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Gameness and Negotiable Consequences

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The role computing in computer games is to facilitate or stand in for ... impose the 'point' of the agentive properties, as opposed to enforcing prescriptions. ... – PowerPoint PPT presentation

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Title: Gameness and Negotiable Consequences


1
Gameness and Negotiable Consequences
2
Introduction
  • Games often rely on combination of rule-governed
    action and representation.
  • The role computing in computer games is to
    facilitate or stand in for rules for action.
  • What makes rule-governed action to gaming as
    opposed to serious action?
  • To understand the nature of gameness is to
    understand the nature of the acceptance by the
    player exhibits in being governed by the rules.
  • Traditionally, gameness is thought to consist in
    the existence of optional or negotiable
    consequences rule-governed actions.
  • I will, as an alternative, propose that the heart
    of gameness rather is found in how rules
    ontologically constitute agential properties for
    attitudes with intentionally determined but
    arbitrary valorization.
  • Indicate what this view implies about the nature
    of computer games.

3
Outline
  • The classic game model.
  • Problems with the classic game model.
  • The ontological approach.
  • The IDAV proposal.
  • What the IDAV proposal says about being a game.
  • How IDAV invites the notion of a
    deconditionalization machine.

4
The Classic Game Model
  • (Juul 2005), drawing on (Huizinga 1950),
    (Caillois 1961), (Avedon Sutton-Smith 1971),
    (Crawford 1982), (Kelley 1988), (Salen
    Zimmerman 2004)
  • 1. Games are rule based
  • 2. Games have variable, quantifiable outcome..
  • 3. The different potential outcomes of the game
    are assigned different values.
  • 4. The player exerts effort in order to influence
    the outcome.
  • 5. The player is emotionally attached to the
    outcome of the game.
  • 6. The same game can be played without real-life
    consequences.
  • Rules determine State 1.. State n ? Outcome
  • One must distinguish between game as an object,
    game as an activity as a type versus individual
    play session.

5
Definition
  • Use of definiendum in definiens player,
    game. real-life
  • A physical system used to facilitate acts of type
    A by S qualifies as a game if and only if
  • 1. The acts are governed by a set of rules R
  • 2. The outcome of the acts have a variable,
    quantifiable value
  • 3.  The acts are according to R, ranked as better
    or worse for S.
  • 4.  S performs the acts with an effort.
  • 5.  It matters to S whether the acts are
    performed or not.
  • 6.  The outcome of the acts is negotiable by S

6
Problems with the Classic Game Model
  • Too narrow The Sims and Microsoft Flight
    Simulator
  • Negotiable consequences Russian Roulette,
    Pervasive Games, Serious Games. Why should not
    game session types involve non-negotiable
    consequences?
  • The consequences of many rule governed social
    happenings are negotiable or optional. Does
    the model implicitly depend on the application of
    the concept of winning?
  • In the contrasting cases (like traffic rules),
    non-negotiability is due to the fact that the
    rules are still in effect!

7
Ontological Approach
  • The classic model attempts to locate gameness in
    the acceptance of the prescriptions of the rules.
  • The constitutive view is that some rules impose
    new properties specially made for deliberation
    and acceptance (e.g. whether a move is mate,
    and that a particular piece is a rook)
  • These rule-based agential properties also
    determine in-game valorization of strategies,
    preferability ranking of available acts etc.
  • Could it be that the gameness is found in the
    role rules have in the constitution of agential
    properties of the physical systems in question?

8
Searles Theory of Status Functions
  • Social ontology (money, marriages, waiters,
    contracts etc) are features of the world that
    are not intrinsic to the phenomena, but rather
    imposed by their role in social practice (Searle
    1995).
  • Unlike natural features of the world they exist
    simply in virtue of being believed in.
  • Example money
  • Trade of goods.
  • Privileged goods for standardized trade.
  • Issued guarantees for standardized trade (gold
    standard).
  • Bank notes with an accepted status function.

9
Status Functions
  • Status functions exist in virtue of constitutive
    rules of the form
  • X counts as Y in C
  • We accept (S has power (S does A)).
  • We accept (S, the bearer of X, is enabled (S buys
    with X up to the value of five dollars).

10
Games and Status Functions
  • Very similar
  • The rules determine ontic features (money, rooks,
    mates)
  • The physical systems are endowed with properties
    with in-game functions, purposes, valorizations
    relative to the game.
  • The valorization is not intrinsic but imposed
  • However, they
  • Do not depend directly on social acceptance
    (single player games, solitary games).
  • Do not rely on social sanctions to uphold the
    reality status.
  • There is a difference in power and enablement
    in that they rely on special gaming contexts.
  • Conjecture game rules are cousins to our
    natural abilities and inclinations to impose
    social ontologies via constitutive rules?

11
Acceptance and Constitution
  • (1) S believes (X occurs in context C)
  • (2) S accepts (X counts as Y in C)
  • (3) S believes (Y implies S ought to f)
  • (4) S believes (S ought to f)
  • What is happening in (2)?

12
Deconditionalization
  • If S had accepted  (X counts as Y in C),  then S
    would have believed (S ought to f)
  • To
  • S believes (S ought to f) 
  • Objective properties are created that are made to
    fit demands of the sort S does A (rationally)
    because of Y
  • They Y properties must satisfy cognitive and
    conative demands The satisfaction condition of
    the pro-attitudes ( to f) are made to match the
    truth-conditions of Ys.
  • The acceptance in (2) is not epistemic, but
    practical credence. The rule determined conative
    and cognitive attitudes exist only in so far as
    the point of the activity is satisfied for S.

13
The Source of Credence
  • The notion of accept in a social setting is to
    facilitate prestablished pro-attitudes. Social
    ontologies exist in so far as you already have
    such attitudes towards their functional role.
    They are merely proxies for such attitudes. 
  • Games Intentionally determined but arbitrarily
    valorized pro-attitudes (IDAV-attitudes).
  • You cannot be credent to just any conceivable
    social function, but you can be credent to just
    any game-rule.

14
IDAV and Gameness
  • What matters for gameness is the existence of
    IDAV-based agential properties, not post game
    consequences.
  • It thus fits well with pervasive games and
    serious games.
  • Gameness does not depend on a specific outcome.
    Winning is merely one way to structure arbitrary
    valorization.
  • Game simulations are hence easily included. Real
    simulations are excluded because they rely on
    utility. 
  • Furthermore, it disconnects gameness from such
    notions as "fun", and allows other purposes to be
    indirectly facilitated, such as political
    persuasion and art.

15
Definition of Computer Games
  • Non-essential connection between game and
    computer. Like box game, there may be no common
    characteristic to games played on computers
    relevant to gameness.
  • However, only a computer can stand in for
    constitutive rules.
  • Computers can be special purpose systems that
    impose the point of the agentive properties, as
    opposed to enforcing prescriptions.
  • Neither laws of nature nor rules. As like an
    environment as the laws of nature and as
    interest-dependent as constitutive rules.
  • Technical notion deconditionalization machine
    includes pinball machines and excludes Solitaire.

16
Conclusion
  • The outlined proposal locates gameness in the
    constitution of agential properties rather than
    in optional acceptance of outcome.
  • If offers a more general picture of what counts
    as a game, and allows simulations, serious games
    and pervasive games to qualify as games.
  • It allows us to conceive of a special intentional
    function derived from the constitution process
    that computer games are especially well suited
    for.
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