Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-12-03 Thread Julian Raul Kücklich

Hi Davin,

I agree with your analysis: outsourcing work to players is not only 
economically but also socially unsustainable. However, I am not sure 
people will opt out of this system even if they are aware of its 
exploitative character. If we look at social networking behemoths such 
as facebook, it seems evident that users are engaged in a form of 
affective labour, which is both narcissistically gratifying, and 
self-exploitative. This double bind is characteristic for the forms of 
free labour investigated by people like Tiziana Terranova, and seems 
increasingly hard to break in societies which increasingly rely on 
computer-mediated communication.


Does that mean human culture will have to be altered in such a 
fundamental way that it will become unrecognizable? Not sure. First of 
all, we are all agents of change, be it willingly or unwillingly, so 
whatever results from these transformations will still be recognizable 
as a form of culture. I think we must recognize that everyone who 
participates in any kind of social discourse (including the members of 
this list) is also involved in the production of subjectivity. In my 
recent research, I have been trying to conceptualize this is in Deleuze 
and Guattari's terms as a form of machinic (or algorithmic) 
subjectivity. Alternatively, this could be seen as a way of 
reassembling the social (Latour) which grants non-human actors much 
greater agency.


So what is ultimatey at stake is what David Golumbia calls the cultural 
logic of computation, and the way we deal with it. While quite a few 
people seem to simply accept it as the dominant paradigm of our time, 
others attempt to reject it outright, and insist on the intrinsic 
non-computational core of human subjectivity. However, it stands to 
reason that there is a different mode of subjectification, which 
oscillates between surrender and resistance. I like to think that it is 
a form of play that constitutes this mode, although not in the many 
impoverished forms presented to us as entertainment. I certainly see an 
inkling of this in (sub-cultural) scenes such as alternate reality 
gaming, which has at least the potential to radically challenge our 
preconceptions, and bring people together in new social formations.


Julian.

dr julian raul kuecklich

http://playability.de


Am 01.12.2010 18:24, schrieb davin heckman:

I think Simon's concern as well as Julian's followup point to
something really significant.  Aside from being economically
unsustainable for a company to produce such games.  I suspect that
it is socially unsustainable, as well.

My sense (and I guess that I am simply being optimistic here) is that
if such a model continues and becomes dominant, either people will
abandon it wholesale OR human culture will have to be altered in such
a fundamental way that it will become unrecognizable.

The fact remains that in order to make money off play, such work has
to successfully pass itself off as play.  But work, for its own sake,
always requires some motivation (self-benefit, communal benefit, fear
of discomfort, fear of the lash, etc.).  At the extreme fringes of
coercion, people are always looking to escape such work, to subvert
it, to free themselves from it, etc.

And while there is a great region of slack within which people can
rationalize work for a period of time as play, can play and tell
themselves they are getting work done, or can be fooled into thinking
they are doing one while actually doing the other  in each case
this requires a misrecognition in order to happen.  In other words,
the perception must be inaccurately cognitized (misrecognized).  From
here, misrecognition is either further rationalized (transformed into
a different type of play) or rejected.  In simpler terms, people like
to play, but not to be played.  Some people even like being used,
provided they can conceptualize their use as something that they
control, comprehend, rationalize, etc.  Some people can be fooled into
being used.  But people, on the whole, seem unhappy as mere
instruments.  People strive for meaning, even if it is only of the
most stripped-down, existentialist flavor.

The most extreme example of such a totalizing play is money.  People
do get very wrapped up in the accumulation of merit by way of
arbitrary tokens.  But even still, these tokens, like the labor they
represent, are forever being translated into real or imaginary
strategies of gaming the system (winning lotteries, hitting jackpots,
striking it rich, saving money, improving your salary, the all you can
eat buffet, inventing the next paperclip, etc).  Yet, in spite of
this, most people I know seem to work with the understanding that the
system itself is not the purpose of life.  And the fewer strategies
they have for gaining strategic benefit within the system of play and
the greater the awareness they have of the various ways in which the
game is rigged, the less content they are to work within the system,
to 

Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-12-01 Thread Georg Russegger


hello emypres!

my name is georg russegger from lthe european reseach group udic  
interfaces and a friend (mathias fuchs) pointed me to your discussion.
the mail from Rafael was the first dipp in  - sorry if i raise some  
questions which might be arleady

solved here:

Rafael wrote: ...on an evolutionary basis.
thanks for the brilliant start!

is dualism helpful: playing vs. productivity. (it might be just a  
catchy title)
wouldn't something linke prdoductive playability (i guess julian -  
hi from austria - runs a blog with this title)

give the perspective on where play has its productive moments?


 high level social behaviour

would this be better off being  called playing or gameplay?
at least how i understand it: game is a framed, rulebased and inter-re- 
aktive set of possibilities but not the action-dimension itself.
if we talk ANT we can look hom much game fomentation there is in the  
game-deliniation already implied.


video game for starting is a type of game - is this list about  
videogaming - that would be pityful - because it is a higly complex  
field
where some observations are harder to make than in general gameplay  
sets.
i would rather take video games as examples but to do the whole  
discussion based on this wiould be rather probelmatic.




are videogames (now) still games?


why not? - maybe the STILL is important to answer...
put please make a clear statement why videogames are so special in  
contrary to other games.


thank you
greetings
ge.org



On Nov 30, 2010, at 5:08 PM, Rafael Trindade wrote:


Hey, folks,

I am Rafael Trindade, and this is my first time at -empyre-. It's an  
honor, and a pleasure to be invited to this month's debate. Thank you.


On the functionality of playing: I do agree with Simon Biggs.  
Playing is not aimless - or not essentially aimless. And we can  
discuss it on an evolutionary basis. I'm not sure, though, if it's a  
good idea to formulate the problem like this:


 However, to sustain this argument it needs to be accepted that  
high level

 social behaviour is genetically inherited.

At least, not while we are talking about videogames and videogame  
cultures. It seems to me that the point is not which means should we  
use to approach games in general; we're talking about some high  
level social behaviour that happens to be called games (because  
they really are, yes), but differentiate themselves from another  
kinds of gaming not only because their mechanics and materiality,  
but also because of the sociocultural systems which they belong to.


I'm not saying that videogames are ontologically different from  
other games (or are they? I don't know, maybe not), but sometimes I  
feel that the functions they perform are not necessarily the same.  
Even when I can relate one experience to another (arcades/gambling  
houses; casual games/crosswords and such; pokémon/cockfights;  
level-oriented games/tabletop RPGs, collections and everything OCD),  
I feel that
maybe it's different. But I really don't know, I have never thought   
seriously about that.


When they are competing in arcades or tournaments, players do want  
to win over their colleagues, but I sense that it's not about the  
competition. It's not even about bragging. It's about winning, in  
order to stay within the experience; to keep the thing going on. Of  
course it is cool to be the best, of course it's pretty ok to gain  
some respect; but people would go to arcades even if they are  
emptied out, just to enjoy their games; one cannot say the same  
about spitting contests and the like. It's not ontologically about  
the competition.


It's already known that plot it's not an essential element of  
videogaming, one of the reasons given being the impatience shown by  
players at dialogues in arcades. I remember now a similar fact -  
that no one cares about Hall of Fame status. All the arcades  
champions are named AAA.


But I'm not sure, maybe there are similar situations outside  
videogaming.


I just wish to highlight Gabriel Menotti's question: are videogames  
(now) still games?



Thanks, and regards,
Rafael.
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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-12-01 Thread Simon Biggs
 From: Georg Russegger georg.russeg...@ufg.ac.at
 Reply-To: soft_skinned_space empyre@lists.cofa.unsw.edu.au
 Date: Wed, 1 Dec 2010 08:23:36 +0100
 To: soft_skinned_space emp...@gamera.cofa.unsw.edu.au
 Subject: Re: [-empyre-] playing vs productivity (and what does it has to do
 with videogames?)
 
 is dualism helpful: playing vs. productivity. (it might be just a catchy
 title)
 wouldn't something linke prdoductive playability (i guess julian - hi from
 austria - runs a blog with this title)
 give the perspective on where play has its productive moments?

I fear the issue might concern a political imperative. Playbour is that mode
of play which has been rendered productive within the market economy. Our
play is other's profits. Capital has managed to appropriate our down-time.
Do we want our play to be productive in this context?

For those who wish to critique or attack the economic hegemony we inhabit, a
route to this is to ensure one's play is unproductive or, even better,
anti-productive (eg: destructive). This is what I understand the Wombles and
other groups are all about.

Best

Simon


Simon Biggs
s.bi...@eca.ac.uk  si...@littlepig.org.uk
Skype: simonbiggsuk
http://www.littlepig.org.uk/

Research Professor  edinburgh college of art
http://www.eca.ac.uk/
Creative Interdisciplinary Research in CoLlaborative Environments
http://www.eca.ac.uk/circle/
Electronic Literature as a Model of Creativity and Innovation in Practice
http://www.elmcip.net/
Centre for Film, Performance and Media Arts
http://www.ed.ac.uk/schools-departments/film-performance-media-arts






Edinburgh College of Art (eca) is a charity registered in Scotland, number 
SC009201


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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-12-01 Thread Stephanie Donald
Please unsubscribe me from this list

Sent from my iPad

On 02/12/2010, at 4:24 AM, davin heckman davinheck...@gmail.com wrote:

 I think Simon's concern as well as Julian's followup point to
 something really significant.  Aside from being economically
 unsustainable for a company to produce such games.  I suspect that
 it is socially unsustainable, as well.
 
 My sense (and I guess that I am simply being optimistic here) is that
 if such a model continues and becomes dominant, either people will
 abandon it wholesale OR human culture will have to be altered in such
 a fundamental way that it will become unrecognizable.
 
 The fact remains that in order to make money off play, such work has
 to successfully pass itself off as play.  But work, for its own sake,
 always requires some motivation (self-benefit, communal benefit, fear
 of discomfort, fear of the lash, etc.).  At the extreme fringes of
 coercion, people are always looking to escape such work, to subvert
 it, to free themselves from it, etc.
 
 And while there is a great region of slack within which people can
 rationalize work for a period of time as play, can play and tell
 themselves they are getting work done, or can be fooled into thinking
 they are doing one while actually doing the other  in each case
 this requires a misrecognition in order to happen.  In other words,
 the perception must be inaccurately cognitized (misrecognized).  From
 here, misrecognition is either further rationalized (transformed into
 a different type of play) or rejected.  In simpler terms, people like
 to play, but not to be played.  Some people even like being used,
 provided they can conceptualize their use as something that they
 control, comprehend, rationalize, etc.  Some people can be fooled into
 being used.  But people, on the whole, seem unhappy as mere
 instruments.  People strive for meaning, even if it is only of the
 most stripped-down, existentialist flavor.
 
 The most extreme example of such a totalizing play is money.  People
 do get very wrapped up in the accumulation of merit by way of
 arbitrary tokens.  But even still, these tokens, like the labor they
 represent, are forever being translated into real or imaginary
 strategies of gaming the system (winning lotteries, hitting jackpots,
 striking it rich, saving money, improving your salary, the all you can
 eat buffet, inventing the next paperclip, etc).  Yet, in spite of
 this, most people I know seem to work with the understanding that the
 system itself is not the purpose of life.  And the fewer strategies
 they have for gaining strategic benefit within the system of play and
 the greater the awareness they have of the various ways in which the
 game is rigged, the less content they are to work within the system,
 to ascribe meaning to it, to take pleasure in the sort of games that
 exploit the player.
 
 I don't want to pretend that people don't get routinely taken
 advantage of  and that our backdrop of change and innovation is
 the source of a great siphoning away of capital.  But I also want to
 guard against fatalism.  All these imaginary credits and tokens and
 wins and losses are only relative injustices.  The place where they
 become immediately urgent are at the fringes of need, where people
 starve and thirst, shiver and bleed.  The number of imaginary tokens
 generated by the manipulation of imaginary tokens is most significant
 when the energy devoted to honoring these tokens conceals or obscures
 more basic needs.
 
 And, here, I think, might be the real urgent question about the
 various games we play: Where do we place our attention?  How do we
 form our notions of what's real and imaginary?
 
 As an aside  you might get a kick out of Susan Willis' Playing
 the Penny Slots  Situations: Project of the Radical Imagination, Vol
 2, No 2 (2007):
 http://ojs.gc.cuny.edu/index.php/situations/article/viewFile/299/292
 
 Davin
 
 2010/12/1 Julian Raul Kücklich jul...@kuecklich.de:
 I fear the issue might concern a political imperative. Playbour is that
 mode
 of play which has been rendered productive within the market economy. Our
 play is other's profits. Capital has managed to appropriate our down-time.
 Do we want our play to be productive in this context?
 
 Simon, you summed it up concisely. This is precisely what I was trying to
 get at in my writings about playbour --- be it in the context of modding,
 massively multiplayer games, or FarmVille. David P. Marshal wrote about
 games being the perfect intertextual commodity --- a closed loop of
 gameplay, movie tie-ins, hardware, and advertising that seems increasingly
 hard to escape. What FarmVille does explicitly --- i.e. make players
 spokespersons for the game and spamming their facebook friends --- has been
 implicit in gaming culture for a long time. The always-on(line) mantra of
 contemporary PC and console games is another example of this worrying trend:
 you sign on, you are visible to your friends, 

[-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Gabriel Menotti
 [Simon Biggs]
 All interesting. No mention though of Huizinga's work, or that of numerous
 related theorists, on the role of play in the formation, practice and value
 of cultural activities.

Thanks, Simon! Huizinga is a very good reference, which had completely
escaped me – probably because I was not really taking into account how
the dynamics of play drive general cultural activities and structures.
Moving away from the ludologistic perspective, I wondered instead how
these other activities are in fact enmeshed within what we call
“playing.”

Although generally suspicious of cultural analytics, I admit it does a
good job demonstrating that the interaction with some modern
videogames is mostly constituted by watching CGs and making otherwise
dull system management and navigation. [1]

On the other hand, it is true that the all-pervasiveness of play is
one door through which videogames are being re-functionalized and
incorporated into larger productive systems – in that sense, one might
recall “games” such as EpicWin [2] and the somewhat controversial
Google Image Labeler [3]. I’m sure Daniel Cook can give much better
examples.

However, doesn’t that defeats the idea that “play” should be a
gratuitous and aimless activity, an end-in-itself? Given the
complexities at hand and the way playing can be easily appropriated as
labour, where should we trace the line that defines this concept?

Do videogames have essentially anything to do with “playing” anymore?

And with “videos”?

And with “games”?

Best!
Menotti

[1] 
http://lab.softwarestudies.com/2008/06/videogameplayviz-analyzing-temporal.html
[2] http://www.youtube.com/watch?v=AmKwF_Si734
[3] http://images.google.com/imagelabeler
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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Simon Biggs
It is easy to consider play as essentially gratuitous and aimless. However,
is it? From a Darwinian point of view play would seem to offer advantages to
those who do it. For young animals play is often the means by which they
learn how to fight, hunt, mate and survive. It is a rehearsal. Well
rehearsed animals will have a better chance of surviving and reproducing.
When people play the same dynamics could be at work. In this sense play is
not gratuitous but fulfils an important function.

However, to sustain this argument it needs to be accepted that high level
social behaviour is genetically inherited. Darwinian theory can't be applied
without this being the case. It is debatable whether such behaviour can be
inherited.

Best

Simon


Simon Biggs
s.bi...@eca.ac.uk  si...@littlepig.org.uk
Skype: simonbiggsuk
http://www.littlepig.org.uk/

Research Professor  edinburgh college of art
http://www.eca.ac.uk/
Creative Interdisciplinary Research in CoLlaborative Environments
http://www.eca.ac.uk/circle/
Electronic Literature as a Model of Creativity and Innovation in Practice
http://www.elmcip.net/
Centre for Film, Performance and Media Arts
http://www.ed.ac.uk/schools-departments/film-performance-media-arts


 From: Gabriel Menotti gabriel.meno...@gmail.com
 Reply-To: soft_skinned_space empyre@lists.cofa.unsw.edu.au
 Date: Tue, 30 Nov 2010 11:46:46 +
 To: soft_skinned_space empyre@lists.cofa.unsw.edu.au
 Subject: [-empyre-] playing vs productivity (and what does it has to do with
 videogames?)
 
 [Simon Biggs]
 All interesting. No mention though of Huizinga's work, or that of numerous
 related theorists, on the role of play in the formation, practice and value
 of cultural activities.
 
 Thanks, Simon! Huizinga is a very good reference, which had completely
 escaped me ­ probably because I was not really taking into account how
 the dynamics of play drive general cultural activities and structures.
 Moving away from the ludologistic perspective, I wondered instead how
 these other activities are in fact enmeshed within what we call
 ³playing.²
 
 Although generally suspicious of cultural analytics, I admit it does a
 good job demonstrating that the interaction with some modern
 videogames is mostly constituted by watching CGs and making otherwise
 dull system management and navigation. [1]
 
 On the other hand, it is true that the all-pervasiveness of play is
 one door through which videogames are being re-functionalized and
 incorporated into larger productive systems ­ in that sense, one might
 recall ³games² such as EpicWin [2] and the somewhat controversial
 Google Image Labeler [3]. I¹m sure Daniel Cook can give much better
 examples.
 
 However, doesn¹t that defeats the idea that ³play² should be a
 gratuitous and aimless activity, an end-in-itself? Given the
 complexities at hand and the way playing can be easily appropriated as
 labour, where should we trace the line that defines this concept?
 
 Do videogames have essentially anything to do with ³playing² anymore?
 
 And with ³videos²?
 
 And with ³games²?
 
 Best!
 Menotti
 
 [1] 
 
http://lab.softwarestudies.com/2008/06/videogameplayviz-analyzing-temporal.htm
l
 [2] http://www.youtube.com/watch?v=AmKwF_Si734
 [3] http://images.google.com/imagelabeler
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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Cicero Inacio da Silva
I will also suggest that in some cases leisure is something that we
don't relate with games...and in some specific cases, we do not know
exactly when are we working or just having fun. Some projects that
support the idea of serious games, developed and researched by
people at UCSC are a kind of approach to this issue...if someone
decide to say that he is playing serious games means that he is not
having fun? Another project that I think that is radical on this is Ge
Jin, aka Jingle (from UCSD) “Chinese Gold Farmers: a feature length
documentary on real money traders in MMORPGs”. On youtube you can see
these farmers playing for 18 hours a day to sell all the gold that
they collect in games to put on sale on Ebay etc...and in their
leisure time guess what are they doing?
Best
Cicero

On Tue, Nov 30, 2010 at 9:46 AM, Gabriel Menotti
gabriel.meno...@gmail.com wrote:
 [Simon Biggs]
 All interesting. No mention though of Huizinga's work, or that of numerous
 related theorists, on the role of play in the formation, practice and value
 of cultural activities.

 Thanks, Simon! Huizinga is a very good reference, which had completely
 escaped me – probably because I was not really taking into account how
 the dynamics of play drive general cultural activities and structures.
 Moving away from the ludologistic perspective, I wondered instead how
 these other activities are in fact enmeshed within what we call
 “playing.”

 Although generally suspicious of cultural analytics, I admit it does a
 good job demonstrating that the interaction with some modern
 videogames is mostly constituted by watching CGs and making otherwise
 dull system management and navigation. [1]

 On the other hand, it is true that the all-pervasiveness of play is
 one door through which videogames are being re-functionalized and
 incorporated into larger productive systems – in that sense, one might
 recall “games” such as EpicWin [2] and the somewhat controversial
 Google Image Labeler [3]. I’m sure Daniel Cook can give much better
 examples.

 However, doesn’t that defeats the idea that “play” should be a
 gratuitous and aimless activity, an end-in-itself? Given the
 complexities at hand and the way playing can be easily appropriated as
 labour, where should we trace the line that defines this concept?

 Do videogames have essentially anything to do with “playing” anymore?

 And with “videos”?

 And with “games”?

 Best!
 Menotti

 [1] 
 http://lab.softwarestudies.com/2008/06/videogameplayviz-analyzing-temporal.html
 [2] http://www.youtube.com/watch?v=AmKwF_Si734
 [3] http://images.google.com/imagelabeler
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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Rafael Trindade
 Hey, folks,

I am Rafael Trindade, and this is my first time at -empyre-. It's an honor,
and a pleasure to be invited to this month's debate. Thank you.

On the functionality of playing: I do agree with Simon Biggs. Playing is not
aimless - or not essentially aimless. And we can discuss it on an
evolutionary basis. I'm not sure, though, if it's a good idea to formulate
the problem like this:

 However, to sustain this argument it needs to be accepted that high level
 social behaviour is genetically inherited.

At least, not while we are talking about videogames and videogame cultures.
It seems to me that the point is not which means should we use to approach
games in general; we're talking about some* high level social
behaviour*that happens to be called games (because they really are,
yes), but
differentiate themselves from another kinds of gaming not only because their
mechanics and materiality, but also because of the sociocultural systems
which they belong to.

I'm not saying that videogames are ontologically different from other games
(or are they? I don't know, maybe not), but sometimes I feel that the
functions they perform are not necessarily the same. Even when I can relate
one experience to another (arcades/gambling houses; casual
games/crosswords and such; pokémon/cockfights; level-oriented games/tabletop
RPGs, collections and everything OCD), I feel that
maybe it's different. But I really don't know, I have never thought
seriously about that.

When they are competing in arcades or tournaments, players do want to win
over their colleagues, but I sense that it's not about the competition. It's
not even about bragging. It's about winning, in order to stay *within* the
experience; to keep the thing going on. Of course it is cool to be the best,
of course it's pretty ok to gain some respect; but people would go to
arcades even if they are emptied out, just to enjoy their games; one cannot
say the same about spitting contests and the like. It's not ontologically
about the competition.

It's already known that plot it's not an essential element of videogaming,
one of the reasons given being the impatience shown by players at dialogues
in arcades. I remember now a similar fact - that no one cares about Hall of
Fame status. All the arcades champions are named AAA.

But I'm not sure, maybe there are similar situations outside videogaming.

I just wish to highlight Gabriel Menotti's question: are videogames (now)
still games?


Thanks, and regards,
Rafael.
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[-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Cynthia Beth Rubin
Rafael and all:

Thanks for the observation that the ultimate drive is to stay within the 
experience. This points to a  connection between video games and other 
immersive experiences.  

Think of Char Davies' early immersive VR work Osmose 
http://www.immersence.com/osmose, in which you had to learn the rules 
(special breathing techniques) in order to move through the space and have the 
full experience.  There was no competition - nothing to brag about (although 
some users found ways to brag).  This work is all about the experience itself 
being so alluring, so absorbing, that they wanted to move among the many 
non-heirarchical levels of the work just to be in the experience.

A great example using a video gaming engine is Ruth Gibson and Bruno Martelli' 
s Swan Quake http://www.swanquake.com.  As in Char's work, we move through 
levels, with the experience itself as the goal, not competition.

Simon's observation that play is rehearsal is helpful for clarifying that games 
are not useless.  Rehearsal for young learners, but perhaps we crave new 
experience and challenge at every stage?  

In this age of so much cultural production being tied to a supposed market 
analysis, it is no wonder that mass produced games would be modeled after 
competitive activities, such as war and football.  After all, war (I have been 
told) is the ultimate challenge to be fully aware and alert - a challenge that 
we may need (crave) to stay fully alert as humans.

Therefore the challenge may be to produce inter-active activities that 
stimulate our need to be on edge and fully alert -- with competition as just 
one way to do this.

Cynthia

Cynthia B Rubin
http://CBRubin.net



On Nov 30, 2010, at 11:08 AM, Rafael Trindade wrote:

  It's about winning, in order to stay within the experience; to keep the 
 thing going on.

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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread davin heckman
I really enjoy certain tabletop games (Settlers of Catan,
Caracassonne, and Illuminati) and rarely play video games (I would, I
suppose, if I owned some).  But a large part of the gaming experience
is intensely social.  There is a circle of people that get together,
students and faculty, that play these kinds of games.  I also play
Carcassonne a few evenings a week with my wife.

At times the play can be competitive, even vengeful, trying to make up
for previous humiliations.  At other times it is very peaceful and
collaborative.  It all depends on who is playing and how you are
feeling.

My thought with these games is not that they are utilitarian or
frivolous, but that they simply offer another dimension of social
experience which can be estranged from the purely subjective.  The
game offers opportunities to play with aggression and cooperation via
a contractual buffer.  In some sense, it is not all that different
from the more obvious forms of play-acting that people engage in
through other estrangement strategies: Larping, inebriation, costume
parties, etc.  I think that we all have this artistic faculty that
wants to abstract, detach, examine, modify, and reincorporate our
various experiences into our being.  Having said all that, I don't
think that all games are neutral.  I think, for instance, we need to
notice which games are social and solitary, and pay close attention to
both the overt content, but also the deeper significance of these
activities.  We also need to look at the form of the games, do they
operate on a visceral or cognitive level, to what extent, how do they
operate on both, etc.  Geertz's Notes on Balinese Cockfight comes to
mind, here.

Davin

On Tue, Nov 30, 2010 at 12:18 PM, Cynthia Beth Rubin c...@cbrubin.net wrote:
 Rafael and all:
 Thanks for the observation that the ultimate drive is to stay within the
 experience. This points to a  connection between video games and other
 immersive experiences.
 Think of Char Davies' early immersive VR work Osmose
 http://www.immersence.com/osmose, in which you had to learn the rules
 (special breathing techniques) in order to move through the space and have
 the full experience.  There was no competition - nothing to brag about
 (although some users found ways to brag).  This work is all about the
 experience itself being so alluring, so absorbing, that they wanted to move
 among the many non-heirarchical levels of the work just to be in the
 experience.
 A great example using a video gaming engine is Ruth Gibson and Bruno
 Martelli' s Swan Quake http://www.swanquake.com.  As in Char's work, we
 move through levels, with the experience itself as the goal, not
 competition.
 Simon's observation that play is rehearsal is helpful for clarifying that
 games are not useless.  Rehearsal for young learners, but perhaps we crave
 new experience and challenge at every stage?
 In this age of so much cultural production being tied to a supposed market
 analysis, it is no wonder that mass produced games would be modeled after
 competitive activities, such as war and football.  After all, war (I have
 been told) is the ultimate challenge to be fully aware and alert - a
 challenge that we may need (crave) to stay fully alert as humans.
 Therefore the challenge may be to produce inter-active activities that
 stimulate our need to be on edge and fully alert -- with competition as
 just one way to do this.
 Cynthia
 Cynthia B Rubin
 http://CBRubin.net


 On Nov 30, 2010, at 11:08 AM, Rafael Trindade wrote:

  It's about winning, in order to stay within the experience; to keep the
 thing going on.

 ___
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 empyre@lists.cofa.unsw.edu.au
 http://www.subtle.net/empyre

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Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Brock Dubbels
Hi Everyone,

My name is Brock Dubbels, and I am new to this list. I appreciate
being included in the conversation!

I did a paper on this topic trying to explore what sustains engagement
in games with a heavy emphasis on applying social learning theories on
motivation and identity.
http://vgalt.com/2009/10/11/dance-dance-education/ The point of the
paper was to design an after school game club for DDR and get the
students to play regularly enough so that when we measured them for
bone density growth, we would have a reliable measure through a good
sample of commitment to the intervention.

In order to structure this DDR club, I looked at why a young person
would play this game, and develop expertise acknowledged by their
community, without a true reward -- grades, money, etc.

Playing games and getting good at them is hard work. The young woman I
used in this phenomenological interview practiced everyday even with
varsity soccer, traveling orchestra, and being an IB student.

For her, the purpose of gaming changed as she played, and so did her
views on her community and her views on the reinforcement (rewards)
for the activity.

The idea of why is difficult to pin down, because it seems to be all
attribution and purpose.

The issue I am trying to explore is what was mentioned by Simon,
Cynthia, Cicero, and Menotti. The idea of the immersion, and what
leads to it.

My informant played initially to belong to a group. Later she played
for herself and found other groups after her initial play group moved
to a new game.

Although we may enter the game for leisure, and there is an
interesting essay on this by Joseph Pieper, we may find ourselves
contradicting Pieper and working harder at play than we would at work.
This hard work, I have found, is rewarding in that I have set a goal
and learned how to accomplish that goal,but it can represents having a
cognitive-affective game hangover--and I have to attribute that the
suffering was fun.

The real question is whether folks take the next step: Now that can I
do it, can I play through the puzzles in a way that is unique and
satisfying to my own aesthetic?


The idea of Sutton Smith's ethos of an activity -- work/play can have
an ambiguous aspect, because play as often defined by theorists as an
aimless behavior for exploration.

But, as Sutton-Smith points out, there are many types of play. And
play for Sutton-Smith is an evolutionary adaptation as defined by
Stephen Jay Gould, because of the variation of ways play can be
expressed and used.

In my opinion, it is an acceptable cultural notion of practice, or as
Gee called it,a social moratorium. Or as van Gennep looked at it in
the 60's, it is the basis for our rites and rituals.

Also, Mumford equated society as a big example of a game, where we
absorb the real consequence of death and deprivation through
fashioning a huge system of dramatic play and production.

So is play aimless if you gain relations and social status?

The difficulty is that play often turns into work-like activities,
where a game is difficult and un-fun, but the learning is gratifying.
The activity becomes dependent upon attribution, often a determination
by the player that the hard work was fun, and worth it. This can come
about because of the social aspects--the later sharing, the status,
and building expertise to be used for the next experience. A study by
Csikszentmihalyi, Talented Teens, looked at performance, engagement,
and content in schools and found that students prefer to perform where
they can display expertise rather than their novice state.

If we look at the work of Bentham and Geertz, as was mentioned by
Davin, Deep Play has consequences. And though there are consequences,
the games provide the structure needed for interaction without having
to spill our guts for empathy and understanding--freudian melt downs.
When these happen, according to Corsaro, the play groups break up. Too
real. The games, as a structured form of play, provide a spontaneous
authentic shared experience that allow for relationship building.

But, this analysis is awkward for games that are single player. I am
40, with work and family, and play by myself. I like a good story, but
I also like a good puzzle.

The idea of staying in the game is very useful for some contexts, but
people play for different reasons, and they play differently. When I
play Civilization, I have to admit that having all of the world's
religion and monuments is my goal, and I often forego other avenues to
higher scores to achieve this.

The observation I am trying to make is that my not staying within the
game goal (high score) is probably not common, but maybe not uncommon
either. In this instance, I have changed the win-state for myself, and
have begun to play for an aesthetic of my own.

There many examples of bending a game to one's will, as in tool use
described in activity theory.

In this instance, I don't play with others, and i do not participate
in any regular groups 

Re: [-empyre-] playing vs productivity (and what does it has to do with videogames?)

2010-11-30 Thread Ian Cofino

Hello everyone,

My name is Ian Cofino, this is also my first time on -empyre-, thank you for 
including me in this conversation, I'm excited to be involved!

I think that this discussion about competition and the competitive experience 
in association to video games directly relates to one of Gabriel's original 
questions:

There are people that go to arcades to just hang around and
button-mash their way through Tekken. Is it also possible to be a
virtuoso, hardcore Farmville player as well?

Simply put, I believe the answer is yes. Each subculture of gaming has a 
hierarchical tier based upon player skill level. Anyone, can play any game 
casually or hardcore (at the games highest level). A players execution and 
experience level grows as they spend more time with a game. Not only do the 
players begin to break down the inner-workings of the game, but they start to 
immerse themselves with the community or subculture that surrounds it. As this 
happens, winning in the game becomes tied, as Rafael stated, with extending the 
experience. Players at tournaments enjoy the experience of competition, the 
social atmosphere that surrounds the game, and as Cynthia alluded to, the most 
difficult challenges when continuing further can only be found in the highest 
level of play. 

The difference between Tekken and Farmville is the interactive, player on 
player challenge. Mastery of both games can be achieved by the user. Winning 
draws the experience of play out for both games, yet, when playing, Farmville 
is single player in nature; competition is only (well mostly) found with 
oneself. I say mostly because, through the social interaction of Facebook, 
Farmville is a twist on most purely single-player simulation games, as it 
brings in friends and fosters competition between them. Between single and 
multi-player games though, is there more incentive to excel when pushed by a 
partner? Is there an overall higher level of skill within the subculture of a 
gaming community that is inherently competitive in nature (as Cynthia stated, 
war or sports games), or can solo gamers find enough self-motivation to 
master games? Brock's experience with DDR is a case study that answers this in 
part, as his candidate initially found motivation through a group of 
like-minded peers who also enjoyed the shared experience.

- Ian


From: c...@cbrubin.net
Date: Tue, 30 Nov 2010 12:18:16 -0500
To: emp...@gamera.cofa.unsw.edu.au
Subject: [-empyre-] playing vs productivity (and what does it has to do with
videogames?)



Rafael and all:
Thanks for the observation that the ultimate drive is to stay within the 
experience. This points to a  connection between video games and other 
immersive experiences.  
Think of Char Davies' early immersive VR work Osmose 
http://www.immersence.com/osmose, in which you had to learn the rules 
(special breathing techniques) in order to move through the space and have the 
full experience.  There was no competition - nothing to brag about (although 
some users found ways to brag).  This work is all about the experience itself 
being so alluring, so absorbing, that they wanted to move among the many 
non-heirarchical levels of the work just to be in the experience.
A great example using a video gaming engine is Ruth Gibson and Bruno Martelli' 
s Swan Quake http://www.swanquake.com.  As in Char's work, we move through 
levels, with the experience itself as the goal, not competition.
Simon's observation that play is rehearsal is helpful for clarifying that games 
are not useless.  Rehearsal for young learners, but perhaps we crave new 
experience and challenge at every stage?  
In this age of so much cultural production being tied to a supposed market 
analysis, it is no wonder that mass produced games would be modeled after 
competitive activities, such as war and football.  After all, war (I have been 
told) is the ultimate challenge to be fully aware and alert - a challenge that 
we may need (crave) to stay fully alert as humans.
Therefore the challenge may be to produce inter-active activities that 
stimulate our need to be on edge and fully alert -- with competition as just 
one way to do this.
Cynthia
Cynthia B Rubinhttp://CBRubin.net


On Nov 30, 2010, at 11:08 AM, Rafael Trindade wrote: It's about winning, in 
order to stay within the experience; to keep the thing going on.

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