Games with Publics: Creating Play Experiences that Foster Collective Action Elizabeth Losh University of California, Irvine.
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Games with Publics: Creating Play Experiences that Foster Collective Action Elizabeth Losh University of California, Irvine Serious Games The Academic as Activist / The Critic as Producer The Guild (2007-2008) Bruno Latour, Making Things Public (2005) Ian Bogost, Persuasive Games (2006) AUTHOR TEXT AUDIENCE Beyond “Audience” as a Marketing Term The New York Times Food Import Folly (2007) The Night Journey (2007) AUTHOR TEXT AUDIENCE Kinds of Audiences 1) collaboration audiences (multiplayer games that reward cooperation as well as competition in a reputation economy that is internal to the game) 2) elaboration audiences (games that inspire machinima, mods, and the production of new digital media in a reputation economy that may be external to the game) 3) opportunistic audiences (games that encourage users to share information about the game world, walk-throughs, cheat codes, etc.) 4) regulatory audiences (games that shock legislators or members of the mainstream media who often condemn games they have never played) 5) mixed reality audiences (games that lead to situated action in real-life cities or other public places) Collaboration/Competition Players accept the basic value-system of the game as a way to settle disputes. Practices of game subcultures may extend to online forums, public tournaments, etc. As Ren Reynolds has argued, even practices like “ganking” can be understood as rule-based interactions. Runescape Another Kind of Navigation The King of Kong (2007) Elaboration Using assets from the software and elements of the design, players generate new derivative works. The value-systems represented in these derivative works may be independent of those of the original game. Alexander Galloway and the Radical Software Group Kriegspiel (2008) Javier and Furplay Cantina Crawls Red vs. Blue (2003-2007) Jim Munroe My Trip to Liberty City (2004) Anne-Marie Schleiner Velvet-Strike (2002) Joseph DeLappe Dead in Iraq (2006) Wafaa Bilial Virtual Jihadi (2008) Cory Arcangel Who is breaking the rules? Who is making the rules? Opportunism A split between the recognition of value and values Mia Consalvo, Cheating (2007) Tactical Iraqi Regulation May 4, 2006 – House Intelligence Hearing on “Terrorist Use of the Internet” June 16, 2006 – “Digital Promise” Mixed Reality Games are staged in the landscapes and built environments of the “real” world, often in ways that dramatize a social relationships and cultural assumptions. Players explore their own identities rather than the identity of a fictional character. Adrian David Cheok Age Invaders Wafaa Bilal Domestic Tension (2007) ARGs frequently comment on other, less obvious forms of “mixed reality” that are present in invisible architectures of control that dictate how social roles are assigned, economic resources are allocated, physical distance between human beings is maintained, and rules governing the general strategies of cooperation and competition appropriate for urban dwellers are formalized Ian Bogost and Jane McGonigal Cruel 2B Kind (2006) Jane McGonigal World Without Oil (2007)