Two more game PhDs join the cadre:
Congratulations to my two colleagues, Jonas Heide Smith and Miguel Sicart for successfully defending their PhDs last week.
My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.
Two more game PhDs join the cadre:
Congratulations to my two colleagues, Jonas Heide Smith and Miguel Sicart for successfully defending their PhDs last week.
OK, for that I am honored. Game Developer Magazine has nominated Half-Real for best book in the Game Developer Front Line Awards. Half-Real is obviously not a book about game development, but it was certainly intended to be useful in many of the discussions that pop up around games and development.
The book nominees are quite different, so let’s see what happens.
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SAN FRANCISCO, Nov. 28 /PRNewswire/ — The editors of CMP Technology’s Game Developer have named the finalists for the 2006 Front Line Awards, the magazine’s ninth annual evaluation of the year’s best game-making tools in the categories of programming, art, audio, hardware, game engine, middleware, and books.
The final award winners, plus one inductee to the Front Line Awards Hall of Fame chosen for its outstanding contribution to the game development industry for five years or more, will be announced in the January 2007 issue of Game Developer, available on newsstands beginning January 17, 2007.
The finalists for the 2006 Game Developer Front Line Awards are: ENGINES Torque Game Builder 1.1.1, Garage Games Valve Source Engine, Valve Unreal Engine 3, Epic HeroEngine, Simutronics Corporation Gamebryo 2.2, Emergent BOOKS "Better Game Characters By Design," Katherine Isbister, Morgan Kaufmann "3D Game Textures: Create Professional Game Art Using Photoshop," Luke Ahearn, Focal Press "ShaderX4," Wolfgang Engel (ed.), Charles River Media "Game Writing: Narrative Skills for Videogames," Chris Bateman, Charles River Media "Half-Real: Video Games between Real Rules and Fictional Worlds," by Jesper Juul, The MIT Press Continue reading "Half-Real nominated for Game Developer Front Line Awards"
I am a judge in the Webby Awards, so now is your chance to suggest online games and game sites that deserve to be nominated for a webby award. Deadline is December 15.
The Resource Center for Cyberculture Studies has posted two new reviews of Half-Real: One by Curt Carbonell, one by Randy Nichols. And I have written a short response.
Complete announcement follows:
I am at the State of Play symposium in New York, and by the end of the first panel, we witnessed a discussion about rules.
I have heard this discussion many times by now, but it tends to follow the exact structure that it did here. According to my notes:
Richard Bartle: In games, everyone must play by the rules, and people play by the rules because this gives fun that you wouldn’t have without those constraints. At the same time, there will also be people who cheat.
Conference participant 1: No no, there are many studies that players don’t play by the same rules, and don’t agree what the rules are.
Conference participant 2: Sure soccer has rules, but there is also a large aspect of cheating, so why not make the rules to accommodate this cheating?
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I think I understand it now. Let’s say there are two positions here: 1) Pro-rules, and 2) anti-rules. Pro-rules people generally make pragmatic descriptions of the gameplaying activity, and anti-rules people commonly apply a general poststructuralist skepticism towards descriptions of structure. Here’s how the discussion plays out:
Here’s what I think: I think the pro-rules people (such as myself) make general pragmatic descriptions of games and gameplaying. And I think that these descriptions just push a very well-defined button for the anti-rules people that then hear something very different from what I believe is being said.
The anti-rules position additionally tends to claim to be uniquely taking the player’s side, and to uniquely be interested in how players actually use games. Eric Zimmerman once pointed out that talking about rules tends to get you pigeonholed as “anti-player”. This is obviously wrong.
I think a much better starting position for rule research would be to say you want to look at how rules are negotiated, constructed, upheld, and broken. But not to begin by a priori privileging (oh yes) rules being upheld, or rules broken as the preferred conclusion you hope to arrive at.
If you ever played Monty on the Run, then enjoy this:
I am not sure how to read it: Are they saying that all video game players are just hamsters, part of a sinister experiment?
I will be speaking at CMS / MIT in Boston on November 28, 2006 at 5:00 PM.
Location: 1-136
Half-Real: A Video Game in the Hands of a Player
What happens when a player picks up video game, learns to play it, masters it, and leaves it? Using concepts from my book on video games, Half-Real: Video Games between Real Rules and Fictional Worlds, I will argue that video game players are neither rational solvers of abstract problems, nor daydreamers in fictional worlds, but both of these things with shifting emphasis. The unique quality of video games is to be located in their intricate interplay of rules and fictions, which I will examine across genres, from casual games to massively multiplayer games.
I am experiencing a sense of missed opportunity for not waiting in line for several days, for not being mugged while waiting in line for a PS3.
I am not entirely kidding.