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Slide #1Graduate Program Games Research. Utrecht University, February 17, 2015
Graduate Program: Games Research
Dr. Stefan Werning (University of Utrecht)
Session 1: Studying games at the intersection of
media studies and computer science
Slide #2Graduate Program Games Research. Utrecht University, February 17, 2015
Working at the intersection between computer
science and media-/cultural studies
• Game Ontology Project
(discontinued)
• MIT Game Lab &
The Education Arcade at MIT
Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N. (2005)
Towards an Ontological Language for Game Analysis. Proceedings of DiGRA
2005 Conference: Changing views - Worlds in Play, 13.
Zagal, José P., et al. "2. Towards an Ontolqgical Language for Game Analysis."
Worlds in Play: International Perspectives on Digital Games Research 21
(2007): 21.
Slide #3Graduate Program Games Research. Utrecht University, February 17, 2015
Working at the intersection between computer
science and media-/cultural studies
• Projects with a regional focus
– University of Tampere, Youth Spaces and
the Alpine Tundra Regions (YOUSAT)
Slide #4Graduate Program Games Research. Utrecht University, February 17, 2015
Working at the intersection between computer
science and media-/cultural studies
• Game labs at Georgia Tech
– Topics like
design research,
augmented reality and the
relationship between AI and interactive
storytelling
• Location-based gaming and
related middleware
– S.P.I.E.L.B.A.R
– Colonia Mysteria
• Dialogical relationship between technology and
content
Slide #5Graduate Program Games Research. Utrecht University, February 17, 2015
Serious Games and Gamification/‚gameful design‘
• Identifying and exploring
still understudied aspects
– (Asynchronous) Multiplayer
functionality
– Relationship between intrinsic and
extrinsic motivators
– Relationship between gameplay
mechanics and actual learning
results
Slide #6Graduate Program Games Research. Utrecht University, February 17, 2015
Identifying niches for topics like serious games
in contemporary gaming culture
• Abundance of existing and
planned serious games
• Adapting casual games for
educational purposes
– Farmville-type game with actual stock
market data
– Cooking game for health education
Slide #7Graduate Program Games Research. Utrecht University, February 17, 2015
Strategic development: Audiovisual aesthetics
• Non-photorealistic rendering in
games

History and culture of aesthetic
strategies being remediated
Slide #8Graduate Program Games Research. Utrecht University, February 17, 2015
Strategic development: Procedural Content Creation
• Patterns of pseudo-randomly
creating worlds and narrative(s)

Patterns of interpreting worlds,
characters and stories
– Ties in e.g. with research on transmedia
storytelling
– Changing discourses on authorship
Slide #9Graduate Program Games Research. Utrecht University, February 17, 2015
EXAMPLE:
A data-analytical approach to games research
• Data mining and data
visualization
• EX: Economic behavior in
MMOGs
– Existing applications
• Understanding player
behaviour through sensible
metrics and theories of
media use
– Most metrics operate on very basic
models of human behavior and
interpretation
Drachen, Anders, et al. "Game data mining." Game Analytics.
Springer London, 2013. 205-253.
Slide #10Graduate Program Games Research. Utrecht University, February 17, 2015
Formalizing conceptual models
developed in media-/cultural studies
• Design patterns as a conceptual
connector
– Used both in computer science, design
theory (architecture) and the ‚humanities‘
– Partially formalized (to different degrees)
Slide #11Graduate Program Games Research. Utrecht University, February 17, 2015
Studying patterns in the socio-cultural
adoption of new technologies
• E.g. playful appropriation
• Google Glass
• Google Earth
• Photosynth
– Angels and Demons advergame
Slide #12Graduate Program Games Research. Utrecht University, February 17, 2015
Software studies analysis
of game technologies
• Independent game tools
like Twine, RPG Maker
• Affordances
• Emergent perceptions and
(collaborative) forms of use
– Tools communities
• ANT
Slide #13Graduate Program Games Research. Utrecht University, February 17, 2015
Games as a means of fostering algorithmic literacy
• Algorithmic literacy as an
economic and cultural
requirement
• What should algorithmic
literacy comprise and how can
it be promoted?
• Google qCraft
(Google Quantum A.I. Lab)
Slide #14Graduate Program Games Research. Utrecht University, February 17, 2015
Prototyping as a research
heuristic –
Analytical Game Design
• Conceptually related e.g. to the
Experimental Game Lab at
Georgia Tech
• How does practical rationality
affect the semiotic/
hermeneutic study of games?
• Uses accessible tools like
Unity3D and Game Maker:
Studio
Slide #15Graduate Program Games Research. Utrecht University, February 17, 2015

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Studying games at the intersection of media studies and computer science

  • 1. Slide #1Graduate Program Games Research. Utrecht University, February 17, 2015 Graduate Program: Games Research Dr. Stefan Werning (University of Utrecht) Session 1: Studying games at the intersection of media studies and computer science
  • 2. Slide #2Graduate Program Games Research. Utrecht University, February 17, 2015 Working at the intersection between computer science and media-/cultural studies • Game Ontology Project (discontinued) • MIT Game Lab & The Education Arcade at MIT Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N. (2005) Towards an Ontological Language for Game Analysis. Proceedings of DiGRA 2005 Conference: Changing views - Worlds in Play, 13. Zagal, José P., et al. "2. Towards an Ontolqgical Language for Game Analysis." Worlds in Play: International Perspectives on Digital Games Research 21 (2007): 21.
  • 3. Slide #3Graduate Program Games Research. Utrecht University, February 17, 2015 Working at the intersection between computer science and media-/cultural studies • Projects with a regional focus – University of Tampere, Youth Spaces and the Alpine Tundra Regions (YOUSAT)
  • 4. Slide #4Graduate Program Games Research. Utrecht University, February 17, 2015 Working at the intersection between computer science and media-/cultural studies • Game labs at Georgia Tech – Topics like design research, augmented reality and the relationship between AI and interactive storytelling • Location-based gaming and related middleware – S.P.I.E.L.B.A.R – Colonia Mysteria • Dialogical relationship between technology and content
  • 5. Slide #5Graduate Program Games Research. Utrecht University, February 17, 2015 Serious Games and Gamification/‚gameful design‘ • Identifying and exploring still understudied aspects – (Asynchronous) Multiplayer functionality – Relationship between intrinsic and extrinsic motivators – Relationship between gameplay mechanics and actual learning results
  • 6. Slide #6Graduate Program Games Research. Utrecht University, February 17, 2015 Identifying niches for topics like serious games in contemporary gaming culture • Abundance of existing and planned serious games • Adapting casual games for educational purposes – Farmville-type game with actual stock market data – Cooking game for health education
  • 7. Slide #7Graduate Program Games Research. Utrecht University, February 17, 2015 Strategic development: Audiovisual aesthetics • Non-photorealistic rendering in games  History and culture of aesthetic strategies being remediated
  • 8. Slide #8Graduate Program Games Research. Utrecht University, February 17, 2015 Strategic development: Procedural Content Creation • Patterns of pseudo-randomly creating worlds and narrative(s)  Patterns of interpreting worlds, characters and stories – Ties in e.g. with research on transmedia storytelling – Changing discourses on authorship
  • 9. Slide #9Graduate Program Games Research. Utrecht University, February 17, 2015 EXAMPLE: A data-analytical approach to games research • Data mining and data visualization • EX: Economic behavior in MMOGs – Existing applications • Understanding player behaviour through sensible metrics and theories of media use – Most metrics operate on very basic models of human behavior and interpretation Drachen, Anders, et al. "Game data mining." Game Analytics. Springer London, 2013. 205-253.
  • 10. Slide #10Graduate Program Games Research. Utrecht University, February 17, 2015 Formalizing conceptual models developed in media-/cultural studies • Design patterns as a conceptual connector – Used both in computer science, design theory (architecture) and the ‚humanities‘ – Partially formalized (to different degrees)
  • 11. Slide #11Graduate Program Games Research. Utrecht University, February 17, 2015 Studying patterns in the socio-cultural adoption of new technologies • E.g. playful appropriation • Google Glass • Google Earth • Photosynth – Angels and Demons advergame
  • 12. Slide #12Graduate Program Games Research. Utrecht University, February 17, 2015 Software studies analysis of game technologies • Independent game tools like Twine, RPG Maker • Affordances • Emergent perceptions and (collaborative) forms of use – Tools communities • ANT
  • 13. Slide #13Graduate Program Games Research. Utrecht University, February 17, 2015 Games as a means of fostering algorithmic literacy • Algorithmic literacy as an economic and cultural requirement • What should algorithmic literacy comprise and how can it be promoted? • Google qCraft (Google Quantum A.I. Lab)
  • 14. Slide #14Graduate Program Games Research. Utrecht University, February 17, 2015 Prototyping as a research heuristic – Analytical Game Design • Conceptually related e.g. to the Experimental Game Lab at Georgia Tech • How does practical rationality affect the semiotic/ hermeneutic study of games? • Uses accessible tools like Unity3D and Game Maker: Studio
  • 15. Slide #15Graduate Program Games Research. Utrecht University, February 17, 2015