Thursday, October 23, 2008

The Sandbox: Gaming's New Golden Age

Gaming's New Golden Age

Link to original post:
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Mark Ollila has a notable blog over at Edge about the rise of mobile gaming. According to a recent report, games for phones and handhelds are predicted to hit $4 billion by 2012 - despite the fact that just 5% of us have played such titles. Want context? That means mobile titles will reach roughly 25% the size of the existing U.S. game market.

As I've been chattering about in recent months, I see this is the dawn of a new golden age in gaming. Mobile devices and online services, like Xbox Live Arcade, are providing both a new platform and market for independent developers. It reminds me of the homebrew heyday for self-published PC games in the early 90s (which of course followed the homebrew heyday of Apple II and C64 games). Many of our most influential game developers - id, Epic, Bungie, Maxis - came from that start-up scene. Who's next?

Posted by David Kushner on October 22, 2008

Monday, October 20, 2008

CfP: DiGRA 2009 - Breaking New Ground: Innovation in Games, Play, Practice and Theory


DiGRA 2009 - Breaking New Ground: Innovation in Games, Play, Practice and Theory


Brunel University, West London, United Kingdom, Tuesday 1st September -- Friday 4th September 2009

The South of Britain Consortium are pleased to announce the first Call for Papers for the Digital Games Research Association 2009. DiGRA is an organisation that embraces all aspects of game studies, and the conference aims to provide a diverse platform for discussion, and a lively forum for debate. We therefore welcome papers from any discipline focused on any aspect of games, play, game culture and the games industry. The conference will be the fourth DiGRA conference, following Utrecht, Vancouver and Tokyo, and welcomes contributions from scholars working in any area of interest to the association. The official business of the Subject Association will also be conducted at the conference.

The Conference invites the following proposals for consideration:

Individual or Collaborative Papers

Panels

Workshops

Posters

Graduate Student Roundtable Papers

Initial selection will be through the peer review of abstracts of 500-700 words in all categories. Panel and Workshop proposals should include abstracts for the contributions of all participants.

Individual or collaborative papers – addressing topics relevant to the wide remit of DiGRA (including therefore industry, education, political, social, theoretical concerns appropriate to the association). Presentations should be limited to 15-20 mins.

Panel proposals – 3 – 4 papers which address a common theme, a common research method, a shared conceptual issue etc.

Workshops – proposals are invited for 2 – 3 hour workshops that address a range of themes relevant to the aims of the association. Workshops that are particularly targeted at a wide audience are most welcome.

Poster sessions – presentations of work in progress in the format are most welcome and will be showcased throughout the event.

The conference committee are also interested in including featured symposia/colloquia to address particular ‘late-breaking’ research projects or issue-based topics (an example might be a colloquia based around Wii research or a symposium based around Women in Games). Please contact a member of the conference organising committee with any expressions of interest.

Graduate student participation
In order to support graduate students and early career researchers the conference will focus on graduate student issues on its

opening day, 1st September 2009. We therefore ask for volunteers for mentoring sessions from established academics. For those graduate students whose research is at an early stage, and who wish to work with mentors, we invite work in progress proposals for presentations at mentor roundtables. Such roundtable participation, however, should in no way be seen as preventing graduate students putting in abstracts for other forms of participation.

Strands
Please also indicate your preference for consideration in one of the following broad strands:

Games Culture

Games and Commerce

Games Aesthetics

Games Technology

Games Education

Games Design

Games and Public Policy

Games and Theory

Key Dates
Deadline for all abstracts and workshop/panel/symposia proposals: Friday 17 April 5pm GMT

Deadline for full papers for inclusion in digital proceedings: Friday 26 June 2009 5pm GMT

Notification of abstract acceptance: June 1 2009

Conference Dates: 1-4th September 2009

Abstracts should be of 500-700 words and include an additional indicative bibliography. Full paper submissions may be of up to 6,000 words. Full details of the submissions procedure, including the method of electronic submission, will be published here and on other forums as soon as possible.

All contributions must be original, unpublished work. The conference language is English, and papers, abstracts and other proposals should be written in English.

Delegates are also advised that individuals will be limited to one paper presentation and one other form of presentation to allow space and time for the largest number of participants.

About the Conference Location
Brunel University is located conveniently near Heathrow Airport and is on the London Tube system. A range of affordable accommodation is available on campus, including 1500 en suite rooms all on one campus, 400 standard bedrooms, 8 holiday flats (5-7 persons per flat), 51 specially adapted rooms for people with disabilities, plus hotel standard rooms in the Lancaster Suite. The Brunel Conference Centre boasts 22 theatres, 29 classrooms and 5 seminar rooms all presented to the highest standard. The following are also available: Free car parking (on application); Full office support for photocopying, faxing, internet and word processing (on application); Comprehensive range of audio visual and media services; Mini market; Pharmacy; Banking facilities; Reference library; Sports Facilities; Fitness Suite; Medical centre; 24 hour security; Self service cafeteria; Licensed bars and cafes. There are also a range of restaurants, cinemas and shopping in Uxbridge town.

Local attractions
Historic Windsor & Eton -Windsor Castle, Legoland and shopping are just 20 minutes drive away London - Central London and West End are easily accessed by bus or Underground. Historic Oxford is a 40 minute bus ride away.

The Conference Organisers
The conference is being hosted by a consortium consisting of Brunel University, University of the West of England, and the University of Wales, Newport.

Tanya Krzywinska, Professor of Screen Media, Brunel University. Tanya.Krzywinska@brunel.ac.uk

Helen Kennedy, Chair of the Play Research Group, University of the West of England. helen.kennedy@uwe.ac.uk

Barry Atkins, University of Wales Reader in Computer Games Design, University of Wales, Newport. barry.atkins@newport.ac.uk

Sunday, October 12, 2008

CfP Game Studies Conference (Magdeburg)

Dear Game Philosophy folks,

with best wishes for a pleasant and peaceful Sunday to one and all!

FYI here's a Call for Papers for a game studies conference to be held next year, from March 18-21, at the Otto-von-Guericke-Universität Magdeburg, Germany

It came in today via the Nordic Game Research Network from Lennart Nacke at the Blekinge Institute of Technology in Sweden.

To save eventual probs. in mailing the pdf as an attachment - I don't know if our list actually accepts attachments (does it John R?) - here's a link to the Call text I put up for convenience sake at our Game_Philosophy@unimore site: [http://game.unimore.it/calls/CFP_english.pdf]
 
See also Lennart's covering message below and note the game science forum he mentions.

Apologies if this has already arrived in your mailbox via other pathways...

All best for now
Patrick

PS I'm publishing this mail as a post on Game_Philosophy@unimore

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Dear Friends,

the attached CfP will be of interest for you all, I guess.
Hope you all found your way back well into autumn research period,  would still love to hear from some of you every once in a while on our forum if you find the time: http://gamescience.bth.se/forum

Best wishes
Lennart
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Saturday, October 11, 2008

Sandbox: Where do videogames go to die?

From The Sandbox (Posted by David Kushner on October 3, 2008 1:21 PM)


The Museum of Dead Code

Where do videogames go to die? If they're in the UK: the National Videogame Archive. Gamasutra reports on this new initiative from Nottingham Trent University and the UK National Media Museum, which one scholar describe as "an important resource for preserving elements of our national cultural heritage. It will not only be a vital academic resource to support growing disciplines in videogame studies but will also be something that the general public can fully engage with."

The UK has been at the forefront of ludology - the academic study of videogames, and it's nice to see this latest initiative to preseve game art and culture.

Monday, October 6, 2008

IHT.com Article: Using video games as bait to hook readers

Using video games as bait to hook readers
By Motoko Rich The New York Times
Monday, October 6, 2008

When PJ Haarsma wrote his first book, a science fiction novel for preteenagers, he didn't think just about how to describe Orbis, the planetary system where the story takes place. He also thought about how it should look and feel in a video game.
The online game that Haarsma designed not only extends the fictional world of the novel, it also allows readers to play in it. At the same time, Haarsma very calculatedly gave gamers who might not otherwise pick up a book a clear incentive to read: one way that players advance is by answering questions with information from the novel.
"You can't just make a book anymore," said Haarsma, a former advertising consultant. Pairing a video game with a novel for young readers, he added, "brings the book into their world, as opposed to going the other way around."
Haarsma is not the only one using video games to spark an interest in books. Increasingly, authors, teachers, librarians and publishers are embracing this fast-paced, image-laden world in the hope that the games will draw children to reading.
Spurred by arguments that video games also may teach a kind of digital literacy that is becoming as important as proficiency in print, libraries are hosting gaming tournaments, while schools are exploring how to incorporate video games in the classroom. In New York, the John D. and Catherine T. MacArthur Foundation is supporting efforts to create a proposed public school that will use principles of game design like instant feedback and graphic imagery to promote learning.
Publishers, meanwhile, are rushing to get in on the action.
Scholastic, the American publisher of the Harry Potter series, recently released "The Maze of Bones," the first installment in a 10-book mystery series that is tied to a Web-based game.
In advance of the publication of "Brisingr," the third book in the best-selling "Inheritance" fantasy series by Christopher Paolini, Random House Children's Books commissioned an online game. About 51,000 people have signed up since June to play and chat on message boards on the site.
But doubtful teachers and literacy experts question how effective it is to use an overwhelmingly visual medium to connect youngsters to the written word. They suggest that while a handful of players might be motivated to pick up a book, many more will skip the text and go straight to the game. Others suggest that video games detract from the experience of being wholly immersed in a book.
Some researchers, though, say that even when children don't read much text, they are picking up skills that can help them thrive in a visually oriented digital world. And some educational experts suggest that video games still stimulate reading in blogs and strategy guides for players.
To be sure, some of the experiments pairing electronic games with books will be little more than marketing gimmicks. But publishers and authors suggest that some projects may push creative boundaries, helping to extend storytelling beyond the traditional covers of a book.
The premise of Scholastic's series "The 39 Clues," for example, is that online players search for some of the clues themselves, encountering background stories about new characters as well as text and pictures about everything from the Titanic to the Iditarod sled-dog race, material that supplements the novels and inevitably entails some reading.

A New Narrative

A recent poll by the Pew Internet & American Life project found that 97 percent of children 12 to 17 play games on computers, consoles and handheld devices. But while video games may seem to have little in common with books, some see a clear connection.
"I think gamers and readers are looking for the same thing," said Rick Riordan, author of the popular "Percy Jackson and the Olympians" novels, who has written the first book in Scholastic's "39 Clues" series. "They are looking to be dropped into an intriguing story and to become a character in the story."
Still, avid readers who have compared the narrative arcs of video games with books sometimes find the games wanting. When Jacob Bagley first arrived as a freshman at Brown University, he was rapidly sucked into "World of Warcraft," an online game set in a medieval landscape where players collaborate to slay monsters and complete quests.
Bagley, now a senior, was so addicted that he sometimes abandoned friends in the dining hall to return to the game. But the story was never the attraction. Both the narrative and the characters, he said, were too simplistic, and he gave up "World of Warcraft" in his sophomore year.
Video games, said Bagley, 21, "certainly don't have the same degree of emotional and intellectual complexity of a book."
Some people argue that video games are an emerging medium likely to undergo an evolution. "I wouldn't be surprised if, in 10 or 20 years, video games are creating fictional universes which are every bit as complex as the world of fiction of Dickens or Dostoevsky," said Jay Parini, a writer who teaches English at Middlebury College.
Writers have also started to adopt the pace and perspective of video games. Quinn Clark, a video game player in Vista, a San Diego suburb, was drawn to Haarsma's novel, "The Softwire: Virus on Orbis 1," because of its similarities to some of his favorite games.
The novel is narrated by J. T., a 13-year-old boy who has the ability to burrow into a computer with his mind and fights aliens. His viewpoint mimics the behind-the-eyeballs feel of a video game.
"I felt like I was in 'Call of Duty 4,' " said Quinn, a beanpole thin 12-year-old, referring to a popular combat game.

Libraries Check In

Gaming advocates suggest that even if video games don't motivate more traditional reading, they have the potential to teach players how to absorb visual information and think strategically.
Inspired in part by such theories, librarians now stage tournaments for teenagers with games like Super Smash Brothers Brawl and Dance Dance Revolution. In the first half of this year, the New York Public Library hosted more than 500 events, drawing nearly 8,300 teenagers.
In Columbus, Ohio, nearly 5,500 youngsters have participated in more than 300 tournaments at the public library this year.
"I think we have to ask ourselves, 'What exactly is reading?' " said Jack Martin, assistant director for young adult programs at the New York Public Library. "Reading is no longer just in the traditional sense of reading words in English or another language on a paper."
In some cases, librarians may guide young gamers towards other resources - including, occasionally, books. But critics argue that most children who play games at the library simply do just that. And games like Dance Dance Revolution, in which players follow dance steps on a screen, seem to have little to do with literacy of any kind.
At a gaming tournament at a branch of the Ann Arbor, Michigan, public library earlier this year, more than 30 boys gathered in a darkened room, feverishly sparring in matches of Super Smash Brothers Melee for more than six hours. Most of them said they did not read much, and rarely checked out books.
Derek Hibbs, 18, a regular tournament player, said reading felt too solitary. "You can't say: 'I charge you to a reading duel. Go!' "
Researchers, who are just beginning to explore the cognitive effects of video games, have found that in laboratory settings, action gamers are better than nonplayers at focusing on tasks and ignoring irrelevant distractions.
Some gaming evangelists suggest reading feels too passive to youngsters who want the sense of power conferred by a control pad.
"Games are teaching critical thinking skills and a sense of yourself as an agent having to make choices and live with those choices," said James Paul Gee, the author of the book "What Video Games Have to Teach Us About Learning and Literacy." "You can't screw up a Dostoevsky book, but you can screw up a game."
Skeptics point out that psychological research consistently shows that skills often don't transfer from one setting to another.
Nevertheless, some educators argue that students may learn more by playing an active role in the simulated world of a game than they might by simply reading a book.
Such ideas led Lyn Lord, a social studies teacher at Kimball Union Academy, a boarding school in Meriden, New Hampshire, to introduce students to Civilization, a role-playing game in which players build and lead cultures like the Aztecs or the ancient Romans through thousands of years of historical development.
Holly McLaughlin, a senior at Kimball who played Civilization as a sophomore in Lord's class, said that at first she failed at the game, choosing to develop culture and religion at the expense of roads and the military. Playing, she said, helped her gain a deeper appreciation for why leaders made certain decisions.
"Rather than just reading about it," Holly said, "you would understand everything about it, because you had built a network of roads yourself."
There is still little research on whether students ultimately absorb information better by playing games. "I actually think reading is pretty great and can compete with video games easily," said Mark Seidenberg, a professor at the University of Wisconsin in Madison who specializes in reading research. "So rather than say, 'Oh, books are irrelevant in the modern era because there are all these other media available,' I would ask shouldn't we be doing a better job of teaching kids how to read?"
Some gaming advocates suggest that video games may help with that.
The reading that gamers do in instructional manuals, strategy guides or message boards, though often cryptic and more technical than narrative, might serve as a "gateway drug for literacy," said Constance Steinkuehler, an assistant professor in the school of education also at the University of Wisconsin at Madison.
For the past year, Steinkuehler has been testing this hypothesis with a group of teenage boys who play World of Warcraft.
Noah Tropp, 14, who participated in Steinkuehler's program for several months this year, regularly reads sites like gamewinners.com and supercheat.com. While looking for hints online, he read about "Death Note," a novel based on a Japanese video game. Over the summer, he read it.
Noah also wrote about the games and other pastimes on a group Internet forum. "I was so surprised because he does not like writing," said William Tropp, Noah's father. "I said, 'Why aren't you like this in school?' "
In one posting, Noah recommended "xxxHOLIC," a graphic novel based on Japanese manga cartoons.
"You should check it out if you get the chance," Noah concluded, "and it is a good book!"

Thursday, October 2, 2008

MedieKultur Call for Papers: Online worlds as media and communication format

Call for Papers received from Bjarke Liboriusson, via Ole Ertloev Hansen of the Nordic Game Research Network (NGRN)

The Call is for an online media and communication studies journal based in Denmark: 

MedieKultur

Bjarke is a member of the editorial team for the journal.

For more information see the publication website:

[http://ojs.statsbiblioteket.dk/index.php/mediekultur/]

MedieKultur is peer reviewed, and articles can be submitted directly via the website.

Patrick

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Call for papers: Online worlds as media and communication format

[http://ojs.statsbiblioteket.dk/index.php/mediekultur/announcement/view/25]

Special issue. Guest editor: Kjetil Sandvik, University of Copenhagen

Submission deadline: February 1, 2009
Publication date: Fall 2009

Used for gaming and/or social networking, the avatar-navigated, 3D, Online World has emerged as a reasonably stable, digital medium. Accordingly, a number of academic perspectives have emerged, e.g., the ludological, sociological, economic, and narratological perspectives. The complex nature of the medium seem to invite a multi-disciplinary approach, or at least a multi-disciplinary openness on part of the media studies community. With this special issue on Online Worlds, we would like to take stock of the medium; the challenges it possess as an object of studies, and the possibilities it contains for furthering media and communications studies.

Topics of interest include (but are not limited to):
• Online Worlds as a methodological challenge to media studies and/or communications studies.
• Online Worlds as a challenge to our concepts of communication, e.g. the avatar-based communication as online face-to-face communication
• Cross-media tendencies in Online Worlds: connecting worlds, facilitating new media-networks, integrating new media systems etc.
• The multi-player, multi-vocal, collaborative and play-centric media platform of Online Worlds as a challenge to strategic communication.