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Communica)on Research Project Spring 2014 Week 4 Serious Games and Cri)cal Game Design [no images] Professor Ned Rossiter

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Page 1: w4 Critical Game Design print - Researching Media Audiencesstc.uws.edu.au/CRproj/Rossiter.pdf · Siapera,Eugenia (2012)!‘Games!and!Gaming’,!in! Understanding!New!Media!Los!Angeles!and!London:!Sage,!

Communica)on  Research  Project    Spring  2014    

 Week  4  

 Serious  Games  and  Cri)cal  Game  Design    [no  images]        Professor  Ned  Rossiter  

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Readings  Dyer-­‐Witheford,  Nick  and  de  Peuter,  Greig  (2010)  ‘Game  of  Empire’,  Fibreculture  Journal  16,  hCp://sixteen.fibreculturejournal.org/games-­‐of-­‐mulMtude/        Kücklich,  Julian  (2005)  ‘Precarious  Playbour:  Modders  and  the  Digital  Games  Industry’,  Fibreculture  Journal  5,  hCp://five.fibreculturejournal.org/fcj-­‐025-­‐precarious-­‐playbour-­‐modders-­‐and-­‐the-­‐digital-­‐games-­‐industry/      Siapera,  Eugenia  (2012)  ‘Games  and  Gaming’,  in  Understanding  New  Media  Los  Angeles  and  London:  Sage,  209-­‐226.      Woods,  Stewart  (2004)  ‘Loading  the  Dice:  The  Challenge  of  Serious  Videogames’,  Game  Studies:  The  Interna=onal  Journal  of  Computer  Game  Research  4.1,  hCp://www.gamestudies.org/0401/woods/          Further  Readings  Chesher,  Chris  (2012)  ‘NavigaMng  Sociotechnical  Spaces:  Comparing  Computer  Games  and  Sat  Navs  as  Digital  SpaMal  Media’,  Convergence:  The  Interna=onal  Journal  of  Research  into  New  Media  Technologies  18.3:  315-­‐330.        Dyer-­‐Witheford,  Nick  and  de  Peuter,  Greig  (2009)  ‘IntroducMon:  Games  in  the  Age  of  Empire’,  Games  of  Empire:  Global  Capitalism  and  Video  Games,  Minneapolis:  University  of  Minnesota  Press,  xi-­‐xxxv.      Kabatoff,  Mathew  (2004)  ‘Virtual,  AcMvist  or  Managerial:  Games  Culture  in  the  Balance’,  Metamute,  30  June,  hCp://www.metamute.org/editorial/arMcles/virtual-­‐acMvist-­‐or-­‐managerial-­‐games-­‐culture-­‐balance        Kücklich,  Julian  (2010)  ‘Seki:  Ruledness  and  the  Logical  Structure  of  Game  Space’,  in  Stephan  Günzel,  Michael  Liebe,  and  Dieter  Mersch  (eds)  Logic  and  Structure  of  the  Computer  Game,  DIGAREC  Series  4,  Potsdam:  Potsdam  University  Press,  36-­‐56.      Lugo,  Jairo;  Sampson,  Lugo;  Lossada,  Merlyn  (2002)  ‘LaMn  America’s  New  Cultural  Industries  sMll  Play  Old  Games:  From  the  Banana  Republic  to  Donkey  Kong’,  Game  Studies:  The  Interna=onal  Journal  of  Computer  Game  Research  2.2,  hCp://www.gamestudies.org/0202/lugo/      Taffel,  Sy  (2013)  ‘Scalar  Entanglement  in  Digital  Media  Ecologies’,  NECSUS:  European  Journal  of  Media  Studies  3  (Spring),  hCp://www.necsus-­‐ejms.org/scalar-­‐entanglement-­‐in-­‐digital-­‐media-­‐ecologies/  

       

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Games  Data  Dealer  (2013),  hCp://datadealer.com/      Escape  from  Woomera  (2002),    hCp://www.ljudmila.org/~selectparks/archive/escapefromwoomera/        Phone  Story  (2011),  hCp://www.phonestory.org          Sites  Digital  Games  Research  AssociaMon,  hCp://www.digra.org/    Game  Studies:  The  Interna=onal  Journal  of  Computer  Game  Research,  hCp://www.gamestudies.org    Molleindustria,  hCp://www.molleindustria.org      

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The  genre  of  serious  games  are  variously  known  as  educaMonal,  criMcal,  tacMcal  and  acMvist  games.      With  their  interest  in  social  and  poliMcal  criMque  of  government  policy  on  migrant  detenMon,  the  experience  and  condiMon  of  precarious  labour,  electronic  waste,  media  concentraMon  and  globalized  fast-­‐food  producMon  and  consumpMon  chains,  such  games  can  broadly  be  grouped  within  the  culture  of  the  counter-­‐globaliza)on  movement.      How  might  we  begin  designing  a  serious  video  game  and  how  might  such  a  prac)ce  feed  into  broader  research  methods?  

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‘Radical  games  against  the  dictatorship  of  entertainment’  (Molleindustria)  

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‘potenMal  of  the  videogame  as  a  new  medium  for  criMcal  creaMve  expression’  (Woods,  2004)  

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Siapera,  Eugenia  (2012)  ‘Games  and  Gaming’,  in  Understanding  New  Media  Los  Angeles  and  London:  Sage,  209-­‐226.      Johan  Huizinga’s  Homo  Ludens  (1938)  -­‐  Play  precedes  culture  -­‐  Games  define  the  logic  of  culture  [what  does  this  mean  

for  our  era?]  -­‐  Games  parallel    ‘real  life’  (as  simulaMons  &  models)  -­‐  ‘games  have  their  own  rules  ….  If  the  rules  are  broken,  

the  game  is  over’  (p.  210)  

What  might  it  mean  to  deliberately  set  out  to  break  the  rules  (Kücklich  2005)?  What  new  game  is  created?  

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PART  1  Cri)cal  Games    -­‐  Also  referred  to  as  ‘serious  games’,  ‘tacMcal  games’,  ‘persuasive  games’,  ‘games  for  change’,  ‘polity  simulators’  

-­‐  Open  have  educaMonal,  policy/poliMcal,  acMvist,  social  intenMons  

-­‐   e.g.  social  and  poliMcal  criMque  of  government  policy  on  migrant  detenMon,  the  experience  and  condiMon  of  precarious  labour,  electronic  waste,  media  concentraMon  and  globalized  fast-­‐food  producMon  and  consumpMon  chains    

-­‐  Many  are  grouped  within  the  culture  of  the  counter-­‐globalizaMon  movement  (e.g.  Escape  from  Woomera,  Darfur  is  Dying,  McDonald’s:  The  Video  Game)  

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Escape  from  Woomera  (2002),    hCp://www.ljudmila.org/~selectparks/archive/escapefromwoomera/      

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Dyer-­‐Witheford,  Nick  and  de  Peuter,  Greig  (2010)  ‘Game  of  Empire’,  Fibreculture  Journal  16,  hCp://sixteen.fibreculturejournal.org/games-­‐of-­‐mulMtude/      Our  hypothesis  is  that  videogames  are  a  paradigmaMc  media  of  Empire  –  planetary,  militarized  hyper-­‐capitalism  –  and  of  some  of  the  forces  presently  challenging  it.      Built  as  a  Half-­‐Life  mod,  Escape  from  Woomera  is  an  acMvist-­‐made  game  that  set  out  to  recreate  the  camp’s  “architecture  of  intensity  and  fear”  from  the  point  of  view  of  asylum-­‐seeking  inmates  “ever-­‐alert  for  what  sources  of  danger  lie  around  the  corner”  and  trying  to  find  a  way  out  (Wilson  2005,  114).      The  game  involved  an  alliance  of  digital  designers,  invesMgaMve  journalists,  and  migrant  rights  acMvists.    Escape  from  Woomera  didn’t  progress  past  prototype.  But  even  as  an  unfinished  demo,  it  contributed  to  the  wider  current  of  Australian  anMdetenMon  acMvism  that  shut  down  the  center  in  2003.      

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Dyer-­‐Witheford,  Nick  and  de  Peuter,  Greig  (2010)  ‘Game  of  Empire’,  Fibreculture  Journal  16,  hCp://sixteen.fibreculturejournal.org/games-­‐of-­‐mulMtude/      OperaMng  out  of  a  social  center  self-­‐managed  by  and  for  acMvists,  Molleindustria  has  developed  a  catalog  of  smart  but  simple  online  games  addressing  precarious  labor,  media  concentraMon,  queer  poliMcs,  and  street  protest—themes  that  reflect  the  group’s  immersion  in  the  social  movements  of  contemporary  Italy.    AcMve  since  2004,  these  self-­‐described  “videogame  detractors”  emerged  from  a  milieu  crosscut  by  two  opposing  tendencies  (Molleindustria,  n.d.):  from  one  side,  their  country’s  communicaMon  system  was  overwhelmingly  controlled  by  the  prime  minister,  Silvio  Berlusconi;  and  on  the  other  side,  the  nascent  counterglobalizaMon  movement  demonstrated  the  acMvist  potenMal  of  digital  media.        

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Dyer-­‐Witheford,  Nick  and  de  Peuter,  Greig  (2010)  ‘Game  of  Empire’,  Fibreculture  Journal  16,  hCp://sixteen.fibreculturejournal.org/games-­‐of-­‐mulMtude/      McDonald’s:  The  Video  Game  turns  upside  down  the  “tycoon”  game  genre.  Restaurant,  head  quarters,  slaughterhouse,  farmland—these  four  sites  must  be  carefully  managed  in  fluctuaMng  market  condiMons.    MoMvated  by  research  on  the  poliMcal  economy  of  meat  and  markeMng,  this  game  puts  into  playable  form  the  processes  of  the  globalized  fast-­‐food  producMon  and  consumpMon  chain.    McDonald’s  doesn’t  give  the  gamer  room  for  maneuver:  accept  the  growth  imperaMve  (and  the  dodgy  dealings  it  demands)  or  bankrupt  your  big  business.    

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Data  Dealer  (2013),  hCp://datadealer.com/    

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‘SimulaMons  are  representaMons  of  real  or  hypotheMcal  processes,  mechanisms  or  systems.  SimulaMon-­‐based  learning,  which  open  mimics  real  situaMons,  has  been  used  extensively  in  field  such  as  sales,  contact  centres,  interviewing  skills,  project  management,  health  and  military  where  the  benefit  can  be  that  lives  are  saved  due  to  the  results  of  such  training.      The  possibility  of  winning  or  losing,  randomness  of  potenMal  situaMons  and  embedded  prizes  are  some  of  the  differenMaMon  points  between  games  and  pure  simulaMons’.    hCp://www.serious-­‐gaming.info/    hCp://www.serious-­‐gaming.info/@api/deki/files/57/=Chapter_1.pdf    

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‘SimulaMons  offer  the  player  the  opportunity  to  engage  with  a  dynamic  system  from  an  experien=al  perspecMve  and  a  significant  amount  of  this  direct  involvement  is  provided  by  the  freedom  to  interact  with,  and  have  control  over,  the  simulated  system’.  (Woods,  2004)  

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‘If  …  videogames  and  their  ability  to  simulate  so  effecMvely  offer  an  alternate  method  of  communicaMng  noMons  of  reality,  where  are  we  to  turn  for  examples  of  games  that  offer  insight  into  the  nature  of  society  and  human  relaMons  without  the  representa)onal  constraints  of  other  media  forms?’.  (Woods,  2004)  

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PART  2  Logis)cal  Worlds      -­‐  Game  currently  under  development  as  part  of  a  UWS  

Australian  Research  Council  project,  ‘LogisMcs  as  Global  Governance:  Labour,  Sopware  and  Infrastructure  along  the  New  Silk  Road’  (2013-­‐2016)  

-­‐  Interested  in  how  algorithmic  architectures  shape  the  experience  and  condiMon  of  labour  situated  within  supply-­‐chain  capitalism  

 

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Phone  Story  (2011),  hCp://www.phonestory.org    

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PART  3  Game  design  and  research  methods    -­‐  How  might  we  begin  designing  a  serious  video  game  and  how  might  such  a  pracMce  feed  into  broader  research  methods?    

-­‐  How  to  avoid  being  overly  didacMc?  

-­‐  How  to  design  sufficient  fun,  pleasure,  etc.  combined  with  criMque?  

-­‐  How  might  the  very  design  of  a  game  shape  or  inform  your  methods  of  research?  (Game  as  method)    

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‘The  mediaMon  offered  by  a  computer  with  a  graphical  interface  opens  up  any  number  of  possibiliMes  for  construcMng  an  “unfair”  game’.  (Woods,  2004)  

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‘The  mediaMon  offered  by  a  computer  with  a  graphical  interface  opens  up  any  number  of  possibiliMes  for  construcMng  an  “unfair”  game’.  (Woods,  2004)  

Is  this  an  invitaMon  to  break  the  rules?      What  might  that  mean  for  the    invenMon  of  new  methods?  

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Workshop  Ac)vity  (small  groups)  1.  IdenMfy  a  poliMcal  or  social  issue  that  means  something  to  you.  

2.  How  might  you  communicate  this  issue  in  a  playful  way?  

3.  Start  with  collecMvely  wriMng  a  narraMve  /  storyboard  that  sets  out  the  logic  of  play  (i.e.  what  does  the  game  do,  and  what  do  users/players  do?).  

4.  What  are  the  different  levels  of  play?  

5.  Consider  how  the  game  might  be  played  differently  across  different  media  sopware  pla{orms  (try  hCp://www.compilgames.net/  )  and  technological  devices  (tablet,  mobile  phone,  desktop/laptop  computer).  

6.  How  might  game  development  open  up  new  or  different  lines  of  invesMgaMon  into  your  object  of  research?  (i.e.  How  might  your  research  project  benefit  from  a  gamificaMon  approach?)  Write  down  a  few  ideas  here  and  discuss.  

   Sites  hCp://gamedevelopment.tutsplus.com/    

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Some  further  reading  

Bogost,  Ian  (2014)  ‘The  Squalid  Grace  of  Flappy  Bird:  Why  Playing  Stupid  Games  Staves  off  ExistenMal  Despair’,  The  Atlan=c,  3  February,  hCp://www.theatlanMc.com/technology/archive/2014/02/the-­‐squalid-­‐grace-­‐of-­‐flappy-­‐bird/283526/      Wark,  McKenzie  (2007)  Gamer  Theory,  Cambridge,  Mass.:  Harvard  University  Press.  

 See  also:  hCp://futureophebook.org/gamertheory2.0/