Tag Archives: ryan thames

Internet Researchers 10: Game session 10:30-12:30

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
Peichi Chung

financial crisis examined thru globalization
lit from global media industry, existing theories:
-media imperialism
-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
Sean Duncan

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

Digital Distribution
Ryan Thames

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.

Design principles:
promote curiosity, support intrinsic motivations, maintain openness, provide feedback, allow safe failure