Tuesday, 4 March - link
030303 Collective Play Notes
030303: Collective Play - notes from a recent academic conference about electronic gaming and collaboration, hosted by University of California, Berkeley, and Intel.
(experimenting with Radio notetaking/outlines)
[Pardon me - this still needs to be hyperlinked.]
030303 Collective Play
- Details
- 030303 - the third in a series of academic game conferences associated with University of California, Berkeley.
- Howard was invited to speak, he suggested that Jane and I attend with him.
- At the PowerBar building - the tallest building in this town. On the top floor is the Intel Office - an open source wireless research center affiliated with UCB.
- Before you came, they asked, "What was your favourite game when you were ten?" - that was printed on your badge.
- Jane McGonigal - UCBerkeley student - organizer
- Pervasive (perversive - heh)
- The Nokia Game, The Go Game
- Immersive gaming (Majestic, AI Web Game)
- Layered or mixed reality
- Integration, not simulation
- Pervasive and embedded game play
- Interactivity
- In real life, examples: ringing payphone? Acting out skits for security cameras?
- "Play Paradigm" - persistence of game metaphor in non-play spaces, transforming them?
- Collective Play
- Shared goals, distributed strategies,
- How do we recognize games? Or mis-recognize them? Are there benefits for blurring that line? How do you blur them?
- Very smart, competant introduction.
- Greg Niemeyer - UC Berkeley
- Blurring games and reality, a sign of decadence? Games are played by civilizations at their moment of decline.
- We play games for moral relief? To distance ourselves from society?
- free - separate - uncertain - unproductive - regulated - fictional (derived from book: Man, Games and Play by Roger Caillois)
- parameters established French philosopher who wrote Man Games Life
- Instead - maybe games are a tool for engagement - engagement with a simulation of a person
- Short, provocative burst of ideas.
- Dana Plautz - Intel
- Funded many game laboratories - curious about future research directions for technology
- 60% of game development will happen in Europe?
- Collective Detective
- http://www.collectivedetective.org/
- Beating sweepstakes puzzle - their users wanted to beat the system, not get the prize
- What kinds of problems could be solved by collective system-beating impulses?
- Local political issues perhaps - tracking a paper trail and holding people accountable.
- Howard Rheingold - SmartMobs
- Collective Games nested within Collective Play nested within Collective Action
- Essay: What makes things fun to learn? by Tom Malone
- Gaming and flirting - in virtual worlds, behavior driven by the chance to blur virtual and real
- Effective abbreviated philosophical context
- Ken Goldberg - UC Berkeley
- Statistic: Only 7% of Americans have passports and only 10% of them have been used in the last 2 years
- (what about numbers of virtual tourists?)
- Joke: Two kinds of people - those who speak binary and those who don't
- Tele-reality versus virtual reality - tele meaning the virtual stands for something real, at a distance
- Public Keys: Acts of Faith, Trust and Access (art exhibit: 18 February 2003)
- He mentions Lynn Hirschman - very early work in this area
- Energetic, fun, smart presentation.
- Anthony Levandowski and Matthieu Metz - LaRaison
- SharePack - a game with no boundaries (time or space)
- Played with mobile phones or PDAs? Perhaps dedicated pocket devices, like Tamagochi
- Passive and active information and resource trading
- "expansion packs" - physical power ups for people who can't play constantly
- The Go Game
- Founder's dream story - at the core of their company.
- Drop your pants and dance - command issued from a phone actually followed
- Photos from past Go Games include a striking image of a young woman who had successfully convinced a cop to pose wearing his own handcuffs (to fulfill the assignment: "convince a stranger to trust you")
- Eric Paulos - UC Berkeley
- Non-verbal means of communication - physical interactions with wireless technologies
- Portable technology for young people - provides emotional benefit of constant connection
- Technology exchanges awareness, more than invitation
- Emoji from Wired
- "Motes" from Intel ?
- Machines used to give non-textual/verbal communication and relationship signals
- Street as Interface - "Digital patina" - we already tag things with text and graffiti, smells, broken elements, trash.
- Provocative, street-smart
- Jussi Holopainen - Nokia Research Center, Finland
- Marc Davis - SIMS Project @ UC Berkeley
- http://garage.sims.berkeley.edu/
- Personalizing television, personal and popular culture mingling
- Mary Van Dusen's video Gray Geese, Star Trek Fan Music Video (mostly women?) - televideo Kirk/Spock slash viction
- Social TV watching - TV and chat/IM
- Converting television into an interactive medium where your meta-data appears inside, like MadLibs live?
- Marc shows a 7-Up commercial where he's inserted himself into it
- BreakOut Session
- Blurring the line between real and virtual - what is good or bad about that?
- Bad
- GTA3 changes percieved risks, rules and stakes of "reality," real driving
- Reconditioning sex offenders with images, testing urges from images
- Go Game example of pants dropping like Stanley Milgram's experiments with obidience to authority
- Versus embedded mistrust
- Maybe these games can be used to teach mistrust
- Immersive gaming leads to paranoia in real life
- What is our responsibility as media readers/makers?
- Good
- Release - preventing criminal behaviour
- Mapping social practices
- Play with rules, systems promotes creativity
- Technologies, interfaces that promote this blurring
- Marc's television appearance
- Cacaphony society - social, non technological
- Games demand social architectures - from existing systems? or new systems? MMOGs need buddy list
- What about when cultures change? Hard to hold constant means of communication around the world, over time
- Limiting communications is part of the game rules, game experience
- Making appointments for virtual presence, meetings?
- Taking a telephone and putting it in the game
- Technologies of temperature or light demonstrating your friends and their thoughts on you
- Tools to make your own language
- BreakOut Sessions Wrap-up
- Group 3 - Celia Pearce
- potential for political action through performance in games
- role-playing and practice
- playing against the machine? playing against the game designer.
- Group 1 -
- Schiller: "We're most at home when we play games" - most ourselves?
- Consequences - what if your credit report is affected by the outcome of the game?
- Boundary-establishing - where is the off-switch in an immersive game?
- Group 4 - Carol
- Easy to blur the line, harder to draw it.
- Lunch
- Howard suggests a movie itinerary for studying blurring of virtual and real: The Game, House of Games, Spanish Prisoner
- With 13th Floor as the midnight flik?
- Do games signal the end of a complex society?
- Playing to detach from something dying
- Is it tragic to have such resources and attention develoted to virtual problems.
- Monica Lam - Documentary Filmmaker - UC Berkeley Journalism Graduate School
- Television newscast-style short film about America's Army
- But no counter-point
- Henry Lowood & Casey Alt from Stanford University
- Presentation from "How They Got Game" history of videogames and interactive simulations
- funded by Stanford Humanities Lab
- Very elaborate, flash-y Powerpoint
- Upcoming Yerba Buena center installation on the Battle of 73 Easting from the Gulf War
- Studying "counter-gaming" - gaming outside of popular, commercial games
- Frans Mayra - Hypermedia Labratory
- Introducing DICRA
- Talks about Majestic, Nokia Game, Bot Fighters
- Can You See Me Now? - player is hunted in virtual rotterdam
- Sean Stewart - A.I. Web Game
- Put up nine months of content, most people solved it within 4 days
- "Quick! We have to write a 'solve world hunger puzzle!'"
- Bacon and Newton established the group problem solving format
- They put up a clue containing 17th century written Japanese, because someone knows someone knows someone knows someone who can read it.
- Massive amounts of data create opportunities for amateur scientists and explorers
- Role-playing gamers are training themselves to participate in emergent narratives
- Games as art - not as reality or non-reality
- Dynamic speaker
- Geoffrey Bowker and Matthew Kabatoff - UC San Diego
- jupiter.ucsd.edu/~mkabatoff/SITE/skyles.html
- PDA interface - Wireless XML SOAP database - Network Ontology - How can you play networks?
- PDA-based MUDS in an installation combined with narratives drawn from plays and literary theory
- Intriguing-looking maps: book narratives mapped into network topologies, but they go unexplained.
- Susan Leigh Star and Zara Mirmalek - UC San Diego, Department of Communication
- Leigh's pain history
- Personal testimonial and poetry in the language of academia
- What are the requirements of everyday life, and how can we teach them in games?
- Evaluation based on process-fullfillment not on emotional satisfaction of participating parties
- How to teach emotional practice
- "invisible others like us talking to others"
- How to interact, create, play around trauma, suffer, alienation without it being a downer
- Fascinating practice of the deep discourse of posed academia I hadn't heard perhaps since Swarthmore.
- Staffan Bjork - Studio Manager, Play Studio, Gotenberg University
- I play America's Army, mostly with some Swedes, many Polish people, Germans
- Yehuda Kalay - Architecture Department at Berkeley
- Discussion of the nature of place, as virtuality affects it.
- Slides, pictures of Tron, pictures of CG virtual worlds, student designs of new information spaces
- Sri Sridharan and Syed Shariq - TrustNet
- We want to understand trust
- How people formulate and meet expectations
- Tools: Do what I say; Interpreters: Do what I mean; Agents: Act for Me; Collaboration - exchange
- The afternoon runs long - even nice audiences have trouble staying awake and interested. Butts fall asleep.
- John Sherry - Intel Corporation
- Funny, honest, refreshing
- Good looking powerpoint - black and white, simple, sans-serif
- "Deep Play" by Clifford Geertz, about Balinese CockFighting
- Translation between "cock" and "sabung" is direct, in all connotations.
- Sabung - keitai?
- "foreground the technologies"
- No final breakout groups - standing around and talking. And then, a retreat to Jupiter, a fine alehouse in Berkeley. I sat at a table loaded with people developing graduate school programs to study electronic gaming.
Comments:
Read Comments
February 2005 - comments are closed on Links.net. Thanks.
email a link to this page