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
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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

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.