Pew Study: Teens, Video Games, and Civics

The Globe and Mail had a story today on Mamas, don’t let your babies grow up to be Luddites by Patrick White (Nov. 25, 2008) that reports on a MacArthur Foundation funded study on, Living and Learning with New Media. This study looked at how youth participate in “the new media ecology.” (p. 1 of the PDF Summary of Findings from the Digital Youth Project.) The report describes the “always on” connectivity of youth and their “friendshi-driven” practices. I was intrigued by the description of a subset who “geek out.”

Some youth “geek out” and dive into a topic or talent. Contrary to popular images, geeking out is highly social and engaged, although usually not driven primarily by local friendships. Youth turn instead to specialized knowledge groups of both teens and adults from around the country or world, with the goal of improving their craft and gaining reputation among expert peers. While adults participate, they are not automatically the resident experts by virtue of their age. Geeking out in many respects erases the traditional markers of status and authority. (p. 2 of the Two Page Summary)

The Digital Youth Project led by Mizuko Ito brought together researchers at USC and Berkeley. They have a book forthcoming from MIT Press called Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media that is online at the site.

Esquire: Future of Video Game Design – Jason Rohrer’s Programming Online Games

Screen of Passage

Esquire has a great story on The Video-Game Programmer Saving Our 21st-Century Souls by Jason Fagone (Nov. 20, 2008) which features “Jason Rohrer’s solitary and stubborn quest for a future in which pixels and code and computers will make you cry and feel and love”. Rohrer created the game Passage about which Clint Hocking of Ubisoft said:

Why can’t we make a game that fucking means something? A game that matters? You know? We wonder all the time if games are art, if computers can make you cry, and all that. Stop wondering. The answer is yes to both. Here’s a game that made me cry. It did. It really did.

I balk at the idea that a game to mean something has to have “lesson.” This reminds of the tedious pedagogical dialogues of the 18th century which really would have been better presented as lessons. The meaning of works that don’t present explicit opinions lies in the reflection provoked. Thus they are more like questions than answers. Or, to be more accurate, they are like a path of questioning since a game has the time to move questioning.

Thanks to Peter O for this.

Edmonton Sun: More fam-Wii fun despite downturn

So I got another minute of fame being interviewed for a story in the Edmonton Sun, More fam-Wii fun despite downturn. The interesting thing is how games seem to be recession-proof and how well the Wii is doing.

Despite a flagging economy, $1.31 billion US was spent on video games in October in the U.S. alone – a gain of 18% from September.

The spike is being led by Nintendo’s Wii interactive console, which according to figures from market research company NPD Group outpaced its competitors by selling 803,000 consoles in October.

I wonder how high definition screens will do this Christmas? I would have thought this is the time for people to switch, but the news suggests otherwise.

State of Science & Technology in Canada

Stan pointed me to the 2006 Council of Canadian Academies | Conseil des académies canadiennes report on The State of Science & Technology in Canada (Summary and Main Findings, PDF 2.6 mb). The report tries to identify Canada’s strengths and weaknesses in the Science & Technology field, though they have a broad understanding of S&T. There is good news for arts and technology.

The ICT field demonstrating the most promise in the view of respondents – i.e., with the highest net upward trend rating – is New Media, Multimedia, Animation and Gaming, where Canada is internationally recognized as a leader, with a number of successful companies as well as a reputation for superb skills training. (p. 9)

They also identify Humanities Computing as a transdisciplinary field of strength,

Survey respondents perceived significant strength in some emerging fields such as nanoscale materials and biotechnologies, quantum informatics and humanities computing. These latter transdisciplinary fields are specialities for which future prospects are seen to be more significant than currently established strength. (p. 10)

Here is a chart from page 39 showing the Humanities and the Arts:

Chart

ESAC: Girl Gamers

Cover of ESA 2008 Fast FactsThe Edmonton Journal has a story today titled “It took a while, but Ms. Pacman has her audience: Girl gamers take up controllers” by David Wylie for the Canwest News Service (A10, November 12, 2008.) The story reports that a Entertainment Software Association of Canada study “found that half of Canadian gamers are women”. (The study isn’t available on the ESA Canada web site, which, for that matter, doesn’t have any press releases after 2007. Time for an update, Eh!) The story also reports that the Entertainment Software Association (of the USA?) 2008 Essential Facts about the Computer and Video Game Industry (PDF) puts the percentage of female game players at 40%. The Edmonton Journal story has some cute quotes from the woman they interviewed for the story:

“I think womean and gaming are a perfect match,” she (McIndoe) says. “It is incredibly social.” … “There is always something to talk about. And the ladies love to talk.”

“Things really took off once I met my husband; we didn’t have a lot of money, so we would stay up and play video games together. To be honest, it was him working the congroller and me shouting instructions — truly th beginning of a happy marriage.”

The story goes on to make the usual points about how games are marketed to me, how there are female-focused tournaments like Fight like a Girl (think Halo 3 for charity), and how there are all-girl clans.

I’m not sure I trust the ESA or ESAC facts, but I suspect there is a trend towards more women playing games, especially social games. What would computer game culture look like if it was dominated by older women? How would they design games?

Brandon Crisp and Game Addiction

The sad story of Brandon Crisp and his parents is over. The Globe and Mail reports that an Autopsy shows Brandon Crisp died from fall. Brandon had run away from home after his parents revoked his Xbox privileges after he had skipped school to play Call of Duty 4: Modern Warfare. Microsoft got involved when they doubled the reward for information about Brandon’s whereabouts and shared information about his online team. His parents were afraid he was addicted to the game though the truth may be that he was caught in a network of obligations to team members with whom he played. As an article in Maclean’s puts it:

What they didn’t know at the time, his parents say, was just how much the game meant to their son and how troublesome that connection had become. Since his disappearance, the true extent of his involvement has become clear. While he had few friends in Barrie, his Xbox had a list of 200 people whom he played Call of Duty with online. Judged too small to keep up in hockey, the shy but competitive teenager found respect and success in the video game world, where he played on “clans,” or online teams. It wasn’t just a game, it was Brandon’s life — something he might even make money playing in professional tournaments one day, he once told a friend. “These are the things I didn’t realize,” says Steve, standing in a police command centre near where Brandon vanished, his hands wrapped around a bottle of water. “When I took his Xbox away, I took away his identity.” (What happened to Brandon? by Colin Campbell and Jonathon Gatehouse, Oct. 30, 2008)

The article mainly talks about the possibility that computer games are addictive and includes a response from the ESA that the media is “addicted” to such stories. The Escapist in response to Maclean’s has an editorial by Andy Chalk (sent to me by Calen) titled The Stigma of Normal which argues that the evidence of a connection between games and Brandon’s running away is scant.

Playing videogames in this day and age is no more remarkable than watching television or listening to music. Did he overindulge? Maybe, although we have only his parents’ word to that effect, and if he did, it would hardly be beyond the pale for teenage behavior anyway. Yet even though the only videogame connection to the case is the fact that he played them, it’s virtually impossible to see or read anything about his disappearance without the gaming angle being thrust in your face like the armored crotch of a victorious deathmatch opponent. (The Stigma of Normal, Andy Chalk, Nov. 5, 2008)

It seems to be both sides, the media and … the (gaming) media are addicted to each other and this issue. They both have their audience and play to them. How could the discussion around gaming mature?

Pushing Play

Logo A student of mine from last year, Jacob, who was one of the two who did the innovative Half-Life Havoc project, has started a gaming blog and company, Pushing Play. His company is developing game conference,

The Pushing Play Conference is all about bringing hardcore, casual, midcore gamers together, as well as Ludologists, game designers, and even non-gamers. By bringing these people together and giving them a forum to interact we can get a better understanding of the gaming community as a whole, rather than supporting the over-used image of gamers strictly being teenage boys.

Krazy: Vancouver Art Gallery

Cover to Catalogue

While in Vancouver for the Congress, I went to the Vancouver Art Gallery to see the show Krazy! The Delirious World Of Anime + Comics + Video Games + Art which brought together in one exhibit significant works from Anime, Comics, Graphic Novels, Manga, Video Games, Animation and Art. The show was better than I had expected reading the article in the Globe and Mail. For each section they got curators with a background in the field. For example, Will Wright (of SIMs fame) did the video game section.

The challenge of such an exhibit is how to show stuff like comics that are meant to be consumed in another form. The video game section was particularly problematic – they had inkjet printouts of Spore (upcoming game by Wright) screens and characters (that weren’t much better than a good screen), but it wasn’t like the comic section where they had original art and sketches. To exhibit in an art gallery the types of work that are consumed in other contexts was more an exercise in legitimation – telling us these should be thought of as art. The selection of what was important was what was really being exhibited – a “best of” list of lists with commentary on the walls.

Kriegspiel: Debord Game

Image from Game

The New Yorker (May 5, 2008, pages 25-6) has a nice short story “War Games” in Talk of the Town about a computer game Kriegspiel based on a game that Guy Debord designed in 1977. The game, “Le Jeu De La Guerre” was published first in a limited edition with metal pieces and then in 1987 it was mass produced. The game has a board of 25 X 20 squares and each side has basic military pieces that can be played according to rules designed to simulate war. The computer implementation, which can be downloaded for free, is by Radical Software Group (RSG) which is associated with NYU.

The New Yorker story talks about how the estate of Debord has been sending cease-and-desist letters to the RSG folk, which is ironic since debord objected to copyright. Debord is author of The Society of Spectacle.

The potted expert on CHCH

Image off video

I’ve just used up 5 of my 15 minutes of fame as a local computer games expert in Hamilton. CHCH, our local television channel has a segment on Grand Theft Auto IV yesterday and they interviewed me and Jacob. (See the video here.)

They should have interviewed Andrew Mactavish, but he is on leave and I’m teaching his games course. My sense from following the news is that the story is not playing out in the mainstream the way I expected – the mainstream news are more intrigued by GTA 4 and its reception in the gaming community. Of course, as Andrew pointed out in a conversation, Rockstar could have hidden some provocative parts to be discovered which will stir things up.

I note that the interview with me was taken in the Lyons Instructional Media Centre‘s game viewing room. How many libraries have one of those?