Fear of an App Planet

(Returning to our regular schedule.)

With Apple announcing an App store for the Mac following the App Store for iPhones and iPads, it’s worth pondering what this means for video games.

  1. It’s a great way to allow the distribution of games of different scope, so why is this the first major commercial internet-based software store for a major operating system? Seems so obvious. (Though Linux users have long had similar systems, though only for non-commercial software.)
  2. The Mac App store will have similarly strict and semi-random policies as the iOS app store. As I have argued before, I think the app store policies are ambiguous and inconsistently enforced by design: this has the desired chilling effects of self-censorship among developers, while Apple can claim that it intended no such thing.
  3. It has historically been the case that console games were heavily controlled and censored, while PC and Mac games allowed for freedom of expression. Assuming that more software sales move from boxed and regular web to the Mac App Store, we are going to see the Mac becoming less of a platform for edgy and experimental content. You can still get your software elsewhere, but convenience matters.
  4. And again: there would be an uproar if a major bookstore censored books according to Apple guidelines, so why do we accept censorship for games?
  5. Which means that the potential future in which all games on all platforms are distributed through app store-like channels … that is a potential nightmare.

Video Game Seminar at NYU: Game Research through Game Design (and vice versa)

I am running an (I think) exciting series of video game theory seminars at the New York University Game Center.

This Monday September 20th the topic is on the combination of game research and game design.

Our speakers, Katherine Isbister from the NYU Poly / Social Game Lab, and Clara Fernandez-Vara, Matthew J Weise, and Abe Stein from the Singapore-MIT GAMBIT lab, represent two cutting-edge labs for which game development is an integral part of their research.

The theory seminars are aimed at researchers, industry professionals and graduate students. If you would like to join, please send an RSVP to Jesper Juul, j@jesperjuul.net

See you Monday September 20th at 4-6pm, room 920, 9th floor, 721 Broadway, New York, NY.

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Talk and speaker descriptions:

The Singapore-MIT GAMBIT lab: Applying Games Research to Game Development.

The Singapore-MIT GAMBIT Game Lab is a collaboration between the Massachusetts Institute of Technology and the government of Singapore. GAMBIT emphasizes the creation of video game prototypes to demonstrate research as a complement to traditional academic publishing. http://gambit.mit.edu

GAMBIT will be represented by Clara Fernandez-Vara, Matthew J Weise, and Abe Stein.

Katerine Isbister: Digital Games as Instruments for Design-Oriented Research

Katherine Isbister is jointly appointed in NYU-Poly’s Computer Science and Humanities and Social Science Departments, and directs the Social Game Lab http://socialgamelab.bxmc.poly.edu

The Art History of Games Video Online

The videos have been posted from the very exciting Art History of Games Conference in Atlanta earlier this year.

Lots of interesting presentations by Bogost, Bolter, Brathwaite, Kluetsch, Lantz, Lowood, Nitsche, Paul, Pearce, Pozzi & Zimmerman, Rohrer, Romero, Schrank, Sharp, Harvey & Samyn.

A few notes on my talk, “The Pure Game: A Short History of Video Game Aesthetics”, viewable below.

I did the very academic thing of talking about history, about how in art history, the idea of identifying the pure essence of a medium and protecting it from alien influences has been common in the 20th century (painting, cinema), and how in video games we have often made similar claims about identifying a pure game that we wanted to protect from, say, narrative, or from undue emphasis on graphics.

I think some people were hoping for more of a manifesto-style talk, since many other speakers were doing just that. My talk is more of a meta-manifesto, where I say that although we are faced with the weight of history, and although history warns us against making sweeping statements about the properties of an art form, and although there is a current of thought that warns us against definitions and media essentialism, we nevertheless have to continue to make strong claims about our art form of choice, video games. The bold claims, though often proven wrong, drive us forward. We must dare to be wrong. We must continue making bold statements about video games, knowing that they can be wrong, and we must try to make statements that are so strong that they can be wrong.

 

The Video Games of Video Games: Prejudices against Social Games verbatim copies of Prejudices against Video Games

[Updated September 1st to reflect that I was referring to the criticism that Ian Bogost was initially cited for, rather than his more in-depth post.]

Here is the point: Gamer prejudices against social games are verbatim copies of general prejudices against video games. Within video game culture, we have spent decades trying to make video games respectable, but now we are simply taking the prejudices against us, and regurgitating them at a new form of video game, looking down on social games the way that culture at large has been looking down on video games. We have made social games into the video games of video games.

In July, we had seminar at the NYU Game Center on the issue of social games. Aki Järvinen (a reformed academic who now works at Digital Chocolate) gave a talk on social game design, and on social game definitions. Ian Bogost gave his promised anti-social game talk, and launched his Cow Clicker FarmVille parody.

In some of the media coverage of Ian’s game, I ended up being cited for the following:

According to New York University games researcher and theorist Jesper Juul, social games are “brain hacks that exploit human psychology in order to make money.”

Which wasn’t my point at all. Let me explain. Consider this quote from a blogger that, building on Jesse Schell, presents this criticism of FarmVille:

… the primitive kind of manipulations you see in FaceBook games like FarmVille and Mafia Wars. … the ways in which these games exploit the psychology of adults and children.

And consider the criticism that Ian Bogost was originally cited for. [Update: Compare to his nuanced comments here.]

[FarmVille gives] experiences more like [Skinner] boxes, like behaviorist experiments with rats.

Now, doesn’t this kind of language sounds oddly familiar? Exploiting psychology, manipulating, and just being in it for the money? Behaviorist experiments? Here is a quote from someone critical of video games in general, exploiting children and so on:

… the video game industry hides behind a First Amendment veil in order to exploit children for the sake of corporate profit.

And in their 1983 book Mind at Play, Loftus & Loftus explicitly compared video games to Skinner boxes.

In other words, the standard criticism against social (and casual) games is identical to traditional criticisms against video games as such. Gamer culture hasn’t exactly invented a new language here, but simply copied the familiar prejudices of parents and of the Jack Thompsons of the world.

I think this is pretty weak. At the very least criticism should be specific. Do social games involve brain hacks any more than WoW does? Any more than BioShock does? Any more than Shakespeare? I am not so sure. How would any art form not involve human psychology?

Of course, this doesn’t mean that FarmVille is a Great Game, it just means that we should try to control our inner Jack Thompson echo machine a little. It also does not mean that we have to love Zynga’s business practices, but it becomes ridiculous when I hear people contrast social games with the traditional game industry by saying that the traditional game industry as such is all about experiences and art, but not about money. It’s a little more complicated than that.

It’s completely legitimate to dislike social games – we don’t have to like everything, but there is a reason why people are playing these games, and it’s not a mystery: It’s nice to grow things. It’s nice to do things with your friends. It’s nice to give and receive gifts. It’s nice to play a game that allows you to schedule your playing time. And so on.

I also find StarCraft II more exciting, but I think we can learn something by acknowledging that new games can be interesting by breaking with our expectations of what a game should be. I would like to hear some more advanced discussion of social games.

And we should also avoid assuming that we are clever and able to see through tricks, advertising, and so on, but that they (the people who play these strange games) are unreflected and naïve. I leave you with a picture of the fence hack in FarmVille, where the author’s avatar has been fenced in to fool the FarmVille pathfinding algorithm, speeding up many common tasks. This is a common trick. People will do complicated things in games – all games – if they feel motivated to do so.

Finally: Games beat Email as Online Time Sink

The Nielsen company’s latest study show that online games have edged out email as the 2nd-largest time sink online in the U.S.

Progress, I think.

(The result may be partially due to users shifting personal communication from email to social networks.)

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Top 10 Sectors by Share of U.S. Internet Time
RANK Category Share of Time

June 2010

Share of Time

June 2009

% Change in

Share of Time

1 Social Networks 22.7% 15.8% 43%
2 Online Games 10.2% 9.3% 10%
3 E-mail 8.3% 11.5% -28%
4 Portals 4.4% 5.5% -19%
5 Instant Messaging 4.0% 4.7% -15%
6 Videos/Movies 3.9% 3.5% 12%
7 Search 3.5% 3.4% 1%
8 Software Manufacturers 3.3% 3.3% 0%
9 Multi-category Entertainment 2.8% 3.0% -7%
10 Classifieds/Auctions 2.7% 2.7% -2%
Other 34.3% 37.3% -8%
Source: The Nielsen Company

Speaking at Nordic DiGRA, August 16-17 in Stockholm

Nordic Digra 2010: Experiencing Games: Games, Play, and Players
August 16-17, 2010
Kista, Stockholm, Sweden

The programme has now been set for the Nordic Digra conference, and we would like to extend our call for participation to this exciting first-time event! The theme for the conference, ‘experiencing games’, places a particular focus on studying design for player experience and research on tools and methods for player-participatory design.

The event will feature
– Keynotes by Prof. Jesper Juul (Half-Real and Casual Revolution) and Christopher Sandberg (CEO and founder of The company P)
– Papers sessions presenting up-to-date Nordic research in the game area
– Two workshops, on Collecting and analyzing video data in game studies and designing and implementing pervasive games
– A social evening located in the new Digital Arts Centre in Kista, featuring music, good food and, of course, gaming

About the keynotes:
Christopher Sandberg is CEO and founder of International Interactive Emmy Award winning television and new media production company The company P. He has one and a half decade of experience in start-ups as CEO and as Executive Producer in television, online and mobile, ranging from drama to social applications and games. Sandberg is Executive Producer and Creative Director for the new project by Tim Kring (creator of Heroes), the Conspiracy For Good.

His keynote draw on experience from working with some of the leading showrunners in drama and having broadcast meet games, social media and live action street play. He will talk about the latest productions from The company P:  It is about letting the audience in to your world, and letting the shared experience out into the world”.

Jesper Juul has been working with the development of video game theory since the late 1990’s. He is currently at the NYU Game Center and The Danish Design School, but has previously worked at the Singapore-MIT GAMBIT Lab at MIT and at the IT University of Copenhagen. His book Half-Real on video game theory was published by MIT press in 2005. His recently published book, A Casual Revolution, examines how puzzle games, music games, and the Nintendo Wii are bringing video games to a new audience.

He will be talking about The Casual Turn: Reinventing Video Games & reinventing Game Research

Registration fee includes coffee and tea breaks, lunches and conference dinner on Monday evening. The workshops have no registration fee but we need to know if you will participate.

Non Digra members need to become members, check http://www.digra.org/join

Early bird fees:
Regular – 130 Euro alt 1250 SEK
Student – 50 Euro alt 475 SEK

Registration after August 1:
Regular – 150 Euro alt 1450 SEK
Student – 70 Euro alt 650 SEK

For registration and further information, go to our website www.nordic-digra.org

Take a course at the New York University Game Center this fall

A New York University announcement:

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Expand your mind by taking a class in an exciting new field: There are still spaces available in two Game Center classes this fall, Introduction to Game Design and Game Studio! Both classes are free of prerequisites, so they are open to all students. Find them on Albert under Tisch Open Arts Electives.

Students: Please pass this information along to your friends.

Professors: Please pass this information along to your students.

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Introduction to Game Design

(Two Sections Available)

INSTRUCTOR: Eric Zimmerman
Course Number: H95.1605.001/H95.2605.001 (Section 1) &
H95.1605.003/H95.2605.003 (Section 2)
Meeting Tuesday from 9:30 to 12:15AM and 2 to 4:45PM
Lab Time: Thursday 6 – 9PM (Both sections)

This class is an intensive, hands-on workshop addressing the complex challenges of game design. The premise of the class is that all games, digital and non-digital, share common fundamental principles, and that understanding these principles is an essential part of designing successful games. Learning how to create successful non-digital games provides a solid foundation for the development of digital games.

In this workshop, students will; analyze existing digital and non-digital games, taking them apart to understand how they work as interactive systems; create a number of non-digital games in order to master the basic design
principles that apply to all games regardless of format; critique each other’s work, developing communication skills necessary for thriving in a collaborative field; explore the creative possibilities of this emerging field from formal, social, and cultural perspectives; develop techniques for fast prototyping and iterative design that can be successfully applied to all types of interactive projects.

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Game Studio

INSTRUCTOR: Katherine Isbister

Course Number: H95.1608.001/H95.2608.001
Meeting Thursday from 9:30 – 12:30AM
Lab Time: Wednesday 5:30 – 9PM

In this course, students learn best practices in digital game development, working in small teams to produce complete games. The course introduces students to project management, production roles, playtesting, considerations of audience and platform, and other practical concerns in building games.

The course will combine lecture and occasional guest speakers with practical exercises and milestones in building a completed digital game.

Manic Miner: The Opera

If you, like me, have fond memories of Matthew Smith’s 1983 game Manic Miner (playable here), chances are you are from Europe. It’s a pivotal game in the European history of games, but little known in the U.S.

Someone out there is apparently sufficiently fond of the game to compose an opera about it.

(Philosophical question of the day: does composing an opera about something always imply a fondness of it?)

(Via GameSetWatch.)