Check them out on his flickr acct!
Some highlights:
Day 1, October 14, arrival:
Day 2, October 15, workshop:
Day 3, October 16, conference:
Day 4, October 17, Legos:
Day 5, October 18 (Max’s bday!), Tivoli:
Day 6, October 19, Glyptotek:
Some people I’m hanging out with this week are staying in a hotel just around the corner with free wifi. I’m in their lobby right now waiting for them to get back from morning sessions so we can go to Tivoli Gardens together.
On Wednesday I attended the In the Game workshop which was great. We talked about ethnographic methods and what that meant for our work including issues of responsibilities, co-presence, involvement, disclosure, and risk.
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| From Copenhagen, Oct 16 |
On Thursday, the IR9 conference proper started. A few games sessions that I went to and I saw Mimi Ito’s keynote describing the multi-sited work that sounded similar to the methods used in ESTG, though maybe shallower with a wider net. Her presentation didn’t cover methods that much so it was hard to figure out if they did more than interviewing or how deep any sort of participant-observation happened. Also, of course, it covered a different topic: youth and media and general media usage vs. deeper interest-based groups usage
I was talking with Roger from Utah about the keynote at dinner that night and he had some tough questions for Mimi, but didn’t ask them because he didn’t want to piss off a big name just yet, being a new scholar and all. So, I volunteered to ask her via email when I get back in the states. I guess we could also just wait til November when the report comes out.
More later.
Some of the presenters have been putting their slides up here:
http://www.slideshare.net/event/ir9-association-of-internet-researchers-conference-2008
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
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| 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
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| 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)