Quotations of the day

Think about it:

“One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games. And it cannot be done by men out of touch with their instinctive selves.” — Carl G. Jung

“My work is a game, a very serious game.” — M. C. Escher

“Play is the highest form of research.” — Albert Einstein

Games & Fans

I think it's impossible to talk about games without any mention to the figure of the FAN. And it´s important to remember that "FAN" comes from "FANatic". A very good book about this theme is "Fans, bloggers and gamers" from Henry Jenkis.


In this book (page 41), Jenkins presents to us a very important ideia about the role of the fan in the contemporary culture: One becomes a “fan” not by being a regular viewer of a particular program but by translating that viewing into some kind of cultural activity, by sharing feelings and thoughts about the program content with friends, by joining a “community” of other fans who share common interests. For fans, consumption naturally sparks production, reading generates writing, until the terms seem logically inseparable(...)

I'd like to go further and propose the idea that fans are the fuel of the gaming industry. Understanding the fans is as important as understanding the games will be created for them. Let's discuss!



Reference:

JENKINS, Henry. Fans, bloggers and gamers: exploring participatory culture. New York: NYU Press, 2006.

Jesper Juul

Jesper Juul is a video game theorist and assistant professor in video game theory and design at the Centre for Computer Game Research Copenhagen where he also earned his PhD. His book Half-Real on video game theory was published by MIT Press in 2005. Additionally, he works as a multi-user chat systems and casual game developer. In the video below you can see Jesper talking a little bit about his book, games, game design and gaming concepts:

video platformvideo managementvideo solutionsvideo player

He is one of my favorite authors and his book "Half-Real: Video Games between Real Rules and Fictional Worlds" has some excellent insights that I´ve used a lot in my classes in this year. Two quotes from this book that I want to highlight here are:

“To play a video game is therefore to interact with real rules while imagining a fictional world, and a video game is a set of rules as well as a fictional world”.

“These are the two things that video games are made of: real rules and fictional worlds”.

And I want to share an excellent diagram about the universe of the games from this book too:

And for last I want to leave a very interesting link from Jesper Juul´s site: its a "Dictionary of Video Game Theory". Click here to go to the URL.

Enjoy!



Reference:
JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

Defining Alternate Reality Games (ARGs)

"(...) a fictional genre that unites real life, treasure hunting, live-action, games and online communities. These games are an intense series of puzzles involving websites, clues in newspapers, phone calls from other characters and much more."

Dave Szulborski, author of "This is not a game, a guide to ARGs"

Companies are already using mechanics of this tool in their communication strategies. If you want to know more about ARGs access this site http://argn.com/ and see the excellent video case from "Batman Dark Night ARG" below.



SZIA!

In-game advertising

By Laura Herrewijn (Guest author from University of Antwerp - Belgium)

Imagine two people, playing the same digital game. These players will not just engage in ready-made gameplay but will actively take part in the construction of their game experience by bringing their own desires, thoughts, feelings and meaning-making. Consequently, the digital game experience, including the emotional experience, of these two players will never be exactly the same. One player might experience a gaming episode as pleasant, while another is left with feelings of deep frustration. The question then is whether the different emotions and experiences a player encounters while playing a game have an effect on the way he or she processes elements of the game world, including in-game advertisements?

In-game advertising (IGA) refers to the use of digital games as a medium for the delivery of advertisements. The last couple of years, IGA has developed into one of the fastest growing forms of advertising in terms of yearly spending and anticipated growth, mostly due to the increasing popularity of digital games and the large target audience that can be reached through this medium (Bardzell et al., 2008; Yankee Group, 2006). Yet, although in-game advertising is considered a “hot topic” among advertisers and media firms, academic research concerning the subject is still in its infancy (Bardzell et al., 2008). Therefore, the aim of this article is to contribute to the research on the effectiveness of IGA.

There is considerable evidence that advertising effectiveness in traditional media (e.g. print, radio and television) is influenced by several context characteristics, like the different emotions people encounter or the physical and social environment they are in while being exposed to an advertisement (Bronner et al., 2007; Moorman, 2003; Van Reijmersdal et al., 2010). Yet, research on the effects of context characteristics on advertising in digital games is still limited.

The present text therefore focuses on the relationship that exists between the effectiveness of in-game advertising and one specific context characteristic: player experiences during gameplay. Specifically, the goal is to get an insight in the way emotions and experiences while playing digital games influence player responses to in-game advertising. Digital games have the potential to evoke a wide array of general (e.g. pleasure, arousal) and more specific emotional experiences (e.g. frustration, competence) (Ermi & Mäyrä, 2005; Poels et al., 2009). Prior advertising research studying traditional media already showed that both the general (Pavelchak et al., 1988) and specific (Griskevicius et al., 2009) emotions people feel while watching an advertisement affect the way the audience responds to the advertisement. Consequently, emotional experiences might also exert an influence on the way people process elements in a digital game environment, including in-game advertisements. (...)

Click here to download the complete .PDF text. Thanks, Laura!



References:

Bardzell, J., Bardzell, S. and Pace, T. (2008) “Player Engagement and In-Game Advertising”. Available at http://www.onetooneinteractive.com/wp-content/uploads/2009/07/otoinsights_in-game_ad_report.pdf (accessed November, 2009).

Bronner, F. E., Bronner, J. R. and Faasse, J. “In the Mood for Advertising”, in International Journal of Advertising vol. 26, no. 3 (2007), pp. 333-356.

Ermi, L. and Mäyrä, F. “Fundamental components of the gameplay experience: Analysing immersion”, in de Castell, S. and Jenson, J. (Eds.) “Changing Views: Worlds in Play” (2005), pp. 15-27. Selected papers of the 2005 Digital Games Research Association’s Second International Conference.

Griskevicius, V., Goldstein, N. J., Mortensen, C. R., Sundie, J. M., Cialdini, R. B. and Kenrick, D. T. “Fear and loving in Las Vegas: Evolution, emotion, and persuasion”, in Journal of Marketing Research vol. 46, no. 3 (2009), pp. 384-395.

Moorman, M. “Context considered. The relationship between media environments and advertising effects”, unpublished doctoral dissertation, Amsterdam: University of Amsterdam, 2003.

Pavelchak, M. A., Antil, J. H. and Munch, J. M. “The Super Bowl: an investigation into the relationship among program context, emotional experience, and ad recall”, in Journal of Consumer Research vol. 15, no. 3 (1988), pp. 360-367.

Poels, K., de Kort, Y. A. W. and IJsselsteijn, W. A. “Identification and Categorization of Digital Game Experiences. A Qualitative Study integrating Theoretical Insights and Player Perspectives”, working paper, Eindhoven University of Technology, 2009.

Van Reijmersdal, E., Smit, E. and Neijens, P. “How media factors affect audience responses to brand placement”, in International Journal of Advertising vol. 29, no. 2 (2010), pp. 279-302.

Ludic interfaces

Let's discuss in this post a very contemporary concept: ludic interfaces. According to European Masters in Ludic Interfaces program: Ludic interfaces are playful interfaces. The notion of a homo ludens, introduced by Johan Huizinga, is the conceptual backbone of the tools we are looking at. Think of devices like the Wii console, solar power operated building facades, unconventional musical instrument controllers, game art devices.

The tools and concepts applied with the concept of ludic interfaces differ from traditional technological systems as they are playful, user-generated and user-driven, flexible, low-cost and cooperative. Ludic interfaces take the best from computer games, artistic experiment, interactive media, media conversion, social networks and modding cultures and result in tools that offer an ease of use and playfulness to cope with a rapidly changing society.

The american school "QUEST TO LEARN" shows us a good way to apply these ideas in the video below:



At its core, "ludic interfaces" is a subcategory of interfaces in general. The notion is not restricted to electronics or HCI, even if the terminology was developed in respect to digital technology. Various authors suggest to use the term "ludic interfaces" for non-digital phenomena, e.g. architectural facades, skins, wearable computers, media art.

We can use ludic interfaces in publicity/promotion. A ludic interface could be a brand experience. A ludic interface could be an advertising space for companies and people. We can use ludic interfaces to teach, to learn and to create experiences.

Szia!

Free book for download

I´m talking about this excellent book named "Tabletop: Analog Game Design" by Drew Davidson and Greg Costikyan. There are a lot of good texts with great explanations and researches of the universe of analog games.

In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.

CLICK HERE FOR DOWNLOAD.

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