Frank Lantz’ “The Beauty of Games” out now

Another busy week in the Playful Thinking series.

Frank Lantz’ The Beauty of Games is out now.

How games create beauty and meaning, and how we can use them to explore the aesthetics of thought.

“Are games art? This question is a dominant mode of thinking about  games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think of literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect.

In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.”

https://mitpress.mit.edu/9780262048538/the-beauty-of-games/

David B. Nieborg and Maxwell Foxman’s “Mainstreaming and Game Journalism” out now

In the Playful Thinking series we are proud to announce David B. Nieborg and Maxwell Foxman’s new book Mainstreaming and Game Journalism.

“Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility.

Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession.

Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.”

https://mitpress.mit.edu/9780262375511/mainstreaming-and-game-journalism/ 

Pippin Barr’s “The Stuff Games Are Made Of” out now

The Stuff Games Are Made Of

Out now in our Playful Thinking series, Pippin Barr’s The Stuff Games Are Made Of.

A deep dive into practical game design through playful philosophy and philosophical play.

What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small.

Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.

Book Details

 

Jaroslav Švelch’s Player vs. Monster: The Making and Breaking of Video Game Monstrosity

Happy to announce Jaroslav Švelch’s new book in the Playful Thinking series, second book this week!

Player vs. Monster: The Making and Breaking of Video Game Monstrosity

A study of the gruesome game characters we love to beat—and what they tell us about ourselves.

Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them.

Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.

https://mitpress.mit.edu/9780262047753/player-vs-monster/ 

Aaron Trammell’s Repairing Play: A Black Phenomenology

Happy to announce Aaron Trammell’s new book in the Playful Thinking series I co-edit with Mia Consalvo and Geoffrey Long:

Repairing Play: A Black Phenomenology

A provocative study that reconsiders our notion ofRepairing Play play—and how its deceptively wholesome image has harmed and erased people of color.

Contemporary theorists present play as something wholly constructive and positive. But this broken definition is drawn from a White European philosophical tradition that ignores the fact that play can, and often does, hurt. In fact, this narrow understanding of play has been complicit in the systemic erasure of Black, Indigenous, and People of Color (BIPOC) from the domain of leisure. In this book, Aaron Trammell proposes a corrective: a radical reconsideration of play that expands its definition to include BIPOC suffering, subjugation, and taboo topics such as torture. As he challenges and decolonizes White European thought, Trammell maps possible ways to reconcile existing theories with the fact that play is often hurtful and toxic.

Trammell upends current notions by exploring play’s function as a tool in the subjugation of BIPOC. As he shows, the phenomenology of play is a power relationship. Even in innocent play, human beings subtly discipline each other to remain within unspoken rules. Going further, Trammell departs from mainstream theory to insist that torture can be play. Approaching it as such reveals play’s role in subjugating people in general and renders visible the long-ignored experiences of BIPOC. Such an inclusive definition of play becomes a form of intellectual reparation, correcting the notion that play must give pleasure while also recasting play in a form that focuses on the deep, painful, and sometimes traumatic depths of living.

https://mitpress.mit.edu/9780262545273/repairing-play/

PS. Notice the cover’s great take on Roger Caillois’ Man, Play, and Games.

Computation & AI for Creativity on Nov 14th, 2022

I am organizing aRobot painting a picture seminar on Copenhagen this November 14th.

Do new computational and AI tools for generating poetry, concept art, stories, and visual art fundamentally *change* creativity, and do they allow for new kinds of art?

In this seminar, open to all, five artists and writers share their process, results, and ideas about using computation and AI for creative work.

Monday November 14th, 2022, 16:00-18:00
Room 90.1.25, Royal Danish Academy, Fabrikmestervej 10, 1435 Copenhagen K.

We have five amazing speakers, each of which uses computation and AI for creative ends:

  • Nick Montfort (MIT): “Computation and creativity in literature”
  • Charlene Putney (Writer, Laika) & Martin Pichlmair (ITU, Laika): “Creating Laika, an AI tool for story writers”
  • Ida Kvetny (Visual artist): “Using AI image generation as a visual artist”
  • Lukas Damgaard (Freelance visual developer): “Building worlds using Midjourney”

Organized by Jesper Juul / Visual Game & Media Design / Institute of Visual Design at the The Royal Danish Academy
Info: jjuul@kglakademi.dk

Speaker Bios

Nick Montfort is a poet and artist using computation as his main medium. Computer-generated books of his include #! and Golem. The MIT Press has published his Twisty Little Passages, The Future, and Exploratory Programming for the Arts and Humanities. He directs  a lab/studio, The Trope Tank, and is professor of digital media at MIT. He lives in New York City.

Ida Kvetny is an interdisciplinary artist based in Copenhagen, Denmark. Through VR, AR, NFT and AI Kvetny merges the digital with her works in paint and clay, and thus creates a multimodal visual world. Herein, the unconscious occupies a privileged space, where her intuitive approach to image creation leads to places unreachable by rationality.

Dr Martin Pichlmair is Associate Professor at the Creative AI Lab in ITU, and a veteran entrepreneur with several games studios under his belt including the multi-award-winning Broken Rules.
 
Charlene Putney is an award-winning writer and teacher from Ireland. After working at Google and Facebook in management positions, she’s been writing for videogames since 2013, including writing for Divinity: Original Sin 2 and Baldur’s Gate 3.
Together, Martin and Charlene are working on LAIKA, an AI-powered creativity tool for writers. You can sign up for the waitlist at www.writewithlaika.com.

Lukas Damgaard is a film animation director from the Danish Film School. He works as a freelance visual developer in the animation industry.

PhD Defense of Milan Jaćević: A Study in Practice

PhD Thesis coverJoin us for the PhD Defense of Milan Jaćević this Friday September 2nd, 2022 at 1 PM Copenhagen Time (UTC+2) in-person or on Zoom.

The dissertation is “A Study in Practice: The structure and functioning of Ludic Habitus in Interactions with Digital Games”.

Using game prototypes and player studies, the dissertation develops “a general framework of digital gaming practice, a theory of digital gaming that explains how humans develop into players over the course of multiple acts of play, and how these prior experiences help to structure their understanding and behavior in subsequent gaming situations.”

The assessment committee consists of Kristine Jørgensen (University of Bergen), Staffan Björk (University of Gothenburg), and chair Alessandro Canossa (Royal Danish Academy).

The thesis can be downloaded here.