Title: Digital Games and Sociology Research
1Digital Games and Sociology Research
- Alex Burns (aburns_at_swin.edu.au)
- Smart Internet Technology CRC
- 13 September 2005
2Industry 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
3University 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
4Agenda
- Computer Game History
- Global and Australian Industry Context
- Auteurs and Independents
- Digital Game-Based Learning
- Game Studies
5Computer 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
6Computer 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
7Global 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)
8Global 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
9Digital 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
10Australian 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
11Auteurs
- 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)
12Independents 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
13Independents 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
14Digital 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
15Sherry 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
16Mark 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
17Siva 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
18Games 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
19Games 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
20Games 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
21Regulation 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
22Regulation 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
23Regulation 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
24Social 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
25Social 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
26Future 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)
27Multi-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)
28Multi-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
29Multi-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
30EAs 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)
31Further Sources