Continued from yesterday: Game Developers Conference 2011, day 2 (March 1st) as seen on Twitter:
Top themes: Social games, Jane McGonigal, Gamification, Iwata, Indie, Android, Metrics.
My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.
Continued from yesterday: Game Developers Conference 2011, day 2 (March 1st) as seen on Twitter:
Top themes: Social games, Jane McGonigal, Gamification, Iwata, Indie, Android, Metrics.
First: I am not in San Francisco for this year’s Game Developers Conference. I think this is the first one I am missing since 2002.
I was briefly considering whether one can fake a GDC presence using Twitter, but decided against it. (“Saw you at the Google talk. I was in the back.”)
This does not prevent me from following the conference on Twitter and using Wordle to do a word cloud like in previous years.
Here is Game Developers Conference 2011, day 1 – Monday February 28th. Top themes so far: Angry Birds, Social, Indie, Gamification.
In case you are in New York City in May:
The NYU Game Center is proud to announce the second annual No Quarter Exhibition, featuring new games by Terry Cavanagh, Ramiro Corbetta, and Charley Miller, as well as a showing of Clock by Luke O’ Conner.
One of the primary missions of the Game Center at NYU is to foster the development of creative and groundbreaking independent games. To this end we started the No Quarter Exhibition last year by commissioning three games from independent game makers, including the IGF nominated Nidhogg by Mark ‘messhof’ Essen, as well as Recurse by Matt Parker, and Deep Sea by Robin Arnott. You can find pictures from last year’s event on this link.
This year we’re continuing the tradition by commissioning new games from Terry Cavanagh, the creator of VVVVVV and Don’t Look Back, Ramiro Corbetta, a game designer on the IGF Award winning Glow Artisan, and Charley Miller, a New York-based designer of board and big games. We’ll also be showcasing Clock, by Luke O’ Conner, which premiered at the New York indie arcade, BabyCastles.
The new games will developed all semester and then debuted at the No Quarter Exhibition opening party on May 12th, where they will be on display and available to the public for the rest of the month.
The new special issue of Game Studies on Game Reward Systems is out. This issue was edited by Mikael Jakobsson and Olli Sotamaa.
by guest editors Mikael Jakobsson and Olli Sotamaa
The guest editors introduce this special issue on game reward systems by discussing its origin, the focus, the need for further studies, and by presenting the included papers.
Slate has a nice write-up on the history of choose your own adventure books.
As usual, the article has a reference to Borges’ Garden of Forking Paths, but there is more detail to the history than I have seen before. I did not know (or had forgotten) that B.F. Skinner was part of the story.
A more prosaic early attempt at interactive texts were psychologist B.F. Skinner’s “programmed learning” books that culminated with Doubleday’s interactive TutorText series, which debuted in 1958 with the thrilling The Arithmetic of Computers. Basically an extended multiple-choice quiz, a correct answer sent you forward in the text while an incorrect answer sent you to a page explaining just how wrong you were. But all of these efforts were eclipsed by the bedtime story Edward Packard told his two daughters in 1969.
Julio Cortázar’s 1963 Hopscotch novel goes unmentioned though. And you could have discussed OuLiPo. I can’t help but wonder if there are more non-English branching narratives that we have neglected.
(Via Nick Montfort.)
A Popcap-sponsored study of using casual games as treatment for depression has been making the rounds the last few days. (Here, here, here.)
The table shows changes over time (pre study – post study): test subjects who were told to play a casual video game at regular intervals (bottom data) showed much greater improvement than a control group who were not asked to make any changes (top data).
As usual, I should say that I am not trained in psychology, but the study would be a lot stronger if there was a second control group who was subject to another type of intervention – therapy, drugs, any kind of behavioral change. As far as I know, certain psychological states are not only likely to change over time (as happens with the control group who does get better), but are also influenced by any type of intervention or change in behavior. The two underlying questions that I would like to see answered:
(The study isn’t published yet, but the slides can be found here.)
An update on what I have been doing the last 6 months:
I am spending the period from summer 2010 – summer 2011 in Copenhagen, where I am working on a research project at the Danish Design School. The project is to write a small book on the subject of Failure in video games (the failures of the player, that is). The project is sponsored by the Danish Centre for Design Research.
I continue to be affiliated with the New York University Game Center, to which I am returning physically in the summer.
In the wake of Jane McGonigal’s Reality is Broken, I participated this week in a round table at Zócalo Public Square on the subject of “How Will Video Games Change the Way We Work?” The other participants were Mark Deuze, Paul Dourish, Nick Yee, and David Rejeski.
Here is my contribution.
Games can be a huge help—but have huge limitations
Reality is Broken makes a strong case for applying the lessons of video games to work, and to the rest of the world. While I am very sympathetic to this idea, I would like to add a caveat: Games work well in part because they provide clear goals and feedback, but the application of clear goals and feedback to work environments has in many cases proved disastrous. The employees of (for example) Washington Mutual have explained how they were being measured exclusively on the number of loans they were approving (clear goals), and how they were threatened with sanctions if they asked too many questions about a customer’s ability to pay (feedback). In fact, much of the financial crisis was due to the application of game-like design principles to work, where employees were forced to work toward short-term goals that were detrimental to the health of their company and the economy at large. In the Eastern Bloc, Polish furniture factories used to be rewarded on the basis of the weight of their total output, and consequently made the heaviest furniture in the world.
The key is to recognize that it is fine to set up goals and feedback in work environments only as long as everybody – from CEO to temp employee – understands that performance measures only give a partial image of reality. Clear goals and feedback are only inspiring in work situations when we have the discretion to decide how seriously we want to take them, and as long as there is no higher-level manager that takes the performance measure literally anyway. Games are also enjoyable because they give us wiggle room. If we are to use game design principles outside games, we need to make sure that the wiggle room is still there; we need to make sure that we are still allowed to use our sound judgment when faced with a performance goal.
I am probably coming out as a skeptic of gamification here, but the point really is that game conventions should not be blindly applied everywhere.
My argument is more fully developed in the book on Failure that I am currently working on.