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Digital Games and Sociology Research

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Title: Digital Games and Sociology Research


1
Digital Games and Sociology Research
  • Alex Burns (aburns_at_swin.edu.au)
  • Smart Internet Technology CRC
  • 13 September 2005

2
Industry Government Partners
  • Industry Partners
  • Telstra
  • Westpac
  • Legalco
  • Infoysys
  • Tenix
  • Pacific Knowledge Systems
  • SME Consortium Partners
  • ACT (The Distillery, Catalyst Interactive, Wizard
    Epicorp)
  • NSW, Vic, Tas, Qld in progress
  • Government Partners
  • NSW State Government

3
University Partners
  • University of New South Wales
  • University of Sydney
  • University of Wollongong
  • Australian Graduate School of Management
  • Australian National University
  • Swinburne University
  • Royal Melbourne Institute of Technology
  • University of Melbourne
  • University of Adelaide
  • Griffith University
  • University of Tasmania

4
Agenda
  • Computer Game History
  • Global and Australian Industry Context
  • Auteurs and Independents
  • Digital Game-Based Learning
  • Game Studies

5
Computer Game History 1
  • First videogame developed in 1958
  • DECs SpaceWar! (1961) and Ataris Pong (1972)
  • Golden Age of videogame arcades
  • Space Invaders (1978), Asteroids (1979), Pac-Man
    (1980)
  • 1983 bubble due to over-supply in console market
  • Console industry
  • 6-to-8 year technological cycle of new consoles
  • 32-bit (early 1990s) and 64-bit (late 1990s)
    machines
  • Sony and Microsoft emerged as key manufacturers
    in 2001

6
Computer Game History 2
  • Online market
  • Has often overstated its market share (Stephen
    Poole)
  • Older audience and diverse demographics than
    youth market
  • Currently provides a niche for hybrid games
  • Retro games
  • Archive the early history of videogames
  • Abandonware and console emulators solve
    digital continuity
  • May be bundled with mobile phones but are
    unlikely to be a profitable subscription-based
    revenue model

7
Global Context 1
  • Global industry revenues of US30 billion
    annually
  • Four major markets
  • Arcade, PC (IBM compatible, Apple), Handhelds
    Nintendo, Sony, mobiles) and Console (Microsoft
    Xbox and Sony PlayStation)
  • Two tiers game publishers and developers
  • Doom 3 sold 300,000 units in first week (August
    2004)
  • New sales cycle in 2005
  • Microsoft Xbox 360 (2005) and Sony PlayStation 3
    (2006)

8
Global Context 2
  • Barriers To Entry
  • Dominated by large firms
  • Low profit margin Of 3,000 games released in
    2001, 100 were profitable, and 50 were mega-hits
  • Console industry controlled by licensing,
    publishing and software development kits (SDKs)
  • High cost of games development
  • Inter-firm competition for talent
  • Threat of government regulation (violent games
    debate)
  • Entertainment as threat of substitute products

9
Digital Homes
  • Rich Media school of thought
  • Digital Hollywoods preferred vision
  • New Broadband-enabled entertainment console
    (Microsoft Xbox 360 and Sony PlayStation 3)
  • Always connected, always personalized, and
    always in high-definition (Microsoft, GDCA,
    2005)
  • Broader gamer demographics than youthful
    stereotype

10
Australian Industry Context
  • Generated A100 million in exports (2002)
  • Game Developers Association forecasts
  • A500 million (2005) and A1 billion (2010)
  • Potential for Digital Media/Games clusters
  • Victorias GamePlan (Multimedia Victoria)
  • QUTs Creative Industries program
  • Australian firms have won international contracts
    for game development

11
Auteurs
  • Auteur coined by French New Wave theorists to
    honour Hollywood Studio Systems distinctive
    directors
  • Used by games publishers to describe influential
    designers
  • Shigeru Miyamoto (Donkey Kong, Super Mario Bros.)
  • Sid Meier (Civilization series)
  • John Carmack and John Romero (Doom 1 and 2)
  • Auteurs can be a risky strategy
  • May create brand recognition and long-term
    franchises
  • Intensely personal vision may derail projects
    (Romeros Daikatana project nearly bankrupted
    Eidos Interactive)

12
Independents 1
  • May take many different forms
  • Hobbyists, amateur designers and political
    activists
  • Mainstream designers working on projects
  • Independent sector in Australia
  • Operates outside Government cluster models
  • Represented by Free Play conference (2004)
  • Training ground for designers and innovative
    projects
  • Potential entrepreneurial start-ups and new game
    publishers

13
Independents 2
  • Small indie firms
  • Likely to use Internet distribution rather than
    sell-through
  • Operate on an arthouse model (parallels Miramax
    four-wall distribution in mid-1970s) and
  • Small teams that echo games development in early
    1980s
  • Goes beyond binary-oppositional model (Eric
    Zimmerman)
  • Wild Cards
  • Indie designers may innovate features for
    future best-sellers
  • Unorthodox RD practices (Hacking the Xbox) which
    drives technological innovation in consoles market

14
Digital Game-Based Learning
  • Precursors
  • AI cognition, LOGO, Seymour Paperts exploration
    of microworlds
  • Studies of Generation X (1965-82) and computers
    in education
  • Digital Game Based Learning
  • Draws on collaborative action learning and
    knowledge management
  • Simulations with non-linearity to teach about
    uncertainty
  • Marc Prenskys Digital Game-Based Learning (2001)
  • Applications in custom-based training and higher
    education
  • Mark Pesces Playful World (2000) surveys
    consumer applications

15
Sherry Turkle
  • Director, MIT Initiative on the Self
  • Paralleled Howard Rheingolds research on
    virtual communities
  • The Second Self (1984) examines user identities
    via Freudian psychoanalysis and sociology
  • Life On The Screen (1995) investigated MOOs and
    MUDs
  • Dotcom era example of immersive field research
  • Attacked by critics as postmodern

16
Mark Dery
  • Cultural critic and Professor at New York
    University
  • Popularised culture jamming (1992)
  • Escape Velocity (1995) was an important study of
    subcultures industrial and cyberculture
  • The Pyrotechnic Insanitarium (1999) examined
    pre-millennialist and conspiracy subcultures
    online

17
Siva Vaidhyanathan
  • Associate Professor at New York University
  • Author of The Anarchist In The Library (2004)
  • Influenced by political philosopher Robert Nozick
  • Coevolutionary model of technology and users
  • Warns of bleed-through when online debates have
    serious offline implications (legal precedents,
    social norms)
  • Useful to understand post-Dotcom era debates

18
Games Studies 1
  • A new academic discipline in Cultural/Media
    Studies
  • Draws on Cinema Studies and Literary Theory
  • Year Zero was 2001 emergence of Ludology
    school
  • Game Studies journal
  • Eric Zimmermans Rules of Play (2004), James
    Newmans Videogames (2004), Michael J.P. Wolfs
    Videogame Reader (2004)
  • Game development courses are creating industry
    links
  • Swinburne University BA in Games course
  • Postgraduate research in Games Studies
  • Focus on game physics and programming skills

19
Games Studies 2
  • Emerging academic discipline that studies
    videogames on their own terms
  • Provides rich insights and design philosophies
    for games developers
  • Year One was 2001
  • Key theorists Michael J.P. Wolf, Eric Zimmerman,
    Katie Salen, Espen Aarseth
  • Some theorists write for Games Studies journal
    (www.gamestudies.org)
  • Perspectives include aesthetics, narratology,
    ludology (the study of game-play), political
    economy and user centred design

20
Games Studies and Sociology
  • Game Studies scholars have a potential role to
    play
  • Game Studies counter-balances the
    techno-determinist School of Thought with
    alternate viewpoints
  • Game designers (Chris Crawford, Andrew Rollings,
    Ernest Adams) document their insights, philosophy
    and post-mortems
  • Academic researchers can provide strategic advice
    about the epistemology, frameworks and worldviews
    used to construct game characters and worlds
  • Socially legitimates videogames as a medium
    rather than its media portrayal as mindless youth
    entertainment
  • Can provide public testimony to counter the
    moral panics

21
Regulation 1 The Violent Videogames Debate
  • Censorship began with the arcade game Death Race
    (1976)
  • Parallels the cyclical emergence of moral
    panics
  • Video nasties in Great Britain (early 1980s)
  • PMRC music hearings in United States (mid-1980s)
  • Key themes Juvenile delinquency, poor IQ scores,
    gang violence
  • 1998 Australian Government study found
  • Differences along gender development lines
  • Interviewees were self-critical of videogame
    violence
  • Videogames perceived differently to film and
    television violence

22
Regulation 2 The Violent Videogames Debate
  • Columbine massacre (1999)
  • Killers Dylan Klebold and Eric Harris were Doom
    players
  • id Software and Marilyn Manson blamed by
    Republicans
  • US Army Lt. Col. (ret) Dave Grossman becomes
    prominent critic, after he compares videogames to
    desensitization training
  • Charles Tilly counter-argues that violence is a
    socialized act
  • Implications for Australia
  • OFLC has not issued R classification for
    overseas games
  • Players use Internet downloads to bypass national
    censorship
  • Lobby groups may have regulatory impact on
    Australian industry

23
Regulation 3 The Violent Videogames Debate
  • Criticisms of the debate and sociological
    research
  • Usually relies on a Functionalist interpretation
  • Media will frame the debate as a moral panic
  • Definition and labelling problems
  • Methodological problems in online research
  • Research can influence policymaking networks
    unexpectedly
  • Researchers can be used for political agendas
  • Steven Johnsons counter-argument in Everything
    Bad Is Good For You (2005) about Digital
    Cultures positive impacts

24
Social Networks 1
  • Crucial to the early success of ADVENT and
    SpaceWar!
  • Underpins the growth of RPG and MMRPGs
  • Doom pioneered user-created levels and features
    (mods)
  • South Koreas Counter-Strike became one of the
    most highly successful games due to player
    communities
  • Innovative designers in player communities are
    often hired by game publishers/developers

25
Social Networks 2
  • The cultural infrastructure for MMOGs (Sony)
  • Many MMOGs feature clans of regular players
  • The challenge of developing a sustainable culture
    for an MMOG remains uncharted territory
  • Virtual economies are an unforeseen effect
  • Insights from anthroplogy (Clifford Geertz),
    sociology (Anthony Giddens, Ulrich Beck) and
    complexity (Duncan Watts) may provide solutions
    for MMOGs

26
Future Games Hybrid Games
  • Influenced by cross-genre experiments and films
  • Underpins the success of MMRPGs
  • Strategy to create diverse and loyal audience
  • Stealth-Action games
  • Thief (2004) and Tom Clancys Splinter Cell
    (2003)
  • Action Role-Playing games
  • Deus Ex Machina (2002)
  • Ultima Online (2002) and Everquest (2002)

27
Multi-Civilizational Games 1
  • Many computer games have a Cold War logic
  • Missile Command (1980) evokes Mutually Assured
    Destruction
  • Tom Clancys Splinter Cell series uses
    mercenaries and spies
  • Full Spectrum Warrior (2004) based on US Army
    simulation
  • These games are part of a broader culture
  • keeps alive the idea of the Cold War whilst
    avoiding its reality (Mary Kaldor)
  • entailed vast covert operations and nuclear
    weapons systems (Robert Kaplan)

28
Multi-Civilizational Games 2
  • Multi-Civilizational Games posits an alternate
    future
  • Recognizes the civilization (Judeo-Christian,
    Muslim, Indian, Sinic) as a post-Cold War unit of
    analysis
  • Disagrees with Samuel P. Huntingtons clash of
    civilizations thesis
  • A multi-civilizational world (Ziauddin Sardar)
  • Is a blueprint for the post-War on Terror
  • Goes beyond ethnic and nationalist identities
  • Shaped by epistemology, historiography and
    philosophy of life
  • Emerges from demographic, geopolitical and
    religious trends

29
Multi-Civilizational Games 3
  • Multi-Civilizational Games
  • Forerunners in Japanese arcade hits and Russias
    Tetris
  • Makes explicit its assumptions, norms and values
  • Closer to sub-altern narratives in
    post-colonial studies
  • Draws on Macrohistory (study of the histories of
    social systems, along separate trajectories, in
    search of patterns)
  • Case Study Sid Meiers Civilization III (2002)
  • Influenced by William MacLeans Rise of the West
    (1965)
  • Can be modded using writings by Jared Diamond,
    Howard Bloom Riane Eisler, Manuel De Landa and
    Robert Wright

30
EAs Majestic Experiment (2001)
  • Electronic Arts (EA) was an innovator in MMOGs
  • Majestic was a Live-Action Roleplay Gaming
    experiment
  • Altered players perceptions of what the Internet
    was
  • AOL IM chats with game characters the game that
    plays you.
  • Fake newscasts / Infiltrated online conspiracy
    subcultures
  • EA shutdown Majestic after the September 11
    attacks
  • Lessons
  • X-Files style plotline split the online
    subcultures and community
  • Many players not ready for meta-fictional
    elements
  • Has influenced Doom 3 (2004) and Sociolotron
    (2004)

31
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