Showing posts with label article. Show all posts
Showing posts with label article. Show all posts
Tuesday, May 22, 2012
Transformed Play
Tomorrow the conference The Transformative Museum starts up in Roskilde, and I will be there together with two colleagues from ITU, Bjarki Valtysson and Nanna Holdgaard. Their contributions can be found, among many other objects, at the conference paper site. Go read them, they have put a lot more effort into their work than I have managed to make time for this spring. My presence there started out of a desire to look at and write about everyday culture, under the working title "Mundane and digital" at the ITU, and I have been cooperating with Bjarki and Nanna, as well as Susana Tosca and Lisbeth Klastrup.
The paper for this conference is an attempt to catch still half-formed ideas, and it shows. Still, it feels like a useful direction to go, if I want to combine my very varied fields, those of strategic communication, social media and role-play games. And here it is, for those with special interests: limited time only, the latest edition of Transformed Play, written for The Transformative Museum, Roskilde 2012.
Labels:
academia,
article,
conference,
culture,
proceedings,
roleplay
Thursday, September 16, 2010
Hedonism in August
One of the topics I have been working on for a while concerns hedonism as a moral philosophy of gaming. This is, of course, frightfully ambitious, seeing that I am not philosopher. I am certain my arguments can be ripped apart quite easily by somebody who have actually studied philosophy, and not gaming. If so, feel free to find my article The player as hedonist in the Journal of gaming & virtual worlds. But for those of us who are more concerned with new ways of thinking about games and game research, I am trying to poke some holes in the idea that pleasure can be planned and designed for.
A counter-productive claim, if you are looking for a formula to make winner games, but if you're trying to gain insight into the wider processes of gaming it's very important to keep looking for different viewpoints. And so I have thrown one of mine out there, going out on thin ice for the sake of trying to carry an argument across.
A counter-productive claim, if you are looking for a formula to make winner games, but if you're trying to gain insight into the wider processes of gaming it's very important to keep looking for different viewpoints. And so I have thrown one of mine out there, going out on thin ice for the sake of trying to carry an argument across.
Thursday, April 22, 2010
Gaining the upper hand
Another article hits the digital sphere. Training, sharing, cheating is now available to the subscribers of e-learning, the journal. In 18 months it will be free, but until then: Subscribe, or be satisfied with the abstract.
This article gathers a lot of the loose threads of my thoughts through the last years, particularly my experiences from playing in guilds that raid (although casually).
This article gathers a lot of the loose threads of my thoughts through the last years, particularly my experiences from playing in guilds that raid (although casually).
Wednesday, October 21, 2009
Why I really should read CFPs more closely
I just finished an article I am now quite happy with and would love to see published, on player ethics and pleasure in games, and enthusiastically I looked up the CFP of the magazine I was asked to contribute to, in order to see where I should send it.
I have written 7000 words too much.
I can cut 2000, perhaps 3000 if I really go through and remove all redundancy (I probably should do anyway), but reducing the paper by more than half?
BTW: Cutting is going fine. Not even sarcastic about that! I may not make all 7000, but it's really useful to start killing darlings! It's an important part of the process, as well. What comes out at the other end will be the important material. At least I hope so!
I have written 7000 words too much.
I can cut 2000, perhaps 3000 if I really go through and remove all redundancy (I probably should do anyway), but reducing the paper by more than half?
BTW: Cutting is going fine. Not even sarcastic about that! I may not make all 7000, but it's really useful to start killing darlings! It's an important part of the process, as well. What comes out at the other end will be the important material. At least I hope so!
Tuesday, April 10, 2007
Player's Realm
Another anthology is on the market: The Player's Realm with Jonas Heide-Smith and Patrick Williams as editors. It's published by McFarland, and should make an interesting addition to current game literature. It's been a while coming, but it's on topics which should be able to survive the time lag. My article is on the player's situation and connection, placing gaming in a wider cultural field, connecting to a wide range of literature.
I have no idea what the picture on the front page is supposed to relate to though - unless it's that same literary connection: Fantasy and science fiction.
I have no idea what the picture on the front page is supposed to relate to though - unless it's that same literary connection: Fantasy and science fiction.
Monday, March 26, 2007
Finally done
Among the tasks I have struggled with this year is the article for the WoW anthology we are writing with Jill and Hilde as editors. First I didn't manage to get into the flow of writing, then it all exploded and it grew to twice the size. Today I managed to slice it down to an acceptable format, and I almost understood what I am writing too. Not bad, really.
This article has been haunted with problems. I started with an idea which turned out to be really hard to confirm. People do way too much more stuff ingame compared to what I thought they did, and they all wanted to talk about it. I got a lot of great information from a wonderful bunch of people, when I went to Holland to interview the guild I played with. Not much of that was about the topics I wanted them to talk about though. Oh well, it's what I get for interviewing real life people, I guess!
When I finally got time to have the interviews transcribed (and here I again had the pleasure of getting help from the guild: a member did the transcriptions, and I am not sure if he ever contacted the college to get paid for it. I hope he did! He deserved every krone, because it turned out that the quality of the interviews was really lousy. And as if that's not enough:) all the interviews were cut short. I cried when I discovered what had happened. The recorder I had borrowed at the college after many negotiations (I wanted to buy, they wanted to save - familiar story) had some weird malfunction, so not only was it a poor recorder, it also made me lose the end of every single interview.
So, patching this optimistically together, I kind of lost sight of what I was writing about. The first draft of the full article was more about "all kind of human experiences in WoW." Fun stuff, but babies had to die. 1/3 of the babies, really.
That's what I have been up to the last week: killing innocent idea babies. The blood was seeping into the keyboard, so I had to get it replaced. Also the touchpad and the main card of my brand new Dell XPS M1210 - the cutest and most powerful laptop I have ever had. I am absolutely certain it was the cruel attacks on the text with axe, spells and swords that shook everything lose inside.
Today I got the text down to less than 8000 words. I feel like a human being again. Tomorrow, after a final proofreading, I'll send it off.
This article has been haunted with problems. I started with an idea which turned out to be really hard to confirm. People do way too much more stuff ingame compared to what I thought they did, and they all wanted to talk about it. I got a lot of great information from a wonderful bunch of people, when I went to Holland to interview the guild I played with. Not much of that was about the topics I wanted them to talk about though. Oh well, it's what I get for interviewing real life people, I guess!
When I finally got time to have the interviews transcribed (and here I again had the pleasure of getting help from the guild: a member did the transcriptions, and I am not sure if he ever contacted the college to get paid for it. I hope he did! He deserved every krone, because it turned out that the quality of the interviews was really lousy. And as if that's not enough:) all the interviews were cut short. I cried when I discovered what had happened. The recorder I had borrowed at the college after many negotiations (I wanted to buy, they wanted to save - familiar story) had some weird malfunction, so not only was it a poor recorder, it also made me lose the end of every single interview.
So, patching this optimistically together, I kind of lost sight of what I was writing about. The first draft of the full article was more about "all kind of human experiences in WoW." Fun stuff, but babies had to die. 1/3 of the babies, really.
That's what I have been up to the last week: killing innocent idea babies. The blood was seeping into the keyboard, so I had to get it replaced. Also the touchpad and the main card of my brand new Dell XPS M1210 - the cutest and most powerful laptop I have ever had. I am absolutely certain it was the cruel attacks on the text with axe, spells and swords that shook everything lose inside.
Today I got the text down to less than 8000 words. I feel like a human being again. Tomorrow, after a final proofreading, I'll send it off.
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