Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Thursday, January 03, 2019

Metafiction and Black Mirror

Towards the end of his story, Simon Herzog, the protagonist of Binet's postmodern detective satire 'The Seventh Function of Language', begins to wonder if he is really just a fictional character. 'How do you know you are not living inside a work of fiction?' he asks. This sort of literary self-consciousness is a familiar metafictive device and it works well against the backdrop of literary theory and the walk-on cast of poststructural theorists that populate Binet's tale. Something similar happens in 'Black Mirror: Bandersnatch' in which Stefan Butler, an obsessive videogame programmer, suspects that he may be a character controlled by Netflix viewers. Of course, that's partly true, but then the play is in the carefully plotted choose-your-own-adventure story. And just like Binet's use of the device it's a neat fit, Stefan is working on branching narratives as well as being in one. But maybe we, as viewers, are also being 'played' by Netflix, as they learn whether there's a market for this sort of interactive experience. That's an intriguing question. For a while there has been the suggestion that some sort of interactive videogame/film/narrative hybrid is about to break, and of course there have been experiments. The real question is whether Black Mirror goes far enough. Given the possibilities of a more immersive experience through VR might it just end up being a dud - a choose-your-own-adventure story that works well as a 1980s nostalgia piece but little else? Or could it gain enough attention to finance some bolder experimentation, something that moves beyond self-referential fiction into a more developed form? Maybe Netflix already has the answer.

Sunday, December 30, 2012

Digital development

Over this holiday I seem to have been surrounded by electronic toys. It seems that nearly every present for babies and toddlers comes with batteries and chips - perhaps the same could be said of gifts for adults too. It appears then, that digitally-assisted development is part of the way we live, and certainly the major toy companies have cashed in on the phenomenon. Unsurprisingly, the toys produced as a result of this are variable in quality. For me, the best are engaging and participatory, whereas the worst seem to have been scripted by a would-be politician with a very limited view of education. Take, for example, those digital toys that purport to teach de-contextualized phonics routines on a model of rote learning - unlikely to be of any benefit to the enquiring mind, and probably not very good at preparing children for the embarrasing  non-word reading test, either. The worry lies is the ways in which these toy manufacturers construct parental pedagogy. Implicit in their scripted routines are notions of what parents should be doing. As Sue Nichols, Helen Nixon, and Jennifer Rowsell (2009) argued, they construct an idea of what the “good” parent does in relation to early literacy. Now I'm not a romantic advocate of all things natural in a mythical golden age of 'play with natural materials', but my simple comparison is with wooden building blocks (in fact they don't have to be wooden - they could be digital, I expect). The basic point is that simple construction materials are only very loosely scripted. They can represent different things and can be used to build just about anything that takes your fancy. Megablocks, Duplo and Lego are of course comparatively more scripted - particularly when they are 'themed'. In comparison, then, a lot of digital toys have a very narrow, linear script. Maybe you could apply the same scripting concept to more technical complex digital entertainment. Would it work, for video games? Someone may have tried that already, of course. And on that note, I found this piece on video-gaming particularly useful. For someone who has not really engaged with the key debates yet, I reckon they're all in here.

Saturday, August 04, 2012

Return of the Trashmaster



I'm putting the final touches to my paper on the The Trashmaster machinima, and its been fun returning to this. There's a delicate balancing act between writing about The Trashmaster and referring to GTA IV. I had to underline the moral panic surrounding the latter and in researching this found the following - in a recent case it was suggested that a 19 year old convicted of a number of attacks on women ‘may have been influenced by the virtual reality game’. The Sun newspaper reports how ‘A copy of Grand Theft Auto was found at his home by police’. Just take a look at the report (spare a few minutes to stare at The Sun) and you'll see how the report is interspersed with a number of images from GTA game series as if to highlight the media effects, rather than the actual suffering and the complexities involved.

Sunday, June 24, 2012

Gaming for learning



I listened to a spirited talk on the cultural and educational benefits of videogames on Wednesday. Mitu Khandaker (University of Portsmouth) made a solid case for the possibilities for problem-solving and managed to dismiss the moral panics around shooters and 'the dark side'. Perhaps the claim that videogames are 'the culmination of all previous artforms' is a little strong, and certainly premature, but her overall explanations were helpful and delicately shaded with first-hand experience. She had an interesting take on immersion, which resonated with what is often said about fiction-reading - you are both 'in it' and simultaneously aware of the artifice. There was also a welcome acknowledgement that some games are more powerful (better? educational?) than others. The BBC is not supposed to be a platform for advertisement, but the description of her own game Redshirt, set me googling. It looks good, and I now know what a redshirt is! Double whammy.

Sunday, May 13, 2012

Gaming and learning



Two recent sources cast some doubt over the educational benefits of videogames. Young and colleagues (2012), in an extensive literature review, were able to find little empirical evidence of impact on student learning, whereas Tobias & Fletcher (2011) suggest that the state of games research is not particularly robust and that work on the affordances of videogames is far more advanced than evidence of how those affordances lead to learning. This is interesting given the growing interest in gaming and the widespread claims about children and young people's involvement. To add to the confusion, evidence on the latter is not straightforward. Many researchers, myself included, regularly quote from Pew, but as Warschauer & Matuchniak (2010) point out Pew and other frequently cited sources are limited and sometimes methodologically questionable. I was surprised to read that the average gamer in the US is 37 (Entertainment Software Association, 2011) - although, of course, averages themselves give limited information. Despite all this, there's nothing wrong with being positive about popular pursuits, particularly when they have suffered from such bad press, as videogames have. But these debates made me think about an incipient scientism in the study of digital literacy - one in which percentages and averages masquerade as the truth. Anyway, I got a nice email asking me to show this stuff, below. What do you think?

Little Games Big Business
Created by: BusinessDegree.net

Tuesday, February 21, 2012

Writing about trash



I'm currently writing a piece based around The Trashmaster. The Trashmaster is of interest from several points of view: it is an example of ‘machinima’, a movie made with videogame engine, and it is also the first of its kind to cross-over into mainstream cinema. Like anime music video (AMV), in which anime cartoons are edited and dubbed with rock music, machinima has its roots in DIY fan video production. It is is an 88 minute movie made from the popular, and in some contexts notorious, Grand Theft Auto IV videogame, and features a ‘vigilante sanitation worker’ involved in a battle against corruption and crime.

Wednesday, February 01, 2012

Bare-knuckle fights and WoW



I caught an interesting segment on the radio today which was about bare-knuckle boxing in the early C19th. Given that I'm reading Bonnie Nardi's ethnography of WoW, I was tempted to draw some parallells - not, I hasten to add, about violence, but about popular entertainment and gaming. Big fights might attract an audience of thousands, and were a hugely popular affair mostly publicised by word of mouth, but what struck me about the history was the way in which the entertainment itself was embedded in a nexus of social practices. Firstly involvement in the fights was a fashion, but it also included many layers of betting and even the specific jargon of flash. Mainstream media eventually got interested, and there we can trace the beginnings of sport journalism. In an interesting parallel you can see how most of the broadsheet and weekend newspapers now have sections on gaming and digital culture

Monday, September 05, 2011

More virtual



I've been looking back at writing on virtual reality and virtual worlds to help me in shaping my editorial contribution to the forthcoming publication 'Virtual Literacies'. First of all I tracked down a copy of an interview with Jaron Lanier (Journal of Communication 42:4), a rather wide-ranging piece from 1992, which will be useful background. It seems widely held that Jaron coined the phrase 'virtual reality', and this seems about right. Morningstar and Farmer's (1991) piece on Lucasfilm's Habitat uses cyberspace and virtual world throughout. The latter is a chapter from 'Cyberspace: First Steps', a collection edited by Benedikt - and this is a fascinating piece. I reckon that it would interest a broad readership because of the fascinating insights it gives into virtual citizenship, governance and of course design. These guys designed a commercially viable system which could support a population of thousands. I think that's a first, but need to check my facts. All of Second Life is prefigured here: 'users can communicate, play games, go onadventures, fall in love, get married, get divorced, start business, foundreligions, wage wars, protest against them, and experiment with self-government.' But if that's not your bag, it's still worth a read because they tell the story of creating and then populating a world so well. In the beginning it was an idea and then people started logging on, and that changed everything!

Saturday, January 22, 2011

Virtual culture



Do we have a cultural obsession with the virtual, with concerns about the boundaries between fantasy and reality, who guards them, and to what extent they are permeable? Watching Shutter Island and more recently Inception I have been tempted to think so. (Either that or else the obsession is some strange emanation of the mind of Leonardo Dicaprio who (coincidentally?) stars in both.) No. We are intrigued and sometimes repelled by the virtual worlds of gaming, uncertain whether to villify them, hold them up as educational worthwhile or admire them as works of art. This is a thoughtful exploration of some of these debates about videogaming. As gaming moves on, media rolls on with the creation of the first full-length machinima (The Trashmaster - trailler above), new advances in made-for-mobile movies and, I suppose, we shouldn't forget to add 3-D to this list. Maybe we shouldn't be surpised, given all this development in new media, that we wonder where it's all going. Perhaps our fantasies, our narratives, and our imagined worlds are becoming more real. Maybe we should be preoccupied with the virtual; after all it's all around us.

Sunday, May 30, 2010

Immersion and ambiguity


Britta ended her talk on Friday with this provocative video 'Immersion', originally featured on the New York Times site. It's the second time I've seen it and I can't help feeling that it seems like a criticism of new media because of the way in which some of the gleeful expressions are juxtaposed against violent audio tracks from the videogames. For me it also edits out some important features like reflection, decision-making, problem-solving and, of course, collaboration. But interestingly not everyone sees it like that. Others I talked to on Friday just see the level of immersion - and maybe the idea that gamer kids have other (newer?) pleasures, and I think that was Britta's reading of it. On reflection it's a real test case in multimodality, because somethings are clearly communicated but others are open to interpretation. Should we care about the author's intentions? Or, even if we knew them, would they be relevant? Presumably a written account of the topic of immersion in videogames would require some point of view, and perhaps a more closed set of meanings (interestingly, point of view has an alternative meaning here). I'm not arguing that that would be better, of course. Just different. Any views on the video?

Tuesday, March 09, 2010

Seminar 4 already!


I can't believe we're on to Seminar 4 in the ESRC series already! Here's the programme!

March of the Penguins

Anna Peachey, Open University

This presentation focuses on the Disney-owned virtual world Club Penguin. Club Penguin is an international exemplar for internet safety in massively multiplayer environments targeted at children (6-14), making it a popular choice for parents wanting to support their children's participation in online game play and early social networking. However ‘safety' in this instance is based on constructs of credentials, and critics suggest that parents should be more concerned about the subliminal learning that is mediated by and within this highly sophisticated environment. The presentation will explore how playing in Club Penguin helps to develop digital literacy skills in young people, and consider some of the advantages and disadvantages of being a Penguin.

Learning practice in social worlds

Diane Carr, Andrew Burn

http://learningfromsocialworlds.wordpress.com/

London Knowledge Lab, Institute of Education, University of London

This paper is about how and what people learn in two different online worlds. Initially we report on learning practices in the massively multiplayer online role playing game, World of Warcraft. WoW is a game. It has goals, rewards, missions and conditional progression. It might be said to offer a curriculum of sorts. It does not follow that expertise is attained or assessed in predictable ways by its players. Attention then turns to Second Life, an online social world. We focus on a particular community (machinima makers) in order to explore competence, expertise and literacy in this context.

Online discussion

Catherine Beavis, Deakin University, Australia.

Being him rather than the puppet master: boys, being, gaming and literacies

Alex Kendall, University of Wolverhampton

Drawing on evidence from a qualitative study, Just Gaming , of young men's ‘talk' about the categories of gaming, reading and viewing this paper explores the ways boundaries are constructed, insulated and transgressed by participants for different performance contexts and audiences. Attention is paid to the opportunities for the frivolous, in the serious Maclurian sense, kinds of playing at being that on-line and off-line gaming seems to offer young men particularly in contrast to their own accounts of a wider range of literacy practices, most especially those contextualised by institutionalised practices of school or college. Towards a conclusion Maclure's notion of the ‘baroque' is evoked to consider what new kinds of pedagogical narratives might be called for if education is to successfully enable young people to (re)read the “textualized stories of their lives” (Kehler and Grieg 2005:367).

Wow!



Saturday, January 02, 2010

Avatar



The Avatar film will no doubt bring the contemporary avatar concept more squarely into the popular imagination. Certainly in 3D, the film gives a heightened sense of motility and presence, but one is also struck by differences in control in comparing this to a 'real' avatar experience in SL. In SL your intentionality is expressed through keyboard and mouse and in this sense you are more active; in the 3D movie it all happens to you. That said there is of course more action. More things happen to the avatar in the movie. Apart from the occasional push script in SL, you navigate your way around a comparatively static world. I’ve yet to try Avatar the game, but I am tempted. I left the cinema with a little disappointment with the plot (I didn’t expect a lot) but also the idea that we now should be able to have a similar visual experience with our own avatar. That would be nice.

Wednesday, December 24, 2008

Virtual bowling



We've been having a bowling competition on Robbie's Wii. Spending a little time making our Mii avatars makes all the difference as the screen gets populated by our alter-egos. It actually begins to create a bit of a virtual space and certainly increases the level of identification with what's happening out there/ in the screen or wherever. I also discovered that you can download software to enhance your Mii design or (less adventurously, really) you can practice your design-craft. Interesting how working through options on multiple templates can begin to create an impression of personalisation. It's the sort of effect that must be explained by a mathematical formula.

Friday, December 05, 2008

Bad games


Skysigns

We often hear stories about the evils of gaming. Earlier in the week I reported about the Italian boy who was diagnosed with PlaySation addiction. Apparently it all ended well when he told his father to throw it away. But the really bad games are played out in the Nevada desert, where miltary operatives dispatch unmanned drones to wipe out settlements of Islamic extremists in Northern Pakistan (news story here). Now what kind of terror is that? I'm still having a personal moral panic attack about this one.

Saturday, November 29, 2008

Overclocking



Jim Gee’s sustained examination of videogames does two things. Firstly it helps to show their learning potential in the face of ongoing moral panic; and secondly it generates principles of situated and distributed learning. In the second sense the videogame acts like an extended metaphor. But the videogame (or maybe the MMPOG) could also work as a metaphor for the education system as a whole. In which case, so-called education reform begins to look a bit like overclocking. And as every good gamer knows, overclocking can lead to component burn-out, system crashes and serious overheating, and that’s why there’s a market for heavy duty cooling fans. What’s more, the game that runs restricts interaction, limits user-generated content and rewards a narrow range of behaviours. Avatar roles have reduced functionality and their behaviour is under tight surveillance. Call in the game designers, we want something more rewarding to play in!

Thursday, November 27, 2008

Fascination


.
Here’s a link to a New York Times video which shows the faces of fascination when youngsters are emerged in video gameplay. I think it’s a good illustration of interest-based engagement with new media. danah boyd makes the distinction between interest-based and friendship-based participation in her commentary on 'Living and Learning with New Media: Findings from a 3-year Ethnographic Study of Digital Youth', the MacArthur-funded study she’s just finished working on. I note from the executive summary that despite the emphasis on peer learning there’s a validation of the role of adults who act as role models and experienced practitioners. But alongside that, the sense of engaged youth comes across, the willful participation, the fascination: there’s a lot for education to compete with.

Tuesday, October 14, 2008

Mediascape


Birthday Zogg

There’s a lot of hype around the new Igor animation film, but nothing more virtual than the game (make your own monster here, and mail to a friend). The full platform game offers quite a bit more, though. But that’s entertainment, whereas the Forbidden City is genuine edutainment. I’ve yet to have a full look round, but it looks smart. OK you can’t stop off for a Tsing Tao, but at least you’ll get a feel for the place, and you get to dress up too!

Sunday, May 11, 2008

GTA4 v 1688


Revolution House
The urban environment has been saturated by images from Grand Theft Auto 4, to coincide with jubilant reports about the games media conquest and record-breaking sales. Video-gaming challenges Hollywood, or so the stories go. It’s interesting to think how non-gamers could hardly fail to notice the invasion of GTA 4. So where does 1688 come in? Well I just wanted to point out some similarities against the more obvious differences. In 1688, in the lead up to the Glorious Revolution, William of Orange exploited the potential of what was then the new media, by having thousands of copies of his pamphlets stashed away in secret locations, embargoed until the precise time of the invasion. Here’s the link. First the technology of mass production for creating billboard posters, handbills and so on. Second the strategic release and distribution to key sites and third, appealing and available content. They work together. So that’s the recipe for a fairly painless invasion. Now do you want to play the game?

Tuesday, April 01, 2008

Byron Review!


floater

The Byron Review’s Final Report has just been released (27th March) and the full text can be downloaded here. The report recognizes the experience and curiosity of children and young people around new media and yet still avoids demonizing the technology. But at the same time it acknowledges the widespread concerns about appropriate material and draws attention to the role of education. In the Executive Summary, the public swimming pool metaphor is used to good effect. It goes like this: Children and young people need to be empowered to keep themselves safe – this isn’t just about a top-down approach. Children will be children – pushing boundaries and taking risks. At a public swimming pool we have gates, put up signs, have lifeguards and shallow ends, but we also teach children how to swim.

Saturday, December 15, 2007

Big fun


RuTube
Like the Primary Review, a recent press release from the headteachers’ union (NAHT) suggests that education has become boring – that there’s no room anymore for fun. That resonated for me with what Jackie wrote about educational videogames being devoid of the fun element. And, whilst I’ve always been a great advocate of fun, serious fun, and subversive fun, I wanted to think again about fun and learning. Because most of the important things I’ve learnt actually haven’t been fun at all – they’ve been challenging and sometimes uncomfortable. This is not to argue for serious and repressive educational regimes – in fact I think learning spaces should have plenty of laughter and enjoyment, but when it comes to learning we’re often out of our comfort zone. The real fun in learning is the thrill of accomplishment – the buzz of success – the pride that comes with achievement (not the false satisfaction of meeting someone else’s idea of our learning goals or targets). The learning journey itself is more complex than that - it’s a rocky road – you need all the encouragement and support you can get. Perhaps this is best captured by Jim Gee who talks here about it being pleasantly frustrating.