The Nielsen Numbers Part 1

Uploaded by •PeSa• on 22 Aug ’06, 1.54pm CEST.

I was interviewed the other day for Danish newspaper Berlingske Tidende who wanted comments on recent survey results showing that “64% of online gamers are women”. The paper ran two articles in today’s edition (In Danish: Kvinder spiller computerspil i stor stil and Computerspil vinder de voksne). They were quite well-researched, IMO.

In brief I said:

  • More women/girls are playing today than before
  • This is caused by a number of factors, but importantly:
  • Technological changes have moved (some) games online and this has made (some) games more social/communicative. And some women prefer such games to Moon Patrol style win-or-lose.
  • The game industry has aggressively rebranded games to make them cool or at least culturally acceptible (as I mentioned recently elsewhere).

Other Danish media picked up on the story and I was interviewed for radio and television during the day. Since nuances very easily become lost, let me just make clear:

  • I have not read Nielsen’s report
  • I am sceptical about the results (in essense, here‘s why)
  • While I see no reason why US gamer demographics should differ wildly from Danish ones, this is different from “The Nielsen numbers can be generalized to Danish gamers” (which was what television ended up quoting me for).

But at the end of the day, what I’m interested in is the facts. So now, let’s see if I can get my hand on that much-mentioned report… To be continued…

Game lecture: Aki Järvinen to speak at ITU tomorrow

The Center for Computer Games Research (game.itu.dk) is happy to announce its Game Lecture Series for Fall 2006.

The next lecture will be given by Aki Järvinen, from the Finnish
National Lottery, who will present his research on applied ludology.
It’ll take place on October 12, 2006 at 16:15 at the IT University of
Copenhagen (Rued Langgaards Vej 7, Copenhagen 2300 S). Entrance is free
and everybody is welcomed.

Details about the talk can be found here:

http://game.itu.dk/events/jarvinen2006.htm

For any enquiries, please contact Gonzalo Frasca at frasca@itu.dk

As we may watch

Ex-co-PhD student Martin Sønderlev Christensen (of nowuseit fame) defends his thesis masterpiece at ITU tomorrow (14:00, Auditorium 4 or 2).

The thesis is here (draft version).

Update:



By stilleben [‘stelle:b?n] http://www.flickr.com/people/stilleben/

The abstract reads:

Abstract
This dissertation offers a cultural theoretical interpretation of the emergence of personal affective mobile media [PAMM]. By interpreting the apparent cultural changes and representation of mobile devices, the dissertation provides a description that emphasizes a conceptual shift from understanding technology as efficiency to using it affectively.

Continue reading As we may watch

Sing, O goddess

All good things – and apparently also the barely bearable ones – must come to an end.

As implied, my dissertation was sent on its merry way through the labyrinthine ways of the Danish PhD system, beyond human interference. That is well and good.

In recent weeks I’ve been in recovery spending much-appreciated (by me, at least) quality time with the family. Venturing a premature diagnosis, I’d say I’ve come through with only curable wounds (but the dreams! the dreams!!!).

The old “What now?” question rears its head. From now on I’ll focus on embedded gender values in late modernity leisure practices in a strictly hermeneutic pperspective. No seriously, here’s what: From 1 Sep I’ll return to the ITU to co-teach the “Digital Media” course and to head (in practice from October-November or so) the Digital Design and Communication study line. Formally, I’ll be a member of the Innovative Communication research group but I will of course stay closely in touch with the illustrious Game Center.

I guess all these changes makes this a good time to take stock. This blog, I believe, has suffered from a lack of focus. Rest assured this will only get worse. I will be finger-thinking about new topics and generally allow myself the luxury of constraintlessness. On the other hand, I will be more systematic with entry categorization so it will be possible to RSS-read more specifically.

And so, I need only say welcome back to TDSoTit’s not new, but it’s not very old either.

(I’ll be uploading the dissertation here as soon as I can create a web-friendly PDF).

Video game violence and physiological desensitization

“The effect of video game violence on physiological desensitization to real-life violence” is the title of a very recent article by Nicholas L. Carnagey, Craig A. Anderson and Brad J. Bushman.

It can be found here.

The good Dr. Castronova has scathing comments over at Terranova.

Article abstract: Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game eVects on physiological desensitization, deWned as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to Wll this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing Wlmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.

Soccer players are excellent game theorists

Turns out that penalty kick behaviour conforms beautifully with game theoretical predictions.

Economist Ignacio Palacios-Huerta of Brown University has studied thousands of penalty kicks. Penalty kicks are theoretically wonderful since they constitute 2-player zero-sum games where players have very few available strategies and where the outcome is decided immediately after the initial action.

Palacios-Huerta found that no strategy is inherently better. And that soccer players (as opposed to the typical lab subjects of behavioural game theory) manage to play truly randomly (the way they ought to if they are following basic game theory assumptions):

…professional players are found to be capable of behaving perfectly randomly. Their sequences neither exhibit negative or positive autocorrelation, and choices do not depend on one’s own previous play, on the opponent’s previous plays or on past outcomes.

According to the author, these results are close to unique, i.e. the observed behaviour (supporting the model) has not been seen in other experimental contexts.

The article is a fascinating example of how games (in our sense) and game theory (in the economist’s sense) may be reciprocally fruitful. Which was the larger point of Edward Castronova’s recent article Castronova, E. (2006). The Research Value of Large Games: Natural Experiments in Norrath and Camelot. Games and Culture, 1(2), 163-186.

What’s your take?

I have a puzzling result of my study. Do you have a suggestion for an interpretation?

I am testing the effectiveness of a “rational agent” model in explaining player behaviour. In other words, do players actually adopt the game goals as their own?

It turns out that

– YES: In terms of the gamespace (i.e. on-screen) they do. While playing the three games in my study, players conformed to what you would expect if they were simply trying to win.

but

– NO: In terms of their verbal interaction and behaviour outside the gamespace (i.e. in the couch) they do not. The players gave help and advice in ways that did not obviously improve their own chances of winning (e.g. they helped others a lot in a competitive game).

Is this surprising? And do you have any idea why this split occurs?

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Danish Social Democrats want state funding for games

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The Danish Social Democrats suggest ambitious changes in the state’s attitude towards games.

In particular, they suggest that video games be equated with film in terms of opportunities for cultural funding. The party’s cultural spokesperson notes how “I find it completely obvious that we need more state funding in this area”.

His arguments are perhaps less than entirely compelling: “We give support to all sorts of other things when it comes to culture, and we talk a lot about how to counter US culture.”

He also proposes increased funding for games research.

These ideas have circulated in various forms for years, but this time round someone seems to really mean it. Of course, the idea of actually equating film and games would mean a funding revolution that would create considerable opposition in some circles. Also, this debate is likely to lead to a heated discussion of what types of games deserve support. Bald assassins, anyone?

Source: Computerworld (Danish)