Nov 14 2008

papers

Categories: Academia, Games Research Tags: ,, , , , , , markdangerchen @ 9:31 am

I finished the revision of one paper on Monday.

Now I’m working on another paper on expertise development, but for it I want to display some graphs of participation turns over time from two different nights in Molten Core. The thing is that I found a couple of cool free web apps (amCharts and TimePlot) that do pretty graphs and such so long as the data is in the right format.

So, yesterday I spent the day converting those two nights (the first time we encountered Ragnaros and the first time we killed Ragnaros three months later) to a delimited text file so that I could import them into a sql database. I created an additional table that has attributes of the participants, such as alias, gender, class, and whether that person was an official leader.

Now I want to display a graph of activity during the fight and pre-fight times. I also want to break it down by the character attributes I listed. I want to confirm whether women participate far less than men do, etc. Or maybe it is confounded by character class or whatever.

My curent problem is that I have to relearn PHP and SQL today so that the data is formatted for the graphing software. :p

Meanwhile, my updates to this site are very irregular. Read my Twitter feed for slightly more regular updates if you so care…


Oct 17 2008

IR9, day 2, 9am: State of MMO game studies

State of MMO game Studies: Identities, Participatory Culture, and Structural Forces

Roger Altizer
For a Pound of Virtual Flesh: Tales of Trade in World of Warcraft

goldfarming

(TAP while playing)

bbc and Ge Jin’s accounts different (normal gamers v. poor laborers, etc.)

Gamer Generation//Revolution documentary

Dan Burk (UCI)
Copyright and Paratext in On-Line Gaming

gaming capital (accumulating expertise, social status, etc.)
drives play but also drives cheating

[Mark]but cheating seems to attempt to bypass in-game (ludic) capital, not necessarily social capital.. actually disengaged with social capital since leveling affords the time to gain social capital (and cultural capital)[/Mark]

Developers and others should think about designs, control methods, etc. that affect what you gain by cheating… how much of total gaming capital is derived from ludic expertise? Is the expertise performative or purely appearance based?

covers a brief history of copyright and derivitive work in other media and then games and different forms of control in games

Mia Consalvo
Translating Vana’ diel: The Hybrid Culture of Japanese and Western Game Players

ffxi and japanese influence of videogames
history of western adoption of japanese art (otaku going back to impressionists)

history and lore presented in game lets those who’ve played previous games display gaming capital

hybrid place that isn’t japanese and not western but allows players to encounter the other

Cassandra Van Buren
World of Warcraft Machinima Makers

foundations: film history, emergent participatory culture but becoming commercialized

reform game space into your own narrative

study is two fold: documenting and looking at machinima as posthuman creative activity (ethnography), wants to capture the different ways its done before they become standardized or commercialized(?)

Dmitri Williams (and Tracey Kennedy and Bob Moore)
Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs

looking at RP in mmoRPgs

mix between quant and qual work
Dmitri did the number crunching and Tracey did the ethnography
RP high groups tend to score higher in having been diagnosed with depression, addiction, etc.

used Nick Yee’s motivations scales (immersion, achievement, social)
RPers more focused on social and immersion and not so much achievement

the people that Tracey interviewed had very specific reasons for RPing… escapism, etc.
about half of them volunteered that they were using it as an outlet for therapeutic outlet

same numbers of RPers on all servers


Oct 17 2008

IR9, day 2, 9am: Game(play)

Categories: Academia, Games Research Tags: ,, , , , , markdangerchen @ 1:43 am
From Copenhagen, Oct 17

Nick Montfort - MIT (w. Bogost at Georgia Tech)
and the ports have names for the sea
Reimagining Games for the Atari VCS

understand platforms and their material affordances to creative works
A bunch of interesting examples from the VCS…

Shira Chess
Balancing on the Great Gender Platform

gaming platforms are rhetorical platforms

platforms are gendered
Wii and DS marketing

platforms are a site where discourse happens, thus they themselves are rhetorical in that they allow and constrain different things

From Copenhagen, Oct 17

Keith Massie
The Pla(t/y)form of L337: Difference, Differance and Differ@nce in/through L337

platform and different forms of leetspeak

Hugo Gernspeck 1911 father of sci-fi

Derrida critiques idea that thought -> speech -> writing
leetspeak reinforces Derrida
meaning is like a snow-globe, not a map. requires interability

differance -> differ and defer

Keith introduces diff@nce (differ@nce?)

Casey O’Donnell
Taking the NES’s PPU Bait: the birth and effects of the graphics processing unit

NES PPU (pixel processing unit) as example of how platforms affect collaborative practice

the ppu allowed a bunch of innovations: movable background, 8×8, 8×16 sprites, separation of screen code and game code

most games before the NES were engineer-driven games, but the separation of graphics with game code afforded the games industry to break into more specialized roles (art and programmers)


Oct 16 2008

IR9, day 1, 3:30pm: Video game cultures, innovation, and user generated content

Categories: Academia, Games Research Tags: ,, , , , , markdangerchen @ 11:33 pm
From Copenhagen, Oct 16

Hector Postigo

Background:
Fan studies/Political economy
Terranova and social factory (working for nothing)/Jenkins and participatory culture (everyone media rich)

Picking at social factory:
Are theories of post-industrial labor enough for understanding what work means to co-producers?
There is in fact agency, etc. and the actors aren’t just dupes for the cog machine.

Two examples:

  1. GI Joe mod as resistance
    idea that love of the game and creation = rights
    equate the mod with DeCSSS makes the mod no longer a game but a symbol of resistance
  2. AOL volunteering as passionate labor with intrinsic rewards
    15k people volunteering
    access to gui to create content, etc.

These larger theories can’t get at specific people’s voices nor cover what happens when work becomes not work anymore.

Olli Sotamaa
Democratizing the console environment?
www.uta.fi/hyper

Do the XNA and WiiWare actually democratize? Not really. They more just extend the oligopoly.

Modding is more democratizing.
“casual modding” includes LitteBigPlanet, etc.

MyBuzz (website or PS3? to create quiz games).

Julian Kucklich
Collusion: Mapping connections between games and users
cheating = de-lodology
Titiana Terranova

Within gamespace, some moves are possible and some impossible for specific people. This goes hand in hand with labor concept.

[Mark]
I find it funny that Julian really wants to do a roundtable chat but he is following the lecture format. He says that he doesn’t want to do slideshows and he keeps saying “we’re talking about…” but yet he still just lectures. Too much stuff to cover in too little time. :(
[/Mark]

Gaming capital (not cultural capital): capitalizing play, bending the structure, commodifying gamespace

distribution of risk from center of games to periphery

the logic of play is infused by the logic of gain and more and more logic of risk

Aphra Kerr - NUI Maynooth, Sociology
Outsourcing risk

Discourse: Rise of open innovation, etc.
Reality: Distributed productions and offshoring, Accumulation by disposession

Not much stuff going on in Irish gaming market. Middleware, underbidding licensed stuff, or distributed original production.

Three trends: disintermediation (online distribution), distributed production, ownership and policing of IP


Oct 16 2008

IR9, day 1, 11am: Multiplayer gaming

Categories: Academia, Games Research Tags: ,, , , , , markdangerchen @ 11:31 pm

On the 15th I went to the In the Game workshop and then dinner party afterwards. I’ll skip that and go straight to the conference which started on the 16th, but here’s a photo of my breakfast spread. :)

From Copenhagen, Oct 15

Celia Pearce
Identity as place: Trans-ludic identities in mediated play communities-The case of the Uru diaspora

themes:

  • fictive ethnicity attached to virtual place
  • diasporic discourses of displacement
  • imaginary community v. imagined community

method includes:

  • feminist eth, etc. but also
  • ethnography as game (Denzen)

Refugees of Uru would evaluate different VWs and games as possible places to migrate to.
They used the same identities from place to place incl. clothing/avatar appearance.
They also recreated architectural artifacts (like the fountain, the common hub for the game Uru) to keep cultural artifacts and continuity in space/place.

It was the loss of Uru that led to the creation the identity/community.

Celia mentioned briefly a conference happening at Georgia Tech.

More info on Celia and her research can be found at http://cpandfriends.com/

Emily Hannan
Virtual worlds: Forming relationships online and offline within gaming communities

Unfortunately, Emily was a no show.

Luca Rossi
MMORPG guilds as online communities: Power, space, and time in virtual worlds

Not in so many words, but essentially, I think Luca is saying that shared goals are sometimes in conflict with individual goals, which is something I’ve been thinking a lot about as I write my expertise and socialization paper.

Luca claims that guilds are not fluid and getting in and out is difficult.

[Mark]
I don’t think that is true for all guilds… not true for many guilds in fact, or maybe just on my server?
Also, he conflates guilds with raiding! Why do people still do this? Did I have a completely abnormal server?
In my experience, people might have to go through some sort of application process but to leave a guild (breaking up friendships, aside) is actually quite easy.

[/Mark]

Luca then the use of tools to manage time and to lower downtime such as calendars, etc.

How conflicts are resolved: Hirschman voice/exit concept -> when conflict happens you talk and then /gkick as last resort.

gkick is a form of power

[Mark]
He didn’t cover conflict management in detail but just 3 ways to leave guilds.
It would be more interesting to talk about the tension between personal and group goals. Then also talk about specific motivations for leaving or staying. What is compelling about staying that people put up with drama? Do some players recognize that management and work is needed for the labor of fun?

Also, he didn’t show us anything from outside of the game. Isn’t there a whole social economy that affects power dynamics and reputations?

I thought what he covered is basically was very superficial, but maybe it’s a language barrier…
[/Mark]

Mia Consalvo
Where’s my montage? The performance of hard work and its reward in film, tv, and MMOGs
Mia and her students were in a seminar that did an exploration of what a Unit Operation is (from Bogost).
A “unit” is a building block, and each medium uses a different procedural rhetoric to express them.

[Mark]
I see units as genre conventions that have certain qualities and attributes that can be expressed across media.
[/Mark]

They used the “hard work is rewarded” unit and tried to see how it is expressed differently in different media.

montage in films = (bypassing) grinding in games, etc.
montage is done by cutting/pasting in films, cheating in games

Rettberg’s corporate ideology (Yee says this too)
puritan work ethic, myth of american dream

[Mark]
Roger (who was sitting next to me) makes a good point in that there’s a performative act while playing games that is different than in other media. Does that make comparing texts harder to do even if a common unit can be found? In other words, the expression depends on the actions of the player, not just the author… and different players might do different things such that the unit is fungy.

Also, what operations are happening between units that are making unique or maybe not unique meanings to players? I thought Ian’s emphasis was not the unit but the various combinations and connections and networks they created and related to each other.

For a static text, units operate with each other and create a narrative meaning. For games, it seems like it is much more emergent and that specific units might not surface for all players.

Most of the questions about Mia’s talk came from niggling about the the content of the unit (grinding and montage) and not the concept of the unit. Ah well…

Total aside, wouldn’t it be great if Blizzard announced to everyone that we’d all be moving to a different, better game without all this crap grind?
[/Mark]


Sep 08 2008

Wired: How videogames blind us with science

Categories: Academia, Games Research Tags: markdangerchen @ 5:02 pm

Constance is in Wired! :)

Games Without Frontiers: How Videogames Blind Us With Science


Aug 21 2008

Update

Categories: Academia, Games Research, Life Tags: markdangerchen @ 10:56 am

I sent off the revised Witcher review plus a draft of a Ninja Gaiden: Dragon Sword review off to e-Learning yesterday, and just now I posted the French version of Dangerous Decibels for review…  If you want to check it out, go for it, but keep in mind it still needs to be reviewed by the peeps who did the translation.  :)


Aug 18 2008

Back in Seattle. Can’t blog. Writing papers.

Categories: Academia, Games Research, Life Tags: ,, markdangerchen @ 1:23 pm

So, I got back to Seattle (on the 12th) after my brother and Nancy’s wedding celebration in Berkeley (on the 10th), capping the end of a month-long trip to the Bay Area for me and a short weekend trip for Robin.

I have an ass-ton of stuff to post here but I haven’t due to lack of time.  I’ll try to keep this short, and I might have to add links and photos later.

1. Last week I was busy learning Illustrator and then using it to make some pretty title graphics for a French translation to the Dangerous Decibels Virtual Exhibit.

2. This past weekend, Robin’s high-school friend Liz and her boyfriend Rob were visiting.  They went to a wedding on Saturday while Robin and I did some house chores and caught up on some movie watching.

3. Last night Michele Knobel emailed me comments to The Witcher review I’m working on.  Unsurprisingly, I need to beef up the academic literature part.  :)  She was kind enough to send me ideas with regards to moral development models and such from Kohlberg and Gilligan as well as some other ideas for how to talk about moral education and stuff in my review.  Due at end of this week if I want to make the issue deadline.  Otherwise it’ll wait til the December issue.

4. I’m also writing a review for Ninja Gaiden: Dragon Sword for the DS, also for Michele’s e-Learning journal.  She sent me a review copy of the game, after all… I suppose I have a moral obligation to write something.  :p  Seriously though, I think it’ll be a short but good overview of how badly I suck at action games and the various causes of failures in games (poor game ui design, poor player cognitive ability, poor player physical ability, and lack of motivation) and what this means for educators/teachers who are thinking about incorporating games in the classroom.  What if not everyone can/will play them??  Due date ditto above.

5. I need to add a bit more in my paper on ethical dilemmas while being a guild leader in WoW that I’m using for the In the Game Workshop in October.  Due Sep 1.

6. I have only an outline for another paper that I’m writing about expertise development in World of Warcraft for the new journal Transformative Works and Cultures.  I figure a solid week should be enough time to write what I need to.  It might suck at first but I think I just need a rough draft at this point.  Due Sep 1, also.


Jul 24 2008

Games Learning Society 4.0 webcasts available

Categories: Academia, Games Research Tags: ,, markdangerchen @ 9:11 am

This is probably like a week old… but I just checked and the videos of the various presentations are up.

Two very good ones to check out are Jullian Dibbel’s presentation on griefers and their benefits to society and Lisa Nakamura’s talk on how race-but-not-race matters with our hate on gold farmers.

Check out all the videos at http://hosted.mediasite.com/hosted4/Catalog/?cid=b8aa7b8a-fac1-4e7b-80cb-9551d26a414c


Jul 13 2008

Blogs that covered Games Learning Society 4.0 (GLS 2008)

Categories: Academia, Games Research Tags: ,markdangerchen @ 7:24 am

David Gagnon’s blog

I met David while sitting in a session and noticed he was live-blogging. He’s a student at Madison. He showed me the augmented reality game they created for the conference where people can use their phones to do a walking tour of Madison, looking for clues, etc. Unfortunately, by the time I was ready to try it out, it started pouring rain… like really, really pouring rain with thunder and shit. 8o

edurealms.com - Lucas Gillispie

Good coverage of the sessions he went to. I met Lucas (and a ton of others) at the airport on the way out from Madison (I guess I should be thankful that my original flight was canceled). He’s a Dark Age of Camelot veteran and it was cool hearing about his experiences going back to that game after getting burned out with WoW. :)

Easily Distracted - Tim Burke

A fellow guildie who I met during the LAN party.  Turns out he had to take off early due to a family medical emergency.  Everything is good now, thankfully.  Go check out his blog.  He’s smart.

The Education Business Blog - Lee Wilson

Lee’s cool and plays WoW!  :)

Also, check out some flickr photos tagged with gls2008

And finally, if you know of others I’ve missed, email me or leave a comment!


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