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.
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.
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
Brain Food
2007 Ludogrind
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