Videogame (08) Mixed Media/Documentation (08) Video/Mixed Media (08) Curatorial Performance(08) Layout (07)Logo (07)Video (06)Flyer (05)Logo (05)Catalog (05)Digital Photo (03)Affective Computing (03)Installation (02)Digital Photo (02) Pre (00)

Currently


Documentary Videogames


Teaching



Select Writing











Bookmarks


Archive


shinySpinning is a research and personal weblog for Cindy Poremba

C.V. (pdf) || Bio || Contact || Evernotes || Picasa

Home | Post

September 25, 2007

Hegemony of Play: DiGRA 07

Second talk: The Hegemony of Play (Celia Pearce & Tracy Fullerton presenting for Ludica)

Argument: exclusive power structures of the compter game industry have narrowed the conception of both play and player in the digital sphere

  • *Supported by conventional wisdom (market driven) and unexamined assumptions are self-reinforcing
  • *The power-elite of industry determines who is designed for and what play types supported, even though open games tend to make more money
  • *We feel residual effects in academia: because we study their games
  • *Low industry diversity & defeatist viewpoint on change. “We do not hire for diversity, we want the most qualified” (What does “most qualified” mean? Can it be codified?)
  • *Are we good enough for the game? (rather than game good enough for us)
  • *We need to look at technologies that own the rules of the game
  • *Example of chess: originally played in different ways. with printing press came the codification of rules
  • *Now there are ownable sets of rules
  • *The board game industry is huge: the question should be why don’t games sell more?
  • *The first board game (mansion of happiness) was a ’serious game’ on how to live a ‘good life’. Other examples include courtship games; etiquette; sewing (note: a trip into a digital game store in Japan will also show a great number of these kinds of titles, particularly for the DS)
  • *Cultural positioning of play: implies a third gender, as the typical “gamer” a (gender) myth, just as hurtful to men as to women.
  • *Hope for the future (eg Wii). Ads showing variety of players, playing together. Wii consoles in seniors homes.

    Questions:
    Clara Fernandez Vara: Where did the shift happen? (Note: early games more open; for example my Dad used to ‘game’ all the time)
    A: Platform studies answer (cultural), gamers making games for gamers, packages of games in earlier days, more family oriented; marketing increasingly for boys; flOw (but also backlash); ties back to first paper

    Jesper: Sims is not a game; game makers are not “sexist idiots”: why not build bridges? (Note: Echoes here of the Zimmerman Game Design Wksp debate. Implies sexist attitudes have to be intentional to be valid. If men don’t see the problem and aren’t intentionally causing it, it’s “not fair” to mention it.)
    Tracy: There are people in that environment who want change
    Celia: Addressed to academics; take a stand on how we look at games (Why can’t women say they are frustrated? Mary (in private convo): True, but it also helps to create answers; stealth activism)
    Nick: notion of leisure time (50h of game time– wtf)
    Tracy: Need to acknowledge players own the game
    ALL:
    Diversity of thought; girls conditioned: why and how girls are shown how to play; Title 9 - women in sports; hegemony is comfy; about struggle and process

    And at that point, I couldn’t type any more ;-) But there were certainly many more interesting sessions to come.