Philosophy of Computer Games 2012

For your information, the 2012 Philosophy of Computer Games conference has now published the list of accepted papers in its program page — go to:

http://2012.gamephilosophy.org/

The conferene will take place in Madrid at the end of January.

Informaatiokone ja ihminen Turussa

Tällainenkin hauska tilaisuus tulossa, saimme tästä aiheen Turun matkaan:

EETOS Ry yhteistyössä Tanssiteatteri Erin kanssa toivottaa sinut tervetulleeksi keskustelutilaisuuteen:

ERI-Klubi Punakone 19.11.2011

Koneen ja ihmisen yhdessäolo aiheuttaa suuria tunteita. Toinen näkee punaista, jos ihmistä verrataan koneeseen. Toinen taas punastuu mielihyvästä tietokonepelien ääressä. Mitä taiteentutkijat oikein ajattelevat ihmisen ja koneen yhdessäolosta — se selviää ERI-Klubin Punakone-illassa!

Illan aikana elokuvatutkimuksen professori Jukka Sihvonen Turun yliopistosta sekä esteetikko ja yliopistonlehtori Max Ryynänen Aalto-yliopistosta valottavat näkemyksiään punakoneesta yllättävistä lähtökohdista käsin.

Sihvonen tarkastelee aihetta otsikolla “Pehmeä kone” ja Ryynänen puolestaan miettii teemaa “Yhteispelin estetiikan” kautta. Digitaalisen kulttuurin ja pelitutkimuksen professori Frans Mäyrä Tampereen yliopistosta puolestaan paneutuu näkökulmaan “Informaatiokone ja ihminen”.

Lisäksi koneisuutta hyödyntävä kuvataiteilija Oona Tikkaoja kertoo töistään ja mediataiteilija Hannele Romppanen yhdessä tanssitaiteilija Helena Romppasen ja muusikko Heikki Tikan kanssa esittävät ensimmäistä kertaa Punakone-teoksensa.

Illan juontaa kirjailija Niina Repo-Kouki. Aulassa on nähtävillä myös osa Tikkaojan installaatiosta Killer Robot vs. Robot Killer.

Vuoden viimeinen ERI-Klubi toteutetaan yhteistyössä Turun yliopiston tutkijoista koostuvan Eetos ry:n kanssa.

ERI-Klubit ovat osa Kulttuuripääkaupunkivuoden ohjelmaa ja Tanssiteatteri ERIn pääyhteistyökumppanina on Turun yliopisto. Mukana ovat myös Terveyden ja hyvinvoinnin laitos, Åbo Akademi, tiedekeskus Heureka, Turun yliopiston tieteentekijät -yhdistys ja Eetos ry.

Paikka: Tanssiteatteri ERI, Studio ERI, Yliopistonkatu 7

Aika: 19.11.2011 klo 19.00 (illan kesto noin 2h)

Liput: 15EUR

Lippuvaraukset: tanssiteatteri.eri@turku.inet.fi, puh. 02-250 1032 www.eridance.net

Games Are Not Dangerous Enough!

[These are the notes of my talk in the game studies “rant” session of DiGRA 2011 conference, 16 September, 2011. A word of warning to the reader: taken out of their original context, certain understanding of the ambiguous operations in the concept of ‘irony’ might be reguired here.]

  • Over the recent years, I have sometimes been contacted by representatives of media, by educators and certain government representatives to comment on the various dangers of games. This mostly happens when something tragic or nasty has happened that might be connected to games, for example a school shooting incident. Particularly the alleged violent media effects are an issue in this context, and the suspicion seems to be that such effects are especially powerful forces in the connection of games. The logic goes that since there are games where one can simulate actions that look like shooting, the game must lower the threshold to do the same with real guns.
  • While preparing my comments and answers to these discussions, writing meta-reviews of research, it has become clear again and again that one can find mutually incompatible research that looks valid and scientific and that seems to support both statements like “No, games are not dangerous, they actually empower gamers in society” and “Yes, they in fact stimulate aggressive thoughts and behaviours”. Much of the results of this kind of research is already determined by the research goals and methodology, e.g. controlled laboratory experiments versus looking at the social life and cultural uses of games from more qualitative perspective.
  • You will find what you are looking for. When I try to provide information like our survey data that tells us that among the younger generations there are so many game players (e.g. 93 % active digital gamers among 10-19 year-olds in Finland) that it would actually be more of a news if a young person who commits crimes would not be a gamer, than the opposite – almost no one seems to be interested.
  • As noted elsewhere in this conference (e.g. in the Eric Zimmerman’s opening keynote), the history of academic discussion surrounding other art forms is rather different. Partly out of certain frustration, my position today is: “Are Games Dangerous? – Games Are Not Dangerous Enough!”
  • First into some comparisons from the field of the literary studies, where my old academic background was situated in. In his interesting study, The Surprising Effects of Sympathy (1988), professor David Marshall shows us how classic, eighteenth century authors (Marivaux, Diderot, Rousseau, and Mary Shelley) were focused on certain “effects” of their texts, and how the critics and the authors already of that time were aware of the ambivalence that surrounded e.g. witnessing the spectacle of someone suffering, and were dealing with it. No reason to go back to Aristotle and the theory of tragedy here.
  • The relation of simulated, or mediated violence and suffering has traditionally been one of the lasting areas in the discussions into the epistemology and aesthetics of many art forms. Yet, the dominant understanding that has mostly prevailed is that it is the responsibility of artists to try and make us experience the alternate realities that fiction and media in general make possible, and that it is (mostly) not within the proper domain of the justice system or educational institutions to limit the expressive potential of the arts, as long as the operation of art remains in its institutionalized frame (e.g. in art gallery).
  • There has been discussions of course, like the alleged copycat suicides that followed the publication of The Sorrows of Young Werther by Goethe (but to my knowledge, Goethe was not put to court for writing his dangerously influential novel) – more recently the Finnish visual artist Ulla Karttunen was actually convicted (but not punished) in court for setting up ambiguous commentary of child pornography in an art gallery, where she had reproduced some images that were freely available in the Internet. The taboo surrounding children was there testing the institutional protection granted by the gallery and fine art context, ending in certain kind of double condemnation/release sentence (judgement without the punishment).
  • Even while literature appears to hold potential to change the thinking, values and behaviours of individuals quite profoundly, our society seems quite capable and happy to go along and accept that mostly literature and the fine arts are allowed to operate within the relative frame of expressive freedom, much to prove the institutionally strong and established position of literature as a “fine art” and high culture.
  • The real problem is not that games have effects; any form of art has effects. The real problem with games is their current weak institutional and cultural status.
  • It is actually somewhat interesting to try and test the potential impact and value of a form of art by looking into how it has been subjected to censorship, e.g.  under totalitarian regimes that aim to control the life and thought of their population. Book banning, for example is widespread and almost every country appears to have a history of trying to limit what gets published in printed press.
  • Even the ritualistic events of book burning testify to the dangerous power that many religious groups, political organisations (like the Nazi party) have perceived in books. Also images have been often censored and banned, as well as music, or lyrics.
  • But have we yet testified enough the fires of game burnings? (As an aside, the only really symbolic thing that comes to my mind is the Atari game burial, where truckloads of unsold game cartridges were claimed to be crushed and buried at a landfill in New Mexico in 1983 – but this is an act of self-destruction by failed industry, rather than the result of acts of real aggression or outside oppression.)
  • We have numerous laws in different parts of the world that either rate, or regulate the availability of games on the basis of age groups, like the European PEGI system, or ESRB system in the USA and Canada. This is good thing in many senses. Restrictions and censorship should be seen as a positive development, as anything that is forbidden, will be ever more tempting, and stimulating. Those young people who really are driven to experience what these, so called “adult games” have to offer, will find ways get them in their hands. They might be actually disappointed in some cases. Simultaneously, and for equally valid reasons, the rating systems hopefully send the right signals to the parents of small children: they need to pay real attention to the actual contents of the games, not only set time limits for gameplay, or use gameplay time as a household currency (something that we have also witnessed in our research).
  • Suppression of a cultural form is also a stimulus for all of us for making the case: why we need games, or what their real potential is.
  • Thinking for example the court processes in the US, and how much energy has been spent arguing for or against games – are games an expressive medium, protected as free speech; can games be conclusively proved to be the cause of aggression or crimes? As yet another step in these convoluted processes, in June this year, the US Supreme Court made a decision that declared that video games can be afforded the same constitutional protections as visual art, film, music and other forms of expression. But no doubt the international debates surrounding games will continue.
  • There are a couple of lessons from linguistics and cultural anthropology that may shed more light on the particular dangers games are associated with.
  • George Lakoff, a cognitive linguist, has written in his book Women, Fire, and Dangerous Things (1987) about our fundamental need to organise our experience, and about the embodied basis of our metaphors – in Aboriginal thought women, fire and “dangerous things” belong to the same category, due to how myth, thinking conventions and experiences link them in this system. In our cultural categorization adult and child are placed in different categories, and games, relating to play, relate also directly to children, thereby making anyone who promotes “dark play” as an expressive category within game culture into a person who immediately appears to threaten children.
  • Cultural anthropologist Mary Douglas has even earlier put forward the classic analysis of pollution and taboo in her book Purity and Danger (1966): phenomena that fall between our cultural, conceptual categories should be avoided, since they are dangerous – if there is cognitive dissonance (need to hold two incompatible ideas at the same time), the controversial subject is also declared as dangerous.
  • From this perspective it is promising to note that games well may have the potential to be the “dangerous things” of our culture: they inhabit the borderlines of that I have called ‘core’ (actions-based gameplay) and ‘shell’ (digital, representations-based media). The duality of “inhabited representation” and “self-driven gameplay” appears still a confusing phenomenon in our late modern society, hard to position either in the category of “things controlled by media”, or among “things controlled by active subjects”.
  • Yet, it is precisely in this confusing dualism that I believe the promising, dangerous potential of games lies. While playing, we can both interact with “pre-written scripts” and cultural symbols of various kinds (so an artist can use games as a medium) – and also focus on our own performance, the effects of our decisions and simulated consequences. In this unique combination, games have the potential to make us reflect on our actions, understand better how to effect the complex systems surrounding us, and vicariously set ourselves to the positions of others.
  • This conference has hold several examples of developments that games might be in the process of experimenting with their full, dangerous potentials. As we saw in last night’s board game panel, even the idea of making War on Terror into a game appears controversial to some – board games are categorically associated with children after all, and children should not be provided with a game that explores themes of violence and evil, right?
  • The experimental live action role games, as documented in the recent book Nordic Larp (edited by Jaakko Stenros and Markus Montola) suggest some directions where games can push us, show some (aesthetical, social, political) limits they can cross.
  • The Dark Room Sex Game by Copenhagen Game Collective has clear potential for being controversial and getting banned if it would be offered for sale through mainstream video game distribution channels – it promotes exploration of sexual themes through game form, which must be particularly dangerous, right?
  • As a more extreme example, the experimental live action game “Gang Rape” has been analysed by Markus Montola (see his DiGRA Nordic 2010 paper); this is a game that could also be seen as a social psychological experiment where participants are forced to commit a simulated (non-physical) gang rape, thereby hopefully understanding the dynamics and the nature of particularly brutal form of violence better. Bad, bad game, quite obviously. I am not sure I’d like personally play such thing, nor should everybody necessarily play such games, but I think that if games as an art form should definitely go to such directions. Hopefully there will be more game burnings some day. Or, alternatively, more genuine understanding, appreciation and respect to the surprising powers of games as an interactive, expressive art form.
  • We obviously need games that will be as hated, as used, as widely censored as e.g. D.J. Salinger’s The Catcher in the Rye, for example, before we should take games seriously (I am perhaps giving a bit of a new definition to “serious games” here…)
  • Art is provided with the institutionalized status of having non-utilitarian value in itself, in exploring the full potentials of art form, and for providing alternative perspectives and critical commentary on our various realities – hopefully we will see both game studies and game design push game culture more into such “dangerous direction” in the future.
  • – Thank you.

Pelitutkimuksen vuosikirja 2011

[The Finnish Yearbook of Game Studies 2011 is out]

Tietokonepeliä käytettiin 1980-luvulla poliittisena lyömäaseena

Pelitutkimuksen vuosikirja 2011 on ilmestynyt sähköisenä osoitteessa:

http://www.pelitutkimus.fi/vuosikirja-2011

Vuosikirjassa tarkastellaan jälleen niin digitaalisen pelaamisen historiaa, nykytilannetta kuin tulevaisuuttakin.

Pelitutkimuksen vuosikirja on vertaisarvioitu, avoin tiedejulkaisu.

Pelitutkimus on sekä monitieteinen tutkimusala että nuori akateeminen oppiaine, jonka parissa toimivien tutkijoiden huomion keskiössä on digitaalisten pelien erityisluonne. Nyt julkaistussa, järjestyksessään kolmannessa vuosikirjassa, käsitellään muun muassa Raid over Moscow -pelin (1984) aiheuttamaa mediakohua, digitaalisten pelituotteiden keräilyä ja blogikirjoitusten leikkimieltä. Vuosikirjassa on julkaistu artikkelien lisäksi lyhyempiä katsauksia, jotka pureutuvat esimerkiksi tuotelisensseihin, pohjoismaiseen roolipelitutkimukseen ja peliääniin sekä musiikkiin.

Vuosikirjan yksi mielenkiintoisimmista teksteistä on Tero Pasasen artikkeli, joka luotaa Suomen ensimmäistä poliittisesti latautunutta tietokonepelikohua. Se syttyi helmikuussa vuonna 1985 MikroBitti-lehdessä julkaistusta Raid over Moscow -pelin arvostelusta.

Peliä ja sen arvostelua käytettiin sekä ulko- että sisäpoliittisena lyömäaseena. Arvostelua seurannut julkinen kritiikki laukaisi tapahtumaketjun, joka kärjistyi eduskuntakyselyn kautta Neuvostoliiton epäviralliseen vetoomukseen pelin markkinoinnin ja myynnin estämiseksi ja lopulta diplomaattiseen protestiin neuvostovastaisesta aineistosta Suomen tiedotusvälineissä. Artikkeli perustuu sarjaan Suomen ulkoasiainministeriön muistioita, jotka käsittelevät Neuvostoliiton vetoomusta ja sitä seurannutta protestia. Muistioiden 25 vuoden salassapitoaika umpeutui julkisuuslain perusteella vuonna 2010.

Pelitutkimuksen vuosikirjan päätoimittaja on professori Jaakko Suominen Turun yliopistosta. Toimituskuntaan kuuluvat lisäksi professorit Raine Koskimaa (Jyväskylän yliopisto) sekä Frans Mäyrä sekä tutkijatohtori Olli Sotamaa (Tampereen yliopisto) ja yliopisto-opettaja Riikka Turtiainen (Turun yliopisto).

Lisätietoja Jaakko Suominen, jaakko.suominen@utu.fi

Pelitutkimuksen vuosikirjan 2011 sisällys

Kansi, julkaisutiedot, sisällysluettelo <http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-000.pdf>.

Toimituskunta: Johdanto

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-00.pdf>. i-ii.

Artikkelit

1. Tero Pasanen: “Hyökkäys Moskovaan!” — Tapaus Raid over Moscow

Suomen ja Neuvostoliiton välisessä ulkopolitiikassa 1980-luvulla

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-01.pdf>. 1-11.

2. Saara Toivonen & Olli Sotamaa : Digitaaliset pelit kodin esineinä

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-02.pdf>. 12-21.

3. Sari Östman: Peli- ja leikkimieli Internetin elämäjulkaisuissa

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-03.pdf>. 22-36.

Katsaukset

1. Anu Tukeva: Musiikin funktioita videopeleissä

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-04.pdf>. 37-45.

2. Kati Heljakka: “License to thrill” — Lisenssit:

lautapelisuunnittelun lyhyt oppimäärä

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-05.pdf>. 46-54.

3. Juho Karvinen: Evolutionaarinen näkökulma peliteollisuuteen

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-06.pdf>. 55-61.

4. Jaakko Stenros & J. Tuomas Harviainen: Katsaus pohjoismaiseen

roolipelitutkimukseen

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-07.pdf>. 62-72.

5. Jaakko Suominen: Retropelaamista tutkimassa — välitilinpäätös

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-08.pdf>. 73-81.

6. Leila Stenfors: Hapuilevia havaintoja, oivalluksia ja tarkkoja

huomioita — Digitaalisen kulttuurin opiskelijat

InsomniaGame-tutkimuksen havainnointiaineistoa tuottamassa

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-09.pdf>. 82-90.

Kirja-arvio

1. Saara Ala-Luopa: Jaakko Stenros & Markus Montola (2010): Nordic

Larp. Stockholm: Fëa Livia

<http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-10.pdf>. 91-93.

Playful Communication

I will be speaking in the New Forms of Communication seminar (Uudet kommunikaation muodot) on the topic Playful Communication (Pelillinen kommunikaatio) tomorrow, 22nd August. The event is part of the Human and Information Technology program in the University of Tampere. Link to seminar program: http://www.cs.uta.fi/hti/events/workshop2011.html.

CFP: Philosophy of Computer Games 2012

6th International Conference on the
Philosophy of Computer Games:
The Nature of Player Experience

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 6th International Conference on the Philosophy of Computer Games, to be held in Madrid, Spain, on January 29th-31st 2012. Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms.

The over-arching theme of the conference is The Nature of Player Experience. Over the past decade, the topic of player experience has attracted attention from a multitude of disciplines and practices focusing on computer games. For this conference, we are soliciting proposals that examine the philosophical underpinnings of player experience from a variety of perspectives, including but not limited to those mentioned below.

– Imagination and interpretation
– World, space and experience
– Technology, process, and experience
– Experience of time in computer game play
– Embodiment and player experience
– Emotions and player experience
– Perspectives on aesthetics and player experience
– Perspectives on ethics and player experience
– Methodological and epistemological considerations on studying player experience

We invite abstracts of maximum 1000 words including bibliography. If your submission falls under one or more headings, please indicate which ones. Deadline for submissions is 17:00 GMT, October 1st, 2011. Please submit your abstract in PDF format through http://review.gamephilosophy.org. All submitted abstracts will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this.

Some papers may be accepted for alternative forms of presentation, such as poster sessions, workshops, or demonstrations. A full paper draft must then be submitted by January 1st, 2012 and will be made available on the conference website. There will be an opportunity to revise the paper after the conference. Notification of accepted submissions will be sent out by November 15th, 2011.

The conference website is under construction at the address http://2012.gamephilosophy.org. In the meantime please address any questions to gamephilosophy2012.pc@gmail.com.

Olav Asheim
Euridice Cabanes
Gordon Calleja
Patrick Coppock
Olli Tapio Leino, program committee chair Anita Leirfall Daniel Parente John Richard Sageng

Google+ invite link

In case you are interested in trying out the new (currently semi-closed beta) social service by the search giant, here is a public Google+ invite link to the readers of this blog. The link is apparently valid only to the 150 first users, so click rather soon, if the service (or the tech talk that currently seems to dominate it) interests you:

What is the Plus of Google+?

Today the invites of new Google+ service have been spreading around the world like a wildfire. It is still too early to present any thorough review of this thing (only few hours of sporadic tests do not really cut it), but some initial thoughts:

  • Google+ replicates many of the core functionalities of established services like Facebook and Twitter (plus photo-sharing sites like Flickr), but it does it a bit differently, often better, sometimes just… differently.
  • It highlights the role of filtering, or privacy settings through its “Circles” in a manner that makes the boring task of setting up “Family”, “Colleagues”, “People of This or That” groups almost fun. Its group based settings are nothing new in themselves, but the design of the service makes them feel a bit new. The design philosophy of Google+ is based on importance of recognizing the social “frames” (à la Erving Goffman) for our daily existence, and it also supports the “layering” of this mundane reality: it is easy to select an individual post, photo or other item to be shared among just one “circle”, or several. An individual can belong to several circles.
  • Still, it seems unlikely that people would leave their established networking services just for the pleasure of better privacy settings. Google needs something else. Something “plus” in their “plus service”.
  • Their mobile client (Android, there is no yet public release of iOS one) is nice. It makes following, sharing and maintaining one’s social network pretty straightforward. It is better than, e.g. the Android version of Facebook client. But probably nothing revolutionary here.
  • Other key features include “Sparks”, is a sort of automated content feed on a user-chosen topic. I have not used it enough to comment on its actual usefulness. It appears to be based on a sort of “beefed-up” Google search, that is tweaked for “viral”, social media oriented properties (whatever those are).
  • Then we have the “Hangouts”, a playful video chat for up to ten people. Apparently it is quite fun and functional, and allows one to joke around while e.g. watching a Youtube video together. My problem with this is only that I cannot get the required plugin to install to my Vaio Z. Otherwise, I have my doubts whether daily rhythms allow time for having a camera and microphone on for that many people. Maybe, but I have doubts.
  • What then is the actual “plus” of this entire thing?
  • My current intuition is that the biggest thing are the changes under the hood; the gradual shift of Google the Search Engine into Google the Social. There are so many potential new functionalities already in this first test release of Google+ that it is quite hard to figure out what is possible, what is desirable and what not. Google handles so much data and has so great a role already in the lives of millions of people, that even small changes in its operation have major consequences. The changes that are now taking place are no minor. My mobile phone, my calendar, my email and my news, social status feeds and photo, video usage are already different from what they were yesterday. The big “plus” of Google+ is thus not in its surface as yet-another-facebook, but rather in the increasingly flexible ways in how the innumerable services Google provides today and in the future are currently being redefined to be relevant for social interaction. And that is an interesting process to follow.

Announcement for DiGRA Nordic 2012

Here we go, please spread the word (cross-posted at Finnish Game Cultures site and DiGRA mailing lists.)

Announcement for DiGRA Nordic 2012

The second Nordic DiGRA conference will take place in Tampere, Finland, in June 6-8, 2012. Titled “Global and Local: Games in Culture and Society”, it will bring together researchers, experts and students from various disciplines, all driven to understand better the roles different games, players, game design and industry have in our culture and society. The conference venue will be located at the new Technopolis building, next to the University of Tampere main campus. You can already learn more about activities and attractions of Tampere from address: http://www.gotampere.fi/eng .

 

The full call for papers will be circulated in September 2011, with submission deadlines set at the beginning of 2012. This event also celebrates the 10th anniversary of game studies conferences in Finland, as introduced by CGDC in June 6, 2002. We hope you will take this opportunity to mark the event already into your calendars – see you all in Tampere next year!

 

– Nordic DiGRA 2012 organizing team

Apple goes cloud

The full ramifications of today’s Apple WWDC event announcements remain to be seen, but one thing is clear: the “era of the cloud” is here to stay. Apple is making huge efforts in replicating some of the core functionalities that companies like Google or Amazon have been offering with their cloud-based services. In some areas Apple seems to be taking the lead position. It is particularly their emphasis on the ease of use and integration of data and services that go seamlessly across devices that make cloud approach finally go mainstream. Already, email solutions like Google’s Gmail, Calendar, plus their integration of the online contact database with the Android devices makes it easy to restore all necessary daily information to a new device by just entering one’s Google account details. Now, Apple promises to deliver your contacts, photos, documents, applications, music — basically your entire digital life seamlessly synced to all Apple/iOS devices, so they are available anywhere you go, regardless what was the last device you used to access them. With the Mac OS X integrating even tighter with iOS, the boundary lines between device categories are quickly melting, which is a very welcome point in digital ecosystem evolution, if true.

Here are some links to videos and more information: