All papers can be found online (though I think some of them aren’t the final versions like the one Sarah and I wrote): http://docs.google.com/View?id=ddzgskkg_33gfjbg39z
I created a backchannel for the conf at http://todaysmeet.com/ir10
twitter tag is #ir10
Thursday, October 8, 2009
Games, Industry, and Design
The Online Gaming Industry of South Korea
financial crisis examined thru globalization
lit from global media industry, existing theories:
-national media vs. transnational media
New discussion: creative industry and cultural industry
Existing models that she looked at didn’t account for the Asian context well…
Tried to create a new model that borrows from a state market dynamics model
some background on South Korea
cool map of reach into other Asian countries by SK game companies
see photo for conclusions
Game Design Communities As Critical Spaces for Learning and Literacy
How are tools provided and how do communities form?
Move beyond “production” to negotiation, iteration, etc.
coding posts in game forums. Discursive codes, design codes, and content codes.
trying to get at “affinithy space” from Gee
looking specifically at Kongregate today
moving people from players to designers with Kongregate Labs (production tools)
Kongregate Labs forums focused mostly on programming issues, not design problems
novice programmers engaged in contest
affinity spaces need more consideration as commercial spaces. learning shaped by design constraints
overview of digital distribution and how it is diff than trad distribution
Are Wikipedians Really Gamers?
Brian Keegan – Northwestern
why did Nupedia fail but Wikipedia succeed?
how do existing motivational theories fall short?
can games inform design?
Nupedia was tightly controled: 9 articles after 9 months
Wikipedia: 600 articles in 2 weeks
interesting slide on motivational theories
[how does enlightened self interest fit?]
elaboration on ludic theory and how Nupedia and Wikipedia compare there
and then look at Ludemes and how Nupedia and Wikipedia compare there too.
promote curiosity, support intrinsic motivations, maintain openness, provide feedback, allow safe failure