Sunday, May 25, 2008

Press Update: The Philosophy of Computer Games 2008, Potsdam, Germany

THE PHILOSOPHY OF COMPUTER GAMES
CONFERENCE IN POTSDAM MAY 8-10,2008

Pressespiegel 21.05.2008

08.05.2008 "Sie wollen nur spielen"Marika Bent: Märkische Allgemeine Zeitung
11.05.2008 "Games und Kinetik", Robert Glashuettner, FM4 ORF 
12.05.2008 "Videospiele raus aus der Schmuddelecke", Janine Wagner, heute.de  
12.05.2008 "Games als Performatives Medium", Robert Glashuettner, FM4 ORF
13.05.2008 "Die ethischen Werte des Computerspiels", Johannes Thumfart Berliner Zeitung
13.05.2008 Games als Puppenspiel, Robert Glashuettner, FM4 ORF
16.05.2008 "Der physische Körper fällt weg" Ben Schwan, Technology Review
16.05.2008 "Spielend betritt der Mensch den magischen Zirkel", Jean-Michel Berg, Süddeutsche Zeitung 
19.05.2008 "Berlín 2008: Amaze & Computer Games Museum", Flavio Escribano (Spanien), VIRALGAMES.ORG

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From: Sophie Ehrmanntraut

Saturday, May 24, 2008

IHT.com Article: "Grand Theft Auto 4" star and his less-than-stellar pay

"Grand Theft Auto 4" star and his less-than-stellar pay
By Seth Schiesel The New York Times
Wednesday, May 21, 2008

Michael Hollick never thought his big break would come in a video game.
All those years when he was struggling to get by as an aspiring actor - tending bar, working in a bagel shop in Manhattan, spraying perfume at Bloomingdale's - he was aiming for Broadway and prime time.
As he moved from regional theater to soap operas, middling musicals and "Law & Order," he remained just another good-looking guy hoping for an audition.
His face still is not famous, but Hollick's voice and gait have moved into the pop culture firmament recently as those of Niko Bellic, the sardonic, textured Balkan criminal at the heart of "Grand Theft Auto 4," the acclaimed gangster fantasy that has become the fastest-selling game to date. Produced by Rockstar Games and its corporate parent, Take-Two Interactive Software, the game has generated at least $600 million in sales in its first three weeks.
Yet even as "Saturday Night Live" has spoofed the Niko character, even as Hollick's voice has been heard in tens of millions of homes in advertisements broadcast during "American Idol" and the NBA playoffs, even as fans have flocked to his MySpace page, his triumph has been bittersweet.
Hollick was paid about $100,000 over roughly 15 months between late 2006 and early this year for all of his voice acting and motion-capture work on the game, with zero royalties or residuals in sight, he said.
Had this been a television program, a film, an album, a radio show or virtually any other sort of traditional recorded performance, Hollick and the other actors would have made millions by now. As it stands, they get nothing beyond the standard Screen Actors Guild day rate they were originally paid.
That is because the contracts between the actors' union and the entertainment industry make little or no provision for electronic media like video games and the Internet. It is a discrepancy that is expected to dominate negotiations between Hollywood and the guild this summer, with many predicting an actors' strike to parallel the writers' strike last year, which revolved around similar issues.
"Obviously I'm incredibly thankful to Rockstar for the opportunity to be in this game when I was just a nobody, an unknown quantity," Hollick, 35, said last week over dinner in Williamsburg, a neighborhood in the New York borough of Brooklyn, shortly after performing in the aerial theater show "Fuerzabruta" in Union Square in Manhattan. "But it's tough, when you see 'Grand Theft Auto 4' out there as the biggest thing going right now, when they're making hundreds of millions of dollars, and we don't see any of it. I don't blame Rockstar. I blame our union for not having the agreements in place to protect the creative people who drive the sales of these games. Yes, the technology is important, but it's the human performances within them that people really connect to, and I hope actors will get more respect for the work they do within those technologies."
Rockstar declined to comment for this article, but it is an issue that has been hanging over the video game industry for years. On the one hand, through both creative and technical ambition, game makers are infusing their wares with more realistic characters and stories than ever. On the other hand, the $18 billion U.S. game industry has steadfastly refused to pay royalties to voice and motion-capture body actors along the lines of other entertainment media.
To the actors it is a simple issue of equity: equal pay for equal work, regardless of the medium.
"For instance, our contracts say nothing about the use of voices for promotional purposes over the Internet," Hollick said. "The first 'GTA 4' trailer generated something like 40 million hits online, and that's my voice all over it, and I get nothing. If that were a radio spot, I would have. Same thing for the TV ads. I recorded those lines for the game, but now they're all over television. It's another gray area."
One of the big differences between games and traditional media is that while a film, play or TV show is usually marketed around a few well-known stars, games almost never highlight the people behind the digital characters, and almost no one buys a game based on which actors are in it.
"What drives video games is not Tracy and Hepburn; what drives it is the conception of the creative director," said Ezra Doner, a former Hollywood executive who represents entertainment companies as a lawyer at Herrick, Feinstein, a firm in the New York borough of Brooklyn. "The actor whose appearance or voice is used is more analogous to a session musician for a band. The session musicians don't get residuals on the sales of the CD. They get paid a session fee. It's not like the star quality of Tom Cruise that's getting people to buy that video game."
Hollick said he "asked about residuals when we negotiated, but I was told that was not a possibility."
Ryan Johnston, the 29-year-old actor behind the Irish hood Patrick McReary, one of the main supporting characters in the game, said he believed it was just a matter of time before actors' financial participation in games caught up with their popularity. He said the general guild-negotiated rate for actors is around $730 a day. Hollick said he had been paid about 50 percent more than the standard rate, or about $1,050 a day. A spokeswoman for the union said this week that no one was available to discuss the issue.
"What we're seeing is a basic shift in the way that people seek their entertainment," Johnston said. "People want their entertainment to be convenient. They want it in their home or in their iPod for the train ride, which is a lot different than the old mode, where I had to spend hundreds of dollars to see a Broadway play or pay $12 to sit in a crowded movie theater where I can't even pause or go to the bathroom. And games are the first entertainment product that has taken full advantage of that shift."
The game companies that make millions in royalties appear reluctant to share. Among their executives, one real fear is that if they start paying royalties to a handful of actors, they will soon face similar demands from the legions of artists, designers, audio producers, musicians, programmers and other people who work for years to make a top-end game. If the actor doing a police officer's voice-over gets royalties, the argument goes, why not the artist who designed his face, or the artificial-intelligence programmer who designed how he chases the bad guys?
Doner, the lawyer, said the situation fit into the general food chain of the media business. "When it comes to video games, the actors are being paid for their work for that initial use, and what they get paid is what they get paid," he said. "If they can negotiate a big fee for themselves, great. If not, well, that's too bad. So long as it's the medium for which they were hired, the logic of the industry has always been that you get paid for the work that you do."
Compensation is a particularly delicate issue for Rockstar, which has positioned itself as a creatively independent voice amid what the company construes as the staid mainstream game industry. Rockstar markets itself as a hip entertainment company along the lines of a record label or movie studio, rather than as a mere game publisher, and that carefully cultivated image could suffer in any dispute with actors or other artists.
For Hollick, Niko has still been the role of a lifetime. A native of the eastern shores of Maryland, Hollick developed a talent for dialects as a theater student at Carnegie Mellon University in Pittsburgh, he said. In the game, Niko is a war-scarred Serbian who has worked as a human trafficker before landing in New York, known in the game as Liberty City. Hollick's masterly performance as the voice and body of Niko appears to stem both from Hollick's rich conception of the character as well as from a stellar script.
"Developing Niko, the dry sense of humor, as the story begins, he's this really hard guy with this really difficult background, but what gives it depth is that there is this na?vet? as well," Hollick said. "He comes to the big city and he's not on firm ground. He's not sure where he stands. So there is a lot to work with. And as he becomes more confident, the sense of humor comes out. The screenwriters and directors were really hip to that and really did a great job of making the character three-dimensional."
Of course, because this is a video game, in addition to thousands of lines of dialogue, there were the more, shall we say, atmospheric effects.
"So we would have the 50 pages of screaming, 10 pages of being shot, 10 pages of being thrown off a roof, 20 pages of being burnt alive, just screaming," he said. "The ones being burnt alive were the best. And I'd just be like: 'Bring me more hot tea and honey and lemon. Earl Grey."'

Thursday, May 22, 2008

Copenhagen 2008: The [Player] Conference

The [Player] Conference
August 26th-29th 2008

The IT University of Copenhagen

Rued Langgaards Vej 7

DK-2300 Copenhagen S, Denmark

CALL FOR PAPERS

The Center for Computer Games Research at the IT University in Copenhagen is pleased to announce The [Player] Conference, a conference for games researchers taking place August 26th - 29th 2008.

There is no escaping the player in games research. Whether the focus is on formal aspects of games or on studies of actual gamers, the player is an intrinsic part of the gaming situation. Despite this, the underlying assumptions that inform the notion of the player are often not made explicit in the work of game scholars, regardless of their academic background. This is problematic in itself, but even more so in the inter-disciplinary field of games research where unclear terminology may cloud communication across the borders of academic traditions.

The central focus for The [Player] Conference is to uncover the assumptions that inform our work as game scholars with regards to the player and to consider how we think about and study the player as embodied, represented, derived, historical, idealised - to mention only a few of the positions the notion of player may be put in.

While all papers should focus on the player in some respect or other, there is a diversity of topics to consider. The topics include but are not limited to:

  • Conceptions and definitions of players within different disciplines.
  • Ideal and real players.
  • Player experience, emotions, affects and cognitions.
  • Player agency.
  • Player taxonomies.
  • Methodological issues of studies that deal with players.
  • Ontology of player representations.
  • The player's perception and comprehension of the gaming situation.
  • Player motivations.
  • The position created by the game for the player.
  • Player expectations.
  • The player as subject and object.
  • The player in history.
  • Playing for academic purposes.
  • The many different roles of players.
  • Videogame's possible effects on players.
  • Assumptions about players within academia and the industry.
  • Control of player creativity and communities.
We invite submissions of full papers and panels by the 7th April 2008. All submissions will undergo a double blind review process. Notification of acceptance will be announced by the 12th of May 2008. The maximum word limit for full papers is 10000, and 600 per participant for panels. Accepted papers will be published in the printed proceedings and thus they should not be previously published. Note that the panels should focus on debating a chosen topic both among its participants and with the audience.

Media Report: Philosophy of Computer Games Conference, Potsdam 2008

From the Conference Website:

The Philosophy of Computer Games

- an international conference discussing computer games from a philosophical perspective.

The Organisation Team wants to thank all participants for making this years conference a very special event!

Pics and Videos of the talks will be online soon.

“Gamephilosophy” was also discussed in the press.

Especially the articles of Johannes Thumfart in the Berliner Zeitung and Janine Wagner on heute.de are very interesting to read.

Please send us links and information of further coverage to: presse [AT] digarec.net.

Thanks and looking forward to the fourth conference!

Friday, May 2, 2008

IHT.com Article: Video gamers keep spending despite downturn

Video gamers keep spending despite downturn
By Matt Richtel The New York Times
Tuesday, April 29, 2008

Publicity Video Trailer:

Game Website:

The troubled U.S. economy and rising prices for food and gasoline will not keep fast-twitch video gamers from splurging on their latest must-have diversion, "Grand Theft Auto IV."
During the next two weeks, some five million couch jockeys are expected to plunk down $60 to buy the violent and episodic game, which reached stores Tuesday. The release is expected to be one of  the biggest video game debuts ever, extending a franchise that has already sold 70 million copies since its arrival in 1997.
But customers' intense desire for video games extends beyond "Grand Theft Auto." Despite pressure on consumers' entertainment budgets, they keep spending more money on games. Over all, the industry is having a banner year.
Software sales were up 63 percent in March compared with March 2007, according to NPD Group, which tracks sales. Equipment sales were up 46 percent over the same period.
"People say that if consumers are down to their last $50, the last three things they'll buy are milk, eggs and video games," said Colin Sebastian, a video game industry analyst with Lazard Capital Markets.
Avid fans of the "Grand Theft Auto" games acknowledge that buying "Grand Theft Auto IV" ? and spending hours descending into a free-for-all of crime and punishment set in an animated facsimile of New York ? can require some financial sacrifice. But for many, the purchase of the game is justified by its entertainment value.
Finishing the game can take more than 40 hours, turning a $60 purchase (tax not included) into low-cost entertainment.
Ryan Holt, 21, a student at the University of Northern Colorado, plans to spend $90 to get the collector's edition, which comes with a duffel bag, art book and soundtrack. It pinches his budget, but he said there were things he would sacrifice before a great video game.
"I'd probably give up my cellphone," he said. "Probably not food. That's really tough. I like food."
Demonstrating the industry's strong growth, Nintendo announced late last week that it would increase its monthly production of Wii video game consoles to 2.4 million, from 1.8 million. In January, the video game retailer GameStop beat its own projections for quarterly sales growth, even as many other retailers have struggled, Sebastian said.
"It's hard to see that there is any effect of economic distress affecting industry sales. In fact, the industry is thriving despite woes elsewhere in the economy," said Anita Frazier, a video game industry analyst at NPD Group.
To some extent, the growth is no surprise. The industry is in the middle of a predicted upturn related to the recent introduction of three new video game consoles: the Wii; the Xbox 360, from Microsoft; and PlayStation 3, from Sony. New consoles mean new games and motivated consumers.
Video game industry executives and analysts ? and, more important, consumers ? say the devotion to the hobby is driven by a peculiarity of the games: they can be addictive.
"When gamers are in it, it's like a druglike state ? it feels so good," said Jennifer Aaker, a professor at the Haas School of Business at the University of California at Berkeley. Players, she said, face constant challenges and receive instant feedback, a superstimulating artificial environment.
Not only is the play experience emotional, but the purchase is also emotional, too, Aaker said. Players want to be the first to buy the game and master it, sweeping aside the matter of affordability. 
"The last thing that comes to mind is: Can I afford it? That question isn't even on the radar," Aaker said. "The question is: How fast can I buy it?"
In tough times ? and in good times ? playing games offers a chance for escape, devotees say. That goes double for the "Grand Theft Auto" series, said J. R. Jobe, 27, of Lawton, Oklahoma.
"You can go along with the stories, which are pretty good, or you can just play around and blow stuff up," Jobe said. "If you don't feel like blowing stuff up, you can jump in a cop car and run over criminals."
Jobe, who works as a floor manager at a casino, said playing was a kind of relief from day-to-day drudgery. That is why he has been saving a bit from each paycheck for "Grand Theft Auto IV." It is a mild sacrifice, given the cost of gasoline and the need to pay the rent and buy school lunches for the children, but he said he needed some entertainment, too.
"My wife wants me to go shopping or go to PTA meetings, and sometimes I don't want to do that," he said.
Jobe said he was entitled to something in return. "I explain to her: When I get off work, it's my way to calm down," he said. "It's like my cigarette."