Nordic Larp book


Nordic Larp

Originally uploaded by FransBadger

This hefty tome is definitely worth all the extra publicity we can spare: Jaakko Stenros and Markus Montola have done major cultural service to game, culture and art studies (as well as to the history) by collecting and putting together an amazing volume of photos, descriptive texts and cultural essays to celebrate the fine art of live action role-playing, Nordic style. Great work, congratulations. For more, see: http://nordiclarp.wordpress.com/

The most amazing 450 page presentation ever

I used to think Google Docs was a pretty limited tool; after seeing this, I do not think so any more (at least in much more skilled hands than those of mine). Something put together by three animators working together at Google’s Demo Slam project:

Gradu suomalaisesta pelikulttuurista?

(In Finnish only, sorry.) Tampereen yliopiston informaatiotutkimuksen ja interaktiivisen median oppiaineessa on mahdollista erikoistua tutkimaan esimerkiksi sosiaalisen median tai digitaalisten pelien kaltaisia alueita. Herätteitä mahdollisiin graduaiheisiin on nyt listattuna täällä. Erityisesti tässä yhteydessä mainostan mahdollisuutta tehdä gradutyönsä suomalaisiin pelikulttuureihin liittyen. Suomen Akatemian rahoittama Pelikulttuurien synty Suomessa -tutkimushanke tarjoaa taustatukea tutkimuksille, joissa syvennytään tarkastelemaan pelien mieltä, muotoja ja merkityksiä niin makro- kuin mikrotasolla. Kun hankkeen tuottama Pelaajabarometri-tutkimus tarjoaa yleiskuvaa pelaamisen jakaantumisesta eri sukupuolta olevien, eri ikäisten ja eripuolella Suomea asuvien ihmisten keskuudessa, tarvittaisiin myös tutkimuksia jotka tulisivat lähelle jotain pienryhmää tai jopa yksittäisen ihmisen arkea. Luontevasti tässä yhteydessä erityisesti laadullisia, ihmistieteisiä menetelmiä yhdistävä gradutyö voisi ottaa tarkasteluun vaikkapa jotain internetin pienpeliä harrastavan iäkkäämmän ihmisen, tai vaihtoehtoisesti nuoren peliharrastajan, ja pyrkiä haastattelujen ja osallistuvan havainnoinnin keinoin tallettamaan kuvan siitä, miten digitaalinen pelaaminen sijoittuu ihmisten arkeen vuonna 2011. Akatemiahankkeella on todennäköisesti mahdollisuus myös rahallisesti tukea paria tämän aihealueen gradutyötä esim. palkkaamalla graduntekijöitä kesätöihin hankkeen tutkimusapulaisiksi kesällä 2011. – Kiinnostuneita interaktiivisen median opiskelijoita pyydetään olemaan yhteydessä: frans.mayra (ättämerkki) uta.fi.

Games and Innovation seminar CFP

Call for Papers: Games and Innovation Research Seminar

May 5th-6th, 2011, University of Tampere, FINLAND

The games industry carries the image of innovation and creativity, but still we know relatively little about the innovation processes that take place within the industry. To date, games and innovation have been studied in several disparate fields, including cultural studies, design research and industrial economics and management. Perhaps due to such a fragmented nature of academic work on the subject, the bulk of the influential work on games and innovation is found in practically oriented guidebooks authored by experienced games industry experts.

The present seminar aims at bringing together scholars of games and innovation from diverse fields and stimulating dialogue between them. Moreover, the goal of the seminar is to encourage the further development of rigorous academic research on the topic while keeping the work accessible to game professionals.

The seminar is welcoming submissions on the praxis of game development, the characteristics of innovation in game context, supply and demand for innovation in games, creativity and games, and the relationship of game innovation and legal practices. It has been argued that the growing level of concentration of the games industry has rendered innovation virtually non-existent in game development. The submissions are encouraged to comment on this claim. What is innovation in games? How does it manifest? Can you measure it? How has it changed since digital games were first introduced? Is creativity in games domain-specific? What is the status of innovation praxis within games industry?

Full text of the CFP is here: http://gamesandinnovationseminar.wordpress.com/cfp/

Textual Demons and Demonic Texts

In the spirit of open access publishing, I linked also to the sidebar of this blog my early book Textual Demons and Demonic Texts (1999). I still every now and then come across studies of horror, science fiction, cyborgs and techno-culture that might had profited from having a look at some of its chapters, so: here they are, all of them. If you are interested in buying a physical book that also includes all the images, please contact me personally. Link: http://www.uta.fi/~frans.mayra/Demon_2005/.

Culture and Identity of Casual Online Play

I am visiting the Homo Ludens 2.0 conference in Utrech this week, organised by the Playful Identities project. Below is the text of my abstract:

“The Culture and Identity of Casual Online Play”

It is relatively easy to find examples of deep, immersive play that has effects on personal or social identity: an intensive psychodrama, live action role-play, and even some massively multiplayer online (MMO) game players report experiences that have affected the ways they perceive themselves, or human condition in general. Most of contemporary play, however, is not deep or transformative in a similar manner. This talk will focus on casual gameplay that takes place in Facebook games such as Farmville (70-80 million users in 2010), as well as through mobile phone applications such as Foursquare (a location-based game for smartphones). The aim is to discuss the significance and meaning making activities that takes place among this kind of games, and highlight their contribution to game cultures.

Casual play is typically characterised by short sessions of playful interaction with games that are not particularly challenging, complex or extensive by character. It is also possible to play this kind of ‘casual games’ in a manner that is very dedicated and immersive, but then the play style approaches that of core or hardcore gamers, rather than casual play. The non-immersive character of casual play allows participants to divide their attention to other activities and issues beside that of gameplay, making such games particularly suitable for various social uses and purposes.

Based on a series of research projects and participant observation, the expanding range of casual game experiences will be discussed, as well as the social, entertaining and cultural uses which the contemporary online casual games have been adopted for. From this perspective, casual play appears to be an enabler in different personal and social processes, sometimes momentarily moving to the centre of attention, while mostly keeping in the periphery. While the vocal parts of game cultures have mostly articulated the pleasures of strongly immersive gameplay, the players of contemporary casual games have started to put forward an alternative view on what constitutes ‘good gameplay’, based on a slightly different aesthetics of play.

– In my final paper my intention is to focus on the internal tensions and conflicts that relate to setting ‘casual’ in relation to identity, or creation of culture around such an internally ambiguous concept.

Games and Good Life

Another short article of mine (and also in Finnish): “Pelit ja hyvä elämä” discusses how research has addressed games’ negative and positive effects to quality of life, and moderation (the “golden mean”) in this context. This is in “Pelatkaa”, special issue of Pelit magazine 10/2010. Link: http://www.pelit.fi/index.php?id=tutustulehteen.

Two Faces of Game Cultures

I have published a short article in Finnish, titled “Kehittyvän pelikulttuurin kahdet kasvot” at the Finnish Cultural Foundation/Pirkanmaa web site, discussing the cultural potentials and frustrations that we face in digital gaming field today. Link: http://www.skr.fi/default.asp?docId=18253.

Yearbook 2010 / Pelitutkimuksen vuosikirja

Here is some information about the new Finnish Yearbook of Game Studies 2010 (English abstracts available in the downloadable PDFs, linked below):

Pelitutkimuksessa ajankohtaista etenkin rahapelitutkimus

Pelitutkimuksen vuosikirja 2010 on ilmestynyt sähköisenä osoitteessa
http://www.pelitutkimus.fi/vuosikirja-2010
Vuosikirjassa tarkastellaan jälleen niin digitaalisen pelaamisen historiaa,
nykytilannetta kuin tulevaisuuttakin.

Pelitutkimuksen vuosikirja on vertaisarvioitu, avoin tiedejulkaisu. Continue reading “Yearbook 2010 / Pelitutkimuksen vuosikirja”

Human IT 10.3.

Since I am at the editorial board, spreading here information about the latest issue of the open ‘Human IT’ journal:

A fresh issue (10.3) of Human IT is now available at http://etjanst.hb.se/bhs/ith/3-10/, marking the finalization of the tenth volume of Human IT. More on this occasion in the editorial at http://etjanst.hb.se/bhs/ith/3-10/index.htm#editorial.

Although a non-thematic issue, 10.3 does pick up the thread on communicative media that was spun in 10.2, and features two peer reviewed articles on academic blogs and instant messaging. Three articles in Swedish discuss web portals for regional culture, integrity issues, and the history and philosophy of copyright. Continue reading “Human IT 10.3.”