| Why
do we play?
Games
have taken over — more and more people are playing online
games, computer game stores are everywhere — even the local
supermarkets and discount stores have game kiosks to sell the latest
games. EverQuest has 430,000 people paying $12 US a month to play,
and some play 40-60 hours a week!

How
has the computer tapped into our greatest need for play and laughter?
What childhood impulse are we uncovering in the flickering screens
of racing cars, shooting galleries, and complex dungeons?
What
are we looking for?
How
can we analyse games to better understand our basic needs for human
interaction and reflection?

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I
wandered about in the rain on Friday, down long stairways that convicts
built on cliffs to save themselves from precarious ladders, searching
for the artspace on Cowper Wharf road.
The
venue was hauntingly appropriate as about 40 scholars, gamers, electronic
creators and art and game enthusiasts gathered in a cavernous warehouse
turned arthouse on the Sydney docks for the Ludic Moments conference.
As the rain poured outside and the art installations chimed and
whined, we huddled in a large space and stared at the projectors
to explore how academic communities are embracing games and game
studies.
Games
are simulations of reality — a rich field for study
Computer
games capture the attention of millions of players both online and
offline. Increasing numbers of people are developing two lives:
one played on a shadowy screen as separate and distinct from their
"in real life" identities. The question for game studies
is not what is the game, but how is the game constituted socially
and spatially? In Espen Aarseth's impassioned plea to study computer
games, we saw how games provide the perfect interdisciplinary object,
a new independant field, or several independant fields. Games have
so many aspects that they cannot be subsumed by any existing field
or department (such as aesthetics, culture, technology, media).
Yet every existing field can benefit from studying games as multi-user
games are tomorrow's social interfaces. While all programs contain
simulations, games are a Universal Turing Machine that simulate
scenarios and situations, enabling researchers to immerse themselves
in games and use these games as gigantic social and aesthetic experiments.
I
could not help wondering if it would be better to spend time actually
analyzing games and drawing these insights than to draw the academic
lines in the sand.
However,
several other participants provided quick, tantalizing glimpses
into the realm of games and game study:
-
Sue
Minor provided the history of first person shooter games, and
discussed the evolution of game communities. Quake gamers, for
example, have developed a cooperative, close knit community
with social rules. Gamers exploit the hard coded rules of the
game, but have strict etiquette of game behavior, particularly
in clans. (This theme was taken up and expanded in the DAC conference
as people explored the communities in online games like Everquest).
-
Melanie
Swalwel explored the comparison of the recent TV coverage of
the Iraq war to a computer game. Television spectatorship is
in some ways game-like as experiences are felt as real. Like
games, tv provides interface which can be entered into. It is
possible to be on both sides of the screen — both material and
representational.
-
Patrick
Crogan discussed Espen Aarseth's theory of eporia (a non-road
or roadblock) and epiphany (a way to understand the solution
and get therough the roadblock) in terms of interactive games.
Technology has a double time that anticipates a deadly future
to control the future and does so from a past full of experiences — and
lethal experiences — that provide information about how to deal
with the future challenges.
-
Josephine
Starrs showed ways that artists are working in the language
of games and showed some amazing games.I got a chance later
to play with Dream
Kitchen — an interesting turn on first-person perspective
and choice.
-
Simon
Ryan and Brett Nicholls discussed how simulations function in
the feedback loop of game play and how we arrive at our rules
of negotiation in game space. Computer games are discourses
on spatiality. These are not poor imitations of the real, but
feed our understanding of space and orientation as we move through
the game space. Decisionmaking and perceptual navigation are
very similar in game and reality.
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