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Online Gaming culture
Wk 1
What is online - what is a game
Suits Definition of a game -
"the voluntary attempt to overcome unnecessary obstacles" - Lusory contract
What is Culture?
Culture can be defined as all the ways of life including arts, beliefs and institutions of a population that are passed
down from generation to generation. Culture has been called "the way of life for an entire society." As such, it includes
codes of manners, dress, language, religion, rituals, art
Competition
Caillois - 4 game factors - Competition/Chance/Mimicry/Mimicry
New games Movement - co-operative play
TAYLOR Play Between Worlds
Exploring Online Game Culture
IIn 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.
What is a sport -
Compare sport to games - sportification - facilitation theory
Sportificiation - ‘Sportification means to either: (a) view, organize, or regulate a non-sport activity in such a way that it
resembles a sport and allows a fair, pleasurable, and safe environment for individuals to compete and cooperate, and compare
their performances to each other, and future and past performances; or (b) add a sport component to an existing activity in order
to make it more attractive to its audiences. As the sport industry itself is embracing e-sports as a sport, scholars should embrace e-
sports as a manifestation of sportification and examine their negative and positive effect on our industry.’ Bob Here
Social Facilitation theory - ‘One of the most established, long-standing theories in the field of social psychology is the theory
of social facilitation (Allport, 1924; Zajonc, 1965), positing that the presence of others influences – and typically improves –
physical and cognitive performance. The very first study documenting this effect – often regarded as sport psychology's founding
experiment (Aiello & Douthitt, 2001; Weinberg & Gould, 2014) – was carried out by Triplett (1898). In his seminal study, the
presence of other co-acting individuals yielded increased performance in cycling competitions (which Triplett ascribed to the
arousal of individuals' competitive instincts), thereby providing first evidence for the effect of others on physical performance.’
Casual Revolution
‘There is a new wave of video games that seem to solve the problem of the
missing pull; games that are easy to learn to play, fit well with a large number of
players and work in many different situations. I will refer to these new games using
the common industry term casual games.’ Jesper Jules
Calleja - Incorporated player
‘Immersion refers to a player’s sensation of inhabiting simulated space. Precursor attention and
involvement.
This model encompasses two constituent temporal phases: the macro, representing offline
involvement, and the micro, representing moment-to-moment involvement during gameplay, as well
as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic.
Incorporation, I argue, is a more accurate metaphor, providing a robust foundation for future
research and design.’
Calleja In Game
Bart Simon
Wii are out of control
Gestural Excess - play as performance
to be watched.
Play as performance, watching others play.
Esports Tournaments
Twitch
Live
Tournaments.
Hard and Soft Mastery
Chaim Gingold (2003),
Virtuosity
The communication of an idea of another through the way you interpret a score.
TASK
Design an infographic showing facts across online games
Design an infographic showing the facts for one online game
Infographic
‘a chart, diagram, or
illustration (as in a book or
magazine, or on a website)
that uses graphic elements
to present information in a
visually striking way … an
infographic showing how
much time the average
person spends reading
some popular novels.’

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Lesson 1 online gaming culture

  • 2. What is online - what is a game Suits Definition of a game - "the voluntary attempt to overcome unnecessary obstacles" - Lusory contract
  • 3. What is Culture? Culture can be defined as all the ways of life including arts, beliefs and institutions of a population that are passed down from generation to generation. Culture has been called "the way of life for an entire society." As such, it includes codes of manners, dress, language, religion, rituals, art
  • 4. Competition Caillois - 4 game factors - Competition/Chance/Mimicry/Mimicry New games Movement - co-operative play
  • 5. TAYLOR Play Between Worlds Exploring Online Game Culture IIn 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.
  • 6. What is a sport - Compare sport to games - sportification - facilitation theory Sportificiation - ‘Sportification means to either: (a) view, organize, or regulate a non-sport activity in such a way that it resembles a sport and allows a fair, pleasurable, and safe environment for individuals to compete and cooperate, and compare their performances to each other, and future and past performances; or (b) add a sport component to an existing activity in order to make it more attractive to its audiences. As the sport industry itself is embracing e-sports as a sport, scholars should embrace e- sports as a manifestation of sportification and examine their negative and positive effect on our industry.’ Bob Here Social Facilitation theory - ‘One of the most established, long-standing theories in the field of social psychology is the theory of social facilitation (Allport, 1924; Zajonc, 1965), positing that the presence of others influences – and typically improves – physical and cognitive performance. The very first study documenting this effect – often regarded as sport psychology's founding experiment (Aiello & Douthitt, 2001; Weinberg & Gould, 2014) – was carried out by Triplett (1898). In his seminal study, the presence of other co-acting individuals yielded increased performance in cycling competitions (which Triplett ascribed to the arousal of individuals' competitive instincts), thereby providing first evidence for the effect of others on physical performance.’
  • 7. Casual Revolution ‘There is a new wave of video games that seem to solve the problem of the missing pull; games that are easy to learn to play, fit well with a large number of players and work in many different situations. I will refer to these new games using the common industry term casual games.’ Jesper Jules
  • 8. Calleja - Incorporated player ‘Immersion refers to a player’s sensation of inhabiting simulated space. Precursor attention and involvement. This model encompasses two constituent temporal phases: the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay, as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. Incorporation, I argue, is a more accurate metaphor, providing a robust foundation for future research and design.’ Calleja In Game
  • 9. Bart Simon Wii are out of control Gestural Excess - play as performance to be watched. Play as performance, watching others play.
  • 11. Hard and Soft Mastery Chaim Gingold (2003),
  • 12. Virtuosity The communication of an idea of another through the way you interpret a score.
  • 13. TASK Design an infographic showing facts across online games Design an infographic showing the facts for one online game
  • 14.
  • 15. Infographic ‘a chart, diagram, or illustration (as in a book or magazine, or on a website) that uses graphic elements to present information in a visually striking way … an infographic showing how much time the average person spends reading some popular novels.’

Notas do Editor

  1. Review Embracing the sporti fi cation of society: De fi ning e-sports through a polymorphic view on sport
  2. In this book I am focusing on the two liveliest trends in the casual revolution: n The first trend is games with mimetic interfaces. In such games the physical activity that the player performs mimics the game activity on the screen. Mimetic interface games include those for Nintendo Wii (see figure 1.4), where, for example, playing a tennis video game involves moving your arm as in actual tennis. Other examples include music games such as Dance Dance Revolution, 3 Guitar Hero4 (figure 1.5), and Rock Band.5 n The second trend is known as downloadable casual games, which are purchased online, can be played in short time bursts, and generally do not require an intimate knowledge of video game history in order to play. Figure 1.6 shows the downloadable casual game Cake Mania 3.6 When I refer to these trends I use the term video games to describe all digital games, including arcade games and games played on computers, consoles, and cell phones. Video games reach players through a number of different distribution channels. Whereas mimetic interface games are generally console games sold in stores, downloadable casual games are sold on popular websites. While the increasing reach of video games can also be witnessed in the popularity of small, free, browser-based games like Desktop Tower Defense, 7 the focus here is on the commercially more successful mimetic interface and downloadable casual games.
  3. In-Game tackles one of the most commonly discussed, yet vague concepts in the game sphere: immersion. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. In this book I argue that in order to better understand a higher-order concept like immersion we need to first understand the its experiential precursors:The internalized experiential blend can culminate in incorporation, a concept that I propose as an alternative to the problematic immersion. At the heart of the book is a clear and structured overview of player engagement in the form of the Player Involvement Model.
  4. shift the locus of game analysis away from the screen and more towards players’ corporeal relationship to the screen. The Wii hardware and software, the television screen, the physical space and players’ bodies constitute an intriguing form of kinaesthetic play that borrows from cultural fantasies about virtual reality. This play, while conditioned by the goal driven and control logics of gameplay nevertheless leads to a production of ‘gestural excess’ as bodies twist, contort and perform in ways that the game as such neither demands nor necessarily accommodates.’
  5. writes of an effect he terms the magic crayon in interface design. This concept of such interface design is that the user is endowed with skills, so if used for drawing, even though the user has no skill in art, this magic crayon allows them to draw an image well. It endows the user with skills as if they had been studying and practicing for a long time. A magic crayon interface allows players to attain quickly a level of proficiency in the mimetic task, such as the guitar or tennis. Players task mastery is aided by a time reduced and ramped learning curve when compared to such a task in the world outside the game.
  6. TASK - MAKE AN ESPORTS TIMELINE - MAKE AN ESPORTS INFOGRAPHIC