{"id":84,"date":"2008-11-13T16:07:26","date_gmt":"2008-11-13T21:07:26","guid":{"rendered":"http:\/\/blogs.law.harvard.edu\/games\/?p=84"},"modified":"2013-09-26T14:42:48","modified_gmt":"2013-09-26T19:42:48","slug":"ian-bogost-on-games-and-politics","status":"publish","type":"post","link":"https:\/\/archive.blogs.harvard.edu\/games\/2008\/11\/13\/ian-bogost-on-games-and-politics\/","title":{"rendered":"Ian Bogost on Games and Politics &#8211; liveblogging from Harvard KSG"},"content":{"rendered":"<p>Nicco Mele of Dean for America fame has been hosting a weekly study group on politics and the Internet; today he&#8217;s brought in Ian Bogost of Georgia Tech and Persuasive Games to talk about politics and video games. Ian has been ruminating on this topic a bit of late, most recently on Gamasutra, where he chronicles the &#8220;<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/3834\/persuasive_games_the_birth_and_.php\">Birth and Death of the Election Game<\/a>.&#8221;<\/p>\n<p>Nicco&#8217;s relationship with Ian goes back to 2004, when Persuasive Games helped the Dean campaign design a video game to explain the Iowa Caucus.<\/p>\n<p>Ian&#8217;s starting with his <a href=\"http:\/\/stranger109.org\/2007\/08\/08\/ian-bogost-on-colbert-report\/\">usual love for Animal Crossing<\/a>. No need to repeat that here.<\/p>\n<p>Relevant elements of games:<\/p>\n<ol>\n<li>Models capturing behaviors<\/li>\n<li>Roles simulating an experience, constrained by rules, leading to empathy<\/li>\n<li>Worlds that enable an immersion through imagined expertise<\/li>\n<\/ol>\n<p>This allows games to give complex problems relevance in the context of our world. This is quite the opposite of usual politics and reductionist political rhetoric.<\/p>\n<p>Politics as setting the rules for the roles that will play in a model of our future world that we&#8217;re in the process of constructing.<br \/>\n<!--more--><br \/>\nNicco and Ian are now discussing &#8220;the SimCity problem&#8221; &#8212; that is, the model underlying SimCity takes a position on economic theory for which there is no competition.<\/p>\n<p>Ian: people are obsessed about the lives of others. People call Ian, actually interested in playing the Coldstone Creamery training game. Why would anyone want to play a minimum-wage job? People have empathy and want to evoke it.<\/p>\n<p>What about games and news consumption? Media consolidation makes this difficult; Ian&#8217;s relationship with, e.g., the Times, simply trailed off, probably because it didn&#8217;t fit anyone&#8217;s particular job there. Isn&#8217;t empathy the basic role of both games and news? News lacks synthetic information &#8212; understanding what decisions are important to them and why.<\/p>\n<p>Video games as representing an opposite trend of many Internet technologies (simplification and faster cycles).<\/p>\n<p>Initially, in the Times games, Ian saw these games as editorial commentary &#8212; topics with a complex system in them. (I think he is implying that he began to see an investigative purpose in time).<\/p>\n<p>What about collaborative play, e.g. WoW raids? There are some problems that can only be solved through collective action. The idea of having a &#8220;proving ground&#8221; has some promise &#8212; experiences to play before real enactment.<\/p>\n<p>Ian&#8217;s now discussing the point of his Gamasutra article, linked earlier, though his main focus is on what could have been possible if Obama spent 1\/10 of his media budget on video games (and not in the ad buy sense, which he notes was mostly for &#8220;rhetorical purposes&#8221; &#8212; getting press on the ads, rather than the ads themselves).<\/p>\n<p>In following up on that idea &#8212; is the problem with campaigning and its relationship to policy? What would happen if a campaign started with the premise of conveying complexity rather than simplicity?<\/p>\n<p>There&#8217;s an attitude of the kinds of video game players that most people think are video game players have an attitude that games are a safe haven from real life. But this is changing. There&#8217;s huge self-censorship that goes in inside the industry, and these business practices perpetuate themselves. Contrast the 80s when the industry was more entrepreneurial. (Nicco mentions Bioshock). The industry&#8217;s attitude is hopeful inaction: as people grow up and demand new ones, they will magically appear&#8230; but the problem is that this isn&#8217;t true: you need to create supply, too.<\/p>\n<p>Video games as a centrifying values issue, making it very cheap to decry video games. Ian mentions the ECA (Entertainment Consumers Association), and the idea of a union of video game players, or a common identity among gamers, &#8220;weirds&#8221; him out.<\/p>\n<p>Gamer demographics &#8212; if there are political games, whom will they reach?: There&#8217;s a lot of bad data, but&#8230; see the Entertainment Software Association. The better question is to break them down by style\/type. Ian&#8217;s own games &#8212; TSA game since 2006 has approached 50M plays. (&lt; $10K to build).<\/p>\n<p>An Obama game could really sell. Who wouldn&#8217;t buy an Obama game? Well&#8230; \ud83d\ude42<\/p>\n<p>WoW as a possible space to overcome polarization problems? (gk: ~ Bowling Alone argument)<\/p>\n<p>So what about an abortion game that attempts to help each side understand the perspective of the other side of the debate? [gk: see the RedBlue project that publicconversations.org attempted to use to codify its <a href=\"http:\/\/www.publicconversations.org\/upload\/Red-Blue%20bifold%203463087.2%208463087.5x11463087.pdf\">procedure for difficult conversations<\/a> &#8212; it was never finished]<\/p>\n<p>Nicco mentions that the Dean campaign&#8217;s game did inspire people to donate, get involved. Ian wonders if this idea will &#8220;peak&#8221; (novelty factor).<\/p>\n<p>The problem is that the vast majority of these games are meaningless tripe. See Ian&#8217;s discussion of Pork Invaders, in the Gamasutra article, and also the contrast with Tax Invaders as a rhetorical device.<\/p>\n<p>Ian on Spore: it takes an absolute position on the nature of life in the universe (that it&#8217;s most likely evolved from somewhere else).<\/p>\n<p>What about the politics \/ political economies within each virtual world? <\/p>\n<p>What&#8217;s the most interesting thing to strike Ian recently in video games? The ability of gamers to discuss what they like \/ don&#8217;t like about the games they play. The ability to take these systems apart and understand what makes them interesting is untapped. How come we can&#8217;t get them to do the same for their ordinary lives?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nicco Mele of Dean for America fame has been hosting a weekly study group on politics and the Internet; today he&#8217;s brought in Ian Bogost of Georgia Tech and Persuasive Games to talk about politics and video games. Ian has &hellip; <a href=\"https:\/\/archive.blogs.harvard.edu\/games\/2008\/11\/13\/ian-bogost-on-games-and-politics\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":271,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[113393],"tags":[1495,3635,96],"class_list":["post-84","post","type-post","status-publish","format-standard","hentry","category-archival","tag-games-for-change","tag-newsgames","tag-politics"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/84","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/users\/271"}],"replies":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/comments?post=84"}],"version-history":[{"count":1,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/84\/revisions"}],"predecessor-version":[{"id":413,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/84\/revisions\/413"}],"wp:attachment":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/media?parent=84"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/categories?post=84"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/tags?post=84"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}