Showing posts with label game studies. Show all posts
Showing posts with label game studies. Show all posts

Digital Culture, Play, and Identity: A World of Warcraft® Reader Review

Digital Culture, Play, and Identity: A World of Warcraft® Reader
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Digital Culture, Play, and Identity: A World of Warcraft® Reader ReviewLike many anthologies, this one is uneven. Nevertheless, it contains some very interesting articles, especially about gender and culture as expressed in World of Warcraft.
My problem with the book, however, is that it purports to have a sort of dual viewpoint, being that all the academics writing about World of Warcraft here are also players. The problem is that none of them, as far as I can tell, have achieved level cap and immersed themselves in the endgame.
Like many MMORPGs, World of Warcraft is many games all rolled into one. There is the leveling game (where you take a new character and head off into the world to have adventures, gradually gaining strength and power as you defeat various challenges). There is the player-vs-player game, where you engage in battles against other players, either in groups or solo. There is the professions game, where you learn to create items in the game and get gradually better and better at doing so, until you can (if you wish) create a business providing services for other players. There is the economic game, where the goal you set yourself involves making as much game money as possible. There are games related to earning what are called Achievements (although these did not exist when this book was being written), and thereby earning yourself titles and/or items such as special in-game pets or mounts.
And there is the raiding endgame. In the raiding endgame, you reach the level cap and play around in small group encounters, gaining skill and gear until you are ready to join larger groups of players, setting off into some of the most intricately designed content in the game. The encounters there are complex and require serious coordination between largish groups of players to defeat. (To give you a sense of the complexity involved, there are some encounters that have taken groups of 25 people numerous attempts to defeat -- and by "numerous", I mean three or four hour sessions twice or three times a week for a month or more.) The organization required to put together a raiding team and keep it going strong for months on end is not trivial.
Most World of Warcraft players at least try out the raiding game; some of them define themselves in part by their refusal to play that game. Different players take different approaches to this raiding game. Some define themselves as "hardcore" and treat the raiding game almost as a job (and they require a group of people to raid with who share the same approach, with the necessary level of organizational infrastructure to support such an approach). Others define themselves a "casual raiders" who seek to experience raiding content as part of what they do, without in any way treating it as "another job". Since the fall of 2008, the raiding game has been available to most players who are at the level cap, at least in a very casual way.
While one can certainly play World of Warcraft without ever raiding, no one can accurately describe the game or the social groups that develop within it without discussing raiding. The vast majority of the authors in this anthology have not reached level cap, and those that have (for the most part, and by their own admission) have hardly scratched the surface of this important part of the game. So much of the game design is built around raiding, so many of the social structures are organized around this activity, that it's hard to take seriously a book about World of Warcraft that doesn't address it.
On the other hand, it's a relief that these authors did not write about something they haven't experienced. Most people who have raided, whether they still do so or not, will confess that it's not really what it looks like from the outside. People raid for a variety of reasons, and the groups they form to support their raiding habits vary a great deal in response to their motivations. It's tiring to read about "raiding" when the writer has obviously never done it, and can't evaluate for herself what her informants tell her about their experiences doing it.
At the same time, the lack of substantive consideration of the "raiding game" leaves a big gap in this book. It's as if someone were writing a book about Major League Baseball and chose to act as if the American League simply did not exist. It's hard to get a real sense of World of Warcraft if you don't talk about the endgame (that is, the things people do in the game once they have reached level cap and determined to keep playing), yet the authors are largely not able to do that, since they haven't gotten there yet.
That's a shame, because the dual-lens of player + academic is a valuable one, and I wish that this book had not ignored such a big part of the game.Digital Culture, Play, and Identity: A World of Warcraft® Reader OverviewExploring World of Warcraft as both cultural phenomenon and game, withcontributions by writers and researchers who have immersed themselves in the WoWgameworld.

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Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms Review

Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
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Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms ReviewI'm 40 years old, having been a gamer since I was 10. I'm also a husband, a home-owner, have held a professional job for over years, and I don't personally have any difficulty reconciling my love of fantasy and role-playing games with my normal, day-to-day life. It seems that the author has had difficulty in this, and this book seems to be essentially his rambling and occassionally awkward attempt to find out if it's possible to be both mature and have a love of geeky, escapist hobbies.
If you're someone who put the dice away a long time ago and are wondering whether it's okay to feel like dusting them off again...or if you never were involved in such hobbies and are wondering if it's okay for your significant other to be...then this book may be written just for you.
If you're still avidly into these pursuits, then you may come away from this book feeling a bit unsatisfied. I felt like I'd read a book that said "It's okay for you to be into this stuff", and I was saying, "Well...yeah. I knew that. Thanks." It's still worth reading the book, as he has a lot of enjoyable stories along the way...just don't hold your breath for any deep revelation at the end.Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms OverviewAn amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds-from Boston to New Zealand, and Planet Earth to the realm of Aggramar. "For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten." -Wired.com "Gandalf's got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic." -Boston Globe "Imagine this: Lord of the Rings meets Jack Kerouac's On the Road." -National Public Radio's "Around and About" "What does it mean to be a geek? . . . Fantasy Freaks and Gaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It's a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?" -Huffington Post

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Play Between Worlds: Exploring Online Game Culture Review

Play Between Worlds: Exploring Online Game Culture
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Play Between Worlds: Exploring Online Game Culture ReviewIn her book on the MMO gaming world, Taylor brings an ethnographic approach to the game Everquest. Through interviews and personal experience, she gives an insight into the gaming world that portrays it for the rich, complex, social world that it is. A gamer herself, Taylor does an excellent job shining new light on the "frowned upon" gaming world. She also goes beyond the gaming world to show how things are connected through the internet and "in real life" to things within the game.
As far as this being too "basic" in covering the genre - this wasn't aimed to be a book only for advanced gamers. For those of the academic world, who have no experience whatsoever with games, the chapters provide sufficient information about the games to allow understanding. The summary/analysis is as comprehensive as it is rich. There are parts that she could have gone further and I do hope she does write a second book (although she does have articles on this topic as well).
All in all, this is an absolutely fantastic book for academics (or just interested people) who want an ethnographic approach to the gaming world that treats it not as a deviant, subersive "alternate" reality. Gamers and academics alike can appreciate it. Think Jenkins' Textual Poachers (written about the fan world) for gamers.
I sincerely hope this is the tip of the iceberg for this serious academic research into the community, social aspects of MMOs.Play Between Worlds: Exploring Online Game Culture Overview

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The Meaning of Video Games: Gaming and Textual Strategies Review

The Meaning of Video Games: Gaming and Textual Strategies
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The Meaning of Video Games: Gaming and Textual Strategies ReviewNot only is this an extremely interesting, readable account of textual strategies in video games (and associated media), but it's a model Kindle edition. The footnotes are hyperlinked and many of the cited web-pages in the notes can also be accessed directly from the Kindle. Even the index is hyperlinked. In the index, the original page numbers are retained but linked to the right locations in the Kindle edition. Somebody put a lot of attention into this and it makes this the most usable Kindle edition I have.The Meaning of Video Games: Gaming and Textual Strategies OverviewThe Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today's culture. It begins by assuming that video games are meaningful-not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies.Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies-which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception-can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo's Wii, and Will Wright's Spore, the book explores the ways in which textual studies concepts-authorial intention, textual variability and performance, the paratext, publishing history and the social text-can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

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Quests: Design, Theory, and History in Games and Narratives Review

Quests: Design, Theory, and History in Games and Narratives
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Quests: Design, Theory, and History in Games and Narratives ReviewHoward's book is a refreshing departure from the usual focus of gaming texts, which give you the option of hands-on coding tutorials or lofty academic screeds. The middle-ground presented here is full of details from literary analysis to gameplay mechanics, and proves that Howard has actually PLAYED his share of games (the same cannot be said of many university gaming professors who are often squeezed in to existing literature or computer science programs). You won't see arguments about ludology vs narratology (i.e. gameplay vs story), or a deconstruction of gaming through a narrow lens like gender politics or whatever academic focus is in vogue at the moment. Rather, Quests provides a holistic view of how to use the vast cultural repositories of myth and folklore to craft better gaming experiences.
In short, Howard is an academic seeking to improve the quality of video games. That's a noble quest indeed!Quests: Design, Theory, and History in Games and Narratives OverviewThis unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges), each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.

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The Video Game Theory Reader Review

The Video Game Theory Reader
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The Video Game Theory Reader ReviewThis book is an introduction to a nascent field within new media studies: video game theory, or ludology. As such, many of the essays contained herein are trying to get a grasp on what constitutes video game studies, period. Some of the questions broached are as follows:
What would constitute a formal analysis of a video game?
What features do all video games share (what can we classify as a video game, anyhow?)
Which approaches are best for the analysis of video games: semiotics, psychoanalysis, cinema studies, cognitive psychology?
This volume takes a few baby steps towards answering those questions. Gonzalo Frasca, for instance, makes the important argument that even the simplest games cannot be considered in mere narratological terms, but must be considered as a simulation. He then uses Roger Caillois's terms paidia and ludus to establish a tentative typology of video games.
Other essays, such as Mia Consalvo's essay on the Sims and Final Fantasy IX, are more shallow and contribute little beyond a superficial plot analysis and trite comments about how radical it is that a guy can have a girl avatar (and vice-versa) in a video game.
I found Patrick Crogan's essay on Combat Flight Simulator 2 and Pearl Harbor (the movie) especially insightful, as it drew some fascinating connections between Manuel De Landa, Paul Virilio, and the simulation representational ethos (as opposed to narrative).
In conclusion, this is a really hit-or-miss collection, which is perhaps to be expected considering how marginal video game studies currently is within the academy. Nevertheless, it contains some valuable contributions to this inchoate field between its covers, which will certainly help to legitimate game studies in the future.The Video Game Theory Reader OverviewThe Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis, like film studies in the 1960s and television studies in the 1980s. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading media studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from a number of popular games ranging from Space Invaders to Final Fantasy , the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

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Philosophy Through Video Games Review

Philosophy Through Video Games
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Philosophy Through Video Games ReviewWhile many attempts to "make philosophy relevant" to beginners come across as forced and artificial, _Philosophy Through Video Games_ does an excellent job of showing how important philosophical problems naturally arise from thinking about video games. The issues discussed range from the very old to the cutting edge, some of which are sure to intrigue anyone who enjoys both video games and intensive reflection but has not been able to bring the two together in any meaningful way. Cogburn and Silcox are very good at explaining difficult issues clearly and helpfully, making them both understandable and important without presupposing any previous knowledge of philosophy.
Anyone looking for a new way to bring students into the oldest discipline should read this book. I plan on using it for a first-year course very soon.Philosophy Through Video Games OverviewHow can Wii Sports teach us about metaphysics?Can playing World of Warcraft lead to greater self-consciousness?How can we learn about aesthetics, ethics and divine attributes fromZork, Grand Theft Auto, and Civilization?A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percentof US households will own a Wii console - about the same percentage that owned a television in 1953.In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems.Topics covered include:* The Problem of the External World* Dualism and Personal Identity* Artificial and Human Intelligence in the Philosophy of Mind* The Idea of Interactive Art* The Moral Effects of Video Games* Games and God's GoodnessGames discussed include:Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles

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Synthetic Worlds: The Business and Culture of Online Games Review

Synthetic Worlds: The Business and Culture of Online Games
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Synthetic Worlds: The Business and Culture of Online Games ReviewI expected something a little more "rigorous" from Dr. Ed. I believe though that he takes an excellent first swipe at virtual worlds.
For people already playing these games the first 50 or so pages are boring. But he obviously covers this material so that even lay people can quickly be brought up to speed on his other topics. He sometimes slips back into these rudimentary explanations but I believe it is an effort to help the larger market.
He covers a wide variety of topics in this book. Discussions of property rights within VR worlds, violence within VR worlds, and the actual value of VR money and items. The variety of topics leads to a slight rambling feel in the book and some thiness on the arguements. However, I thought everything was adequately covered. I was looking for something of a "truer" economic discussion of synthetic worlds but he teased me. He does write an explanation, and defense, of synthetic economies and problems within them. For me though, I thought this was going to be all 300 or so pages when it was just about 75.
If there were more books like this published I would have given him 3 stars but since this is going to be the start in a long, long, long series of books I will give him 4 for breaking ground. He probably should have milked the material for two books. :)
If you have play these games and have and a tidbit of economics in you then buy the book and enjoy. I am going to read his papers now in an effort to get that fix.
SeanSynthetic Worlds: The Business and Culture of Online Games OverviewFrom EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects."Illuminating. . . . Castronova's analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon."—The Economist "Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations."—Tim Harford, Chronicle of Higher Education

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Exodus to the Virtual World: How Online Fun Is Changing Reality Review

Exodus to the Virtual World: How Online Fun Is Changing Reality
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Exodus to the Virtual World: How Online Fun Is Changing Reality ReviewI read and thoroughly enjoyed Castronova's first book on the subject: Synthetic Worlds. And, as in SW, Castronova is at is strongest in Exodus when he explains the "realness" of virtual worlds. The main thesis of Exodus is that because synthetic worlds are more fun, people will increasingly choose to spend time in them over the real world, and that, eventually, the real world must remodel itself, taking cues from virtual worlds; eventually the real world must become more fun. Exodus, though it has a few interesting new contributions, is terribly repetitive book that takes way too long getting to the substantial points. When it finally does, it is shallow in its descriptions and analyses of how, exactly, the exodus to synthetic worlds is going to radically affect the real world.
The biggest flaw (among the several I found in the book) is Castronova's thesis itself - that the real world will eventually have to model itself on synthetic worlds. The flaw is evident in his use of "migration" as the metaphor for what's going on with synthetic worlds. He explains that a family migrates from Old Country to New Country, and then tells its friends back in Old how great New is. Eventually, after hearing how great New is over and again, those that stayed put in Old put pressure on their government to change the country, to make it more like New. Castronova provides no historical examples of this, and I don't know my history well enough to know if this is how it has happened in the past, but the flaw in the metaphor is, and Castronova admits this himself, that the synthetic migration isn't physical, and therefore not permanent. It's super-easy to switch from real to synthetic, or among various synthetic worlds. This undermines not just his metaphor, but his entire argument...
A better metaphor, one that incorporates the ease of movement between places/activities, would be engagement in different activities, like sports: I play baseball when I want to hit home runs; I play football when I want to score touchdowns; I don't complain that I can't hit a home run in football. Or even more broadly: I go to the gym to work out; I go to the library to study. I don't complain that I can't run on a treadmill in the library. Why wouldn't this be the result of synthetic worlds? I hop into WoW to partake of the "good vs. evil" shared lore. I hop into SL to sell virtual real estate. I hop into the real world to go for a run, eat lunch, take a nap, kiss my spouse. Why should I expect to be able to do any of these things in the other worlds? Once it's established that the synthetic worlds provide fun, and that the real world does not, why/how does it follow that the real world must aspire to be more fun, like synthetic worlds? Why would I demand that the real world also be fun?
Castronova's argument that people will go where their utility is highest points to the same problem in his argument. He thinks synthetic worlds provide the highest utility, so off people go. But it's not as simple as "the world with the highest aggregate utility wins." There are different goods to be achieved in different worlds, so people will always come back to the real world for the goods that only it can provide (Castronova raises the issue of childbirth/rearing in a different context, but I think it's an adequate example of what I'm talking about here). Now, maybe some day in the future it really will be possible to hook up electrodes and "virtually" experience things we once thought we could only experience in the real world: eating a cheeseburger, having sex with our partner, giving birth to a child. But I think we are far from that point and can still easily say that there are just some things that we can only do in the real world. It seems more likely to me that we'll end up in a future where we go to synthetic worlds for fun, but still come back to the real world for other activities, even if they aren't fun.
Exodus to the Virtual World: How Online Fun Is Changing Reality OverviewVirtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

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