Nordic Game 2006 – Research Program – Open Call
Call for presenters for an academic symposium “Understanding the Player” at
Nordic Game 2006. 19-20 September. Malmö, Sweden.
Nordic Game 2006 – Research Program – Open Call
Call for presenters for an academic symposium “Understanding the Player” at
Nordic Game 2006. 19-20 September. Malmö, Sweden.
The ESA has an interesting overview of research which they happen to agree with, i.e. research which questions the games->aggression idea. Unbiased it is not, but hey…
I’m tweaking WordPress to work as a CMS for www.game-research.com. Updating the old thing has been just too difficult – and so nothing will stand in the way of new content (of which various things are planned).
If you wish to contribute to the site – in the form of a book review etc. – let me know.
The new version is visible at www.game-research.com/2.
Comments? Suggestions? (Put ’em here).
I’m late to the party, but let it be widely known among all readers of this blog that my supervisor, TL Taylor’s book Play Between Worlds is out in the wild. I’m sure it’s excellent and I’m looking forward to reading it.
From the description:
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps–as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.
Taylor’s detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)–including her attendance at an Everquest Fan Faire, with its blurring of online-and offline life–and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers “power gamers,” who play in ways that seem closer to work, and examines our underlying notions of what constitutes play–and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don’t fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space–what happens when emergent player culture confronts the major corporation behind the game.
Full papers, no abstracts this time. This is quite an interesting development as it will include fields in which only full papers count as worthy (the case for many computer scientists).
The announcement:
DiGRA 2007 First Circular
We, the DiGRA 2007 Local Organizing Committee, are happy to announce
that the third DiGRA (Digital Games Research Association)
international conference will be held in Tokyo, Japan in September
2007. Scholars of digital games from around the world are encouraged
to submit a paper and to participate in the conference. Held in the
world capital of videogames, this conference will be an event that no
game studies scholar can afford to miss. We are working hard for
DiGRA 2007 to be truly special.
The theme of this conference is “Situated Play.” Game play does not
take place in vacuum. For play to be possible, certain social,
cultural, economic, and technological conditions need to converge.
Digital games, therefore, require truly diverse approaches to
illuminate their extremely multi-faceted nature. The goal of this
conference is to shed more light on these various kinds of
situatedness of games. In particular, the conference aims to bridge
professionally and geographically diverse scholars and practitioners.
We therefore welcome panel proposals and papers that describe various
facets regarding the situatedness of digital games and attempt to
combine a range of approaches in innovative ways.
For our participants’ convenience, the dates of the conference will be
set close to the Tokyo Game Show so that participants can take
advantage of both events. The selection of papers will be based on
full papers instead of abstracts, and the deadline will be in February
2007. A second circular revealing more details about DiGRA 2007 will
be issued in late May or early July.
We hope to see you in Tokyo!
– DiGRA 2007 Local Organizing Committee
Akira Baba (Chair), Kiyoshi Shin, Akinori Nakamura, Kenji Ito
The web is awash with writing guidelines. And as I’ve mentioned before the Danish book “Den gode opgave” cannot be recommended enough. But here are a few tips which I have found relevant for ITU students in particular:
More to come…
I’ve just returned from a 2 month research stay with Macquarie University‘s Dept. of Computing (Sydney). It’s been most productive and inspiring being around Anders Tychsen, Michael Hitchens, Manolia Kavakli and others.
Time to adapt to the so-called climate here and for trying not to miss the Manly sunsets too much.
New games book out: Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games
From the description:
Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality.
There is hope yet. My research project description was just updated.
About time too.
The grandfather of Public Service broadcasting, the BBC, just published an impressive report surveying the habits, preferences, demographics etc. of UK gamers.
It contains bundles of well-presented facts. Like:
– Young age and chance of being a gamer correlate positively (not surprising)
– 48% of respondents were “heavy” gamers i.e. they play at least once a week and up to daily, whereas only 7% are “medium” and 4% are light. This seems to indicate that if you play then you are likely to play more than a little (it also indicates, of course, that the categories might not be entirely intuitive)
– Gender has extremely limited influence on frequency of playing
– 6-10 year olds “prefer” the PC as a platform (over individual consoles etc.) while for other age groups the PS2 takes over (although I’m not entirely sure how”Preferred device” is measured here)
Also, the report sums up interesting findings on genre preferences and gender:
Simulations and MMOGs perform equally well with males and females, while RPGs and Strategy fare only marginally better with males. Females then show strong approval for Music/Dance, Puzzles/Board/Quiz, and
Classic games. Males show strong approval for Action-Adventure, Racing, Sports, and First Person Shooters. Simulations and MMOGs seem to be key to attracting audiences of both genders equally: Sports and Shooting category games generally hold the lowest appeal for females, although it should be noted that this doesn’t mean they have no appeal: 12% of females play First Person Shooters.
Via BoingBoing