Vivid metaphor

Sure, everyone’s ranting about the sad state of game journalism. But good researchers like to take one step back and rant about the ranting. Superb ones, it follows, talk about others who rant about ranting. Here’s what Bryan-Mitchell Young wrote:

"Complaining about horrible videogame journalism is like complaining about someone staining the couch cushion when the couch is sitting in the middle of a garbage dump. It may be accurate and a valid complaint, but it is kind of missing the point."

And I just thought that was pretty funny.   

Sydney-bound (apartment for rent)

All signs indicate that I’ll be spending February and March of 2006 as a visiting research fellow at Macquarie University, Sydney. I’ll be associated with a group of game research-oriented people there. Among other things I’m excited to learn more about a project they’re doing on multiplayer game-play analysis (central to Anders Tychsen ‘s PhD).

Also: That leaves a nice 3 room Copenhagen apartment for rent in February and March 2006. So if you – or someone you know – need Copenhagen housing in that period, don’t hesitate to drop me a line.

 

Girl worry

I think it’s pretty fascinating how certain memes and myths regarding gaming travel around the globe, die out for a while only to respawn briefly or more massively.
Used to be that a lot of people would express worry that gaming gave boys an advantage since it would introduce them to computers. And girls, not playing (much), would be left behind. But this was mostly an early-to-mid 90s meme, since after that gaming generally didn’t rely on much general computer skill.
I hadn’t heard this type of argument for years but the other day Jyllands-Posten claimed that “Online games give boys a number of skills that are wanted in business. Girls miss this development”. In the article professor Birgitte Holm Sørensen argues that schools must see to it that girls achieve the necessary skills. Forced WoW play during recess? Girls taken aside for Counter-Strike classes? My daughter‘s schooling may turn out very differently from my own.

The triumphant return of… media studies

Okay, here’s an excerpt from a chapter I’m writing on the importance of how one chooses to conceptualize the “player”. I start (more or less) by pointing to the implications of various user/audience views in other fields. Here’s my draft take on the issue in media studies. Comments shall be welcome, here or by email. Continue reading The triumphant return of… media studies

The danger of effect studies

I wrote an “analysis” for the newspaper Politiken (4 Sep) on the issue of violent games and aggressive behaviour. The immediate reason was recent press releases from the American Psychological Association purporting strong claims based on absurdly low-powered new recearch (an informal 5 page research review presented at the association’s yearly meeting).

I strongly suggested that there were good reasons to be skeptical of many standard (social psychological) experimental studies into this issue.

The editors, as it happened, made a few additions/changes. One was the headline which they changed to “Video games cause violence – just as children come with the stork, right?”. This was an allusion to the problem of mixing correlation with causation (an increase in storks has, during a certain period, correlated with an increase in child-birth).
The editors also added a sub-heading: “All studies to date which claim to establish a connection between computer games and violent behaviour rest on shaky scientific foundations”. Now, this is somewhat in line with my argument but I would not myself have put it as strongly simply because the problems with the studies are very different and depend upon a great number of assumptions.

Finally, the editors added the “What link?” graph from a recent The Economist article with the caption “The claim that video games cause violence has no basis in reality. On the contrary, the number of violent assault in the US is decreasing while sales of video games are on the rise.”

But of course, while the graph is surely thought-provoking, it does not prove the claim in the caption. In fact, it is interesting but obviously dangerous in such a critical article where any error will, of course, be flung back in the author’s face.

That happened in yesterday’s Politiken when a Bjarne Frandsen felt that the graph indicated either “manipulation” or “an amazing degree of ignorance concerning elementary statistics”.

I just send my objections to be (hopefully) printed as a brief letter to the editor.

It will be interesting to see if there are more reactions, whether to my text or to the additions of the editors.

Games and gamers

At the recent DIGRA conference the future of game studies was largely thought/hoped to be non-formalistic. I take this to mean that many of those present were somewhat fed up with general claims about game structure and form, preferring instead more situated and player-oriented approaches (see also Jesper’s discussion on essentialism/formalism)
While I agree that the balance today is too heavy on the formal side (forgive the confused metaphors) I don’t see formal approaches as invalid in any way. My disciplinary background is a combination of formal approaches (film studies/analysis) and user-oriented approaches (empirical media studies). The two approaches can supplement each other quite well, as I will attempt to demonstrate in my own dissertation.

Having unfortunately missed Erml and Mäyrä’s presentation I was reading their paper. As a small experiment here are my think-aloud notes.

They say:

There has been a relative boom of games research that has focused on the definition and ontology of games, but its complementary part, that of research into the gameplay experience has not been adopted by academics in a similar manner. This is partly due to the disciplinary tilt among the current generation of ludologists: a background in either art, literary or media studies, or in the applied field of game design, naturally leads to research in which the game, rather than the player, is the focus of attention.

Indeed, indeed.

Yet, the essence of a game is rooted in its interactive nature, and there is no game without a player.

A curious sentence. The ‘essence’ component is arbitrary, it makes no sense that I can discern. No game without a player? I have the board game Risk in the next room. There are no players nearby. But Risk is still a game. Weird.

Human experiences in virtual environments and games are made of the same elements that all other experiences consist of, and the gameplay experience can be defined as an ensemble made up of the player’s sensations, thoughts, feelings, actions and meaning-making in a gameplay setting. Thus it is not a property or a direct cause of certain elements of a game but something that emerges in a unique interaction process between the game and the player. This has also led to suggestions that games are actually more like artefacts than media.

Err.. implying that experience of media is not “an ensemble made up of the player’s [user’s] sensations, thoughts, feelings, actions and meaning-making”…? Odd.

People play games for the experience that can only be achieved by engaging in the gameplay

Do they? I’m not sure if I do, personally. What players?

After enough effort and repetitions the player can get to a point where she masters the game and game playing eventually reaches the point of automation and does not feel so fun any longer. Thus, games can be considered as puzzles that the players try to solve by investigating the game world

I think that’s much too broad, depends very much on the genre.

On the contrary, the children thought that the emotional immersion and involvement in fiction was typically stronger for them while reading a good book or while watching a movie.

The authors speak here of player experience which they have studied by observing/interviewing children and their non-playing parents. Interesting observation.

Our research suggests that the gameplay experience and immersion into a game are multidimensional phenomena.

Okay, this is a personal hobby-horse of mine: What data would you need for your research to suggest otherwise?
“Through in-depth participant observation of the details of playing we have found the gameplay experience to be a simple, monocausal one” – not likely.

It’s an interesting paper. The authors go from qualitive data to survey trying to “validate” the former results and find a way to ask players about immersion. The authors are well-read. For my personal taste, I would have preferred more discussion on the methods applied. Ask people about their level of immersion? Maybe, but I would have liked to see a discussion of alternative approaches.
Making rather strong methodological claims in the beginning it would have been nice with more discussion on how players can (and cannot) be studied.

I guess I’m generally skeptical of asking players/users/viewers to verbalize/rationalize something which is not normally a conchious process. People are really good at answering questions but the validity of asking someone how he or she makes judgements about credibility, forms trust, makes meaning, plays games etc. is questionable (not to say that I haven’t done it myself). It borders on attempting to outsource the analysis to the test subjects/respondents. In general, a respondent can answer questions but the researcher should analyze the data (e.g. interviews) in order to answer the research questions.

More on method

I think one will do well to be aware that one is unlikely to ever come up with a methodological claim so outlandish or grotesque that one cannot find support for it in the research literature should one search long enough.
Being able to cite somebody does not relieve anyone from thinking critically. I’ll see what I can do to remember this myself.