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Can a video game company tame toxic behaviour? It took less than a minute of playing League of Legends for a homophobic slur to pop up on my screen.

Can a video game company tame toxic behaviour?

Actually, I hadn't even started playing. It was my first attempt to join what many agree to be the world's leading online game, and I was slow to pick a character. The messages started to pour in. “Pick one, kidd,” one nudged. Then, “Choose FA GO TT.” Noah Baker visits a video game bar to find out about toxic behaviour online — and how to stop it It was an unusual spelling, and the spaces may have been added to ease the word past the game's default vulgarity filter, but the message was clear. Online gamers have a reputation for hostility. Racist, sexist and homophobic language is rampant; aggressors often threaten violence or urge a player to commit suicide; and from time to time, the vitriol spills beyond the confines of the game.

League of Legends has 67 million players and grossed an estimated US$1.25 billion in revenue last year. Big business Marv Watson Open data. Interview: Tanya Krzywinska, professor of games. I’m not sure that games have ‘academic’ potential, more a case of the academic having the potential for informing the development of game media.

Interview: Tanya Krzywinska, professor of games

There are games that I believe ask more questions and test the boundaries of the medium in different ways, however; games such as Silent Hill, Bioshock, The Stanley Parable, Primal and, in some ways, The Secret World. As you can see I do tend to have a personal preference towards a certain genre! What do you think it is about games that makes them stand apart as an expressive narrative medium? Games’ ability to enfold you into a fictional space is crucially different to other media. Principally, it’s the fact that games offer the ability to create real choices for players that have ramifications for storyline. Describe your ideal game It has depth, challenge, delights and surprises. Horror games are incredibly popular, and you love them yourself. Academia as a Feminist Developer. Academia as a Feminist Developer What’s it like to be a forward facing feminist in the sciences in academia?

Academia as a Feminist Developer

Here’s a brief story about my experiences of the last six years at NYU, Hogeschool Kunst de Utrecht and Goldsmiths, University of London. For five years I worked at NYU Tandon School of Engineering. During that time, the department and school changed quite a bit. Games in Education - Research. A Study of User Interface Modifications in World of Warcraft. By Sean Targett, Victoria Verlysdonk, Howard J.

A Study of User Interface Modifications in World of Warcraft

Hamilton, Daryl Hepting Abstract The World of Warcraft (WoW) (Blizzard Entertainment, 2004) massively multiplayer online role playing game (MMORPG) provides users with extensive control over its user interface (UI), which has inspired the emergence of a large community devoted to developing UI modifications (UI modding). Through investigation of the members of the community of those who design and use UI modifications for WoW, we gather information that may aid in the creation of communities dedicated to modifying the interfaces of other software packages.

The goal of this paper is to study the effect that user created interfaces have had on WoW and its community of users. Death Loop as a Feature. By Olli Tapio Leino Abstract Assuming its premise in the experience of being stuck in a death loop in Fallout: New Vegas (2010), this essay theorises the possibilities of interpretation in single-player computer game play.

Death Loop as a Feature

This amounts to a critical examination of the paradigmatic approach of interpreting computer games as games accessible for analysis and critique through 'research-play'. Comparing the role of rules in the activity facilitated by ‘playable artifacts’ like single-player computer games or pinball machines to rules in traditional, or more accurately “transmedial” (Juul 2003) games, the essay questions the feasibility of considering computer games ‘games’ and suggests that a defining characteristic of ‘playable artifacts’ is to be found from the relationship between materiality and process. Death Loop as a Feature. The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. By Simon Dor Abstract This article aims to describe competitive playing experience in StarCraft: Brood War.

The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study

Strategy is defined as a process using game plans (strategies) and game states. By using cognitive psychology works, as well as their applications to chess and in film studies, the goal of this article is to summarize cognitive and perceptive processes in the heuristic circle of real-time strategy process. Play as Research: The Iterative Design Process.

Play as Research: The Iterative Design Process Final Draft: Needs and Pleasures.

Play as Research: The Iterative Design Process

Creating a Culture of Design Research. Creating a Culture of Design Research Final Draft: July 8, 2003 As this book abundantly demonstrates, design research can come in many forms, from quantitative market research to personal interviews to experimental design explorations.

Creating a Culture of Design Research

But design research is more than a set of strategies and procedures. It also represents a particular attitude about design, a willingness to look beyond the immediate concerns of crafting a specific project, an openness to integrating ideas and insights from the outside world into the design process itself. Successful design research in a commercial firm requires a company culture that embraces research in concert with design.

This brief outlines some of the strategies taken at gameLab, a game development studio founded by myself and Peter Lee, to foster a culture of design research. 1. GameLab designs and develops computer games, and the office space we inhabit is filled to bursting with games, toys, and other play objects. 2. 3. 4. 5. 6. How scientists can manipulate us with games to gather data. Smartphones have turned us into an army of accidental data collectors, checking in at locations, taking photos, recording audio, even gauging network speeds wherever we go.

How scientists can manipulate us with games to gather data

This rich data can be used for research, but because people are creatures of habit, there are sometimes gaping blind spots. “Flickr has thousands of photos of the front of the Lincoln Memorial. But who takes a picture of the back? Very few people,” said Fabian Bustamante, associate professor at Northwestern University, in a statement. He proposes “soft controlling” people into gathering information needed for research by using games or social networking apps. From VentureBeat Ready to think outside the (ad) box? Bustamante and his group at Northwestern University whipped up a location-based, augmented-reality Android game called Ghost Hunter to test the theory with students.