Rikke Toft Nørgård, Ph.D.
Centre for Teaching Development and
            Digital Media
Game research
               
Research on:

 Games
 Gameplayers
 Gameplay
3 Main areas
    

   Game-       Game-
  activities   objects



          Game-
         subjects
1. Game-objects
      
      Games as
       textual
       media

                      Games as
                     systems or
                    simulational
                       media
     The farm of
    game research
      on games

                     Games as
                     narrative
                      media


       Games as
     visual media
2. Game-subjects
      
                 Gameplayers
                  as voyeurs


                                 Gameplayers
                                  as thinkers

                 The farm of
                game research
                     on
                 gameplayers
                                 Gameplayers
  Gameplayers
                                  as situated
   as avatars
                                    selves

                 Gameplayers
                  as social or
                   cultural
                     selves
3. Game-activities
       
       Gameplay as
          digital
      transportation


                        Gameplay as
                        dramaturgic
                        performance
     The farm of
        game
     research on
      gameplay          Gameplay as
                          cognitive
                        transmission
                            and
                        transference

      Gameplay as
        perceptual
      differentiation
Game-objects
                
 The ontology of games

 What is a game?

 The object-oriented side of the area
Trying a game-object
             
 Bejeweled 2: Action

 http://www.popcap.com/games/bejeweled2/onlin
  e?mid=bejeweled2_pcweb_en_full
Field 1: Games as textual
          media
           
Field 1: Games as textual
            media
                         
 “The text I construct as I read Tomb Raider or Half-Life
  belongs only to me, and to me alone, in effect, „I
  wrought the urn‟. No other player or reader reads or
  writes the same text. It is unique. It is an original.
  Every one of us is an author, every one of us is an
  artist. There is something truly radical here, something
  significantly novel, something that demands that we
  rethink the ways in which we view the artwork, and
  our relationship with the individual work of art.”
       (Atkins, 2003, p. 153)
Field 1: Games as textual
            media
                        
 “Are games texts? The best reason I can think of why
  one would ask such a crude question is because one is
  a literary or semiotic theorist and wants to believe in
  the relevance of one‟s training.”
       (Aarseth, 2004, p. 47).
Field 2: Games as systems
  or simulational media
           
Field 2: Games as systems
     or simulational media
                           
 “As a formalist discipline, it [game research] should focus
  on the understanding of [games] structure and elements –
  particularly its rules – as well as creating typologies and
  models for explaining the mechanics of games”
      (Frasca, 2003, p. 222).

 “The computer game is the art of simulation.”
     (Aarseth, 2003, p. 52)

 “…it is clear that the game is its rules”
     (Eskelinen & Tronstad, 2003, p. 214).
Field 2: Games as systems
     or simulational media
                           
 “As a formalist discipline, it [game research] should focus
  on the understanding of [games] structure and elements –
  particularly its rules – as well as creating typologies and
  models for explaining the mechanics of games”
      (Frasca, 2003, p. 222).

 “The computer game is the art of simulation.”
     (Aarseth, 2003, p. 52)

 “…it is clear that the game is its rules”
     (Eskelinen & Tronstad, 2003, p. 214).
Field 2: Games as systems
  or simulational media
           
Field 2: Games as systems
  or simulational media
           
Field 3: Games as narrative
           media
            
Field 3: Games as narrative
           media
                          
 It does not make much narrative sense to knock
  down rows of colored blocks if the behavior of those
  blocks has no connection to your presence in the
  gameworld. Once you identify those colored blocks
  as a force field designed by the forces of evil to stop
  your advance through the universe, you are much
  more motivated to enter into a conflict with them.
  Your action becomes meaningful within the
  narrative frame of the game.
       (Salen & Zimmerman, 2004, p. 387)
Field 3: Games as narrative
           media
            
Field 4: Games as visual
          media
          
Field 4: Games as visual
                media
                           
 “In fact, the distinction between the more hypermediated
  and the more transparent games often turns on whether
  the primary remediation is television or film”
       (Bolter & Grusin, 2000, p. 91)
 “Video games remediate cinema; that is, they demonstrate
  the propensity of emerging media forms to pattern
  themselves on the characteristic behaviors and tendencies
  of their predecessors”
       (Rehak, 2003, p. 104)
Field 4: Games as visual
          media
          
Field 5: Games as
  presentation
       
Field 5: Games as
  presentation
       
1. Game-objects
      
      Games as
       textual
       media

                      Games as
                     systems or
                    simulational
                       media
     The farm of
    game research
      on games

                     Games as
                     narrative
                      media


       Games as
     visual media
Game-subjects
               
 The anthropology of games

 What is a gameplayer?

 The subject-oriented side of the area
Being a game-subject
            
 Power Pamplona

 http://www.fungamesarena.com/power-
  pamplona.html
Field 6: Gameplayers as
         voyeurs
          
Field 6: Gameplayers as
                 voyeurs
                              
 Spectatorship is clearly central to the form. As we play we
  watch ourselves play […] Thus it is more accurate or at
  least more inclusive, to speak of the avatarial relation: a
  “structure of seeing” in which the subject, acting on its
  desire to see itself as other, pursues its reflection in the
  imaginary like a cat chasing its tail. (Rehak, 2003, pp. 118-
  119)
 “Since our actions are visible on a television or computer
  screen, it is where we actually act […] Today, the mirror is
  replaced with the screen” (Filiciak, 2003, p. 100).
Field 7: Gameplayers as
         thinkers
          
Field 7: Gameplayers as
                thinkers
                              
 “Recent studies indicate that the intellectual activities that
  constitute successful gameplay are nontrivial, including
  the construction of new identities, collaborative problem
  solving, literacy practices that exceed our national
  standards, systemic thinking, and, as one might expect,
  computer literacy.” (Steinkuehler & Duncan, 2008, p. 532)

 ”Good Game designers are practical theoreticians of
  learning, since what makes games deep is that players are
  exercising their learning muscles” (Gee, 2005, p. 5).
Field 8: Gameplayers as
     situated selves
          
Field 8: Gameplayers as
            situated selves
                             
 “The Internet has become a significant social laboratory for
  experimenting with the constructions and reconstructions
  of self that characterize postmodern life, we self-fashion
  and self-create”(Turkle, 1997, p. 180)
 “the exciting, daunting task of looking at how the online
  body (typically conceived of as a decidedly non-digital
  thing) is produced, constructed, and experienced.”
       (T. L. Taylor, 1999, p. 438)
 “The virtual identity thus becomes one of many „selves‟
  included in the user‟s identity” (Filiciak, 2003, p. 92) and
  “people play games eagerly to be able to shift their
  identities” (Filiciak, 2003, p. 98).
Field 9: Gameplayers as
        members
          
Field 9: Gameplayers as
            members
                           
 “Ultimately, if the gamers I played with wanted to
  succeed in their endgame or stage two
  endeavors, the importance of social networks and
  social capital far outweighed game-content
  knowledge.” (Chen, 2009, unpaged)
 “Expertise development within WoW, then, is tied
  inextricably to a player‟s ability to learn social skills.”
  (Chen, 2009, unpaged).
Field 10: Gameplayers as
         avatars
          
Field 10: Gameplayers as
              avatars
                            
 “When I play I am more my own avatar than the person
  sitting by the console/computer.” (Filiciak, 2003, p. 92)
 “Since our actions are visible on a television or computer
  screen, it is here we actually act” (Filiciak, 2003, p. 100).
 “The player undergoes a process of identification, with the
  avatar becoming a projection or imagination of the self”
  (Hutchinson, 2007, p. 288)
 “We create avatars to leave our bodies behind” (Rehak,
  2003, p. 123).
Field 11: Gameplayers as
        craftsmen
          
2. Game-subjects
      
                 Gameplayers
                  as voyeurs


                                 Gameplayers
                                  as thinkers

                 The farm of
                game research
                     on
                 gameplayers
                                 Gameplayers
  Gameplayers
                                  as situated
   as avatars
                                    selves

                 Gameplayers
                  as social or
                   cultural
                     selves
Game-activities
               
 The phenomenology of games

 What is a gameplay activity/experience?

 The interaction-oriented side of the area
Being in gameplay
              
 Flash Mario Bros

 http://www.mariogames.zuhu.com/playgame/191
  4/Flash_Mario_Bros/
Field 12: Gameplay as
digital transportation
         
Field 13: Gameplay as
dramaturgic performance
          
Field 14: Gameplay as cognitive
 transmission and transference
              
Field 15: Gameplay as
perceptual differentiation
           
Field 16: Gameplay as
corporeal locomotion
         
3. Game-activities
       
       Gameplay as
          digital
      transportation


                        Gameplay as
                        dramaturgic
                        performance
     The farm of
        game
     research on
      gameplay          Gameplay as
                          cognitive
                        transmission
                            and
                        transference

      Gameplay as
        perceptual
      differentiation

Research areas and fields
              
      Game research                Gameplayer research               Gameplay research

    Games as textual media           Gameplayers as voyeurs           Gameplay as digital
                                                                        transportation
Games as systems / simulational      Gameplayers as thinkers        Gameplay as dramaturgic
            media                                                       performance
   Games as narrative media       Gameplayers as communicators        Gameplay as cognitive
                                                                    transmission/transference
    Games as visual media         Gameplayers as situated selves     Gameplay as cyborgian
                                                                          extension
Games as representational media     Gameplayers as members           Gameplay as perceptual
                                                                        differentation
                                     Gameplayers as avatars

Games as presentation                 Gameplayers as               Gameplay as corporeal-
of corporeal-locomotive            corporeal-locomotive            locomotive activity and
       designs?                         craftsmen?                      experience?
New concepts
     
Homework for Monday
          11 th
           
 Read the literature
                                  +
 Please write down your first ideas for your final project.
  Even if you have not decided yet, you have probably an idea
  about the subject, the approach and, quite important, the people
  you wish to work with.
  All these element can still change, you are not committing
  yourself (yet).
  But I would like to have a look at your drafts before the evening
  of Friday 8th, 22.00.
 Next time we will devote some of the time on discussion on
  projects.
 Please ask questions on G+ or send an email if you are in doubt.
  (I am at a conference, I might not answer quickly)

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Overview of game research public

  • 1. Rikke Toft Nørgård, Ph.D. Centre for Teaching Development and Digital Media
  • 2. Game research  Research on:  Games  Gameplayers  Gameplay
  • 3. 3 Main areas  Game- Game- activities objects Game- subjects
  • 4. 1. Game-objects  Games as textual media Games as systems or simulational media The farm of game research on games Games as narrative media Games as visual media
  • 5. 2. Game-subjects  Gameplayers as voyeurs Gameplayers as thinkers The farm of game research on gameplayers Gameplayers Gameplayers as situated as avatars selves Gameplayers as social or cultural selves
  • 6. 3. Game-activities  Gameplay as digital transportation Gameplay as dramaturgic performance The farm of game research on gameplay Gameplay as cognitive transmission and transference Gameplay as perceptual differentiation
  • 7. Game-objects   The ontology of games  What is a game?  The object-oriented side of the area
  • 8. Trying a game-object   Bejeweled 2: Action  http://www.popcap.com/games/bejeweled2/onlin e?mid=bejeweled2_pcweb_en_full
  • 9. Field 1: Games as textual media 
  • 10. Field 1: Games as textual media   “The text I construct as I read Tomb Raider or Half-Life belongs only to me, and to me alone, in effect, „I wrought the urn‟. No other player or reader reads or writes the same text. It is unique. It is an original. Every one of us is an author, every one of us is an artist. There is something truly radical here, something significantly novel, something that demands that we rethink the ways in which we view the artwork, and our relationship with the individual work of art.” (Atkins, 2003, p. 153)
  • 11. Field 1: Games as textual media   “Are games texts? The best reason I can think of why one would ask such a crude question is because one is a literary or semiotic theorist and wants to believe in the relevance of one‟s training.” (Aarseth, 2004, p. 47).
  • 12. Field 2: Games as systems or simulational media 
  • 13. Field 2: Games as systems or simulational media   “As a formalist discipline, it [game research] should focus on the understanding of [games] structure and elements – particularly its rules – as well as creating typologies and models for explaining the mechanics of games” (Frasca, 2003, p. 222).  “The computer game is the art of simulation.” (Aarseth, 2003, p. 52)  “…it is clear that the game is its rules” (Eskelinen & Tronstad, 2003, p. 214).
  • 14. Field 2: Games as systems or simulational media   “As a formalist discipline, it [game research] should focus on the understanding of [games] structure and elements – particularly its rules – as well as creating typologies and models for explaining the mechanics of games” (Frasca, 2003, p. 222).  “The computer game is the art of simulation.” (Aarseth, 2003, p. 52)  “…it is clear that the game is its rules” (Eskelinen & Tronstad, 2003, p. 214).
  • 15. Field 2: Games as systems or simulational media 
  • 16. Field 2: Games as systems or simulational media 
  • 17. Field 3: Games as narrative media 
  • 18. Field 3: Games as narrative media   It does not make much narrative sense to knock down rows of colored blocks if the behavior of those blocks has no connection to your presence in the gameworld. Once you identify those colored blocks as a force field designed by the forces of evil to stop your advance through the universe, you are much more motivated to enter into a conflict with them. Your action becomes meaningful within the narrative frame of the game. (Salen & Zimmerman, 2004, p. 387)
  • 19. Field 3: Games as narrative media 
  • 20. Field 4: Games as visual media 
  • 21. Field 4: Games as visual media   “In fact, the distinction between the more hypermediated and the more transparent games often turns on whether the primary remediation is television or film” (Bolter & Grusin, 2000, p. 91)  “Video games remediate cinema; that is, they demonstrate the propensity of emerging media forms to pattern themselves on the characteristic behaviors and tendencies of their predecessors” (Rehak, 2003, p. 104)
  • 22. Field 4: Games as visual media 
  • 23. Field 5: Games as presentation 
  • 24. Field 5: Games as presentation 
  • 25. 1. Game-objects  Games as textual media Games as systems or simulational media The farm of game research on games Games as narrative media Games as visual media
  • 26. Game-subjects   The anthropology of games  What is a gameplayer?  The subject-oriented side of the area
  • 27. Being a game-subject   Power Pamplona  http://www.fungamesarena.com/power- pamplona.html
  • 28. Field 6: Gameplayers as voyeurs 
  • 29. Field 6: Gameplayers as voyeurs   Spectatorship is clearly central to the form. As we play we watch ourselves play […] Thus it is more accurate or at least more inclusive, to speak of the avatarial relation: a “structure of seeing” in which the subject, acting on its desire to see itself as other, pursues its reflection in the imaginary like a cat chasing its tail. (Rehak, 2003, pp. 118- 119)  “Since our actions are visible on a television or computer screen, it is where we actually act […] Today, the mirror is replaced with the screen” (Filiciak, 2003, p. 100).
  • 30. Field 7: Gameplayers as thinkers 
  • 31. Field 7: Gameplayers as thinkers   “Recent studies indicate that the intellectual activities that constitute successful gameplay are nontrivial, including the construction of new identities, collaborative problem solving, literacy practices that exceed our national standards, systemic thinking, and, as one might expect, computer literacy.” (Steinkuehler & Duncan, 2008, p. 532)  ”Good Game designers are practical theoreticians of learning, since what makes games deep is that players are exercising their learning muscles” (Gee, 2005, p. 5).
  • 32. Field 8: Gameplayers as situated selves 
  • 33. Field 8: Gameplayers as situated selves   “The Internet has become a significant social laboratory for experimenting with the constructions and reconstructions of self that characterize postmodern life, we self-fashion and self-create”(Turkle, 1997, p. 180)  “the exciting, daunting task of looking at how the online body (typically conceived of as a decidedly non-digital thing) is produced, constructed, and experienced.” (T. L. Taylor, 1999, p. 438)  “The virtual identity thus becomes one of many „selves‟ included in the user‟s identity” (Filiciak, 2003, p. 92) and “people play games eagerly to be able to shift their identities” (Filiciak, 2003, p. 98).
  • 34. Field 9: Gameplayers as members 
  • 35. Field 9: Gameplayers as members   “Ultimately, if the gamers I played with wanted to succeed in their endgame or stage two endeavors, the importance of social networks and social capital far outweighed game-content knowledge.” (Chen, 2009, unpaged)  “Expertise development within WoW, then, is tied inextricably to a player‟s ability to learn social skills.” (Chen, 2009, unpaged).
  • 36. Field 10: Gameplayers as avatars 
  • 37. Field 10: Gameplayers as avatars   “When I play I am more my own avatar than the person sitting by the console/computer.” (Filiciak, 2003, p. 92)  “Since our actions are visible on a television or computer screen, it is here we actually act” (Filiciak, 2003, p. 100).  “The player undergoes a process of identification, with the avatar becoming a projection or imagination of the self” (Hutchinson, 2007, p. 288)  “We create avatars to leave our bodies behind” (Rehak, 2003, p. 123).
  • 38. Field 11: Gameplayers as craftsmen 
  • 39. 2. Game-subjects  Gameplayers as voyeurs Gameplayers as thinkers The farm of game research on gameplayers Gameplayers Gameplayers as situated as avatars selves Gameplayers as social or cultural selves
  • 40. Game-activities   The phenomenology of games  What is a gameplay activity/experience?  The interaction-oriented side of the area
  • 41. Being in gameplay   Flash Mario Bros  http://www.mariogames.zuhu.com/playgame/191 4/Flash_Mario_Bros/
  • 42. Field 12: Gameplay as digital transportation 
  • 43. Field 13: Gameplay as dramaturgic performance 
  • 44. Field 14: Gameplay as cognitive transmission and transference 
  • 45. Field 15: Gameplay as perceptual differentiation 
  • 46. Field 16: Gameplay as corporeal locomotion 
  • 47. 3. Game-activities  Gameplay as digital transportation Gameplay as dramaturgic performance The farm of game research on gameplay Gameplay as cognitive transmission and transference Gameplay as perceptual differentiation
  • 48.
  • 49. Research areas and fields  Game research Gameplayer research Gameplay research Games as textual media Gameplayers as voyeurs Gameplay as digital transportation Games as systems / simulational Gameplayers as thinkers Gameplay as dramaturgic media performance Games as narrative media Gameplayers as communicators Gameplay as cognitive transmission/transference Games as visual media Gameplayers as situated selves Gameplay as cyborgian extension Games as representational media Gameplayers as members Gameplay as perceptual differentation Gameplayers as avatars Games as presentation Gameplayers as Gameplay as corporeal- of corporeal-locomotive corporeal-locomotive locomotive activity and designs? craftsmen? experience?
  • 51. Homework for Monday 11 th   Read the literature +  Please write down your first ideas for your final project. Even if you have not decided yet, you have probably an idea about the subject, the approach and, quite important, the people you wish to work with. All these element can still change, you are not committing yourself (yet). But I would like to have a look at your drafts before the evening of Friday 8th, 22.00.  Next time we will devote some of the time on discussion on projects.  Please ask questions on G+ or send an email if you are in doubt. (I am at a conference, I might not answer quickly)