Justin's Links

about - RSS - donate - search:

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.
    Posted on 4 March 2003 : 00:08 (TrackBack)
    Comments:
    Read Comments

    February 2005 - comments are closed on Links.net. Thanks.

    email a link to this page

    Email this entry to:


    Your email address:


    Message (optional):


    Justin's Links, by Justin Hall.