academia

research

'The Video Games and Human Values Initiative' Unveiled

Posted by Maggie Greene at 5:30 AM on November 16, 2008

Jim Reilly forwarded news of the UConn interdisciplinary and interinstitutional initiative called < a href="http://vghvinet.ning.com/">The Video Games and Human Values Initiative, and I noted it on the Brainy Gamer blog as well. Spearheaded by the occasionally baffling Roger Travis, professor of classics at the University of Connecticut, it's a pretty interesting idea — centering around discussion, courses, and bringing together a variety of us boring Ivory Tower types as well as any other interested parties to create a new forum for discussion:


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research

'Whose IP Is It, Anyway?': College Controversy

Posted by Maggie Greene at 3:30 AM on November 16, 2008

Recently, some controversy has popped up regarding who owns the IP of student-created work; recent events with the award-winning creation of some graduates of DigiPen Institute of Technology have highlighted the problematic nature of what is somewhat par for the course in design programs. On the one hand, while I can see some of the arguments for schools retaining the IP (and certainly, the policies are clear to students from day one), I find some of the arguments downright laughable. With the recent kerfluffle, are policy changes on the horizon?:


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research

CFP: 'Thinking after Dark: Welcome to the World of Horror Video Games'

Posted by Maggie Greene at 4:30 AM on November 9, 2008

Totally out of my academic purview, but it's a really neat sounding conference: The research group Ludiciné (University of Montreal), the Research Group on the Creation and Formation of Cinematographic and Theatrical Institutions (GRAFICS) (also from the University of Montreal) and the NT2 Laboratory on Hypermedia Art and Literature (University of Quebec) are hosting a conference next year (in — surprise! — Montréal) on horror games. Proposals are due by January 15, 2009, and the conference will be held from April 23 to 25, 2009. So if you're incubating a great paper topic on horror games, or are sitting on a paper that you haven't had an academic outlet for, here's your chance. Sounds pretty fun! More information can be found at the website, and the full call for papers can be found beneath the jump. [via GameSetWatch]


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role-playing

Why We Love RPGs

Posted by Maggie Greene at 5:30 AM on November 2, 2008

Michael Abbott of the Brainy Gamer has a nice reminder of why we play RPGs (well, those of us who play RPGs), based on some of his undergraduates' writings on their experiences in Fallout 1 and 2. Michael notes that the exercise — writing autobiographies of their characters — is often used in theatre, but it never occurred to him that it would be useful for his students in his RPG seminar, until "we began discussing the characters they had created .... The sense of ownership they clearly felt, and their remarkably vivid descriptions of their experiences in the games, made the assignment a no-brainer." Which goes to one of the reasons why people make the investment in RPGs:


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research

Scientists in Second Life

Posted by Maggie Greene at 3:30 AM on September 21, 2008

I was recently discussing the mainstream media's love affair with Second Life, and how the bloom appears to be off the rose. The Denver Westword News recently followed around a Denver University 'media specialist' who is working on SciLands, where NASA the National Oceanic and Atmospheric Administration and other scientific groups have a virtual outpost; while Jeff Corbin, the 'media specialist,' and other academics are practically beside themselves with the potentials for nuclear research in Second Life, the other side is presented:

Now others at [Denver University] seem to be paying attention. "Can you imagine if we really succeed, if we get twenty students into this laboratory to do physics experiments?" says Hill excitedly. "Putting them into a nuclear control room and letting them do things and destroy things and not letting them get hurt? Think of what this means. Imagine how powerful this can be for education."

But not everyone was thrilled when the story hit the online newspaper Inside Higher Ed last year. "Second Life isn't stable enough to test something that important," one commenter wrote. "Why not make a program that will actually simulate that properly? Second Life doesn't even stand up to normal 'game' quality. It can't even properly simulate a car."

Zing! The accessibility of Second Life is cited as a reason institutions are having 'notable' results with their virtual counterparts, but I'd be curious to know how 'notable' is being defined.

With help from the feds, a Denver scientist helps Second Life go nuclear [Denver Westword News via TerraNova]

playstation 2

Finally, The Getaway Is Of Use To Somebody

Posted by Luke Plunkett at 8:30 PM on September 15, 2008

Man, as a package, The Getaway sucked. But the driving parts, and the attention to detail in recreating London, those bits were pretty great, so it's good to see they're at last being put to good use by somebody. A modified version of the game's driving aspect has been used by British scientists to study how London cabbies are able to find their way around the city's winding streets. Their findings are all a bit scientific for our stimulus-soaked brains, but hey, we're sure the surviving Team SOHO members are thrilled to bits regardless.

Taxi drivers 'have brain sat-nav' [BBC]

game design

'Educational' Meets 'Fun': Tangential Learning

Posted by Maggie Greene at 2:30 AM on September 15, 2008

I sort of hope the Zero Punctuation knock-off dies a quick death, but reader Nathan M. sent us this video, which is based off an article by designer James Portnow. There's nothing ground breaking here — the idea that educational games simply try too hard, while regular 'fun' titles can inspire learning without having to try and teach themselves is nothing new, but the video is certainly a lot more fun than the average essay. Nathan said, "I'm a 5th grade social studies teacher. I still like to play games as much as I can but I've always been disappointed with state of educational games. This gives the best explanation of this phenomena and the best approach to correcting it I've seen."

The Power of Tangential Learning [Edge]

massively multiplayer

UC Irvine Gets Grant to Study WoW

Posted by Maggie Greene at 2:30 AM on September 14, 2008

The National Science Foundation has awarded $100,000 to do a cross-cultural study of World of Warcraft — Bonnie Nardi, an infomatics professor at Irvine, will be looking at player gaming habits and culture in the United States and China. Nardi has already spent time in the field, observing WoW players in Beijing internet cafés; she's already noted some basic differences in play styles and similarities in culture, so I'm curious to see where she'll go from here:

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industry news

'Debunking the Stereotypical Gamer Profile'

Posted by Maggie Greene at 3:00 AM on September 7, 2008

Via Terra Nova comes word that a new series of academic articles centered around Everquest II has just kicked off, starting with an article on 'who plays, how much, and why' (with a couple of 'oddball' gems scattered throughout the data). The results weren't always what researchers — or the general public — would expect. While there have been other studies done in MMOs, this group was the first that took place in the game engine had the full cooperation of a company like SOE. What are they going to be looking at over the course of the study?:

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editorial

Inside Out: The Pokemon Conundrum

Posted by Maggie Greene at 4:30 AM on August 22, 2008

In the last Japanese history seminar of my first year of graduate school, we shifted gears from the economic and political legacy of the immediate post-war period to slightly more current topics - the 'afterlives of area studies,' the fate of post-colonialism in a world weary of po-co, and ... Pokémon and Neon Genesis Evangelion. I was at once delighted and disappointed to see respected academics tackling questions of "popular culture" that we often shy away from, at least in the context of "history" books. After we broke for coffee and reconvened, we launched into our discussion of some of the essays included in Japan After Japan: Social and Culture Life from the Recessionary 1990s to the Present. "Any thoughts on 'Pokémon Capitalism at the Millennium'?" my professor queried. Most eyes were on me, the 'gamer/game writer.' "Well, I thought it was an interesting essay," I started. "And it's nice to see gaming centre stage like this, but ..."

There's always a 'but.' The thing that struck me most about Anne Allison's otherwise interesting essay was for me -- a "gamer" and someone who writes about games -- was that she clearly had little experience with games themselves. As it turned out, she was apparently inspired to look into the Pokémon phenomenon after her children started playing; beyond purchasing and observing, she herself had no experience with gaming. My criticisms weren't aimed at her thinking or writing or research, per se - no, my quibble was with nit-picky details that didn't quite ring true.

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