Title: Playtime: Videogame Culture and Internet Technology
1Playtime Videogame Culture and Internet
Technology
2How Games are Made
b/w
- Difficult to generalise, but
- Lionheads Black and White
- 3D Studio Max
- Photoshop
- Artificial Intelligence programming
- Non-linear narrative scripting
- Soundscape - audio tools
- See http//www.gameonweb.co.uk/education/
video.html
3Making Online Games
- Again, difficult to generalise, but
- They tend to be made using general Web
development technologies
- Flash, Director, Shockwave
- DHTML, Java
- Server-side scripting and databases
4http//www.parkpower.com
Viral marketing bragging, invitation to compete
via email Intertextuality with arcade games 15-2
5 year old male target audience
Scripting and database creates a top 100 player
list Programmed in Director, some Flash animation
s
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8Online Gaming
- Internet gaming various types of traditional
games (board or card games), gambling
- Downloaded software or Java applets
- Online multi-player gaming extensions of
existing videogames or exclusive online games
Internet accessible game servers and powerful PCs
and fast, reliable connections draws on the
technology of traditional videogame design - As individuals, or in teams or clans
9Computer games
10Forty years of history
Computer games Videogames Arcade games Console
games
PC games Online games
Spacewar (1962)
11Game On
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13Online Resources
- Game Culture http//www.game-culture.com/
- Game Research http//www.game-research.com/default
.asp
- Game Studies http//www.gamestudies.org/
- Ludology http//ludology.org
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18Game Culture and Cultural Studies
- Game culture is just people playing games
- Gaming is part of everyday life, a meaningful
activity
- Also an area of academic interest
- People thinking about people just playing games
- The Web becomes an object of study and a site of
publication for not just academic writing, but
for all kinds of videogame culture (fandom,
corporate, review, magazine, gender politics, and
so on)
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20What are the Attractions of Videogames?
Poole(2000) Aesthetic art, audiovisual pleasur
e and experience, made distinctive by interactive
play one obvious measurable effect you get
better at playing games. All videogames involve
thinking, participation in the paradigm created
by the worlds that have their own logic and
audiovisual experiences, plus physical
involvement tactile success not total
immersion or submission to the illusionistically
real The purpose of a videogame, then, is neve
r to simulate real life, but to offer the gift of
play (p.77)
21- Online Play
- Might have a number of different contexts
- Such as the focused, but, brief, casual
distraction of playing pool at Yahoo!
- Or the longer term, dedicated and regular
investment of time and money with a
subscription-based massively multiplayer online
role playing game (MMPORG) such as Sonys
Everquest
22What Players Want From Play
- Rouse (2001)
- A challenge
- To socialise
- A dynamic solitary experience
- Competition - bragging
- Emotional experience
- Fantasy
23What Do Players Expect From Play?
- Consistent worlds
- Understandable boundaries
- Reasonable solutions
- Direction
- Incremental tasks
- Immersion
- Failure
- Fair chance
- Not too much repetition
- No dead ends
- To do, not watch
24Play
- The basis of all games, electronic and
non-electronic is play
- Play has a long history in many different
contexts
- Skill, chance, distraction, filling time, being
(anti-) social, learning, exploring, testing,
repeating, interacting
- Play is a universal, cross-cultural activity
continuous across technological developments
25- Play is a space in which meanings are
constructed through participation within a shared
and structured place, a place ritually demarcated
as being distinct from, and other than, the
ordinariness of everyday life, a place of modest
security and trust, in which players can safely
leave real life and engage in an activity that is
meaningful in its rule governed excess
(Silverstone, 1999, p.60). - This theoretical play space is actually not
divorced from real life, games are part of the
real world, and as such they have social
significance
26- Social significance of play
- Videogames are commodities that have use value
for a number of imperatives of production
(profit, competition, audiences), particularly in
relation to the development of the Internet as a
potential new medium (Soffair, 2002) - As players and products of culture, we bring
ourselves into the rule-bound structures of the
world of play, the play space is as much a
social space as any of those taken up during
other activities
27RealOne Arcade a software browser plug-in for
downloading and managing online games
28- RealOne Arcade
- Mixture of free and pay-for-play games
- Provides an online entertainment destination
seeking to attract subscribers and expose players
to advertisers
- Like RealNetworks RealOne Player, the Arcade is
an invasive piece of software that tries to
become the default media player on your hard
drive and become a digital hub for online and
offline audivisual content, in competition to
other web-based technology entertainment sites
such as Shockwave.com
29Sites such as Shockwave.com are the gaming
equivalents of commercial television because they
provide content that delivers audiences to
advertisers, giving casual users any opportunity
to spend time playing while being exposed to
adverts and sponsorship
30- In contrast, MMPORG sites such as Everquest
require a more dedicated player who might have to
buy a product on CD and then commit to a monthly
subscription - This is an extension of the traditional
relationship between the player and their
videogame
- A shift from the stored game on disk to a remote
server
- The game becomes like the always on of
television it becomes time based media
(Soffair, 2002, p.5), and offers rewards
- The use of database technology allows the
possibility of character creation and evolution
- The social aspects are enhanced by bringing
together people separated by time and distance
using computer-mediated communication
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32Play More
Xboxchampagne
http//www.elspa.com
33Electronic play is following a similar
development to recorded music it is becoming
personal and mobile, but with the added
functionality of multi-player connectivity
34Offline Electronic Games
- Arcade games
- Home-console games
- Handhelds
- PC games
35Arcade games
36Home-console games the dominant gaming culture
37Console culture
- Consoles
- Established the key economic basis of the
videogame industry software and hardware
- Lead the challenge against cinema as the leading
audiovisual entertainment medium
- Generic and intertextual forms
38Texts - Genres
Shoot-em-ups Racing games Platform games Fi
ghting games (beat-em-ups) God games Real-t
ime strategy games Sports games Role-playing
games Puzzle games, and so on
39The Italian Job (2003)
(1969)
The Italian Job (2001) videogame an example of
the intertextuality of contemporary moving image
media
40Playing Contexts
- Alone against the machine
- In company against the machine or each other
- Online
- Alone playing with or against other people, or
with or against the machine
41Online Games
- Web games
- Advertainment brand awareness, marketing
through play
- Internet (network) games
- Emulations
- Extensions of offline electronic games
- Electronic versions of non-electronic games
42Significance of online games?
- Continuities
- What stays the same?
- Differences
- What changes?
- Inevitably, videogames take something old, but
add something new
43Continuities
- Still play
- Digital culture online and offline games share
a technological heritage
- The Web makes videogames its content (such as
simulation or emulation)
- Online games build on the codes and conventions
of videogames
- Intertextuality between media
44Differences
- Short span distraction on demand
- More play
- Expansion of social play beyond the limits of
geography, time and friendship
- Widening participation - electronic gaming moves
beyond traditional console or PC gaming culture
- Shift from large game development houses to small
new media companies
- The increasing commodification of play and the
wider integration of game aesthetics
45- Free games
- Not just players/consumers, but producers of games
Ferry Halims Orisinal.com site provides a series
of quaint and witty Flash games that gives users
a free space in which to play and at the same
time promote his skills.
46The New Intertextual Commodity (Marshall, 2002)
- Advertainment sponsored games
- Intertextual commodities linked across media
- In ascendancy is a new subjectivity that is
derived from the transformative agency of games
and the playful development of the Web user. To
comprehend this change, play and kids culture
have moved to centre stage for the various
industries, not so much to produce for children,
but to glean insights that can be used to market
to this mutated adult audience
47- In effect, the various entertainment industries
are setting the stage for adult play by providing
patterns across media forms and by converging
those patterns through technology (Marshall,
2002, p.80).
48Reading
- De Maria, R and Wilson J. (2002) High Score! The
Illustrated History of Electronic Games, Osborne
McGraw-Hill.
- Darley, A. (2000) Visual Digital Culturesurface
play and spectacle in new media genres, London
and New York, Routledge.
- King, L. (Ed.) (2002) Game On The History and
Culture of Video Games, Laurence King
Publishing.
- Marshall, P.D. (2002) The New Intertextual
Commodity, in Harries, D. (Ed.) The New Media
Book, London, BFI.
- Poole, S. (2000) Trigger Happy the inner life of
videogames, London Fourth Estate.
- Rouse, R. (2001) Game Design Theory and
Practice, Plano, Texas, Wordware.
- Silverstone, R. (1999) Why Study the Media?,
London, Sage.
- Soffair, O. (2003) Videogame Culture and Internet
Technology, Unpublished Essay available at
httpwww.eng.dmu.ac.uk/amclay/mult3020.html