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WHAT‘S NEXT?                       blogs.epb.uni-hamburg.de/metagames
Symposium                                  wey-han.tan@uni-hamburg.de
Universität zu Köln                               Universität zu Köln
21.10. & 22.10.2011                               21.10. & 22.10.2011
Vortrag & Workshop
Wey-Han Tan

                        Krise:
                        Ein unaufschiebbare Entscheidung,
                        die unabsehbare Folgen haben kann.


                       Spiel:
                      Krise!
„Die Krise (...) bezeichnet eine problematische, mit
        einem Wendepunkt verknüpfte Entscheidungssituation.“
                                      – Wikiepdia (2011), „Krise“




Die Dauerkrise:
Medium und Wirklichkeit
Krise: Medial-Reale Durchdringung




            „Nachahmung, Spiel und Traum“
                – Jean Piaget (1969)




             Tom Toelle (1970),
             „Das Millionenspiel“   WDR-Interview
                                    mit Zuschauer
Ununterscheidbare Durchdringung
      „(...) it became clear that the investigating agents [US
      Secret Service] considered GURPS Cyberpunk to be "a
      handbook for computer crime." They seemed to make no
      distinction between a discussion of futuristic credit
      fraud, using equipment that doesn't exist, and modern
      real-life credit card abuse. A repeated comment by the
      agents was
      „This is real.““
      – Steve Jackson Games Website, „SJ Games vs. the Secret Service (1990)“




                                                       Steve Jackson Games (1988),
                                                       „GURPS Cyberpunk“
Unerwünschte Durchdringung

                                                      "(…) 18-year-olds who tell
                                                      recruiters they play the popular
                                                      fantasy game are automatically
                                                      given low security clearance.
                                                      “They're detached from reality
                                                      and suspectible to influence,”
                                                      the army [Israeli Defense Force]
                                                      says."
                                                      - Hanan Greenberg (2005),
                                                      "Army frowns on Dungeons and Dragons",
                                                      Israel News




Gygax & Arneson (1974),
„Dungeons & Dragons“




                          Steven H. Stern (1982),
                             „Mazes and Monsters“

                                                    Chick Publications (1984), „Dark Dungeons“
Unerwünschte Durchdringung
      “The current video game ratings system needs improvement
      because reviewers do not see the full content of games
      (...) Game reviewers must have access to the entire game
      for their ratings to accurately reflect a game’s
      content.”
      – Senator Sam Brownback (2007), „Truth in Videogame Rating Act“




  *




                                                                        Form   Medium


  Holkins & Krahulik (2006), „Penny Arcade“
  *Entertainment Software Rating Board (ESRB)
Erwünschte Durchdringung: GBL/Resilienz
                                        "(…) since war is a highly competitive
                                        situation, with rules (…), goals, winners and
                                        losers, competitive games are a great way to
                                        train. In the words of one former officer:
                                        ‚You play these games as a kid, you grow up
                                        understanding the risks and rewards of making
                                        decisions in real life.’"
                                        – Marc Prensky (2001), "True Believers",
                                        Einsatz von Spielen durch das US-Miltär



                                                           Stabilisation
                                                           und Resilienz
                                                           (individuell
                                                           & kulturell)
  US Army (2002, 2003, 2009),
  „America‘s Army“



  "We sort of zone out and know we
  can sit here and kill each other,
  and no one gets hurt (…) Everyone                                                     Pacheesi
  comes out alive."                                                                     Patolli
  – Spec. Robert McKinney über das Computerspiel                                          Yut
  "Halo" während der Operation Iraqi Freedom.
  Washington Post, 16.12.2004
                                                       msnbc (2005), „Troops
                                                       staioned in Iraq
                                                       turn to gaming“
Erwünschte Durchdringung: Gamification
                                                                                 Rabattmarke DDR,
                                 Brushing for
                                                                                 „Konsummarke“
                                  Highscore
                                 Photo: Ezragildesgame




                                                                               Volkswagen (2009)
                                                                                 TheFunTheory,
                                                                              „Bottle Bank Arcade“




Kevan Davies, „Chore Wars“
                                  Bunchball (2010), „Gamification 101:
                                  An Introduction to the Use of Game
                                  Dynamics to Influence Behavior.“




Baydin (2010),
„The eMail Game“



                      Google (2011), „Google News Badges“
                                                                            Ford Fusion,
                                                                         „Efficency Leaves“
Krise: Unterscheiden & Entscheiden

   Unterscheidung

                                                     „Sachzwang“
       Entscheidung
                                                                  „alternativlos“

                                                                         „gerechter
                                                                           Krieg“
                                                                        „Paradies
                                                                        für alle“
                                                                 „Bereits jetzt fit
                                                             für die Zukunft sein“

                                                        „unwiderlegbar“



   “We all make choices, but in the end, our choices make us.”
   – Andrew Ryan (2007), „Intro to Rapture“ (game character, 2K Games (2007), „BioShock“)
Die Krise der Krise

                                „Unter einer Komplettlösung (engl. auch
                                walkthrough genannt) versteht man ein
                                Schriftstück, in dem beschrieben wird,
                                wie man ein Computerspiel erfolgreich
                                beendet.“
                                – Wikipedia (2011), „Komplettlösung“




    Crytek (2008), „Crysis“

    [Eines der international
    erfolgreichsten deutschen
    Computerspiele.]


                                    ComputerBild (17.11.2007),
                                    „Komplettlösung: Crysis.“
Die Krise der Krise
            Unterscheidung

                                                                 "Ich mag Geschichten über das
                                                                 Scheitern. (...) Das ist eine der
                                                                 ältesten Geschichten der Welt. Wir
                                                                 Menschen ziehen los und erschaffen
                                                                 tolle neue Welten. Aber wir nehmen
                                                                 uns immer mit. Und wenn wir das
                                                                 Verderben an einen Ort gebracht
                                                                 haben, dann folgt es uns auch zum
                                                                 nächsten."
                                                                 – Ken Levine über „Bioshock“,
                                                                   GEE Mag 2007




   “We all make choices, but in the end, our choices make us.”




                                              ?
„Spiel“: krisenerzeugendes Metamedium
                            Spiele/n
                     Fussball
                                  CounterStrike


    Schach                                            Carcassonne




                         Experimentieren

   Dekontextualisieren                     Verregeln, Erzählen, Teilen
„More than at any other time in history, mankind faces a crossroads.
One path leads to despair and utter hopelessness. The other, to total
extinction. Let us pray we have the wisdom to choose correctly.“
 

– Woody Allen (1979), „My Speech to the Graduates


           Spiel Kunst Traum
           Unterscheidung


     Unterscheidung


         Entscheidung
“Ein Spiel zu spielen ist der freiwillige
                          Versuch, ein unnötiges Problem zu lösen.“
                                                    – Bernhard Suits (1978),
                                   “The Grasshopper: Games, Life and Utopia”




Krise im Spiel

“Spieldesign ist der Versuch, ein
interessantes, (scheinbar) unnötiges
Problem zu erschaffen.“

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Tan praesentation whats_next_spielkrise_20-10-2011

  • 1. WHAT‘S NEXT? blogs.epb.uni-hamburg.de/metagames Symposium wey-han.tan@uni-hamburg.de Universität zu Köln Universität zu Köln 21.10. & 22.10.2011 21.10. & 22.10.2011 Vortrag & Workshop Wey-Han Tan Krise: Ein unaufschiebbare Entscheidung, die unabsehbare Folgen haben kann. Spiel: Krise!
  • 2. „Die Krise (...) bezeichnet eine problematische, mit einem Wendepunkt verknüpfte Entscheidungssituation.“ – Wikiepdia (2011), „Krise“ Die Dauerkrise: Medium und Wirklichkeit
  • 3. Krise: Medial-Reale Durchdringung „Nachahmung, Spiel und Traum“ – Jean Piaget (1969) Tom Toelle (1970), „Das Millionenspiel“ WDR-Interview mit Zuschauer
  • 4. Ununterscheidbare Durchdringung „(...) it became clear that the investigating agents [US Secret Service] considered GURPS Cyberpunk to be "a handbook for computer crime." They seemed to make no distinction between a discussion of futuristic credit fraud, using equipment that doesn't exist, and modern real-life credit card abuse. A repeated comment by the agents was „This is real.““ – Steve Jackson Games Website, „SJ Games vs. the Secret Service (1990)“ Steve Jackson Games (1988), „GURPS Cyberpunk“
  • 5. Unerwünschte Durchdringung "(…) 18-year-olds who tell recruiters they play the popular fantasy game are automatically given low security clearance. “They're detached from reality and suspectible to influence,” the army [Israeli Defense Force] says." - Hanan Greenberg (2005), "Army frowns on Dungeons and Dragons", Israel News Gygax & Arneson (1974), „Dungeons & Dragons“ Steven H. Stern (1982), „Mazes and Monsters“ Chick Publications (1984), „Dark Dungeons“
  • 6. Unerwünschte Durchdringung “The current video game ratings system needs improvement because reviewers do not see the full content of games (...) Game reviewers must have access to the entire game for their ratings to accurately reflect a game’s content.” – Senator Sam Brownback (2007), „Truth in Videogame Rating Act“ * Form Medium Holkins & Krahulik (2006), „Penny Arcade“ *Entertainment Software Rating Board (ESRB)
  • 7. Erwünschte Durchdringung: GBL/Resilienz "(…) since war is a highly competitive situation, with rules (…), goals, winners and losers, competitive games are a great way to train. In the words of one former officer: ‚You play these games as a kid, you grow up understanding the risks and rewards of making decisions in real life.’" – Marc Prensky (2001), "True Believers", Einsatz von Spielen durch das US-Miltär Stabilisation und Resilienz (individuell & kulturell) US Army (2002, 2003, 2009), „America‘s Army“ "We sort of zone out and know we can sit here and kill each other, and no one gets hurt (…) Everyone Pacheesi comes out alive." Patolli – Spec. Robert McKinney über das Computerspiel Yut "Halo" während der Operation Iraqi Freedom. Washington Post, 16.12.2004 msnbc (2005), „Troops staioned in Iraq turn to gaming“
  • 8. Erwünschte Durchdringung: Gamification Rabattmarke DDR, Brushing for „Konsummarke“ Highscore Photo: Ezragildesgame Volkswagen (2009) TheFunTheory, „Bottle Bank Arcade“ Kevan Davies, „Chore Wars“ Bunchball (2010), „Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior.“ Baydin (2010), „The eMail Game“ Google (2011), „Google News Badges“ Ford Fusion, „Efficency Leaves“
  • 9. Krise: Unterscheiden & Entscheiden Unterscheidung „Sachzwang“ Entscheidung „alternativlos“ „gerechter Krieg“ „Paradies für alle“ „Bereits jetzt fit für die Zukunft sein“ „unwiderlegbar“ “We all make choices, but in the end, our choices make us.” – Andrew Ryan (2007), „Intro to Rapture“ (game character, 2K Games (2007), „BioShock“)
  • 10. Die Krise der Krise „Unter einer Komplettlösung (engl. auch walkthrough genannt) versteht man ein Schriftstück, in dem beschrieben wird, wie man ein Computerspiel erfolgreich beendet.“ – Wikipedia (2011), „Komplettlösung“ Crytek (2008), „Crysis“ [Eines der international erfolgreichsten deutschen Computerspiele.] ComputerBild (17.11.2007), „Komplettlösung: Crysis.“
  • 11. Die Krise der Krise Unterscheidung "Ich mag Geschichten über das Scheitern. (...) Das ist eine der ältesten Geschichten der Welt. Wir Menschen ziehen los und erschaffen tolle neue Welten. Aber wir nehmen uns immer mit. Und wenn wir das Verderben an einen Ort gebracht haben, dann folgt es uns auch zum nächsten." – Ken Levine über „Bioshock“, GEE Mag 2007 “We all make choices, but in the end, our choices make us.” ?
  • 12. „Spiel“: krisenerzeugendes Metamedium Spiele/n Fussball CounterStrike Schach Carcassonne Experimentieren Dekontextualisieren Verregeln, Erzählen, Teilen
  • 13. „More than at any other time in history, mankind faces a crossroads. One path leads to despair and utter hopelessness. The other, to total extinction. Let us pray we have the wisdom to choose correctly.“   – Woody Allen (1979), „My Speech to the Graduates Spiel Kunst Traum Unterscheidung Unterscheidung Entscheidung
  • 14. “Ein Spiel zu spielen ist der freiwillige Versuch, ein unnötiges Problem zu lösen.“ – Bernhard Suits (1978), “The Grasshopper: Games, Life and Utopia” Krise im Spiel “Spieldesign ist der Versuch, ein interessantes, (scheinbar) unnötiges Problem zu erschaffen.“