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Showing posts with label gaming studies. Show all posts
Showing posts with label gaming studies. Show all posts

The importance of studying games, or why I travelled half of the world to attend a gaming conference

From July 12th until the17th, I was in one of the world’s most relevant gaming conferences: DIGRA 2017. It took place in Melbourne, Australia, in the fantastic Swinburne University. I attended this event in 2011 in Netherlands (by the way, it was the first time I was in an international conference) and it was a transforming moment in my professional/academic life. This year was not different: another great experience.

When I tell people about a gaming conference, they ask me how this works. First idea that comes to their minds is a place to play the newest games from big publishers, or an event full of gaming events. Well, the idea is very different from that. In a conference like DIGRA, we talk about the game industry, game design and tendencies, but the discussion goes beyond those subjects.

This year, we had excellent debates about sexuality in games, gender in games, gaming classification, historical contexts in ludic experiences, sound design, game design, interfaces, analogic vs. digital games, philosophy inside games, social contexts in games – these are just a few examples of the whole content. How is it possible? Because games – in the contemporary scenario - became a potent media and a very important platform to socialize, interact and cast messages.


DIGRA main panel (july 6th - 2017). Pic by @vincevader

In a conference like DIGRA, the specialists are discussing all these points inside a greater subject: games. One thing is a common sense among all the researchers: it is very difficult to study it, but all of us are trying to create a more serious space to debate this. As a Brazilian researcher, I understand the importance to be part of the gaming studies field, not only in my country, but also in other parts of the globe. Networking is another important keyword in this context.

So, answering the question on the title above: I travelled half of the world to “power up” my knowledge and reach a new level in my academic research. On the next months, I’ll try to write and produce more about all that I have experienced in this event.

Next year, the conference will be in Turin, Italy. Follow the DIGRA Twitter for more information. Keep your eyes open.

#GoGamers
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A diagram to explain connections in a board game design process

An excellent diagram to think about the relationships between theme, rules, players and components in board games. The intersections between the different areas point out very interesting ways to ponder about game design questions.


Source: Big Game Theory site

#GoGamers
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Using Instagram as a gaming platform

Is it possible to create games using Instagram features? The answer is: yes.

The Turkish cookie brand Biskrem created the "Biskrem Instagram Adventure", a game that uses features from Instagram, such as maps, photos, videos, hashtags, tagging, search, direct messages etc..

The narrative is very fun and mixes aliens with time travel. Check the video case below to better understand the promotional idea.



This example dialogues with the advergaming concept we’ve already discussed here and here. It's another good case of how we can put entertainment and ludic content in marketing/communication campaigns.

And an important thing: this is the post number #250! Epic win!

#GoGamers

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SHARING THE GOOD NEWS

Cengage Learning has just launched my new book in Brazil, today. GAME CULTURA: COMUNICAÇÃO, ENTRETENIMENTO E EDUCAÇÃO (GAMING CULTURE: COMMUNICATION, ENTERTAINMENT AND EDUCATION) is a study addressing educational aspects, narratives, questions and marketing strategies involving games. The final words were written by Uruguayan game designer and researcher Gonzalo Frasca (¡Gracias!, @frascafrasca!).



CLICK HERE TO BUY!

#GoGamers
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The core structure of a QUEST

Today’s post is about one of my favorite subjects: quest design. A good quest could create immersion and, consequently, an emotional attachment in players. In order to discuss the creative process of quests in games, we will bring some ideas from Jeff Howard (2008) from the book “Quests: design, theory, and history in games and narratives” (one reading that I strongly recommend for all game researchers).

I’ll try to synthetize some nuclear thoughts from Howard in this post. First of all: the space where the quest happens is fundamental to merge the player’s imagination with the narrative. Space for quests should be fantastic (an alien world, a steam punk city), dreamlike (the oneiric realm of Bloodborne, the mysterious ambient of Back to Bed), allegorically arranged to convey ideas through their layout (puzzle games), organized to create a sense of progression through difficult ascent, and labyrinthine (HOWARD, 2008, p.50).



To construct the spaces of the quest is essential to keep in mind some considerations: embedded meaning (allied with plot, narrative etc.), a balance between challenging obstacles and exploration and a sense of progression, and the organization of spaces according to “quest hubs” (HOWARD, 2008, p.58).

After the definition of a space for the quest (based on a previous narrative) it’s very important to tune the characters with the objects of the quest, creating challenging situations. In the Batman’s game, Arkham Asylum, the player wears the hero’s cape to fight the Joker as a final threat. The main narrative has the Joker as the final challenge and, stage-by-stage, there are other villains to stop (Scarecrow, Crocodile, Poison Ivy). For players who want a more immersive challenge, there are a great number of side quests to face: Riddler’s trophies hidden in the scenario, mysterious inscriptions with the diary of Amadeus Arkham and many more.

In games like Arkham Asylum, the balance between main quests and side quests creates an experience for different kinds of players. Some will try to end the game through the main line. Others will finish the game looking for each hidden element in the stages. Think quests for the videogame’s platforms are a challenging exercise and Howard’s book helps us structure this kind of thought more precisely.



Reference:

HOWARD, Jeff. Quests: design, theory, and history in games and narratives. Wellesley: A K Peters, 2008.

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Interview with Jesper Juul

This week we have a special post on Gaming Conceptz. Jesper Juul, the video game theorist, gave this blog a special interview. I had the honor of meeting the author last year at the F.R.O.G (Future and Reality of Gaming) Conference. Enjoy the content! Thank you so much Mr. Juul. May the force be with you. =)



Bio: Jesper Juul is a video game theorist and associate professor at the Royal Danish Academy of Fine Arts - The School of Design, and a visiting associate professor at Comparative Media Studies/Writing at MIT. He has been working with video game theory since the early 1990s, at the IT University of Copenhagen, MIT, and at New York University. His previous books are the video game theory classic Half-Real and A Casual Revolution. He recently published The Art of Failure, a book that combines personal confessions about failure with philosophy, game design analysis, psychology and fiction theory.


1) In your last book 'The Art of Failure' you talk about 'the pain of playing video games' in a very interesting way. What was your primary inspiration source to write about this subject?
Two things: 1) That our interaction with video games is clearly filled with frustration and unhappiness, yet we tend to talk about video games in purely positive terms - good, great, awesome, deep etc.. Why are we not talking about this darker side of game playing, and why do we play games even though it is there? 2) My personal experience as a very sore loser of all types of games. Losing makes me very frustrated, yet why is losing so important to me?

2) 'The Art of Failure' is about video games. Can we use the same ideas for board games and card games?
I used mostly video games as examples, but most of the discussion applies to all games. Video games then add some particular twists, especially in terms of single-player games, where the designer can closely follow the progress of the player and tweak the difficult and failure rates to match the player's current skill level.

3) In your keynote at F.R.O.G. 2013, you talked a little bit about "Gamification". This buzzword became very popular recently. What do you think about this buzzword? Do you think it's a good concept to define the use of game elements in non-game activities? Do you think it's correct to use 'game thinking' instead?
Like most buzzwords, gamification is overused, overhyped etc.. We could try to introduce a different term, but I think we should rather try to live with "gamification" and then explain what its problems are, what the advantages are etc.. I.e. the important thing is not the word itself, but what we use the ideas for, and how we implement them.

Gamification is a good idea in some activities.

It works best for situations where users / students / employees are in need of feedback, and when the gamification system allows the user to exercise sound judgment.

It works very badly in situations where users are meant to be creative, or if they are already deeply, personally committed to doing the best job that they possibly can. In such situations, gamification can become deeply demotivating.

We could call this the paradox of gamification: we associate games with fun and freedom, yet if we implement the wrong kind of gamification system, it becomes 1984, instead, by closely monitoring and punishing everybody who deviates from the path decided by the leaders.

4) The world is going mobile. How do you see the field of mobile gaming for the next years?
For a while, it seemed that traditional games would keep playing on consoles and PCs, and the broader public would be playing on mobile devices. But now this division seems to have almost disappeared. I think we will continue to see more, "deeper" game experiences on mobile devices.

For phones and tablets, the question to me is still whether external controllers will at some point become mainstream.

5) What are you playing at this moment?
My summer playing has mostly been Clash of Clans - there is something deeply compelling about the strategic multiplayer clan experience.

6) Send a final message to the new researchers of the gaming studies field.
There are many, many things that we don't understand about games, players, development and so on. What is the question that you are in a unique position to formulate and then answer?
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Video Game Cultures & The Future of Entertainment Conference (Oxford – July 2014)

Last week I was in Oxford (UK) at the Mansfield College for the “Video Game Cultures & The Future of Entertainment Conference”. The event is part of the Oxford’s University inter-disciplinary program, a global network for dynamic research and publishing. There were 3 days of full immersion inside the gaming research universe with excellent content presented by people from 15 different countries.

On the first day, we had a very interesting discussion with René Schalleger about how game designers create interactive experiences that let players explore complex issues of identity, free will and agency. Another highlight from day 1 was Teros Pasanen’s presentation about the Hobbesian state of nature in the game DayZ.



The second day was intense and focused on mobile gaming, gender in video games, serious games, educational games and game design.

On the third day, I presented my paper “Health, consumption and entertainment: the Nike brand embodied as a playful experience” that I wrote with my friend Marcelo Vasconcellos (click here to download).

This kind of event is perfect for networking and to improve our researches. For more information and the complete conference’s content access the official site of inter-disciplinary.net by clicking here.

Another good badge for my character’s sheet. =)

Go gamers!
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What is a game?

Researchers of gaming studies field are always discussing this subject. One thing is certain: there’s no absolute answer for this question. A game can be defined in many ways and videogames – specifically – become so complex platforms that is very difficult to reach one single idea about “what is a game”.

The good point is: there are lots of good visions about it. In an excellent presentation made at DiGRA’13 keynote named “The Ambiguity of Game Studies: Observations on the Collective Process of Inventing a New Discipline” the author Janet Murray discusses (among other things) what is a game.

The graph below, from the book “First Person" shows one (of many) interpretations of this subject:



I strongly recommend the complete reading of this presentation. You can find the slides HERE.
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Candy, fans and profit

I’m an old school true gamer. I really like to play everything. I can have fun playing The Last of Us in the survivor mode and I can have equal fun playing Zombie Tsunami. One important thing in gaming research is looking at all kinds of games (and players) without prejudice. And this piece is about players, passions, casual games and fans.

Recently I started to play Candy Crush on iPhone. The simple game catches me. Not for the game mechanics (that is nothing new if you’ve played Bejeweled sometime in your life), nor for the thematic/aesthetics (I really don’t like candy) but the game has an excellent idea of business model and how to engage the users in the experience transforming great part of them in fans of Candy Crush.

The video below shows the game mechanics idea and the colourful interface:



King.com
– the studio behind Candy Crush - is the largest site for free games online. But “free” requires a good strategy to earn money from other sources and other formats. The most part of King.com games works on a “freemium” model.

Freemium (free + premium) is a business model by which a proprietary product or service (typically a digital offering such as software, media, games or web services) is provided free of charge, but money (premium) is charged for advanced features, functionality, or virtual goods.

In Candy Crush, King.com puts lots of efforts to create a balance between entertainment for players, sharing in social media and selling of virtual goods (extra lives, special powers, etc.). The game offers limited lives to the player and when they are finished the user has two options: 1) wait a few minutes to gather more lives or 2) pay with real money to get new lives (or powers) immediately. The addictive game mechanics create the perfect ecosystem to sell virtual lives and powers that facilitate the journey in the game. Players can also gain new lives sharing Candy Crush features on Facebook (bonus in exchange of advertising).



King.com is trying to create an intense relationship with the players to achieve more profit. More than just users, the company needs fans to grow. As Sandvoss and Harrington (2007) remark, for better or for worse fans tend to engage with their passions not in a rationally detached but in an emotionally involved and invested way.

Jenkins (2006: 41) reinforces this idea about the role of the fan in contemporary participatory culture. Although the author examines television shows and other kinds of fan activity, we believe his ideas may help us make sense of what goes on in the social networking service in question. Let us quote what Jenkins has to say about the way one becomes a fan:

One becomes a “fan” not by being a regular viewer of a particular program but by translating that viewing into some kind of cultural activity, by sharing feelings and thoughts about the program content with friends, by joining a “community” of other fans who share common interests. For fans, consumption naturally sparks production; reading generates writing, until the terms seem logically inseparable” (…)

As we know, fans have a special role inside social media communities. A community of fans that surrounds a specific platform becomes a fandom, and this audience deserves special attention. A well-structured fandom can become an effective marketing tool for any specific social media platform.

It seems that companies like King.com must understand how to motivate and activate the fandom audiences, as well as how to bring them closer. Meaningful experiences are important in this context because it’s a key for players to spend money inside the game experience. The idea of freemium is surrounded by strategies to engage the player as a fan.

And now let me try to finish the level 89 of Candy Crush.



References:

GRAY, J.; SANDVOSS, C.; HARRINGTON, L. (eds.). Fandom: identities and communities in a mediated world. New York: NYU Press, 2007.

JENKINS, H. Fans, bloggers and gamers: exploring participatory culture. New York: NYU Press, 2006.

King.com official site (link here)
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