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LUDOTAINMENT

In an era of techno-mediated work and play, how do we come to understand the emerging phenomena of game culture and their larger societal implications? After immersion, we turn to the best contemporary thinkers of our time. Check here for audio-visual encapsulation of conferences, panel discussions and other pedogological stimuli.  

Serious Play: MMO Gaming, Real Money, and Social Worlds
Play Money: Gold Farms, Polar Bear Rugs, and the World Historical Relevance of Game Studies

Calit2ube
Julian Dibbell

Julian Dibbell (author of Play Money and My Tiny Life)"Play Money: Gold Farms, Polar Bear Rugs, and the World-Historical Relevance of Game Studies"Julian Dibbell, author of My Tiny Life: Crime and Passion in a Virtual World and Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Loot, argues for a game studies that goes beyond traditional cultural and media theories — into the realms of political economy, social history, and computer science — in search of the emerging significance of computer games. Drawing on examples from his own experience in the "real-money trading" markets and other provocative social phenomena found in and around World of Warcraft, Ultima Online, and other massively multiplayer online games (MMOs), Dibbell leans hard on the best contemporary and historical thinking about games to urge game studies toward the broadest vision possible of its subject.


Chinese Gold Farmers in MMORPGs
Calit2ube
Ge Jin

Ge Jin, PhD candidate in Communication at UCSD, is researching areas of the computer gaming culture in China, real money trade in online games and documentary filmmaking. In China, a new kind of factory hires people to play online games like World of Warcraft and Lineage and produce in-game currency, equipment, high-level characters and other virtual goods. Affluent gamers from Korea, Europe and America pay real money for these virtual goods to quickly raise their status in games. Jin's research takes a close look at how these factories, commonly known as "gold farms", organize the production and distribution of virtual goods.



Complicit Play in Virtual Worlds
Calit2ube
William Huber

William Huber, PhD candidate in Art and Media History, researches videogames and software as well as aesthetic theory, human-computer interface and Japanese visual culture. His work identifies MMORPGs as cultural artifacts, as texts, and as aesthetic spaces. He also sees both sides of the production/consumption divide: how MMORPGs are designed and developed (usually collectively and iteratively), and how they are played, perceived, navigated, documented, discussed, and re-interpreted by the player-audience. Huber uses the structural elements of the game Final Fantasy XI, the categories of player experiences and the player typologies that have emerged since the release. Huber worked in the software and information technology sector before entering the UCSD PhD program.



Guest Respondent
Calit2ube
Raph Koster

A panel discussion featuring Raph Koster, President, Areae; Former Chief Creative Officer, Sony Online Entertainment; Lead designer for Star Wars Galaxies (SOE) and Ultima Online (EA) Raph got started in virtual worlds back in the days of the text MUDs in the early 90s, working on LegendMUD. He was creative lead on the original Ultima Online and lead designer for UO Live and Ultima Online: The Second Age while working for ORIGIN and Electronic Arts. He then went on to be creative director for Sony Online Entertainment. From 2003 to 2006 he served as Chief Creative Officer at Sony Online. He's also the author of the acclaimed book A Theory of Fun for Game Design, and somehow finds the time to write constantly on his popular blog. http://www.areae.net




Anja

Brain Food
play money

synthetic worlds

sop

free culture

The Cultural Life of Intellectual Properties

every thing bad is good for you

play between worlds

tigger happy

snow crash

Man, Play and Games

homo ludens

The future of ideas

money in an unequal world

Developing Online Games

Crime Online

wowhacking

Cheating: Gaining Advantage in Video Games






                        













2007 Ludogrind
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