DiGRA 2011 Conference Call For Papers

THINK DESIGN PLAY 5th International Digital Games Research Association (DiGRA) Conference 14-17 September 2011

Hosted by the Utrecht School of the Arts in the Netherlands

http://www.gamesconference.org

Call for participation

After Leveling Up in the Netherlands (2003), Changing Views in Canada (2005), Situated Play in Japan (2007) and Breaking New Ground in England (2009) the 5th DiGRA Conference returns to Utrecht for Think Design Play

The goal of the DiGRA conference is to advance the study of games and playfulness. DiGRA 2011 seeks to connect game research to the creative industries and society by fostering the development of an integrated practice of game research, design, engineering, entrepreneurship and play. The conference is designed as a physical and online playground for meaningful dialogue between all players in the field of games. Whilst the conference will include the presentation of (peer-reviewed) papers and practice, invited talks and workshops, we are also very interested in supporting alternative forms and processes through which to participate and stimulate debate and discussion.

Topics

The focus of the 2011 DiGRA conference is on integrated practices of game research, the creative industries and society (think: game design, engineering, entrepreneurship and play). We invite contributions on all topics and perspectives.

Submission and deadlines

Submissions are subject to peer review. Submissions should be in ACM SIG format and PDF (http://www.acm.org/sigs/publications/proceedings-templates). Full papers will be published in conference proceedings, special issue journals as well as at the Digital Library of Digital Game Research Association on the DiGRA website (http://www.digra.org/dl).

Papers (individual or multi-author): submit an abstract of 600-800 words.

Full papers (optional): manuscripts of up to 7.000 words will be accepted for review. These will be reviewed and judged separately from abstract submissions. You do not need to submit an abstract in order to submit a full paper.

Alternative forms: we are also very interested in supporting alternative forms and processes through which to participate and stimulate debate and discussion, think: posters, panels, roundtables and workshops but feel free to move beyond!

  • Abstract papers and alternative forms submission: 21 February 2011
  • Notification of acceptance: 12 April 2011
  • Full paper submission: 18 April 2011
  • Full paper notification of acceptance: 17 June 2011
  • Camera ready version: 8 August 2011

The 5th DiGRA conference is hosted by the Utrecht School of the Arts The Utrecht region is the prime location in the Netherlands for activities related to game design and technology. The Utrecht School of the Arts is one of the largest art and culture-oriented institutes in Europe. The institute links design education and research to the creative industries and society. The DiGRA conference is hosted by the Faculty of Art, Media & Technology where creative design & research are practised in the combined fields of games, media and music, for entertainment as well as meaningful application. Together with Utrecht University, the Utrecht School of the Arts founded the Dutch Game Garden, an incubator for new game companies. and participates in the extensive GATE game research program.

Salman Rushdie on Video Games & Storytelling

Over the years, I’ve seen several references to Salman Rushdie’s apparent love for love-hate relationship to video games. As I recall, he professed to being a heavy game player during his years in hiding, and he has recently declared his passion for Angry Birds.

Here he discusses storytelling and video games. A bit on the short side, but he understands Rockstar’s typical mostly-linear + sandbox game structure and puts in the obligatory Borges reference.

The Independent Games Festival Nuovo Awards Finalists

I was judging the Independent Games Festival Nuovo awards this year, and the eight finalists have been announced.

It’s an interesting time, and it’s a challenge to have to rethink what constitutes “new” or “unconventional”. Is a game suitably new if it applies a new theme to an old mechanic? A new graphics style? If it makes a hitherto unseen organic whole of disparate elements? If it shifts the emphasis from traditional gameplay to something else?

At the same time, yesterday’s innovation is today’s entrenched style, and it is a challenge to make sure that we do not simply end up rewarding the same-old genre that was innovative 5 years ago.

(Some might say that pixelated indie platformers have been on the verge of becoming a stale pseudo-signifier of innovation. But I think there is still life in the form.)

From the IGF site:

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The Independent Games Festival (IGF), the prestigious GDC-held video game industry event highlighting and awarding the talents of independent game developers, has announced the finalists for the 2011 Nuovo Award, which honors “abstract, short-form, and unconventional game development.”

Some of this year’s finalists include unconventional party game Brutally Unfair Tactics Totally OK Now (B.U.T.T.O.N.), first-person dinner simulation title Dinner Date, Messhof’s chunky 2-player fencing title Nidhogg, and zen-like tree simulation title Bohm.

The Nuovo Award, the top video game art prize, is announcing an increase to $5,000 for this year’s award winner, thanks to the quality of this year’s entries. The winner of the award will be revealed at the Independent Games Festival Awards on March 2, 2011 at the Moscone Convention Center in San Francisco, during Game Developers Conference 2011. In addition, all Nuovo finalists will be playable in a special section of the IGF Pavilion on the GDC show floor from March 2nd to 4th.

Now in its third year, the Nuovo Award allows more esoteric art games from among the almost 400 IGF entries to compete on their own terms alongside longer-form indie titles, and has been newly expanded this year to include eight finalists.

The full list of this year’s Nuovo Award finalists, with links to screenshots and videos of the titles on their official IGF.com entry pages, is as follows:

Bohm, created by Monobanda – (“Gives you control over the life of a tree. It’s a game based on slow gameplay and the act of creation.”)

A House in California, created by Cardboard Computer – (“A surreal, narrative game about four characters who bring a house to life… with environments and activities drawn from a combination of memory, research, poetry, and fantasy.”)

Nidhogg, created by Messhof – (“A 2 player fencing game with football & platforming elements”.)

Dinner Date, created by Stout Games – (“You play as the subconsciousness of Julian Luxemburg, waiting for his date to arrive. You listen in on his thoughts while tapping the table, looking at the clock and eventually reluctantly starting to eat…”)

Loop Raccord, created by Nicolai Troshinsky – (“Manipulate a series of video clips in order to create… continuous movement.”)

The Cat and the Coup, created by Peter Brinson and Kurosh ValaNejad – (“A documentary game in which you play the cat of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran.”)

Brutally Unfair Tactics Totally OK Now (B.U.T.T.O.N.), created by Copenhagen Game Collective – (“A one-button party game for 2-8 players. … rather than let the computer carry out all the rules, the players are themselves responsible for enforcing (or not enforcing) the rules.”)

Hazard: The Journey Of Life, created by Demruth – (“A philosophical first person single player environmental puzzle game. The game presents no goals directly to the player, but they create goals for themselves based on what they know of the world.”)

The Nuovo Award had recommendations put forward by over 150 of the IGF’s Main Competition judges, and the winners picked – via active discussion and voting – by an elite jury of the video game industry’s top thinkers on the future of art and the video game medium. The jury included previous winner Jason Rohrer (Between), as well as lauded game creators including Paolo Pedercini (Every Day The Same Dream), Ian Bogost (A Slow Year), Daniel Benmergui (Today I Die) and more.

In addition to the 8 Nuovo finalists, the jury also awarded honorable mentions to the following 5 outstanding Nuovo-styled titles which also deserve recognition: Amnesia: The Dark Descent (Frictional Games), Faraway (Steph Thirion), Feign (Ian Snyder), Choice Of Broadsides (Choice Of Games), and Spy Party (Chris Hecker).

“This year’s finalists for the Nuovo Award perfectly embody what this award was created to celebrate — a set of games that could hardly be more different from each other than they are from the wider body of entrants in this year’s festival,” said IGF chairman Brandon Boyer.

“Running the gamut from quiet reflections on both nature and ourselves, to raucous new-arcade experiences designed to entertain onlookers as much as the participants of the game, each finalist showcases the unconventional approach of the indie community to new forms of play.”

For more information on the Independent Games Festival, including a more detailed statement from the Nuovo Jury and many more details on entrants and finalists, please visit the official IGF website. IGF Main Competition and Student Competition finalists will be announced, as originally scheduled, in early January 2011.

For those interested in registering for GDC 2011, which includes the Independent Games Summit, the IGF Pavilion and the IGF Awards Ceremony, please visit the official Game Developers Conference website.

More Miyamoto

Nick Paumgarten at the New Yorker has written a quite extensive profile on Shigeru Miyamoto: Master of Play: The many worlds of a video-game artist.

Unlike most of the better-known game designers, Miyamoto doesn’t have a particular niche. His games have spanned many genres. He’s also been at the forefront of three major phases: the side-scrolling game; the free-roaming 3-D game, like Super Mario 64 and Legend of Zelda: Ocarina of Time, to which Grand Theft Auto and its ilk owe their existence; and, with the Wii, the motion-capture game, now the prevailing paradigm. (Consider Kinect, the new Microsoft toy.) The only big shift he missed, perhaps, is the push toward hyperrealistic graphics.

“I recognize that there are certain types of games for which the photorealistic graphics are suited,” he said. “But what I don’t like is that any and all games are supposed to be photorealistic.” He prefers to direct his team’s efforts and resources toward the quality of the gameplay—the choices and challenges inherent in the game, also known as the game mechanics.

Oh, the profile also cites yours truly a few times and mentions the concept of “the pull” that I discussed in A Casual Revolution.

It’s Official: Super Mario Bros is about Drugs

To celebrate the 25th anniversary of Super Mario Bros last month, Famitsu recently interviewed Shigeru Miyamoto.

Now, about the mushrooms: It’s been something of a staple of video game culture (and video game studies) to make a tongue-in-cheek suggestion that the mushrooms were a veiled drug reference. After all, you eat (or jump on) the mushrooms, and all kinds of strange things happen. You get “high” from collecting one (nudge, nudge, wink, wink).

Q: Why mushrooms, Shigeru?

A: Since the game’s set in a magical kingdom, I made the required power-up item a mushroom because you see people in folk tales wandering into forests and eating mushrooms all the time.

There we have it. It’s not that we can make amazing subversive counter-readings of video game symbolism to suggest that the mushrooms are related to drugs. It’s just what they officially mean.

Even More Theory: Nordic DiGRA Papers available

The papers from the Nordic DiGRA 2010 conference are now available here.

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Review on psychophysiological methods in game research

Kivikangas Matias, Ekman Inger, Chanel Guillaume, Järvelä Simo, Cowley Ben, Salminen Mikko, Henttonen Pentti, Ravaja Niklas
Full text | INFO

This paper reviews the psychophysiological method in game research. The use of psychophysiological measurements provides an objective, continuous, real-time, non-invasive, precise, and sensitive way to assess the game experience, but for best results it requires carefully controlled experiments, large participant samples and specialized equipment. We briefly explain the theory behind the method and present the most useful measures. We review previous studies that have used psychophysiological measures in game research, and provide future directions.

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Designing for Player Experience: How Professional Game Developers Communicate Design Visions

Hagen Ulf
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This paper investigates the prevalence of deliberate design for player experience in big game studios, and how potential visions of intended player experience are articulated and communicated to the team in the course of the development process. The primary data consist of interviews with six Swedish game developers. The study shows that the practice of designing for player experience is indeed in use by many game developers, and that a wide variety of tools are employed to articulate and communicate their visions. The main purpose of this communication is to allow everyone in the development team to make design choices that are in line with the commonly shared design vision.

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A public place of their own. A Fieldstudy of a Game Café as a Third Place

Jonsson Fatima
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This article investigates the meaning and function of the game café as a ‘Third place’ for boys and young men who play games in a game café. As there has been relatively little focus on game cafés in Western Europe as compared to studies of game cafés in Asia this paper examines the meaning and function of a game café in Sweden. This is achieved through an ethnographic study of a game café in central Stockholm. The author argues that the game café functions as a public place of their own. This means that for this group the game café is an escape from the moral judgments and parental restrictions and control at home. It also provides young men with a local hang out to maintain, negotiate and establish relationships with friends, peers and like minded through gaming. This place is a rather restricted third place which fosters interaction within a homogenous community of people of the same gender and age group. Therefore the game café shares more similarities with a sport club than a traditional café.

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“I’m in love with someone that doesn’t exist!!” Bleed in the context of a Computer Game

Waern Annika
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It is not unusual for computer games to include romance, but most games treat romance as a narrative theme rather than as an integrated part of gameplay. In this article I investigate the gameplay experience in the game Dragon Age, a single-player game that allows players to actively engage in romance. Based on an investigation of blog and community comments, we argue that this sometimes will create an experience that is similar to the “bleed” effect in non-computerised role-play, and that the player to some extent shares emotions with his or her character.

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The Positive Negative Experience in Extreme Role-Playing

Montola Markus
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Fun is often seen a necessary gratification for recreational games. This paper studies two freeform role-playing games aiming to create extremely intense experiences of tragedy, horror, disgust, powerlessness and self-loathing, in order to gratify the self-selected group of experienced role-players. Almost all of the 15 interviewed players appreciated their experiences, despite crying, experiencing physiological stress reactions and feeling generally ―bad‖ during the play.

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On Making Good Games: Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features

Björk Staffan
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This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they support an intended use, and the intended use of games is to support people to be good players. A collection of gameplay design patterns, identified through their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games.

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Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft

Eklund Lina, Johansson Magnus
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One of the main components and reasons for the success of the Massive Multiplayer Online Games genre (MMOG) is that these games are seen as arenas for social interaction. The focus of this paper is the phenomenon of “Pick up Groups” (PUGs), a neglected aspect of online gaming. How is the social interaction structured in these temporary groups? The results of a participant observation study reveal a low level of social interaction between PUG players. Communication is held to a minimum and dungeons completed at high speed. Even in the event of downtime, interaction is rare. What little interaction has been observed is divided into instrumental and sociable interaction. A higher level of sociable interaction was found when several players from the same guild played together in the same group. But looking at greetings and goodbyes, normally used to acknowledge an ongoing social situation, we see that the social engagement in most PUGs is low. In summary, social interaction in PUGs, if any, is mainly instrumental, making these temporary groups unsocial game experiences; something not normally associated with group play in the MMOG genre.

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And Justice for All – the 10 commandments of Online Games, and then some…

Johansson Magnus, Verhagen Harko
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As part of our research project on the social aspects of gaming and more in particular the structuring of behavior in online multiplayer games using norms and rules, we present an overview of the type of rules used by clans and guilds in both MMOGs and FPS games. Not surprisingly, both genre and player motivation play a role in the selection and creation of rules. We also note that one of the types of behavior addressed in many rules, griefing, needs a more sophisticated analysis than used in previous game research. We conclude by presenting a set of “game commandments” that summarize the rule sets analyzed.

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Leadership Style in World of Warcraft Raid Guilds

Prax Patrick
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This study shows how guild leaders in World of Warcraft (WOW) and leaders of real life organizations compare in terms of leadership style. This comparison is used to shed some light on leadership in Massively Multiplayer Online Role Playing Games (MMORPGs). 12 interviews were conducted, six with leaders of successful WOW raiding guilds and six with leaders of various real life organizations. The Leadership Grid was used to analyze and compare the different leadership styles. The leadership style of the guild leaders can be described as “Janus-faced”. It uses both “County-Club Management” putting human needs first and “Authority-Compliance Management” focusing on efficiency and results depending on the situation. To secure the success of the raid a leadership style with focus on results is used during the actual raid. During the every-day life, outside of the actual raid, a leadership style concerned about human needs is chosen to be able to solve social problems and build strong social relationships using only digital media for communication.

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Why gamers donʼt learn more An ecological approach to games as learning environments

Linderoth Jonas
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This paper criticizes the argument that video games by their nature are good learning environments. By applying the ecological approach to perception and learning to examples of game play, the paper shows that games can be designed so that players are able to see and utilize affordances without developing skills. Compared to other practices, gaming demands less learning of the practitioner since progress can be built into the system. Contrary to the arguments put forth by James Paul Gee in his book What video games have to teach us about learning and literacy, this paper comes to the conclusion that good games do not necessarily imply good learning.

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Undercurrents: A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

Bergström Karl, Jonsson Staffan, Björk Staffan
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This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process.

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Modelling Experimental Game Design

Holopainen Jussi, Nummenmaa Timo, Kuittinen Jussi
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This paper uses two models of design, Stolterman’s and Löwgren’s three abstraction levels and Lawson’s model of designing, from the general design research to describe the game design process of an experimental pervasive mobile phone game. The game was designed to be deployed at a big science fiction convention for two days and was part of a research through design project where the focus was to understand which core mechanics could work for pervasive mobile phone games. The design process was, as is usual for experimental designs, very iterative. Data were gathered during the design process as entries in a design diary, notes from playtesting and bodystorming sessions, user interface sketches, and a series of software prototypes. The two complementary models of design were used to analyse the design process and the result is that the models give a good overview to an experimental game design process and reveal activities, design situations, and design choices which could have otherwise been lost in the analysis.

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Stillborn Gamers? Writing a Birth Certificate for Corporeality and Locomotion in Game Research

Nørgaard Rikke Toft
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The paper presents a theoretical cornerstone in my current, ongoing PhD project which overall aim is to investigate relations between gamers’ corporeal, digital, and communicative practices. The present paper explores, in a beginning way, one of the more overlooked perspectives on the gamer, namely, the gamer as a ‘tool-wielding, moving body.’ It considers the theoretical and analytical questions that might begin to be asked if we understand gamers as moving bodies rather than e.g. visual perceivers or cognitive learners. The outlined framework will constitute the foundation for the project’s future research into gamers’ practices and hopefully open the doors for a more inclusive perspective on the gamer. The paper is organized in two parts: Firstly, a compact ‘reading’ of current game research is presented, secondly, possible theoretical and analytical tools for studying gaming as a corporeal activity is introduced. The aim is to make room for and shed light on corporeality and locomotion as valid, significant, and meaningful dimensions in game research.

Your Theory Fix: New Issue of Eludamos

Vol 4, No 2 (2010)

Table of Contents

Perspectives

Preface: A Community of Players HTML PDF
Judd Ruggill, Randall James Nichols, Ryan M. Moeller, Ken S. McAllister 133
Hyper-Ludicity, Contra-Ludicity, and the Digital Game HTML PDF
Steven Conway 135-147
Screening Play: Rules, Wares, and Representations in “Realistic” Video Games HTML PDF
Ian Reyes, Suellen Adams 149-166
Playing the Second World War: Call of Duty and the Telling of History HTML PDF
Harrison Gish 167-180
Strategy Computer Games and Discourses of Geopolitical Order HTML PDF
Rolf F. Nohr 181-195
Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV HTML PDF
Marc Ouellette 197-213
Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft HTML PDF
Kevin Moberly 215-235
Really Fake: The Magic Circle, the Mundane Circle, and the Everyday HTML PDF
Joshua Zimmerman 237-251

Articles

Strange Reality: On Glitches and Uncanny Play HTML PDF
Eben G. Holmes 255-276
Designing and Implementing an Assessment Plan for a Virtual Engineering Lab HTML PDF
Marilee J. Bresciani, Khaled Morsi, Mark Tucker, Mark Siprut, Kris Stewart, Allison Duncan 277-285
Online Gaming and the Social Construction of Virtual Victimization HTML PDF
Steven Downing 287-301
Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War HTML PDF
Jaimie Rachel Baron 303-314
Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2 HTML PDF
Kristine Jørgensen 315-331

Reviews

Book Review: The Mergence of Spaces by Elke Hemminger HTML PDF
Arne Schröder 335-338

Social Game Studies report

The Social Game Studies group have released their workshop report. This is some of the first academic research on social games.

I think academia tends to lag behind what is happening with video games outside the “core” space – even almost a year after A Casual Revolution came out, there is little writing on casual games. Even after Sony and Microsoft have changed their strategies to capture the new market.

Why this lag? I suspect that there is a typical selection problem that the people most likely to go into game studies are the people most dedicated to traditional game culture. But there really ought to be hordes of dedicated Facebook gamers doing PhDs on farming games.

The report in question is from a July 2010 workshop “Social Game Studies: What Do We Know, What Might We Learn?” under the following call:

“In tune with the relative newness of the hybrid medium that is social games, this workshop pursues two goals: One, to take stock of the academic and industry research on social games that has been done or is currently being conducted. Two, to identify what (if anything) makes social games different to video games on the one hand and social networks on the other: Which theoretical approaches and methodologies promise to capture these characteristics, which new data sources, methodologies and research questions do social games afford?”

Get the report here:

www.socialgamestudies.org/report