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

Monday, June 18, 2012

"Dit barn bliver riktig dyktig til at slå ihjel"

This is my response to a blogpost by the Danish Ph D, medical doctor and author Vibeke Mannich. In her recent blogpost Dit barn bliver rigtig dygtig til at slå ihjel!  she attacks computer games violently, based on her reading of a list of articles by Craig Anderson et. al. If you have followed this blog for a while, you know that I have repeatedly cited other studies which question and disprove this research and meta-research, at most levels from methodology to knowledge about games in general to the funding.

Anyway: Vibeke Mannich was surprised at the vehement reactions to her blogpost, a post where she blamed World of Warcraft for the terror shooting at Utøya, and warned parents that their children will grow up to be just like the killer. Her blogpost was offensive to me as a Norwegian citizen who has been following the case against the Utøya-killer day to day, as a researcher who has spent the last 16 years studying games and gamers, as a gamer who has played that "horrible" game World of Wacraft for years, and as a mother of children (now adults) who have also played the game and not killed anybody yet. (Instead they are working to save the world from climate change, and care for children with social and physical problems.) She has also written another blogpost about how offensive the responses she received to the original gamer blogpost were, which is why I post my response here. She is moderating her comments heavily, and I am not convinced that my post will make the cut. So, here goes:

Update: Vibeke Mannich responded to my comments, particularly when I pointed out the criticism of Craig Anderson, and how the research and meta-research had been criticised and to a large degree disproved.  That's when I realised that I have been trolled. From her response:
Jeg må så sige, at det er tankevækkende som du beskriver Craig Anderson og hvordan han er blevet mistænkeliggjort og dæmoniseret. Jeg oplever jo i virkeligheden det samme – måske trods alt i mindre målstok. Men at jeg dæmoniseres i uhyggelig grad og udsættes for ja regelret chikane.
Translation: "I have to say, it's throught provoking how you describe Craig Anderson and how he has been drawn in doubt (made suspicious - direct translation) and demonified. I am experiencing the same - maybe to a lesser degree. But I am demonified in a terrifying degree, and am a victim of straight out harassment."

With a response like that to being made aware of criticism (he has published in peer-reviewed journals - well, who hasn't?) there's nothing more to be done. All I can do is tick her blog off on the list of online weirdos, which in itself is a learning experience. It's been a while since I was properly trolled.***

Kjære Vibeke

Jeg ser at den kjente og uhyre omstridte amerikanske forskeren Craig Anderson er en sentral kilde til din forståelse av computerspill. Da er det kanskje nyttig for deg å vite at hans forskning er sterkt kritisert både av psykologer, pedagoger og rene computerspillforskere. Hans forskning har vært forsøkt brukt som basis for å forby en rekke spill i USA, men det ble stoppet i høyesterett i California med begrunnelsen om at forskningen ikke er bred, grundig og uhildet (unbiased).
Se denne beskrivelsen av en artikkel fra 2009 av Christopher Ferguson, som kritiserer nettopp den type forskning på computerspill som du siterer over: http://www.gamepolitics.com/2009/01/21/researcher-no-link-between-violent-games-amp-school-shootings. Jeg kan også foreslå at du leser forskningen til denne svenske forskergruppen, som leverer en meget kunnskapsrik analyse om hvordan vold blir oppfattet og behandlet av spillere av spill som nettopp World of Warcraft.

Breivik-saken: Når du bruker Anders Behring Breivik som et eksempel på hvordan computerspill gjør en person farlig, så er jeg også nesten nødt til å spørre om du har fulgt med på rettsaken? De sakkyndige uttalelsene sendes direkte på norsk fjernsyn, og NRK er ofte en del av danske fjernsynspakker, så jeg går ut fra at du har hatt anledning til å studere dette? Dersom du har fått med deg hva debatten handler om, så er computerspill en forsvinnende liten del av det hele. Spillenes betydning for hans handlinger har blitt tonet kraftig ned. Tvert imot er det mye som tyder på at han har fått sine meninger og holdninger fra blogger på nettet, hvor mennesker som mener de er spesialister på et felt har uttalt seg skarpt, autoritært og ensidig uten å lese mer enn et par bøker som støtter deres egne meninger, samtidig som de stempler alle som er uenige med dem som hjernevaskede og kunnskapsløse. Noe som er litt ironisk i denne sammenhengen.
For å gå videre med forskningsartikler rundt massemordere og computerspill, så har det vært gjort forskning direkte på dette. En av de som har skrevet en rapport om skoleskyttere [og] risikofaktor er Mary Ellen O’Toole (pdf)

Det stedet hvor hun nevner computerspill er i denne passagen: “The student spends inordinate amounts of time playing video games with violent themes,and seems more interested in the violent images than in the game itself.”

Som du vil se når du leser rapporten er det ikke spillingen i seg selv som er problemet, det er interessen for vold. Forskning rundt vold viser at barn og unge som har lært fra sine omgivelser (venner og familie) at vold er en god løsning på deres problemer bruker alle ressurser de har på å bli dyktigere til denne form for problemløsning. Disse bruker blant annet bøker, filmer, musikk, kurs, skytterklubber, militæret, politi- eller vektertrening og ja, også computerspill, til å finne inspirasjon og idéer om hvordan de skal bli dyktigere til å bruke vold. De er imidlertid allerede voldelige, den ofte brede og varierte mediebruken er bare en måte å bli dyktigere til noe de har bestemt seg for å gjøre.

Så til et av dine egne utsagn fra debatten om dataspill: “Tak for jeres kommentarer – desværre må jeg jo sige, at en del af jeres ganske aggressive indlæg desværre bekræfter hvad jeg skriver i min tråd – nemlig at voldelige videospil gør (nogen af) jer voldelige/aggressive.”

Til dette vil jeg svare med en uhyre underholdende leder fra dn.se: Fiktivt våld gör forskare aggressiva

Når du publiserer et så skarpt utsagn som er så sårende og svakt begrunnet i erfaring og i forskning som “Dit barn bliver rigtig dygtig til at slå ihjel! ” og kobler tusener (millioner) av hyggelige, vennlige, kunnskapsrike unge mennesker til et så brutalt tilfelle som Anders Behring Breivik, da er det dessverre ikke helt uventet at du gjør mennesker opprørte. Kanskje ikke alle er så høflige som de burde være, men deres reaksjon er forståelig.

Med vennlig hilsen
Torill

Wednesday, February 29, 2012

Lego blondes

Almost two months ago, I wrote a blogpost about LEGO, and how the Friends series is problematic for a woman who is conscious about the gendering of toys. Since then the topic has made quite a splash in Denmark, and the Danish minister of - hmm - likestilling, what's the good English word for that? Minister of Equality? Anyway, Manu Sareen had to withdraw his criticism of LEGO Friends, because it became too problematic for the party. The argument used against his criticism was a classic rhetoric strategy to make criticism go away, as described by Benoit in his theory of image restoration. The public, very likely fueled by political opponents and the fact that LEGO is pretty much a holy cow in Denmark, told Manu Sareen that he had much more important questions to worry about.

I, however, am not elected to much, and I can disagree without losing any votes. That's why I went out and bought two little LEGO figures. I bought one regular one, that I put together from different bits, with very good help from the nice people working in the LEGO store in Copenhagen, the other part of a set of Friends LEGO. (I could buy a set with a girl baking and working as a waitress, or a set with a girl lounging at the pool. Yep. That's what girls can fantasize about when they play with girl-segment LEGO.)

I have claimed that the Friends LEGO figures don't fit with the others, but I have been a little uncomfortable with the claim, because I hadn't really studied them well enough to be absolutely certain. But let's look below:

 First, the Friends figure is taller. She will not fit into the cars, planes and many wondrous creations in the regular Lego series.
 Next, she can't actually sit in the brick cars, fit on the horses, or stick in the pilot seat of the planes. She is designed to not fit in with those objects.
She can stand on the brick sets, so building a city, for instance, she can stand on the street or in the houses.

She can't fit into the helmet, even if we remove her hair.

It belongs to the story that I had to costum build my space girl. I tried to buy the lovely little pink space-suited figure on display in the store, but it belongs to a special set that is no longer produced.

So what is going on here?

1: It's 2012. Do I really have to point out that the LEGO Friends character is slimmer and has budding boobs, while the old-fashioned one is a genderless brick figure? With the increased sexualisation of childhood, this is one more object cementing a feminine ideal of slim, tall women. Slim tall women who can't do what the small, squat, genderless figures can. The LEGO men have all the powerful options.

2: The structure of LEGO makes it impossible to use the Friends figures in as many ways as the regular ones. The version created for girls has, in game-structure language, less affordances and more restrictions. This is a game-changer, literally, as it means the girl toys offer a different game from the boy toys.

3: LEGO wants to make twice as much money off the consumers. I can understand that. Childhood is a big money machine in the western countries, and we already wade in LEGO. They have to do something if sales are to be increased. So by making certain that the figures don't match, parents of children of two genders have to buy both series if they want to offer equal opportunity building bricks to their kids.

Yes, there are other important topics out there for the Danish minister Manu Sareen to pay attention to. I am not certain if they are more important than the commercialisation and gendering of the childhood.

Tuesday, January 03, 2012

Can I still buy Lego?

A picture from an old ad flashed around the internet with viral speed a week or so ago. It's a little red-headed girl, holding out her colourful, glorious Lego creation. The discussions and the issues this brings up has touched me both personally and as a researcher looking at play, games and leisure. Lego has long been the benchmark of free creative toys, dominating the market with their simple and sophisticated idea.

 This was the Lego ideal when I had children, and it's the lego they grew up with and loved. We still have loads of the toys, one of the few things we did not throw out in the move, and now that our daughter has more room, I expect her to take them home. I loved my own Lego pieces, particularly when my father or older sisters would get down on the floor with me to play. There was this sunny spot on the floor which was like made for a long afternoon building odd creations.

When my sister had kids, some 15 years later, we started looking for Lego for them. It wasn't really that easy any more, because it had all become extremely gendered all of a sudden. The different stories that could be told with Legos had taken off, and where my kids could have a kingdom's castle (which was great, female characters make as good knights as the male ones), 10 years later the options were much wider - and almost all for males. Ninjas, Star Wars, Pirates of the Carribean - girls could still play with them, but it was clearly aimed at the tomboy side of girls. If we wanted something neutral, it was getting tricky. For years, we actually stopped buying Lego, because buying the boy-stuff for the girls would have made it seem like a present for the boy. We did not want to encourage the gendering of toys by getting him space-legos and the girls crayons, so it ended up with crayons for everybody. But we kept looking, and once in a while we'd find a nice design, a house, some cars, some animals. We still loved Lego, you know.

The last few weeks have made me seriously reconsider that love. Lego has redesigned their toys - supposedly after four years of research - and created a girly line. I am stunned. Here I was, happily thinking I'd just have to wait out the space-ship and pirate runt of the last few years, and I'd be able to find lovely, gender-neutral Lego again. Instead they go dramatically in the opposite direction, gendering the toys beyond recognition.


Check out more pictures from the new Lego sets at Geekologie and Stylist.co.uk, and have a look for yourself. The figures are no longer compatible with the other lego sets, so if the girls want to create a pink-suited space girl to fit in the rocket and use the same gear as the boys, they can't do it. They can't put them on the horses, they can't work the farms, they can't fit the police uniforms  and they certainly can't fit a hard-top over their styled hair.

Lego, I understand that girls have been telling you they want more stuff for girls. I have been looking for more good stuff for girls myself. But I have not been looking for yet another arena where boys and girls are shown that their interests and activities can never mix. The beauty of Lego was that it could all integrate. If I had wanted to get plastic toys with more realistic figures, different shapes and standards that didn't match the other toys, I'd have bought Playmobil!

Instead I would have liked to see a bakery next to the car-wash or a complex model of a cupcake factory or a dairy - have you ever looked at those? They are the model-train enthusiast's dream come true! Why not let the girls have pink space-suits, purple cars and sturdy female ambulance drivers in the same fit and design as the rest? The Lego universe is potentially as diverse as reality as it is, and yes, a kitchen in bright colours would be cool, but can't it fit in right next to the command bridge on the death star? Even evil villains taking over the universe have to eat, you know.

This all makes me want to go stick my head into SWTOR and never come back out. In there I can be female and look gloriously competent and dangerous, in armour sets that do not bare my boobs, either. Thanks, BioWare. The next toy I buy for a child of any gender may be a digital game.

Tuesday, December 06, 2011

An endless loop of repetition

Another research meta study was published today, about games and violence. This time it was the Swedish media council that published the study of all articles written on video games and violence 2000 - 2011. They conclusion was, as usual: No, there is no proof of a causal connection between games and violence.

A lot of the research is quite flawed, as it uses dubious methodologies and measures violence by standards that are unconnected to the context. Also, most of them ignore other possible connections. Those who do look at anything except games as causes of violence, find that among the strongest causal connections to violence are family background and psychic health.

There is a slight connection between games and violence in the sense that people with a previous interest in violence tend to pick violent games. The causality is however the opposite of the traditional view: an interest in violence leads to violent games, not the other way around.

It is quite amazing that 10 years of research deliberately aimed at proving that games create violence so far has not been able to create any good, solid evidence. Perhaps it's time to start trusting the research and settle for the fact that games do not create insane killers. Once we have that settled, let's get down to creating good, interesting, engaging games that can enhance creativity in other ways. Imagine if some of those research budgets had been devoted to studying games as an arena for promoting fair play and moral choices? Now, wouldn't that be a novel idea for all those organisations that worry about our children...

Friday, July 29, 2011

Blaming gaming

This is the link to an interview, in Norwegian, where I say why we shouldn't blame games for what the wannabe did 22nd of July. The journalist understood what I as saying, and managed to communicate that well, all down to the fact that I consider speculation about whether or not games influenced the n00b to be - speculation.

For those of you who came here in order to find proof that my mind has been numbed by too much gaming, if you read Norwegian, why don't you go have a look at this very good description of how a skilled computer gamer thinks. As you will see, "kill, kill" is not on the gamer's mind. It's more along the lines of "optimise routine, check numbers, remember cooldowns, check threatmeter, move with the team, maintain healer safety, balance the output."

At the same time, I don't manage to care that much. In a way, if it makes people feel good, they can blame games all they like for me. They can blame the weather, the radioactive rain after the accident in Tjernobyl, a really bad streak of losses for his local football team, Fox news brainwashing (that's my favourite theory) or the colour pink. Perhaps he was poisoned by his own make-up. It doesn't change what happened. Also, it won't help us avoid these things happening again. It is an anomaly, something totally unexpected and unpredicted, something so far from the minds of regular people that we can't explain it or avoid it.

The only thing we can do, is not to act the way he wants us to. He added those computer game links to his new facebook profile for a reason, just like the deleted the old profile in order to hide what he claims to have been 7000 facebook friends. He wants us to chase down all kinds of paths, causing fear, anger and confusion looking for a reason. The cause is simple: He had a political agenda, and was sufficiently single-minded and ego-centric to go through with it, in an absolutely ruthless fashion. What made him into this monster? We will probably never know. Genetics, upbringing, socialisation - a bit of all, is my uneducated guess.

However, if you feel comforted by keeping your children away from computer games, please, do so. Personally, I take greater comfort in having kept my children away from handguns, single-minded political rhetoric and religious fanatics of any colour, while brainwashing them with analytical thought until they question everything and look for the peaceful middle way in conflicts.

Tuesday, July 26, 2011

Games and massacres - again

I thought I had dodged this, when nobody had called me all through Monday, after the massacre on Utøya. I did not want to stand there and sound like I defended a mass murderer, by claiming that no, computer games are perfectly innocent, particularly not after glancing through his manifest. Luckily I don't have to go through the manifest step by step with you myself, Nick Ross at ABC went through it for us all.

Oh, by the way, I am not linking to it. Find it yourself. I am not linking to anything any more, that's written by that wannabe. Actually, from now on I will refer to him as the wannabe or the n00b, because he is a wannabe that doesn't get what it means to be a hero, and a total n00b when it comes to stringent, rational, critical, political thought. I don't even want to hate him. He wants hate. The only thing I want to feel for him is contempt, and I want to drown him in ridicule. Like this.

Anyway, the wannabe was a gamer, and he did great in PvE. He writes about how he uses games to strengthen himself when he is in doubt. This has lead to the inevitable conclusion: Computer games made him a monster. Dagens Næringsliv, otherwise a pretty sober newspaper, neglects the caveat, but at least they are honest enough to tuck it in at the end:
Hun presiserer at dataspill ikke nødvendigvis skaper mordere, men legger til at mennesker med personlighetsforstyrrelser kan være svært mottagelige for slike inntrykk.
Their expert points out that games don't create murderers, but that people with personality defects can be vulnerable to that kind of impressions.

The world is full of impressions a man like the wannabe can be vulnerable to. He quotes them happily, and spends a lot of time for instance on religion. He thinks of himself as a Christian, and struggles with the sin it is to use prostitutes before he plans to go on a killing spree. He decides however that, like a holy crusader, he is about to do so much good that minor sins will be forgiven him. Now you'll claim there are crusaders in games, but there are crusaders in history, in poetry, in literature, as Knight Templars and Freemasons, and in a whole lot of graves all over Europe and the Middle East. If you want to be a crusader, you don't need to make the effort of leading a raid guild to get your ideas confirmed.

And then there are the political debates. Even now, after the shooting, people manage to write things like "we don't agree with how he did it, but he is right, the multiculturalists are dangerous and are ruining our culture, and should be stopped." Even as he was killing people in Oslo, the website "for promotion of Nordic culture" nordisk.nu (where the wannabe supposedly was a member, and where there are people he emailed his manifest to) had members claiming that somebody needed to clear out the multiculturalists once and for all. The n00b didn't need to play games to feel like his ideas were justified.

OK, back to games, violence and wannabes.

Yes, there is research which states that murderers like the wannabe play games, but also research that shows that there is no causal link. Let me link to an article I have linked to before, The School Shooting/Violent Video Game Link: Causal Relationship or Moral Panic?. Ferguson writes: "Although much speculation persists regarding the role of violent video games and school shootings, this speculation is seldom based on factual evidence." Ferguson goes on to cite and quote studies specifically of school shooters, where the scenes tend to look like first-person shooter games. I am attaching a long quote here, because I know many will not go on to read the article itself:
The FBI report (1999) had included ‘unusual fascination’ with violent media amongst its potential predictors. As most young males consume considerable amounts of violent media (e.g. Griffiths & Hunt, 1995; Olson et al., 2007), ‘unusual’ consumption necessitates reaching a very high bar. The report also suggests that incessantly reading/viewing a particular book or visual media with violent, or school violence content, may be a predictor. The FBI report appeared to focus on individuals who approved of hateful or destructive messages in the media, rather than merely enjoying the media for entertainment purposes. For instance, an individual who praised Mein Kampf and its message of racism and hatred would arguably be considered more ‘at risk’ than would someone who enjoyed playing the violent video game Medal of Honor because it was fun. Indeed, related to violent video games, the FBI report specifically stated, “The student spends inordinate amounts of time [although inordinate is never defined and is left subjective] playing video games with violent themes and seems more interested in the violent images than the game itself ” [italics added]. Thus, an overall interest in causing harm is potentially predictive of violence, not exposure to violent media in and of itself, a conclusion supported by the recent Savage, (2008) meta-analysis.
This is what the research shows. If you have learned that violence is the solution to problems, then you may show an interest in violence, including games.

Now who are these experts Dagens Næringsliv have contacted? Deborah Schurman-Kauflin is a profiler. Her list of publications is impressive, with a heavy bias on imported violence and female killers. The other expert is Pat Brown, who offers cost-effective profiling if you have a problem with serial killers.

Two American profilers who have not done research explicitly on games and gamers, where the one with the more impressive list of articles tries to point out that there isn't necessarily a causal relationship between games and mass murderers; and Dagens Næringsliv goes out and reduces the entire political agenda behind the wannabe's horrible act to something to do with games.

I didn't want to talk about this, because I felt it would be insulting and misleading to push the debate into yet another "dangerous media" discussion. This goes far beyond computer games.

The truth is that I have no idea what exactly set the wannabe off. Anything could have caused it. Perhaps he dated a girl who went to Utøya and fell in love with somebody else. Perhaps his teen-age friends who were muslims turned him off multiculturalism by being too conservative islamists and displaying the unlucky, but existing, opinion that white women are all asking for it if they get raped. Perhaps his father wasn't there in those formative years when he could have learned that real men protect others, rather than harm them. And so I was hoping not to have to stand there and say "No, games don't lead to violence."

But here it is. Political terrorism is committed in the name of ideas and conviction. Ideas are the most dangerous thing on this planet. Ideas created the wannabe, not games.

And a last, deeply felt statement: If I thought abolishing games would lead to world peace, I'd never play again. If I thought forbidding rock was the way to go, I'd never dance again. If I thought the reason why people hurt each other was because we have television, I'd break it, right now. But it isn't that simple. We had war, violence, crime and fanatic killers - some of them real crusaders - long before we had modern media.

Saturday, April 02, 2011

"Straight male gamer" - a gamer minority

By way of an insomniac friend, this post and its subsequent response from Bioware has come to my attention. The response from David Gaider, lead writer of Dragon Age II was claimed to be perfect by several blogs, such as No more lost, a blog discussing gay rights and bemoaning the loss of lives to homophobic hatred. David Gaider stated eloquently and clearly that no, straight male gamers have no particular "rights" in computer games.

This has started a rush across the internet, blogposts and discussions, including petitions to get rid of David Gaider, and to support him. And while the infamous straight male gamer did throw women a bone (straight female gamers should be allowed some romance, too) the response to the post and Gaider's come-back has resonated even with the marginally acceptable potential partners of the straight male gamers. Actually, parts of his post was almost enough to make me wish I was more queer than I am.

I don't think many would argue with the fact that the overwhelming majority of RPG gamers are indeed straight and male. Sure, there are a substantial amount of women who play video games, but they're usually gamers who play games like The Sims, rather than games like Dragon Age. That's not to say there isn't a significant number of women who play Dragon Age and that BioWare should forego the option of playing as a women altogether, but there should have been much more focus in on making sure us male gamers were happy.


The original post was followed by Gaider's celebrated response. Now, in his response to Gaider, the straight male gamer claims:
The whole point of the argument relies on the central point that straight male gamers make up a overwhelming majority of players. As I said before, I estimate that the number is around 80% (this includes straight males gamers who plays a females). Now if my numbers are at all wrong (that in reality the split is 60-40-10 (male, female, gay), then consider this post to be null and void, I've wasted your time (No doubt some of you already feel that way).


Apart from the fact that our dear straight gamer adds percentages up to 110%, he's pretty much at the point where yes, he has wasted our time even by his own standards. The Entertainment Software Association's numbers for 2010 show that the gender distribution is 60-40 male/female. Now, since the gay male contingency has to be taken out of the male part, let's say 10% of the men are gay, this means something like 6% of the entire gaming population. This brings the straight male gamers down to 54%. Now, imagine that out of the 54%, perhaps 20% (which other research indicates is a very conservative number) are open to people having different options and choices for their sexuality, or enjoy playing with the "what if" of different sexualities. We know many male players enjoy playing with female avatars, having both straight and gay cyber relationships to male avatars. The straight, male, homophobic, "my-avatar-should-be-like-me" group is, in fact, a minority.

And in the words of the straight male gamer, designers shouldn't cater to minorities. Luckily for him, they mostly do.

---
The Penny Arcade says what needs to be said, really, about this.

Tuesday, February 15, 2011

Another path towards control

Did you think the battle over free information was over? There's another way to argue for control of the internet. Faltin Karlsen, who is currently looking at problematic use of games and the Internet, writes this concerned note:

A group working with the next revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM), in the category called Substance-Related Disorders, suggests that:
"Gambling disorder has been moved into this category and there are other addiction-like behavioral disorders such as “Internet addiction” that will be considered as potential additions to this category as research data accumulate. Further, the work group has proposed to tentatively re-title the category, Addiction and Related Disorders."

This move will conflate substance addiction and compulsive behavior into one category and increase the scope of the diagnosis. In short, in 2013, overuse of Internet can become a diagnosis. This is problematic in a health perspective (although also with positive sides), but regarding freedom of expression it has more severe implications. Governments in countries without democracies and where freedom of expression is under pressure will have a valid argument for monitoring and regulating the use of the Internet even further. In the West it is difficult to assess what consequences this will have but it might easily put freedom of expression under pressure, in lieu of worrying about the health of the population. I can’t even imagine the avalanches of media panics this will entail.

It appears that the new motto for control is "Let's close it, and say it's for their own good."

Thursday, January 06, 2011

Save the world with games

Jane McGonigal claims that online games will save the world:


Much as I love games, and even in the face of my own optimism about how games can lead to positive cultural changes, I have a hard time believing that we can "fix" real life by creating and playing games.

McGonigal is a designer, and so she believes strongly, I suspect, in the power of design. In this talk it comes out as if she believes the world can be re-designed, mainly by using game design features. I think that is scary. Game worlds are tyrannical states, if we ever apply the ruthless simplifications used to create game worlds on society, USSR or Nazi-Germany will be puppy play in comparison. Think 1982, which describes a throughly designed world.

Let me state it clearly, in case my love of games, gamers and gaming makes people think I am ready to swap worlds: No, I don't think living in a game world all the time would be a good thing. I think it would be horribly oppressive, with too few options, too many detailed rules and too strong surveillance and control to be satisfying as anything other than a way to once in a while focus on something simple and relatively easy compared to reality.

Later on she says something which is positively wrong. About four minutes into the talk she claims that when we face failure in real life, we get depressed and become cynical. Then she claims we never have those feelings when playing games. But we do, we do, all the time! And then we do what's so great about gaming: We stop playing! When the game starts to feel like a chore because we just can't beat it, we leave it. She even claims there's no unemployment in World of Warcraft. Tell that to the bored guildies whining about how bored they are and why won't anybody come and play!

The problem with real life isn't that it's not designed like a game. It's that we can't turn it off and go somewhere else when we are unhappy. Games are greate because they are GAMES, they are the place we go to when we need a break from the rest. This means the real world can't be broken. The real world can be horrible, polluted, destroyed, war-ridden, but it is the measuring stick for everything. We only have one planet, and this is not a beta-test. What can be broken are our carefully designed systems. They are what brought the world into the state it's in, for good or bad. Designers, McGonigal, designers who thought they could see how it all connects and then make it better by introducing yet another patch to the system.

This doesn't mean we shouldn't learn from games. Games are after all built on pretty solid knowledge and research into how people act and interact, how we learn, what motivates us and how we pay attention. This is then skillfully adapted to digital environments. But the games are just a new way of putting already existing knowledge to good use.

Take for instant the scholar who has been almost universally adapted by game scholars in the European and American cultures: Mihaly Csikszentmihalyi. His very interesting thoughts and research, which is being oh-so-frequently used to explain why people like games and why games are good, was not really made to explain games. It was made to explain real life, particularly the lives of people who were happy and satisfied with their work and their lives. So: The teories on why games are good were not born within games, but came from what McGonigal calls "real life." What is born in games is nothing which does not exist outside of games. Ingame, we have just removed a lot of the stuff we don't want to relate to from the world outside the arena. Games are real, just limited.

Then McGonigal goes on the show us that the amount of time spent playing World of Warcraft equals the amount of time it took for homo sapiens to evolve, and she uses this as a proof that playing makes us evolve as a species, into something more able to collaborate. Eeeehhhh, well, if you're going to measure evolution that way: How many individuals spent their time evolving during those 5 million years? Let's assume we're talking about perhaps a regular population of one million species (I have no idea how many human ancestors were alive on earth at the same time in this period, perhaps much more, pwerhaps much less). If so, we're talking about 5 million million years of evolution. We really need to play a bit more to get there. And it doesn't really help to say "this is true, I really believe it" after that statement about evolution either. Belief isn't proof, even when preaching to somebody who really wants to believe. I just can't. I keep getting these nasty flashes of cynicism that not even my ardent gaming has cured.

Jane McGonigal's TED talk is funny and interesting, and she's charismatic, good looking and smart. I am however severely disappointed with her lack of a historical perspective both on the research she is trying to apply to her talk and on leisure activities. The thing is: Society has been using games for teaching cooperation, team-work, strategic thinking, ethics, mastery and physical and intellectual development, plus a lot of other virtues depending on the game and the values of the society the games are being played in, since the very beginning. This is the argument for football as well as chess.

And around 11 minutes in came one of my big laughs, and it was shared by the audience. She quotes Edward Castronova in Excodus to the virtual world, and then manages to say: "And he's an economist, and he's rational." Cue audience cracking up. I'll not go ALL the way into that comment, but think about how today's economy is doing, and then consider how rational economists are.

Anyway: Go enjoy McGonigal's talk, but don't leave your skepticism at home. It's by being skeptic, cynical, rational and a bit disrespectful of the motives of people with convictions so strong that they tend towards preaching that we can find the interesting ideas in all the chaos being pitched to us every day.

Wednesday, December 15, 2010

Philosophy and games

A conference in April, in Greece, the Philosophy of Computer Games. So tempting! Now, do I dare approach philosophy and games again, and do I manage to do so in time for the deadline of February 1st?

Tuesday, October 05, 2010

Computer games in the libraries

A very short, but very nice, press release, notifies the public that the Norwegian government suggests in the budget for 2011 to put aside 2 million Norwegian krone to buy games for libraries. "Innkjøpsordningen" is the system that secures a certain number of copies sold to public libraries of all books published from certain publishers (I don't know if self-published books count.) This will now be increased with a sum earmarked for games.

Two million krone isn't that much, but there aren't that many Norwegian language games out there. However, the most interesting part of the release was this:

Dataspill har blitt et sentralt kulturuttrykk og er en viktig del av særlig barn og unges kultur- og mediehverdag. Markedet domineres i dag av utenlandske spill. Det er derfor behov for å sikre barn og unge tilgang til alternative produksjoner med norsk språk og innhold.


Quick and dirty translation: "Computer games have become a central cultural expression and an important part particularly of the culture- and media everyday life of children and young people. The market is currently dominated by foreign games. There's a need to secure access to alternative productions with Norwegian language and content."

After years of repeating this almost every time I get asked why I think games are important and deserving of research and attention, it feels very good to see it in a public press release, as the reason for such a very sensible proposal.

And thanks to Pål, who knew I'd be very happy to see that press release!

Monday, September 06, 2010

Is there a rythm to gaming?

All who have played games know there is a rythm to them, an ebb and flow of activity and energy, back and forth, sometimes like a tango where the participants are evenly matched and push, give and counter with intense focus, sometimes like the inexorable march of the invading feet as the stronger participants lay waste to all opposition. From the lighthearted singsong of easy togetherness to the complex concert of a well-rehearsed team, yes, there is a rythm to play and to games.

But to gaming, as a phenomenon? Is there a flow and counter, an emerging patterns of back and forth, intensity and slack? I don't know, but Tom Apperley is looking for it. In his quite new and fresh book Gaming Rhythms: Play and Counterplay from the Situated to the Global the topic appears to be an assumption of interconnectedness of gaming practices, globally.

It is an extremely interesting thought, and I am looking forwards to seeing there Tom Apperley takes it.

Wednesday, August 25, 2010

When businesses discover games

From my friend Esther Ewing, a link to some talks published in TED: When games invade real life by Jesse Schell, and The game layer on top of the world by Seth Priebatsch.

Both talks focus on how gaming is becoming the new money-maker, and how it is possible to learn from game design in order to make more and more money. In Priebatsch' presentation the main topic is the connection between farmville and facebook, and how farmville can stop the world. Schell's presentation is a pretty dystopic discussion of a totalitarian surveillance state where game strategies are used to make people serve the system - mainly the commercial system.

Although it doesn't really bring anything new to gaming, these talks are interesting for a few reasons.

First: They don't bother to mention that what we are really seeing is that game designers are using techniques used in advertising since late 1700, not "new and fantastic" strategies developed by game designers. After all, letting people know that games are just doing what PR departments have done since Barnum would not pay as well - nor play as well.

Second: They don't care about the GAME part of gaming, only about the score, grind and production part. Which means they forget what a game is. An example used by Jesse Schell is Lee Sheldon's grading levels, where he lets students level up in class. That's cool, really, the grading systems in most Universities are outdated and inflexible, and doesn't really provide detailed feedback. However, changing the grading system isn't a novel idea! In Sunday school we got gold stars if we were good, and went there to collect those stars. Well, I was bad, so I hardly ever had any, but what's the difference between a gold star and a level, and why is it novel?

Still, it's an interesting way to spend some time, to see how gaming is now an acceptable metaphor for "new ways to make people do what we want, without complaining." Enjoy.


---
Update: I tried to remember where I touch - briefly - on games as totalitarian systems, and it's in the upcoming article in one of the next issues of this year's Journal of Gaming and Virtual Worlds. There, now I pitched myself a little too.

Thursday, May 27, 2010

Games: Design and Research

Next week there's a small, but ambitious conference in Volda: Games: Design and Research. It's organised by Norwegian game researchers loosely connected, mainly Kristine Jørgensen (conference chair), Ragnhild Tronstad, Faltin Karlsen, Sara Brinch and me, and financed by Volda University College, University of Bergen, and the Norwegian Research Council.

If you are in the neighbourhood, feel free to drop by for a lecture or two. This conference can not accomodate more than the people participating, but the lectures are open.

Thursday, April 08, 2010

Game of the future

The Norwegian University og Science and Technology NTNU celebrates its 100 year anniversary, and to celebrate they have designed the game Spillet om framtiden or "The game of the future". In this you can be the headmaster of the University, fighting some mysterious female evil bandit (I am not sure what she has done, but she is dressed in black and has short, white hair. Is she perhaps a representative of the humanist- or the social sciences, directions which are not prioritised in Trondheim?), solving several puzzles as (you) he zoomes around the Trondheim campus in his red coat.

Despite the language in the cut scenes (did I mention that this is a technical university, not one with a strong language department?), it's a very funny little game, and I am quite delighted with how it combines playfulness, science fiction, game clichés and information about what goes on at the campus.

Wednesday, January 06, 2010

Games and entertainment technology

IADIS - International Association for Development of the Information Society - are organising a conference in Freiburg, Germany, in July 2010. They have a call for papers, deadline is February 19th, and the conference is called GET - Games and Entertainment Technology. The CFP is very wide, generally, if you do something related to electronic games as a researcher, designer, programmer, teacher or artist, you'll fit. They also invite for very diverse types of presentations, from posters to full papers, as well as corporate exhibitions and showcases.

Sunday, December 20, 2009

Årsakssammenhenger og spill

I anledning VGs ualminnelig dårlige artikkel om sammenhengen mellom et drap på Kongsvinger og spilling av World of Warcraft og Counterstrike, vil jeg vise til en artikkel om skoleskytinger og moralske panikker. Denne artikkelen kritiserer den overforenklede ideen om at mennesker ikke er i stand til å skille mellom fantasi og virkelighet, og den like enkle forskningen som underbygger denne konklusjonen - blant annet ved å vise til et solid forskningsmateriale som gir andre/alternative svar. Samtidig viser den til FBIs funn når det gjelder drapsmenn som spiller spill (s 28 i C. J. Fergusons artikkel):
The FBI report appeared to focus on individuals who approved of hateful or destructive messages in the media, rather than merely enjoying the media for entertainment purposes. For instance, an individual who praised Mein Kampf and its message of racism and hatred would arguably be considered more ‘at risk’ than would someone who enjoyed playing the violent video game Medal of Honor because it was fun. Indeed, related to violent video games, the FBI report specifically stated, “The student spends inordinate amounts of time [although inordinate is never defined and is left subjective] playing video games with violent themes and seems more interested in the violent images than the game itself ” [italics added]. Thus, an overall interest in causing harm is potentially predictive of violence, not exposure to violent media in and of itself, a conclusion supported by the recent Savage, (2008) meta-analysis.


I følge FBI er altså ikke årsakssammenhengen mediebruk -> vold, men interesse for å bruke vold -> mediebruk. Altså, hvis du liker/ønsker å bruke vold er du interessert i medieuttrykk som inneholder vold. Videre påpeker de at voldsmenn som bruker spill er mer interessert i voldshandlinger enn å kose seg med å spille. De er altså fokusert på våpen og vold, uansett kontekst.

VG gjentar imidlertid et mantra som har kommet inn i mediene for en del år siden, og de gjentar det ved å ta kontakt med personer som har sagt akkurat det samme i årevis. De overser konsekvent all forskning som viser noe annet enn denne overforenklede årsakssammenhengen.

(The above is a public service research-reference directed at Norwegian readers who might be interested in alternatives to a piece of intense and single-minded journalism claiming that gaming leads to serious crime.)

Tuesday, November 17, 2009

All you need is to have no life

Jonas Linderoth at the University of Gothenburg published an article in "Digital Læring" or Nordic Journal of Digital Literacy on the value of games for learning. The title "It is not hard, it just requires having no life - Computer games and the illusion of learning" positions the article as a stumbling block right in the middle of the over-enthusiastic rush towards games as a solution for modern education.

I had heard about and disagreed with this article several times before publishing, but reading it I am almost inclined to agree with it. Linderoth points out that there are two ways to gain skills in games. One is by learning to jump better, learning to think more tactically than the opponent or in some other way use the resources at hand better. The other way to gain skills in games is by doing repetitive tasks until you are rewarded with a level, an object or some other affordance that makes your avatar stronger. In short: he makes a clear distinction between what you learn as a player, and what affordances your avatar gains.

So far I am with him, and I think it's a very important consideration. The general belief that games make learning easier is severely flawed. The most important flaw is however in my opinion the belief that games makes it easier to teach what is on some curriculum. I don't know about the rest of the world, but here in Norway we have certain things pupils are supposed to learn each year, and their progress as well as the success of the teachers and the educational system is measured by how well they are able to learn these particular things. Outside of those skills, what the pupil or student learns doesn't count. So if you learn how to dance salsa really well, that does nothing for your grades in mathematics.

Games tend to teach you how to salsa, when what you should have learned is to do maths. If you don't want the game to teach salsa, you have to remove all options for dancing, and only leave options for mathematics. Linderoth describes his argument of the relationship between affordances and skills:
What I aim to illustrate is that a game system can be designed in such a way that you can progress in the game to a certain degree without adapting yourself to the system. A system that means that a gamer can succeed without the effort of mastering gaming skills. Phrased in a more theoretical way this is an issue about how new affordances are introduced in the gaming activity (p 10).


So, to sum up the argument - somewhat brutally, I admit: in order to learn something from a game, or develop as a gamer, the game should have static affordances. No new skills with new levels, no new tools, no gold or achievements, only you and your skill. Most common games which are typical agôn games are like this. They take you to the arena, read you the rules and give you your game-piece. Then it's just you, the board and your fellow gamers, and nothing changes within that frame.

Games where you can gain affordances simply by working diligently at simple tasks are, according to Linderoth, not games from which you can learn anything.

In the light of Scott Rettberg's article on "Corporate Ideology in World of Warcraft," in Digital Culture, Play and Identity, this is an interesting claim. Rettbergs argument is that exactly the grinding aspect of World of Warcraft is what makes it an ideal training ground for capitalist work ethics (p. 32). So, on the one hand you don't learn anything from grinding, on the other hand it's perfect training for many of the positions you can expect to hold as an employee today.

Now, Rettberg's argument gives strong ideological reasons to adapt Linderoth's position on games with non-static affordances, but I am still not totally convinced. The reason is that both in World of Warcraft (Rettberg) and World of Conflict (Linderoth), personal skill is the most important feature for satisfying gaming.

Most players who play a game with levels more than once, learn how to use levelling as just another fixed affordance, and so learn to become better at it, do it quicker and with better results. You can use levelling processes to learn more about the story of the game, hence use it to gain narrative satisfaction, or you can aim at aquiring particularly useful objects which you will then not have to return for later.

The problem with Linderoth's argument, where increased skill and new tools and resources pull in different directions, is that this conflict is just skin deep. For the players who play through a game that demands leveling more than once, the apparently increasing affordances they gain access to become fixed. There are just that many quests, just that many abilities, just that many levels, and that is what you have to play with. Yes, it takes longer to reach that point, and players who think a game ends just because they have reached a certain level, may feel that it's all about grinding. But players have other experiences from games of progression. The game researcher Kristine Jørgensen at the University of Bergen recently wrote a glowing description of her experiences with the new game Dragon Age: Origins, and all who have followed her descriptions of the play process on Facebook know that she is planning to go back to old saves in order to explore the game much further.

Now, we can argue that exploring old saves does not lead to learning, as it's just about repetition of something already done. But for a game which reveales a story that's even experienced as a moral story, a fable even, replaying old saves is a way to delve deeper into the conflicts, the parables and the lessons of fiction, and hence absolutely a way to learn... even if there are levels and new skills and objects to be gained on the way.

However, Linderoth does actually say something along these lines:
The relationship between the player’s skill and progression in using tools and resources is not something fixed, but rather fluid. In one and the same game there can be moments that require more or less skill. It is not as simple as saying that just because a game introduces new tools and resources the player never has to develop her or his skill (p. 12).


But I find that he loses sight of this in his final words:
Games and education have completely different conditions. While games are designed to make players happy, educational practices are legitimate as long as they offer students the opportunity to learn something. To design educational tasks where you can succeed by just waiting and doing some extremely simple, non-challenging activities is hardly appropriate. That would be like giving someone on a diet a set of scales that showed weight loss without the person actually loosing any weight. Maybe the things that make a player motivated while playing games neither can nor should be brought into schools (p. 17).


First, learning is very much about repetition. You learn how to do a certain task, and then you drill that task until you can repeat it easily and quickly. This is how you learn how to do maths, how to play instruments, how to read and write. Each repetition is simple and non-challenging.

Next, you gain new affordances all the time, as you learn. When you have repeated one piece of music until you know how to play it, you get a new set of notes. Perhaps you get to play together with people with different instruments. You get to play in some new spot. Boring repetition leads to increased skill, new affordances and new achievements. You do actually gain levels, and you are not stuck on the same limited board with the same game-pieces for the rest of your life. Rather, if you keep repeating the same things without gaining new affordances, in real life you're stuck on a corner of the game board, without looking up to see that you're just playing a tiny part of the game.

Still, I think that Linderoth's article is very important for developing pedagogic games. I just agree with him on a different premise. I agree because what educators need isn't a virtual representation of how the world really is, but a way to see how pupils perform at a certain set of tasks given limited affordances. For this the games Linderoth promotes would be just perfect.

Wednesday, August 12, 2009

Assisting gently or biting viciously?

I am playing two games on Facebook currently - I am part of too many for me to keep track of, but two are currently sufficiently intriguing to keep me playing. Both are fairly simple games where I do things with, to or for my facebook friends. One is Vampires. I am a vampire who can fight friends or attack random "npcs" by questing, but I can also feed non-vampire friends to my vampire friends. It's in many ways a quite satisfying game, not because of the mechanics, but due to the fiction. The game is mainly a matter of clicking and waiting for the response from the website, which informs me whether the dice rolled for or against me this time. The quests are a matter of clicking somewhere else, and see if I get one of the items which I can get randomly, or just the regular points and currency. It's actually an extremely boring game, way below solitaire. But it has two highlights. I can taunt my friends when they lose, and I can sacrifice random people to have them mauled by friends.

So, do you have a facebook friend you don't really like? Is one of your friends the boss of one of your other friends (who happens to be a vampire)? Did somebody just write the scholarly article you always wanted to write? Or do they just deserve some pain on principle? Vampires lets you take it all out on the more-or-less innocent, and you don't have to let them know they have been sacrificed. It's not a game you play with people you don't feel comfortable with, though. They have to be able to endure a beating - at least a fantasy-beating. The language is aggressive, funny and rough, and sometimes I wonder if the pleasure of playing Vampires is the same pleasure as swearing - a verbal release of emotion that can have no physical outlet.

The other game I play these days is Farmtown. This is a game where people are nice to each other, and by being nice, all gain. If you share, you get more than if you play solo, and the things you can give (and get) as gifts from your friends, are often locked to you for several levels if you want to buy them to your own farm. This means that if you want to flaunt anything, you need friends, and you need to treat them well enough that they want to share with you. Now, as all know this, the treshold for friendly behaviour is very low.

The Farmtown fiction is very satisfying in a different way. I feel like I am producing something worthwhile - or, at least, I get depressed when my harvest goes bad because I have been too lazy about the game. Also, I get to gather wealth and display it according to the dream of having a little house in the countryside. I have rows and rows of fruit trees, flowers blooming in odd places, and a small brown farmhouse that I am planning to upgrade to a white one. In a few levels I'll have rivers and bridges, and benches under the fruit trees, but currently I am restricting the decorations as I am playing for money for expansion and decoration. And I love it when people point out that I have planted in a pretty-looking way. I admire the intricate fields of some of the people I "work" for, harvesting in meandering patterns as the field is planted with plants that grow at different speeds and bloom in different colours. I particularly like the development of watermelons, and I can't wait to have peppers.

But people get their game-face on in nice little Farm Town too. Cheats and walkthroughs exist, to help you level faster. I tend to read these, but I don't think I want to, this time. I want to live in the fantasy of the hard-working farmer producing food and values out of the soil of the land. It lets me live with the knowledge that my real-life farming friends actually get their hands dirty and see results from it. Then I can go write another article about the importance of rules and affordances for ingame interaction.

Yeah.
Bite me.

Wednesday, May 27, 2009

Just to hang out

Like so many others, I have a facebook account. No shock there, hmm? Also, I play games on it! No shock there either, I guess! The facebook games are small and fun, but most of the time I find that I play them for the same reason I play a hand of cards or participate in the yearly winter games at the department (last day before christmas). I play because I want to connect with the people I play with.

And so I send and receive flowers, I read and do quizzes, I buy and sell friends, I bite and get bitten, and I have a little dragon that occasionally tries to help her friends. Poor little thing, robbed of all gold and dignity, but she still tries!

It's quite amusing, really. This is perhaps the oldest use of games in existance - playing in order to enjoy connecting with others - and it is still a revelation to discover that we do it in yet another medium.