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Title: PowerPoint Presentation Lecture


1
computer games fdm 20c introduction to
digital media lecture 11.05.2004
warren sack / film digital media department /
university of california, santa cruz
2
last time
  • machiko kusahara (waseda university, japan)
    robot culture in japan from karakuri (japanese
    automata) to aibo and further
  • on the differences between euro-american
    histories of industrialization and the history of
    japanese industrialization
  • why might this influence how people feel about
    new technologies?

3
last time (continued)
  • machiko kusahara (waseda university, japan)
    robot culture in japan from karakuri (japanese
    automata) to aibo and further
  • robots (and software) as laborers versus robots
    as play things
  • e.g., nuvo postpet
  • kawaii japanese for cute
  • e.g., hello kitty.................................
    ..

4
outline
  • computer games how do they work?
  • how do they work behind the screen? i.e., how
    do they work from the perspective of an engineer?
  • a simple example of pong in flash
  • how do they work in front of the screen? i.e.,
    how do they work for the audience or participant?
  • sherry turkle on computer games and processes of
    identification
  • henry jenkins on computer games, gender and space

5
whats in a game engine?
  • graphics
  • physics
  • ai
  • ...and a lot more

6
game mods
  • example development environment epics unreal
    engine http//unreal.epicgames.com/

7
movies with game engines
  • example tum raider http//www.machinima.com/film
    s.php?valuegenreid3

8
programming an example
  • pong in flash
  • physics what makes the ball bounce?
  • ai can an opponent be programmed to play against
    a human player?

9
games research and development
  • example groups and events
  • the game developers conference
    http//www.gdconf.com/
  • game studies academic journal
    http//gamestudies.org/
  • research groups
  • academic e.g., Center for Computer Games
    Research, IT University of Copenhagen
  • industry and, of course, the folks at Microsoft,
    Electronic Arts, etc.
  • art
  • e.g., the show Bang the Machine Computer Gaming
    Art and Artifacts (Jan 17Apr 4, 2004 _at_ Yueba
    Buena Arts Center, SF)
  • e.g., alternative games competition, Rhizome.org
    at the New Museum, New York City, March 2004

10
what makes a good game?
  • play? or,
  • story?

11
ludology versus narratology
  • "One of the reasons I think Myst was successful
    was that people are used to being entertained
    with stories. There're lots of ways to entertain,
    but the two primary ones are storywhich is
    television and movies and books and all thatand
    the other is gameplayblackjack and football and
    Parcheesi. Therere other ones, but those are two
    we are very familiar with. I think the mass
    market audience is more familiar with story. The
    first campfire the guys on the hunt come back
    with a story to tell--that is something anybody
    can partake in.
  • Rand Miller, co-creator of Myst and Riven,
    speaking about his new game Uru

12
what makes a good game?
  • play? or,
  • story? or,
  • realism? or, is it
  • something else?

13
history of computer games
  • see http//www.videotopia.com/games.htm
  • see SpaceWar! on the CD for the NMR
  • see The Applet Arcade http//www.theappletarcade.
    com/
  • do games get better and better every year?
  • how? is it
  • play? or,
  • story? or,
  • realism? or, is it
  • something else?
  • or maybe they dont get better every year? maybe
    they get worse?

14
two issues to consider from film theory
  • identification
  • how do people relate to the characters and action
    on the screen?
  • e.g., what do women do/think when the hero is a
    man versus when the hero is a woman?
  • what does a designer or filmmaker do to
    facilitate the audiences/players relations with
    characters and actions on the screen?
  • e.g., filmmaking techniques POV, suture, the 180
    degree rule, etc.
  • space

15
two issues to consider from film theory
  • identification
  • space
  • what is the space of cinema/games? what can the
    audience/player see or do there?
  • what can the designer or filmmaker do to
    increase, decrease, or change the space?
  • e.g., montage and also think about the filming
    and editing techniques llisted above concerning
    identification

16
two issues to consider from film theory
  • identification sherry turkle on identification
  • space henry jenkins on space and gender

17
more than identification
  • When you play a video game you enter into the
    world of the programmers who made it. You have
    to do more than identify with a character on the
    screen. You must act for it. Identification
    through action has a special kind of hold. Like
    playing a sport, it puts people into a highly
    focused, and highly charged state of mind. For
    many people, what is being pursued in the video
    game is not just a score, but an altered state.
  • from Sherry Turkle, Video Games and Computer
    Holding Power

18
video games as ...
  • video games as metaphysical machines
  • ...as perfect mirrors
  • ...as drugs
  • ...as contests
  • from Sherry Turkle, Video Games and Computer
    Holding Power

19
identification
  • Identification is known to psycho-analysis as the
    earliest expression of an emotional tie with
    another person. It plays a part in the early
    history of the Oedipus complex. A little boy will
    exhibit a special interest in his father he
    would like to grow like him and be like him, and
    take his place everywhere. We may say simply that
    he takes his father as his ideal.
  • from Sigmund Freud, Group Psychology and the
    Analysis of the Ego
  • Cf., Jacques Lacan on The Mirror Stage, and
    writings about identification in film theory by
    Laura Mulvey, Kaja Silverman, Christian Metz,
    Stephen Heath, and others

20
evocative objects
  • What is Sherry Turkle referring to when she
    writes about evocative objects?
  • Melanie Klein, along with Sigmund Freud and
    W.R.D. Fairbairn, contributed ideas to make up
    what we now know as object relations. First Freud
    introduced the idea of object choice, which
    referred to a child's earliest relationships with
    his caretakers. Such people were objects of his
    needs and desires. The relationship with them
    became internalized mental representations.
    Subsequently Melanie Klein coined the term part
    objects, for example the mother's breast, which
    played an important role in early development and
    later in psychic disturbances, such as excessive
    preoccupation with certain body parts or aspects
    of a person as opposed to the whole person.
    Finally, Fairbairn and others developed the
    so-called object relations theory. According to
    it, the child who did not receive good enough
    mothering increasingly retreated into an inner
    world of fantasy objects with whom he tried to
    satisfy his need for real objects, that was for
    relationships.
  • Linda M. Woolf, http//www.webster.edu/woolflm/kl
    ein.html

21
video games discussed by turkle
  • space war
  • pong
  • asteroids
  • pac man
  • joust
  • adventure
  • working versions web.utanet.at/nkehrer/jae.html
  • history of video games high score the
    illustrated history of electronic games by rusel
    demaria johnny wilson (mcgraw-hill, 2002)

22
how did we get from here...
23
...to here?
24
space
  • In the 19th century, children living along the
    frontier or on Americas farms enjoyed free range
    over a space which was ten square miles or more.
    Elliot West (1992) describes boys of 9 or 10
    going camping alone for days on end, returning
    when they were needed to do chores around the
    house. The early 20th century saw the development
    of urban playgrounds in the midst of city
    streets, responding to a growing sense of
    childrens diminishing access to space and an
    increased awareness of issues of child welfare
    (Cavallo, 1991), but autobiographies of the
    period stress the availability of vacant lots and
    back allies which children could claim as their
    own play environments. Sociologists writing about
    the suburban America of my boyhood found that
    children enjoyed a play terrain of one to five
    blocks of spacious backyards and relatively safe
    subdivision streets (Hart, 1979). Today, at the
    end of the 20th century, many of our children
    have access to the one to five rooms inside their
    apartments. Video game technologies expand the
    space of their imagination. -- Henry Jenkins

25
space whats a boys space?
  • is it a place where boys can...
  • enjoy lurid images?
  • prove themselves with stunts?
  • gain mastery?
  • (re)produce hierarchies?
  • vent aggressive feelings?
  • engage in scatological humor?
  • competitively role-play?
  • and bond together
  • these criteria are from Henry Jenkins article

26
space whats a girls space?
  • Brenda Laurel says Girl space is a space of
    secrets and romance, a space of ones own in a
    world which offers you far too little room to
    explore. (quoted in the Jenkins article)
  • Is Laurel correct?

27
games and gender
  • whats a girls game? The Sims?
  • whats a boys game? Counter-Strike?
  • what about Asteroids? Space Invaders? Joust?
    Tetris?
  • remember the thirteen-year-old girl in a small
    family café in New York Citys Little Italy who
    is playering Asteroids at the beginning of
    Turkles article.

28
hot and cool media
  • Telephone is a cool medium, or one of low
    definition, because the ear is given a meager
    amount of information. And speech is a cool
    medium of low definition, because so little is
    given and so much has to be filled in by the
    listener. On the other hand, hot media do not
    leave so much to be filled in or completed by the
    audience. Hot media are, therefore, low in
    participation, and cool media are high in
    participation or completion by the audience. 
    Naturally, therefore, a hot medium ... has very
    different effects on the user from a cool
    medium...
  • Marshall McLuhan, Understanding Media, pp. 22-23

29
hot or cool?
  • so, are video games hot or cool media?

30
next time
  • medium as prosthesis
  • marshall mcluhan
  • norbert wiener
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