Also vertogenius – machine gun makes you feel XXX

Therapeutic? Critique? (of society)

Feminism ‘in’ and ‘at’ play: female quake players and the politics of subversion Helen Kennedy

A position paper: where I am located in terms of my politics Relationship between play and culture How is this bound up in our other understandings of hegemony and power Transformative power of play and insubordinate pleasures -    contested and tentative authority

Derrida -    declarations are performative (constitute that which they try to describe)

www.chiq.net

Iraq: threat of women as last preserve

Yvonne Tasker’s ‘musclinity’ (cf/ masculinity)

Care for Me: Maintenance Play Mary Flanagan, Hunter College, New York Digital artist interested in themes of the domestic

Aspects of life requiring constant maintenance

When play is no longer fun – relate to sports

Game: Neighbours from Hell

Over 62million neo-pets -    over 60% of owners are women

Conceptual Lens: Doll play in the US (historical use of dolls relates to use of characters in SIMS)

Tendency of people to ‘subvert’ their SIMs

SIMS online – who are you when you are online? Care giving or are you them?

Care giving behaviours

Family Values: Ideology and the SIMS Miguel Sicart, Miguel@itu.dk Interested in Ethics and Technology

Althusser: Ideology -    subconscious structure built on t concrete values and contents of a power apparatus in a specific moment of time -    ideology for t individual, is t set of values with which reality as means of production is represented: t rules that determine t represn of t world

not possible to marry homosexual couples in the game

Antigone, Creon and the non-existence of woman: what we can learn about the failureof the Sims online from reading Jacques Lacan Charles Kriel, Kingston University (also a BBC DJ)

Issues of the uncanny

All drives are virtually death drives -    not to destruction, but backward, restoration of earlier state (inertia) -    each drive pursues its own extinction -    go beyond pleasure principles, joy experienced as suffering

lies at heart of cultural community

Freud: no universal instinct of higher ….

Death drive works for winning for subject as potential immortality

Drive which reflects what freud calls the discovery.

Beyond temporality

Casts us out of what we seek most

All kinds of cultural mediation

Prohibition of incest, no more than a subjective pivot

Conversation: Brian Sutton Smith and Eric Zimmerman

Brian Play as fate, frivolity

Eric -    games considered as play / framed as culture

Need new or different theories of games?

Eric defines play as:

Eric contrasts with Goffmann definition of games: “Matrix of poss events and cast of roles, through whose enactment the even occur….” -    implies fate and drama, but not in Goffmann’s definition

Eric: definition of play not just applied to digital games importance of printing technology in changing nature of games

Brian; Emotions and Brain activity Kinds of emotions asso with games Anger is the kind of emotion that fuels contest Games fuelled by the fantasy of some emotion (mainly anger) Anger is theatre of occasion Definition of contest/game needs a discussion about way in which particular game modulates that emotion (rules, referees, spirit, etc) Use of word playful -    framing of play and spontaneity of play emotion triggered by chemical transmitter -    for play, perhaps seratonin o    ME: unlikely

Many people who play are not playful, but are still playing Lee Barnet -    playful: exuberant Eric: Brian’s ambiguity of play -    play as cultural -    ideology of play rhetoric of play rhetoric of progress as way of denying that play is valuable in and of itself rhetoric of the imaginary

play as brain chemicals useful for designers? Film makers do not design films based upon way in which biology underpins enjoyment of films

Brian: What is constant across different rhetoric

Eric: Include commercial game industry, when saying games are about contestation?

Brian: Interested in what is underlying contest games We are generally collaborative cultures, cannot afford to contest Eric: Are we game developers making mistakes with play?

Brian: Game Researchers are not critical about what they do. Developers are distanced from their emotions Not as dangerous as, say, a football match Literature on children’s engagement with play is that the object is not the?/? Need to work out vocabulary of distance What things remind the child that they are in the play sphere? Normal kids don’t need this, but others might Being attacked for creating an aggressive society, which is untrue

Eric: Earlier, dungeons and dragons, etc were seen in similar way

Brian: Every generation is offended by freedom that their children have Feel that children are being destroyed ‘cultural neuroses’ -    vigilance anxiety: because children become more vigilant, this encourages more anxious vigilance as a whole critics are in the progress rhetoric when people are impoverished, people grow up to be ‘fighters’ games make people feel confident in the face of the perils in which they live none of us really know why we play other pleasures? -    ME: suggestive as instrumentality seems debilitative to his position Play is an uncomfortable thing when you get close to it -    is potentially ‘uncivilised’ Play, Arts, and Religion -    the big worlds play is fun to make us feel better about being in a lousy world consoling phenomena

Eric: Is it useful to reduce play?

Thursday Morning

Pervasive Gaming (THEATRON)

Content creation for pervasive games Staffan Bjork

Some research questions in ubiquitous gaming

Ubiquitous computing field

Pirates!

Can You see me now? Steve Benford (email him for video of the game) Mixed Reality Lab, University of Nottingham

Game of chase Online players access virtual model of a city Can run through city Send text messages Then get chased by people in the city Equipped with hand held GPS Can see where online players are in relation to city Need to understand that if you cross a virtual road, you are actually making somebody cross a real road (online actions have physical effect on somebody on the ground) Staged in sheffield, Rotterdam….

Lessons learned

Evaluation draws on ethnography, discussions with audiences and analysis of system los Experiencing uncertainty (GPS deeply flakey! Errors of 3-300m, not available all the time (signal), -    online players have a mixed experience -    runners constantly battle t technologies runners had an invisibility power -    no. could not always connect (but this became part of game, though some players exploited it, e.g. standing in shaded part of a building lowers signal) four strategies to deal with uncertainty -    remove it (better technology) -    hide it -    reveal it (interfaces which give impression of where good and bad gps is) -    exploit it (make it part of the experience)

people are insured actors! Not for public yet – insurance problem

Uncle Roy all Around you: Blast Teory, MRL, BT Exact, UCL Amanda Oldroyd Amanda.oldroyd@bt.com (ASK FOR HER VIDEO OF UNCLE ROY)

Following on from can you see me now Role: create technology to allow people to experience these new activities

Uncle Roy All Around You Mixed reality, theatre and game experience Players on streets with handheld device, guiding around Westminster Virtual players have representation of streets Have to find uncle roy’s office Once found, asked some questions

End of game, people were asked if they would make a commitment of support to a stranger for 12 months. Over 250 couples agreed to be there for each other

Blur boundaries between game space and physical world

Blurring perceptual boundaries

Major theme is trust -    trust in players, environment, online playters

street players are ISOLATED as a street player (must surrender your belongings)

have to decide whether to trust Roy or online players

invited to places that would not normally go to -    ME: leverage city regeneration?

Engage with world in a new way

Online players have different game experience -    able to monitor and remain anonymous

Pervasive Gaming and Qualitative Social Science Steffen p. Walz, Zurich, Switzerland, steffen.walz@hgkz.dk http://www.madcountdown.com (Cultural anthropologist)

example of a qualitative study utilising pervasive game, custom built on basis of ethnographic studies of a certain environment

to research social relationships of proximity and distance

issues of trust and risk arise when augment everyday life with games

‘MadCountdown’

have to find a bomb in a certain number of hours, within a building

ME: rejects magic circle thesis, but a  weak, seemingly semantic rejection

Distinguish game from ‘physicality’ or ‘real-life’

Methodology: group discussion, log filing, participant observation

5 groups of 4 teams

Content Creation for Pervasive Games Karl-Petter Akesson kale@sics.se Swedish Institute of Computer Science

Background in electrical engineering

Interested in interaction in physical space, but border between virtual and physical

Poss solutions to provide content

Scenes -    have players configure the spaces -    find local relationships between -    elf ears (enhance sound) -    pre-made or player created

artefacts/Props

Computational building blocks

Pervasive Social Games and Learning Frans Mayra

Mobile games Potential for educational purposes as well as entertainment Counteracting towards negative image of videogames, using bodies to their full potential -    (e.g. Dance Dance Revolution) Potential for non-traditional game concepts that break the genre and gameplay boundaries and reach new, non-hardcore-gamer audiences

What research is needed? -    better understanding of various pervasive gameplay dynamics -    implantations that could be evaluated and experimented with -    systematic research frameworks that suit these research purposes o    hermenutic field, need to create something to understand research challenges

-    two such frameworks o    playability analysis o    mobile learning evaluation frameworks (developed in CC-DES and MOBIlearn projects; Tampere)

Morphone project (mobil games in homes)

Edugaming in Finland consortium -    location-aware mobile games and problem-based learning, role playing and team based learning and coordination, use of simulations in professional learning)

Design features of pervasive games Jussi Holopainen, Nokia research Center (Finland)

Competition (Goal-Oriented activity, against system or players) Cooperation (trust, mistrust) Community (we are social beings, situated in a real world) Presence (critical to pervasive games; how structure different levels of presence into game)

Game Playing Communities and Cultural Politics of Gaming (Thursday afternoon)

Andrew McTavish

Access to means of cultural production

Michel de Certeau ‘The Practice of everyday life’’ -    ideology-of-consumption-as-receptacle -    ‘the text has meaning only through its readers it changed along with them’

henry Jenkins, Textual Poachers -    poaching for fan-based production -    exceeds de Certeau’s ‘nomadic’ intertextual reader -    fan-creators contest over production

Consu,ption Bad? Production good?

Matt hills, Fan Cultures -    ‘rigid assumptions that fandom and production are…’

Game Modding -    productive practices that problematize further t dichotomy between bad consumption and good prodn -    modding: people creatinve characteristics of games, skins, etc. (modifications/modifying) -    commercial interests’ response to these productive gaming practices

case study: DOOM Valve and Half-Life -    released in 1998 -    long shelflife and modding community -    commercialised amateur mod o    counter strike o    day of defeat 3.0

Regulating Fan Production -    official modding tools -    end-user license agreements (EULA)

end user license agreements to engines -    define legitimate and illlegitimate uses of mod tools -    defines modding as legitimate -    commoditizing modding itself?

Relationship between game producers and player-producers is contradictory Access to means of prodn Regulated access to means of prodn Game modding can be form of resistance, but also can particupate in t commodification of games and forms of productcive gaming practices

Multi-player first person shooters Uni of Queensland

Interrel between media technology and culture Degree to which game texts and associated technology facilitate culture

Games can be described as co-creative media Neither players nor developers solely responsible for assemblage of game Quake 3 Arena To use must go through Server facility

Something comes out of community, becomes commercialised, then becomes too commercial for the community

Question from Audience: Notion of player problematic here? Surely a player-producer ‘hybrid’ player-creator Unions of Modders??

Answer: There is a hierarchy of player-creators Power-play

ME: this mod lot really does seem like a meaningful practice community

Patches of Peace: Tiny Signs of Agency in Digital Games Cindy Poremba, Simon Fraser University, 2003.

Examines authorship in response to 9-11 as context to examine player authorship

Response  (through games) to 9-11 events rapid and varied Shifting cultural landscape

Player-created artefacts are an integral part of digital games Players can manifest true agency through t authorship of independent

Games malleable and player-defined (de Koven)

Game artifcats reflect reinforce t shared social reality of player-prod community

Primary agency of digital game player is manifest in authorship of game artefacts (adapted from Gell, art and agency?)

“Search for t well player game is what holds t community together. But t freedom to change t game is what gives t community its power’ Bernie De Koven, the Well Played Game

player-created artefacts different from mods, mods are more specific

player guilds and cross-game collectives.

“Pimp daddy” -    everquest, character created a pimping service o    didn’t actually add anything to the game

Velvet Strike -    reframing game space -    instead of shooting, spray paint -    game intervention, critique of games, violence, terrorism -    game space has been transformed -    directed to external audience (activists, artists) o    non playing audience

Tiny Signs of Hope, (download peace) -    no longer online!

Game subculture and effect on player authorship

Ready use of games as co-creative media

Role of player authorship in response to significant cultural events such as 9-11 (11 September)

Games as media have just scratched surface

Edinburgh International Games Festival (2003)

Notes from Edinburgh International Games Festival, August, 2003. Intro (Clive)

Emphasis creative aspect of game development

Tom Stone (LEGO MD)

“The future of entertainment is interactive” Exhibition has been sold out

CG industry fuelled by new alignment with established industries, Film, TV, book, sports rights

What is relationship with intellectual property? -    exploit or add to quality of IP?

Who should be paying whom for IPR?

Sony and Microsoft has interactive entertainment is core to their strategies

Korea, online games becoming enormous

Lara croft, film industry is borrowing ‘our’ IP

Contribution games make to society?

How do we want to be thought of and what is being done to influence that?

New award initatives? Edinbugh’s EDGE award

“Need to take our place at the cultural and artistic top table.”

Rod Cousens (Worldwide President – Acclaim)

Welcome to the Games industry: Mass Media, Toy or Social Phenomenon?

Panel:

Alexander Kritovski, Journalist, about to embark on Phd in social psychology

Michele Cassius, EA exec, now Microsoft’s X-Box development,

Chris van der Kyle, CEO Biz entertainment, Chairman of Young Enterprise Scotland, Visiting Prof. Uni of Abertay Dundee

Ray Maguire, Sega Megadrive, now Sony Playstation UK,

David Gosen, Formerly BskyB, now Nintendo, took over N64 and gameboy, now game cube

Nick Parker, Nintendo, now Sony, VP Strategic Planning

Games industry often viewed as competition to music industry

Today, gaming is a different story.

Stresses interactivity of industry from creative perspective

Online component opening up new social experiences

Story telling now demanded in games

Content? Too violent? Too many war style games? Too realistic?

Stats suggest lack of interest in gaming from women -    lack of interest or game just too narrow?

Games not responsible for moss side

Social experience with realism, more real than reality-TV

Nick Parker, Parker Consulting Ltd,

The Cultural Evlution of Video Games

1962, Ship, space Warp 1980 – pac-man, pac-man coin-op 1984 – Miner Willy, Jet Set Willy, C64

Growing market

128-bit console battle steady growth in PAL software Euro

in real terms market never declined since 1995

fcompare with cinema box office industry ($5billion), currently on trajectory to ($6billion).

Should be taken more seriously than we are Best selling franchises -    only 5 based on tv/movie licence

Tomb Raider has highest awareness than any other game

“Market is  still lacking mass appeal being highly segmented in gavour of the more hardcore gamer”

The evolution of Gaming Complexity -    pong: up/down, one AI ball Pac Man -    up/down, left right, multiple pick up

FIFA Fottball 93

The Sims 2.0 -    AI families with DNA

Don’t want to get too realistic with graphics. Maintain the magic and creativity and fictionality of games

A Changing Demographic – who plays Game

1993: 50% under 13 yrs old (perceptions of being childish) 2002: 55% 18-35 yr olds 2002: women 10% of players (is mass market we need to access) 2002: 14% are senior generation (35 yrs plus)

Awareness of top licences different between men an women

Men: lara, tombraider, pokemon, teris Female: tetris, sims, From Vision magazine Women like cutesy platform game

The evolution of marketing

Series of PS commercials. From 1991

1.    8-bit NES: age profile, 8-10. price of £99. no price inflation over 10 yrs for console 2.    supernintendo (1994): game show with rick mayall, 3.    PS1 campaign, reverse psych, society against playstation: 4.    backdrop of different people speaking about their experience, abstract, unclear, implication is gaming and what people do when playing. Doublelife: “for years I’ve lived a double life..” Do not underestimate the power of playstation (GET THIS ONE) 5.    In chefs kitchen, not released, censored by French. Abuse of food. Picking nose, etc. 6.    X box, woman giving birth, baby flies across city while growing old, lands in grave, ‘Life is Short’ ‘Play More’, X-box

Biggest evangelists are hardcore gamers, despite adverts

Commercials not main trigger

Word of mouth and mentor endorsement is (e.g. magazine) main trigger

Demo discs and IDUs work

Irreverence is cool for console brands at launch – PS reefer papers at Glastonbury, chill-out rooms at clubs, snowboard sponsorship, etc

But mass market demands simple communications and wide access to products which is only just starting (PS ads, Eye Toy (next trivial pursuit for christmas), supermarkets) -    Fun Anyone PS campaign

The Future?

Online games market revenue growing Screen Digest report into online gaming (2002) -    can play tetris on Sky for 50p per game -    enormous growth in next 4 yrs

console subscriptions and mobile gaming big boom

Games on Demand

Yahoo, download game play

PSP -    mobile game device

USB 2.0 Memory stick Sony – all singing, all dancing unit for adults -    includes everything for computing

Conclusions

Lng term market value linear growth Evidence = continued growth

Online play revenues wil more than complement boxed ales

Technology progress unlocked gameplay potential

Marketing communication has influenced demographic expansion, but industry must seek to convert non-believers to make games market greatest entertainment medium through its inherent interactive and technological advantages.

Discussion

Ray Maguire: only 10 years since Sony made games.

Is it an expensive form of entertainment compared to other forms: audience says YES!

Games are too long

Disposable time more important than disposable income in game industry. Game are too long.

Are games toys or more? -    too much naval gazing on segmenting the market -    11 yr old boys want to play same games as 16yr olds or 23yr olds -    gamers segmented by games, not age -    ME: types of game changes related to time of day or week

Alex: Need for quality pick-up-and-play games

Perception of quality for audience is what matters, not what game developers think is quality

ME: limitedness of quality inr elation to technical excellence limits the potential for gaming to be a valued cultural industry. If cinema was  merely about good cinematography, it would have little value. The development of characters and emotional connectivity is what matters, not functionality.

Ray Maguire: We’re not very good at telling stories. Need to think about plot development. But is also very difficult to do with an open ended activity. This is why some of most successful games is racing. Next stage is getting acceptance for older age group.  CONTACT HIM

Game playing isolating experience? Miohel: yes and no. single player game yes, but social phenomenon it is. Multi-player and online games need to play with somebody else. Dimension of social interaction allows it to enjoy a broader appeal. Will increase. Social phenomenon also because it influences other media. Matrix conceived through a ‘game-like’ conceptualisation. ME: this is interesting. How does a games-world view influence genre, such as sci-fi?

Games as male stronghold? Alex: not the games that put women off, it’s the advertising.

Seamus Blackley, Vice President, Capital Entertainment Group, sponsored by Tiga

Busted Games are not as big as film Games are in danger of becoming a derivative medium

Games bigger than film is myth of creative accounting 2002 us total retail games softtware sales, £5.5bn 2002 US total games market $10.3bn =$5.5.bn softare, 3.5 hardwhere, 1.3bn, peripherals

movie ind 2002 US box office: $9.1bn (1.9 billion tickets 2002 video rentals $8.4bn (3billion transactions)

Games lose on total sales by more than 2x Lose on content

Crushed on transactions/impressions -    162.7mm sofare units sold vs. 1.9 billion tickets

Games not nearly as big as TV 2001 NAB/TVB data $54.4bn US advertising

2002 US Music Sales $12.2

2002 US Leis Ent book $9.2

Games are not a cultural driver -    they used to be, pacman fever -    due to novelty then had to start earning audience. -    PIXAR lesson: Computer generated characters interesting briefly, good characters last longer

Games from 80s more pop cultural force than anything we produce today. -    Mark Ecko at Ziff 2002 -    G4 graphics -    Retro edge -    Hummer H2 US national campaign (opens with Astreroids) Why?

Todays games not exploiting pop culture

Instead being driven by it -    publishers crawl over one another to get access to IP from other media Film adaptation of game is seen as Validation

We chase our own tail -    Sequelitis: instead of investing in new IP, we mobilize crusty old games o    How many versions of Frogger can there be With are consciously, forfeiting own creative process in favour of external ideas

There are exceptions -    cultural hits that touch nerve in mainstream culture o    sims, GTA3, final fantasy

need to concentrate as industry on intentionally building games thatr have this power

need to be honest about audience – wh is it

Audience

Games portrayed negatively Disempowers us as an industry

Not true that this is our core audience -    actually have significant disposable income

people making legislation are not actually members of our culture!!!!!

For consoles and pcs, 80% of sales happen where most people don’t go

Only one way to look at it,

To continue growing need to explicitly target demographic

Need to stop looking to external creative content to do job

The IP problem -    publishers want awesome novel hit titles -    but need predictable revenue o    love sequels and licenses o    love proven teams and ideas -    unfortunately recent success of license properties is teaching dangerous lesson -    data shows that real money is in original IP (for any creative industry)

Theses

Value of original IP seems to be misunderstood -    strange given process paid for iP for other industries -    and given prices paid for game IP o    Max Payne $15m (to character and story) Industry at unsustainable position Other creative industries have gone through that -    IP generation is the core of the business

Must find a way to concentrate on original IP production

IP nd prodn process

Have not take lessons from other hits businesses -    structures to supp creative flexibility

we have structures that increasingly inhibit successful innovation -    milestone payments royalty structure, greenlight process must fix this

learn what other industries’ creative pros already understand -    conservative is not professional o    audience wants to be surprised -    best chance to be successful is work on projects of passion

Hits are engineered, not discovered!

Discussion:

Games industry more like music industry, but music industry works by having produced work on your own, in games industry that is difficult.

How can developers persuade publishers to go with an idea -    act responsibly and professionally when you pitch something

how get more creative people into game development -    it is a hard problem to tell stories in games, it is not that game developers are unaware of how to tell stories -    important to be passionate at games, not just a story teller

how will games courses at universities affect industry? -    critical and brilliant

Scotland leading way in UK

Chris Deering, President of Sony Entertainment Europe: Hollywood or Bust panel discussion

Panellists:

Peter Mullinue,  Dungeon Keeper, Theme Park, Jason Kingsley, Alien vs. Predator, Tom Clancy’s, Tiga, Judge Dredd Brian Fraser, Alias sequels James Shean, Roller Coaster Tycoon – got people to submit their designs for the game through the web Charles Clemonson, MGM Licensing, 007 Scott Baylis, Exec Prod EA

Must think about editing process in films

Need to enhance affective gaming attributes

Scotland has been well head of most significant recent games.

Is notion of scripts and games an unnecessary distraction? Do people just want to play? -

EDGE Award -    for cultural impact

Game Gym for campuses? -    explore way in which can introduce gaming into universities.

Discussion on Hollywood or Bust

Film/TV maker and game developer must understand each others fundamentals

Actors role is interest in likeness

A-list talent is willing but ignorant

Game narrative more like TV than film

Music faces similar challenges to writing

Do not write a score -    write music in chunks and trust game designer

Pre-production is key

Game development writer is lonely enterprise

Game developers don’t understand how films are made

To make industry leader, need good story and good performance

World Without Rules – Meet Your Makers

Jez San OBE, CEO Argonaut Games Finbar Hawkins – fightbox, take concept through web-pc-tv www.bbc.co.uk/fightbox Community enabled by technology

Innovation through Evolution

Innovation to t rescue for a rebirth Prince of Persia – Sands of Time

No real innovation in games

But real difference is level of realisation

Pre-production critical

Animation is THE field where quantity = quality -    no Motion capture, all hand drawn

Molyneux

-    Fable -    RPG is about playing a character. Should be able to play who you like. o    E.g. if out in sun, get a tan. If carrying big weapon, arm gets more muscular. o    Also build game with other heroes. Compete with other heroes to solve quest o    Simulated world can be affected e.g. people react to what you do e.g. walk around and swear at people e..g. be able to chat up people or kids in village dress like you and want to be you o    Playing with friends should be poss, upto 4 people can play fable

Discussion

Dominic Dially, New Modern Age -    online gaming innovative future?

Online console gaming interesting

Politics of Gaming? -    characters, stories, etc

Miamoto Shigero San -    Double Das and Mariokart

Phelong – Composer, Broken Sword and others

21st century art form industry is about communication

Panel: Williams, Hanagan, Deutsch

History of use of music, Deutsch -    new art forms borrow from old, then distinguish themselves -    music reinforcing what audience needed to be told -    also continuity between shots -    and need to take particular parts of film more emotionally seriously than others

Lang of muic in fames not yet worked out. Listeners is part of game and in film aim is to bring listen to the game

2001 Odyssey ending? -    meaning of embryo, etc -    revolutionary music written 80yrs before film and the film was cut to the film o    Ricard Strauss, Thus Spoke Zarathustra, in relation to Nietzsche’s book, within which is the quote ‘What is ape to man, a laughing stock or a painful embarrassment. thus is man to superman”

Kubrick had to cut picture to the existing music -    new and innovative -    not happy with film now

Gregson-Williams, Shrek, Spygame, Armageddon, Rock, Metal Gear Solid

James Hannigan – played video of how to put music onto game – ASK FOR VIDEO

Deutsch -    model is that we have a player who wants to put themselves into a film (i.e. game) -    change metaphor for music in games -

What do you get if...? (2009 March)

I organized a 2 day event as part of the EPSRC Digital Economy cluster. The first was on Web 2.0 and the Arts, the second on Web 2.0 and Health.

Facebook went down

At approximately 1030pm GMT, Facebook went down, at least it did for me. What's going on I wonder. I was engrossed in a conversation with a friend I've not spoken to for over 15 years too. How about that?

Emerging Ethical Issues of Life in Virtual Worlds (15 Aug, 2008)

Emerging Ethical Issues of Life in Virtual WorldsCall for chapters

Scholarly articles on emerging issues of life in virtual worlds such as Second Life are solicited.  Work that connects streams of ethics research and theory to virtual worlds as they are and to what they are developing into is particularly sought.  Among the virtual world issues explicitly invited are: privacy, monitoring and eavesdropping, the fear of being exploited, the loss of identity, ethical impacts of aesthetic decisions, values and ethics manifested in the social processes and their relevance for activities such as design there, professional ethics, standards of integrity given identity issues and practices, malevolence and altruism, legal and ethical doctrines of confidential and privileged information, ethics for students and instructors, ethical development stages and issues, vandalism, harassment and crime, how ethics and values are inscribed in the discourse and practices of social groups, and how they can change and emerge in the midst of pragmatic concerns, such as collective tasks.

Proposals of any length are welcome, though the more detailed and clear the easier it will be for us to have it properly reviewed. Also, include your full contact information, institution affiliation and position. Please include information on your related publications and other work.

Schedule. Proposals due August 15, 2008. Notification of acceptance/rejection decision after review process, September 1, 2008. First drafts of chapters due, January 15, 2009. Revised final drafts due, March 15, 2009. Publication, June 15, 2009 (Information Age Publishing, Charlotte, NC).

Editors: Charles Wankel, St. John's University, New York, and Shaun Malleck, University of California, Irvine. Send all correspondence to both wankelc@stjohns.edu and skmalleck@gmail.com . Include in the subject field VW ETHICS.

Human Futures @ FACT launch

Yann MarussichLast night was the launch of the Human Futures exhibit SK-interfaces at FACT. It was really extraordinary and nice to see some friends come over for the event. The highlight was the performance of http://www.yannmarussich.ch 'Blue Remix'. Photos are in my Flickr photoset. this image is of his assistant and I was moved by the care and attention this man gave to the whole process. Made me wish i could take better photographs.

[youtube=http://www.youtube.com/watch?v=pVSPw1XrRK0]

Futuresonic Conference (1-2 May, 2008, Manchester, UK)

Futuresonic Conference 1-2 May 2008 with supporting events 30 April & 3 May

Online, Mobile and Unplugged Social Networking explored by leading figures developing the next generation of social software alongside Richard Stallman founder of the Free Software movement and Gerd Leonhard on the future of music, plus keynotes, critical debates, demos, experiences and open sessions on mobile social software, freeing space in the augmented city, the future of music, how game design can revolutionise social software, OpenID and who is keeping an eye on the kids. Register before 1 February and save £90 on a Delegate Pass.

http://www.futuresonic.com/

Human Futures

FACT's new programme for 2008 is advertised in their Oct-Dec brochure. Human Futures looks to be an excellent series of exhibitions, events and debates about such themes as medicine, the body, technology, art and more. It's so closely tied to so much of my research that I doubt I'll have much cause to leave Liverpool while it's running It also shares similar themes with 'Ethical Futures' , a project that I have become involved with at the RSA. Perhaps the two communities will meet

Hypertope

The second 2.0 platform of the day is Hypertope. I was kindly informed about this via this blog and I just subscribed. Finally, something specifically for academics. I'm a bit nervous about having to maintain another webspace, but maybe it'll be easy to combine. It certainly looks very interesting. They have a free join-up for a limited period only, then it's by invitation. PS: thanks for the correction guys ;)  hyperTOPE, not hyperTROPE! got it. at least, the link was accurate :)

Dopplr

Last weekend, I was in Barcelona and two friends of mine happened to be there as well, one from New York, the other from Vancouver. Just by chance, I was able to meet one of them, but it made me think about what applications might be out there to assist with promoting 'coincident' meetings. So, I emailed Boris Mann (the one i missed) and he told me about Dopplr. Seems to be doing that kind of job. So that's one of my new 2.0 environments!

Eludamos. Journal for Computer Game Culture

New Journal.. This new scientific, international, peer reviewed online journal deals with everything ludic and looks at digital games from a multitude of perspectives. Its approach is deliberately broad to accommodate the rapid changes and constant growth of this highly transdisciplinary field.

The journal is organized in sections with the first issue containing an in-depth introduction, articles and game reviews. You can already enjoy this kick-off publication at http://www.eludamos.org

More sections are possible in later issues, and we are looking forward to your suggestions. We also invite you to submit ideas for special issues.

Our goal is a biannual appearance, and the next publication is intended for February 2008. Please see official call for papers below.

Call for Papers The call for papers for the new, international, peer-reviewed online journal "Eludamos. Journal for Computer Game Culture" is now open. Submissions are expected to be in English and to include full papers plus abstracts. Please note that we can only consider papers which have not been previously published and which are not under consideration for another journal (or an explanation has been provided in Comments to the Editor). For further specification of submission guidelines please consult http://www.eludamos.org

The next issue is due to appear in February 2008. Submissions can be made throughout the year; however, articles for the February edition must be submitted by Dec. 15th 2007. Submissions that reach us after that date will be considered for the summer issue.

She Got Game (Austin, TX, 8 Sept, 2007)

She Got GameSaturday, September 8, 2007 11 am to 5 pm

Located at the Austin Convention Center—Austin, TX

Keynote Speaker: Dona C. Bailey, creator of the Centipede video game, one of the first video games to incorporate artificial intelligence.

Games Now and Then From her early days on Centipede to her current work with students at the University of Arkansas—Little Rock, Dona C. Bailey takes a look at where video games have been, where they are now and where she'd like to see them go in the future.

Panels Diversity Equals Dollars: Why Having a Diverse Development Team is Good for Your Bottom Line

Her Virtual Life: Women and Online Games

Roundtables Attracting Women into Games; Being "You" Online; Get in the Game; Meet the Frag Dolls Captain; Planning for the Long-term Career; Quality of Life—A Perspective from Managers, HR and Legal

Speakers Brenda Brathwaite, Professor, Savannah College of Art & Design; Torrie Dorrell, Senior Vice President of Marketing, Sony Online Entertainment; Lori Durham, Vice President of Operations, Aspyr Media, Inc.; Denise Fulton, Head of Studio, Midway-Austin; Sheri Graner Ray, Executive Chair, WIGI; Jeb Havens, Lead Designer, 1st Playable Productions; Joye McBurnett, Senior Producer, Amaze Entertainment; Mike McShaffry, Mr. Mike Consulting; Morgan Romine, Frag Doll Team Captain, Ubisoft Entertainment; Steve Wartofsky, Senior Producer, NCsoft; Gordon Walton, Co-Studio Director, BioWare; DebySue Wolfcale, Senior Brand Manager, Sony Online Entertainment

Register today!

General Attendees - $55, WIGI Members - $40, Students - $30, AGDC Passholders - FREE

Want a $25 discount for a full Austin GDC Conferece pass? Visit www.austingdc.net and use code WIGI2

Theory, Culture & Society, Japan

The TCS conference is just about to begin its final plenary, which includes an author of personal interest to me, N. Katherine Hayles. Her book, Becoming Posthuman, has been a central reference point for my own ideas on posthumanism over the last few years. It's also relevant for my forthcoming, co-authored book 'The Medicalization of Cyberspace'. This is my first TCS conference and it's been a rich mix of ideas and presentations. It's also a good excuse to visit Tokyo for the first time, where we've already had a typhoon and an earthquake!

PhD studentship: New Media at the Beijing Olympics

I would like to inform you of an advertisement for a PhD studentship.A stipend is attached to the studentship. Please feel welcome to contact me directly in relation to this [preferably by email].

Please note that the deadline for applications is 27 July 2007, but the formal advertisement does not appear until Monday 9th July, so there will be no other information on the University website until then. However, application documents are available. Please also note that applications can be sent electronically.

- - - - - - - - -

New Media at the Beijing Olympics School of Media, Language & Music, University of Paisley, Scotland, UK. Closing date: 27 July, 2007.

This project investigates the development of new media within China, in association with the Beijing 2008 Olympic Games. In so doing, it responds to new agendas in media research in three areas: studies of the media in China, studies of new media, and the role of the media in the construction of the Olympic Games to an international audience. In combining these areas, the student will focus on media discourses surrounding the Beijing Olympic Games. The aim will be to consider the ‘external’ impression of the Beijing Olympics, by studying the cultural and political dimensions of the Games. This work will draw on key theoretical insights into international media events and digital culture. It will also theorize the transformation of journalism as a profession in the context of new media publishing and broadcasting.

Key concepts: citizen journalism, social software, media event, Olympics.

This research will draw on collaborative research projects undertaken by Dr Miah with the London School of Economics and the University of East London. Partner institutions also include various Beijing Universities, particularly the Communication University of China, a leading provider of broadcasting expertise in Beijing and China. Collaborations are also underway with the Annenberg School of Communication, various new media organisations and the student will be assisted to attend the Beijing Olympics in August 2008. The student will support the teaching of ‘Sport & Spectacle’, a course directed by Dr Miah focusing on the media, cultural and political aspects of the Olympic Movement. The project also benefits from an External Adviser Charlie Beckett, Director of POLIS at the London School of Economics. There will also be an opportunity to provide Editorial Assistance to the academic magazine ‘Culture at the Olympics’ http://www.culturalolympics.org.uk