{"id":115,"date":"2007-04-28T11:22:47","date_gmt":"2007-04-28T15:22:47","guid":{"rendered":"http:\/\/blogs.law.harvard.edu\/vvvv\/2007\/04\/28\/mit-games-and-play\/"},"modified":"2007-05-01T11:00:46","modified_gmt":"2007-05-01T15:00:46","slug":"mit-games-and-play","status":"publish","type":"post","link":"https:\/\/archive.blogs.harvard.edu\/vvvv\/2007\/04\/28\/mit-games-and-play\/","title":{"rendered":"MiT \/ Games and Play"},"content":{"rendered":"<p>Benjamin J Robertson, Architecture and Control: \u201cNatural\u201d Constraints on Cultural Production in the Networked Society &#8212; Not sure what this has to do with Games and Play, but the basic idea appears to be a modification of Lessig&#8217;s &#8220;Code is Law&#8221;: natural law as constraining materialist (or in Lessig&#8217;s case, code) law. <\/p>\n<p>***<\/p>\n<p>Dan Roy, <a href=\"http:\/\/web.mit.edu\/comm-forum\/mit5\/subs\/MiT5_abstracts.html#roy\">Constructing Identities of Mastery in Games<\/a>: Games emphasize mastery &#8212; better than other media: help us see and overcome challenges.<\/p>\n<p>What motivates mastery?<br \/>\n1. Personal relevancy: choice, engagement<br \/>\n2. Personal visibility: measurable<br \/>\n3. Social relevance: mastery obvious to group<br \/>\n4. Social visibility: opportunities for group to see individual mastery<\/p>\n<p>MMORPGs as an example: &#8220;Leveling up&#8221; as a proxy measure of increased mastery. However, it&#8217;s only a measure of time, not mastery &#8212; thesis argues that there should be such a measure.<\/p>\n<p>cf. Natural Born Cyborgs about the nature of self. (postmodern &#8220;soft&#8221; self)<\/p>\n<p>Going to different selves to feel differently, e.g. adopt a self to feel masterful. [Is this why games are addictive?]. cf. Castronova&#8217;s concept of migration: &#8220;People will go where things are best for them.&#8221; Except that migration implies a one-way move. Today, a flexibility to move back and forth that&#8217;s less possible in the real.<\/p>\n<p>What a great presentation: Dan was clear, used personal anecdotes\/illustration, had a point to make. Dan&#8217;s also got a <a href=\"http:\/\/crossgamer.com\">great blog<\/a>.<\/p>\n<p>***<\/p>\n<p>McKenzie Wark, <a href=\"http:\/\/www.futureofthebook.org\/gamertheory\/\">Gamer Theory<\/a> (or &#8220;G4M3R 7H30RY&#8221;)<\/p>\n<p>Existing studies seem focused on formalism, &#8220;ludology,&#8221; how do we secure this study?<\/p>\n<p>Wark is interested in a critical theory:<\/p>\n<p>1. World seems increasingly an unfair game. Whereas single-player games have a level playing field, &#8220;quasi-Utopian.&#8221; Rather than less, it&#8217;s in fact the world in a more perfect form &#8212; can hold this world to account for what it does not deliver.<\/p>\n<p>2. Games as objects, not just a reiteration of cinema. Chose arbitrary games based on ability to see theory, including a &#8220;boring game.&#8221;<\/p>\n<p>3. SimEarth: What is not quantifiable. What is cannot be modeled. What will be excluded?<\/p>\n<p>4. SimEarth: It is a game you cannot win &#8212; the best you can do is get humans to blast off. It&#8217;s the &#8220;limit case&#8221; of the digital: a remainder that will come back to haunt us.<\/p>\n<p>***<\/p>\n<p>QUESTIONS<\/p>\n<p>Gamer vs. Hacker: Work is now play, play is now work (you gotta be creative!). Contrast WoW &#8212; you pay to labor.<\/p>\n<p>Presumptive irrelevance of race (de-racinated spaces): Dan purposefully side-stepped this issue in the thesis. Game spaces allow taking on a different race + potentially experience that&#8230; though then the assumptions break down about race? Ed. Arcade&#8217;s game &#8220;labyrinth&#8221; avoiding race, or even style (e.g. inserting &#8220;cool kids&#8221;). McEnzie: studying relationship among races, not just 1-to-1 mapping onto human races.<\/p>\n<p>If games are Utopian, can they give us leverage?<\/p>\n<p>[Look up recent paper of leadership] Ben Stokes: Can you get &#8216;certification&#8217; of WoW guild master  to real-life leadership. Dan: Rehearsal for real-world job market. Ben: Can we help these players translate these skills into jobs? Dan: Maybe a future of a unified identity that can from world to world, WoW to Facebook to blog&#8230;<\/p>\n<p>A game designers&#8217; perspective: imperative to make things &#8220;fun&#8221; &#8212; McEnzie: &#8220;fun&#8221; not thinkable (cf. Raph Koster) but rather opposite of boredom. Boredom is a constant referral to a self that cannot act. Fun is by definition something you think about as you&#8217;re doing it.<\/p>\n<p>OK now we&#8217;ve wandered into philosophy of fun&#8230; and now we&#8217;re in game&#8230; and now fun&#8230; ok that&#8217;s a lot of theory that&#8217;s just blown by.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Benjamin J Robertson, Architecture and Control: \u201cNatural\u201d Constraints on Cultural Production in the Networked Society &#8212; Not sure what this has to do with Games and Play, but the basic idea appears to be a modification of Lessig&#8217;s &#8220;Code is Law&#8221;: natural law as constraining materialist (or in Lessig&#8217;s case, code) law. *** Dan Roy, [&hellip;]<\/p>\n","protected":false},"author":271,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1492],"tags":[],"class_list":["post-115","post","type-post","status-publish","format-standard","hentry","category-pedagogy-multimedia"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/posts\/115","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/users\/271"}],"replies":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/comments?post=115"}],"version-history":[{"count":0,"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/posts\/115\/revisions"}],"wp:attachment":[{"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/media?parent=115"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/categories?post=115"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/vvvv\/wp-json\/wp\/v2\/tags?post=115"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}