8 research outputs found
Interpreting abstract games : the metaphorical potential of formal game elements
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student submitted PDF version of thesis.Includes bibliographical references (p. 91-92).As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this thesis I propose that understanding the various formal elements of games as metaphors can both serve as an effective critical method and offer insights into designing more expressive games. I begin by addressing the ambiguity surrounding the phrase "abstract game" and offer a definition rooted in Peircean semiotics and Juul's model of games as consisting of both rules and fiction. I next offer a model of games as consisting of three levels: the system, audio-visual, and affective. This is followed by an overview of Lakoff and Johnson's concept of "metaphor" as "understanding one thing in terms of another." I then argue that different types of metaphors have a natural affinity for the system and affective levels of games. From this I develop methods for a critical method wherein games are considered to be metaphors. I conclude with a discussion of this method's implications for game design and future game research.by Jason Scott Begy.S.M
Playing along and Playing for on Twitch: Livestreaming from Tandem Play to Performance
This paper is an analysis of individuals who livestream gameplay on Twitch. Two core concepts - âplaying alongâ and âplaying forâ â are put forth as two poles to a continuum to better discuss tandem play in the context of livestreaming. From an analysis of participantsâ exit interviews and observations of larger Twitch streams, it is shown that livestreaming is a form of tandem play, but only to a point. As audiences grow, âplaying alongâ becomes difficult for streamers. The âceilingâ of tandem play is reached when a streamer is so focused on entertaining the largest number of people possible that they are no longer playing along with their spectators, but only playing for them
Methodological Considerations in the Study of Tandem Play
This paper presents a detailed discussion of the research methods used in the first part of our ongoing study into âtandem play,â which we have defined as âtwo or more players engag[ing] with a single-player game together, moving through the game with a variety of potential motives.â Tandem play can take many forms, but the emphasis is on a collaborative, shared experience. Although tandem play has always been a part of video games, our research into it is the first, and so we had to design our study from the ground-up. In this paper we discuss four aspects of the studyâthe choice of game that subjects would play, recruitment strategy, our roles as researchers, and the effects of limited play time on the studyâand how these decisions impacted our results
Finding sociality in single player games: A case study of tandem play amongst friends and couples
Researchers have found that games are sites for rich forms of sociality. However, there has been comparatively less research on sociality facilitated by co-located gameplay focused on single-player games, here termed tandem play. This exploratory case study investigated how known player pairs engaged in turn taking and decision-making behaviors while playing a single-player game together, and also how a narrative-driven video game played over multiple sessions impacted their experience. Initial findings suggest that turn taking was an explicitly negotiated choice, and that decision making power did not necessarily rely on who was holding the controller - player pairs developed their own systems for how they made choices. The narrative and well-known franchise on which the game was based gave pairs a strong base from which to work, building themed playthroughs and systemic approaches for how to treat various characters and situations in game. This research provides further evidence that being social in and around games can be accomplished no matter whether the chosen game is a single or a multiplayer title, and in virtual or physical space
The game itself?:Towards a Hermeneutics of Computer Games
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis
Virtual Pets and the End of the World: Studying an MMOG's Closure
On March 15, 2011 at 1:11 pm EST residents of the virtual world Faunasphere saw a network disconnect error message flash on their screens, suggesting that perhaps their Internet connections to the site had been lost. But the residentsâknown as Caretakersâknew better: Big Fish Games had pulled the plug on the casual MMOG they had launched less than two years prior. Shortly after the error message appeared, players gathered in self-created forums and a Facebook group (all set up in advance) to express their grief, share memories, and decide on what they would do next. Big Fish Games had given them a monthâs notice of the worldâs impending closure (or âsunsetâ as such closures are called in the game industry) and so players were able to gather, commiserate and plan their next steps