Domain: digra.org
Stories and comments across the archive that link to digra.org.
Comments · 8
-
Probably isn't going to work.
A researcher has previously investigated controller-avatar interactions, specifically, if the player (this is video-games related) identifies with their avatar:
"Players do not automatically take on the role of characters/avatars. Playing as a character that is ostensibly “other” to you (in terms of gender, race, or sexuality) is not necessarily transgressive or perspective-altering. Playing as a character that is like you (in terms of demographic categories) does not necessarily engender identification."
"This calls into question both the educative benefits and the marketing benefits of playing as a main video game character that is a member of a marginalized group."Limitations: Note that the sample for this paper did not involve what the researcher describes as "White male gamer", the researcher draws conclusions from a small sample. Also note that the paper does not seem to be peer reviewed.
Source: http://www.digra.org/wp-conten...
It's not *proof* of anything but it may suggest that VR interactions, like games, do not guarantee any identification between the subject and their avatar. In fact, it may be counter-productive; those who are asked to take part in the intervention/training may ask why it is that they're assumed to be racist.
-
some additional resources
I sort of research in this area (only sorta, but enough to keep up and know about half the people in it). So I can't help but throw out some additional resources, which you can interpret as "stuff I like".
FWIW, the general idea is usually referred to as "serious games", with a bunch of terms like "persuasive games", "games for change", "games with a purpose", "political games", "news games", etc. having more specific meanings.
I personally rather like Ian Bogost's book on the subject, which, contrary to a lot of stuff in this space, is more measured in talking about both the possible benefits and likely pitfalls. Although I love the idea and think it has a lot of promise, I've got to admit most attempts to make "serious" or "political" or "world-changing" games fall flat. Anyone played McCain's 2004 campaign game, "John Kerry Tax Invaders"? It's exactly what you think it is: a space-invaders clone with John Kerry tax bills coming down at you, in place of aliens. Hilarious, but kind of stupid. So I think it's important to not be fan-boyish about it, and figure out what would make the medium actually flourish for these sorts of purposes. (FWIW, Bogost also has a former blog on "games with an agenda", and a interesting Colbert appearance).
An interesting precursor is Chris Crawford's 1980s games, which tackled subjects like the Cold War and the environment in interesting ways. He's now giving away a
.txt of a book describing the design behind Balance of Power (1986), still something of a high-water mark in combining the simulation genre with attempts to really make people think about the real world.For more recent games, specifically in response to news events, some of which have activist content and some of which are just commentary, there's also a newsgame index. In addition, there's a recent paper discussing whether and how newsgames might become the 21st century's equivalent of political cartoons.
-
is this really still true?
I work kind of in this area as a researcher, so maybe I have a rosy-glass view, but the arguments seem a bit dated to me. Sure, in say 1999 this was a problem, and not that many people took games seriously. But in 2009? Yeah, people still like to kvetch ("games are rarely taken seriously blah blah and we aim to change that" is a standard opening move if you're writing a paper), and maybe the average person on the street doesn't, but there are plenty of inroads:
There are journals and academic conferences on games, in both the humanities and computer science.
MIT Press has an entire division of books about videogames. I'm currently reading one about the Atari 2600, which, yes, even covers its role as a cultural and artistic platform.
There are initiatives and companies to use games for "serious" purposes. The U.S. Army in particular takes them seriously and funds development.
Braid sold over $1m, despite being a kind of weird arty game made by a single guy. You can even get an MFA doing fine-arts stuff related to games.
Heck, Gamasutra itself frequently publishes about games as art, and it's semi-high-profile (at least to the extent that getting linked at Slashdot once a week counts as semi-high-profile).
I mean yeah, I'll agree that far more people respect, say, film than respect games. But it's not as if this is some novel argument and nobody has ever thought about taking games seriously before. Also, to some extent, it's the fault of people not making more interesting games: Hollywood may be crap, but there are a lot more innovative indie films out there than innovative indie games.
-
Found a link
Not that anyone here would actually RTFA but here is a link to it for completeness sake:
http://www.digra.org:8080/Plone/dl/db/06278.36196.pdf -
Obnoxious?
That was easy.
http://www.digra.org:8080/Plone/dl/db/06278.36196.pdf
(It's an earlier version of the work.) -
Re:the answer is obviousHi vpetite. You're spot on with the observation about interactivity, but I wanted to ask you about this,
"Walter Benjamin wrote that photographs could not be considered art, because they were reproductions of the work, and no longer had the "aura" that true art contained."
That's certainly true about the aura of authenticity, but I'm not sure that he said they couldn't be considered art. I thought he was rather saying that the notion of art had to be revised,
"The nineteenth-century dispute as to the artistic value of painting versus photography today seems devious and confused. This does not diminish its importance, however; if anything, it underlines it. The dispute was in fact the symptom of a historical transformation the universal impact of which was not realized by either of the rivals. When the age of mechanical reproduction separated art from its basis in cult, the semblance of its autonomy disappeared forever. The resulting change in the function of art transcended the perspective of the century; for a long time it even escaped that of the twentieth century, which experienced the development of the film. Earlier much futile thought had been devoted to the question of whether photography is an art. The primary question - whether the very invention of photography had not transformed the entire nature of art - was not raised. Soon the film theoreticians asked the same ill-considered question with regard to the film. But the difficulties which photography caused traditional aesthetics were mere child's play as compared to those raised by the film."
Benjamin, Walter. The Work of Art in the Age of Mechanical Reproduction (1936)
http://www.marxists.org/reference/subject/philosop hy/works/ge/benjamin.htm
This is Benjamin's seminal - and highly referenced - piece, and well worth a read still now over 70 years later.
As far as I'm concerned there's no question about whether games can be art or not. For my taste, however, most games aren't in a similar way that most pop music and most Hollywood movies aren't.
I contend that the difficulties which film caused traditional aesthetics are mere child's play as compared to those raised by games.
(For the record, I've been professionally coding games for 7 years, and am currently a Master of Arts student, writing on game studies in the School of Cultural Studies at the University of the West of England, and my dissertation is (preliminarily) called The Aesthetics of Embodiment in Resident Evil 4: Wii Edition. I sometimes blog about games and culture. See also the Digital Games Research Association for extensive research on video games.) -
Re:I've been there
I would argue that being addicted to an MMORPG is different than TV, Books, and other entertainment. The difference is that an MMORPG has a huge community behind it, and often people are addicted to that community. I'm sure the game itself has a lot to do with it, but you also need to look at factors in that persons personal life. Is he unhappy with his job or his social relationships? What is WoW giving him that life isn't? Of course this isn't the only avenue for addiction; many of the other things mentioned here are valid as well.
If you want to read more about the idea of a community addiction to an MMORPG:
Chee, F., & Smith, R. (2004) Is electronic community an addictive substance? Levelup conference proceedings 2003. -
DiGRA
For those interested in ludology (the study of games), check out DiGRA. Its a discussion site where academics and games creators discuss some of the topics that cross their works. Quite interesting, although probably a bit high-brow for the slashdot masses
;^)