Gaming
Last month, I read an article in The New York Times from Brad Stone, looking at a "Risk-esque" game created for Ivy League schools called GoCrossCampus. The game, called GXC, is called by their site "a team-based locally social online sport that revolves around your connections, location and interests. The game is billed as "a massively multiplayer game built on your social networks.
This local angle to digital culture is what I've been writing about for some time now and one of my greatest interests in the potential of new technologies. This post is not really about this Ivy League game per say but rather how social networking sites and initiatives like this are proving just how localized the global adoption of online technologies can be.
In a Web 2.0 world, global really is local. Many of the earliest, most utopian writings about the Web were about how people could transcend the boundaries of where they are from, their local community, in an effort to reach out to others like them. In other words, we could defy geographical boundaries and make new connections, based not on proximity but on genuine compatibility. Online fan communities, matchmaking sites, and a plethora of other social gatherings are built on this principle.
Continue reading "Localization in a Web 2.0 World" »
As many of you may have read in this post here on the blog earlier in the month, I'm teaching a course this semester on the history and current state of the U.S. soap opera genre, using As the World Turns as a case study. As I continue research on that field, and particularly how one of television's oldest genres may transform itself in interesting ways in a digital age, I'm always interested in hearing of new initiatives being launched.
For instance, see this post from December 2006 on the SOAPnet Fantasy Soap League, the idea being to mimic the success of fantasy football by having fans play games based around some of the stereotypes in the genre. I guess it's a chance for those of us not terribly interested in sports to nevertheless participate in something similar that, in part, measures our knowledge of a media property while also encouraging us to watch the current product. I know I participated in pro wrestling fantasy leagues once upon a time that incorporated some elements from this approach, and it reminds me as well of the Fantasy Television League that some C3-affiliated folks have taken part in.
But, in following soap operas for more than two years here on the Consortium blog, I'm always interested to see how these initiatives launch in the U.S. daytime serial drama industry, which is what attracted my attention to this post from Adrants back in March.
In an effort to further build their brand, Soap Opera Digest has launched casual games surrounding the soap operas, available here. The choices include a jigsaw puzzle of the cover of SOD, a variety of word-based games, solitaire, and other variations on classic casual games.
Continue reading "Soap Opera-Branded Casual Games" »
I ran this over on my blog, but in light of our various conference roundups here on the C3 blog of late, I thought it might be good to share some insight on the GDC as well.
Every Friday afternoon, the team at our GAMBIT Lab hosts a game critique session. Lab staff and students pick a theme, bring out a range of contemporary examples for people to play and pick apart, as the lab seeks to develop their own strategies for game design. GAMBIT's remit commits it to trying to expand and diversify our understanding of games as a medium of expression. A few weeks ago, Eitan Glinert presented the group with his perspectives on the games which had been nominated or won awards at the recent Game Developers Conference, and they individually and collectively generated a lot of buzz and excitement in our group.
There is especial interest here in games which manipulate time and space in creative ways. Some years ago, I was part of a group which organized a series of Creative Leaders workshops for Electronic Art. One of the exercises we did was have game designers read passages from Alan Lightman's novel, Einstein's Dreams. Lightman, a physicist, was interested in describing worlds with radically different structures of time and space and then playing out how they would impact the lives of their residents. Our conversations with game designers focused on how they might give players the experience of "visiting" such worlds, though I have also had fun in class discussions getting students to imagine what it would mean to design media for the inhabitants of such worlds.
Continue reading "GDC Roundup 2008: Diversity and Innovation in the Contemporary Games Industry" »
Around late November of last year, I stopped playing the popular Facebook application Scrabulous, because it was wrecking havoc on my productivity.
Back in January, I started up again, spurred on by Hasbro's crease-and-decist order and have since been nervously awaiting the outcome of the Hasbro versus Scrabulous legal faceoff. With Mattel having also joined the battle, every move might be my last (most recently played: Pledged, for 22 points). But it's telling that I decided to reintroduce the game into my still-overpacked schedule because of the need stake my claim while I still could: whether or not I plan to keep playing, I felt compelled to make known that I supported its right to exist.
According to a recent New York Times article, I'm not the only one who feels this way. Not only have multiple "Save Scrabulous" Facebook groups cropped up, some with several hundred thousand members, but the executive director of the National Scrabble Association, John D. Williams Jr., noted that "People believe it to be in the public domain . . . The idea that Scrabble belongs to a corporation is something that people don't or are unwilling to accept."
Continue reading ""Your Move on Scrabulous!": Hasbro's Legal Facebook Faceoff" »
Seems that board games based on media properties have been more prevalent than media properties based on board games. After all, it's easy to create a fairly low-maintenance ancillary product by replacing the names of various streets with venues associated with The Simpsons or Star Wars. It's a bit more challenging to turn the very brief narratives of most board games into film.
Now, news has come from Hasbro that a major deal has been signed to do just that, however, and many of the world's favorite board games are set to come to life through a partnership with Universal Pictures.
Continue reading "Board Game Franchises Come to Film" »
I wanted to start out this morning by passing along a few interesting stories that readers and colleagues have passed my way of late. The first comes from a few games-related stories here at MIT.
For those who are not familiar with his work, Jesper Juul received his doctorate from the IT University of Copenhagen and is the author of Half-Real: Video Games between Real Rules and Fictional Worlds. He is now a video game researcher here at the Program in Comparative Media Studies, in the Singapore-MIT GAMBIT Game Lab.
Continue reading "Around CMS: Jesper Juul, Beth Coleman, and Market Truths" »
This is not a rant, although it could easily be mistaken as one. This post points out a small but nagging problem I'm having: being broke. No, this has nothing to do with my salary; I'm totally loaded being paid as a Research Assistant at the Convergence Culture Consortium.
This is about me being broke because of the savvy marketing/PR people working year after year to market games that are just updated versions of a past successful title with a few new features (on maybe a new system) for more of my money.
A year ago today, Sam Ford wrote a piece about the emerging storytelling more "serialized" narratives that were being seen in games. These episodic titles, being shorter in length, would be lower-priced.
Continue reading "I Want Serial with My $130 Milk" »
A future look at an innovative marketing approach for fans is being tested this year at Seattle's Safeco Field.
The Nintendo DS is going to change the way we attend sporting events and participate as a fan.
The deal was struck as part of Nintendo of America's majority ownership of the Seattle Mariners, but it shows the ways in which technologies can be used for a variety of purposes, in this case using a Nintendo device not just for video games, but as an audience participant of live sporting games as well.
Continue reading "Take the DS Out to the Ballgame" »
As some blog readers may know and those within C3 who follow my work more in-depth, I am quite interested in surplus audiences. For anyone interested in my thesis work on soap opera fandom, you will see that come out even more. (A copy of my thesis is available here; thanks for the plug, Boing Boing.)
My work has focused in the past on female fans of professional wrestling, for instance, or in my thesis work on male viewers of soaps, or viewers over the age of the target demographic. No matter what the lies of target demos might tell us, these people still add significant value to the properties and often are engaged consumers/fans.
C3 Alum Geoffrey Long sent me this piece a little while back on Wii players 50 and older.
Continue reading "Wii and AARP: Another Example of Surplus Fans" »
Our research manager here at the Convergence Culture Consortium, Dr. Joshua Green, sent me an interesting link to an interactive love story that is being described as akin to the "choose your own adventure" books of times past--except this takes place in actual real space.
The project is called She Loves the Moon, and it is a story told in San Francisco's Mission District through stencils on the sidewalks, connected by arrows. The story starts with two characters located in two different location, one at 16th and Valencia with the stencil "He Leaves His Lonely Apartment," and the other at 21st and Guerrero with a similar stencil. The couple meet through the course of the game and make several decisions, leading to four possible endings, depending on the choices players make.
A collection of writing about the stencil story is available here, and the project already has a Flickr site here.
Continue reading "Place-Based Gaming, Romance Interactive Storytelling, and Choose-Your-Own Adventure" »
While thinking today about how this issue between the Writer's Guild of America and television producers seems to have been stretching on for quite a while now, I began to realize that a lot of the issues I've been covering for the Consortium since we started our blog a little under two years ago, and especially since I've been the primary contributor to the blog since last summer have not changed that much.
So, while people talk sometimes about how fast change happens, it is important to realize that the falsity that nothing is ever going to change is often countered by an equally tall tale, that things are changing extremely quickly. The truth is that industry practices, corporate infrastructure, technological lagtime, and an endless variety of factors causes everything to move slowly.
I was told by an industry executive not too long ago that the upfronts this year didn't feel that much different, as if this person were somehow disappointed. I think that's how we all feel when we realize that the new environment feels only slightly removed from yesterday's...and that's because we as human beings can only move in steps. The first cars really did resemble horseless carriages, and the first mobile phones looked quite like landline phones. Change necessarily comes one step at a time.
That being the case, I thought it might be interesting to revisit the stories that were posted here on the blog during this same week last year. You'll see a few stories that have fallen by the wayside but a few more that could quite possibly be easily plugged into this week's headlines and still seem right at home.
Continue reading "How Much Have Industry Developments Changed in the Past Year?" »
I wanted to point the way to some interesting posts from various Consulting Researchers with the Convergence Culture Consortium. A variety of our affiliated thinkers maintain regular blogs regarding their opinion of the latest developments in the media industries, and a wide variety of other subjects.
Henry Jenkins posted a piece on his blog last week emphasizing his own interest and respect with NBC's Heroes and his reading of a recent interview with Heroes executive producer Jesse Alexander, in which he brought up reading Jenkins' book Convergence Culture. Henry links his look at fan communities with Rob Kozinets' recent writing on wiki-media.
Jason Mittell writes about the contest among the different cities of Springfield across the country to claim The Simpsons and to host the premiere for the upcoming Simpsons Movie. The state Mittell calls home, Vermont, won the contest.
Continue reading "A Look at Recent Writing from Affiliated C3 Thinkers" »
Two appearances for the XBOX on the C3 blog in as many days: Water Cooler Games reports that the King will be a playable character in several new promotional games:
Market research company Greenfield Online is preparing a plan for Burger King to sell promotional Xbox 360 games in their stores. The games would apparently riff off 'the most popular game types,' adding the super-creepy Burger King character to an action, fighting, and racing game; customers would have the option of purchasing one for $4 with any Value Meal.
Now, given that the only thing that has intrigued me about the XBOX 360 thus far is the presence of the Burger King in the photo-realistic Fight Night: Round 3, this is an interesting tactic.
On top of which, given the price of XBOX 360 games, who's really going to pass up games -- even ones that are almost pure advertising -- at $4 a pop?
Update: Apparently there was some concern that this was an unsubstantiated rumor, but the cease-and-desist that Kotaku received seems to confirm it.
Further proof that Nielsen's report is set to increase efforts in the VG advertising space: Nielsen will begin measuring Massive ads.
Nielsen Entertainment and Massive Inc. announced a partnership Wednesday under which Nielsen Interactive Entertainment will provide third-party accountability and measurement for in-game advertising on the Massive Network...
Massive operates the Massive Video Game Advertising Network, a system that enables advertisers to fine-tune customizable placement according to consumer demography, game genre, behavioral data, daypart and other factors, and all aspects of the campaign can be changed across the network instantly as well as being accurately trackable (HR 10/18).
(Via Inside Video Games.)
This one is especially for our partners, who were asking about the state of machinima while visiting campus a few weeks ago.
While I had already mentioned the recent buzz around a new political piece called The French Democracy, there was a great summation in the Inside Video Games Blog yesterday, talking about new developments and the state of the machinima movement.
Worth a look for anyone who wants to keep tabs on how machinima is working its way into mainstream culture.
(And kudos to our partner, MTV, for their active contributions in the machinima space!)
UPDATE: BusinessWeek has another excellent feature article on the machinima movement. Worth a look.
From the same article as the previous entry: for those following the convergence of films and video games -- it seems that we can look forward to more Year-of-the-Matrix style transmedia experiments, as the industries begin to comprehend the logic of games that are complements, rather than adaptations, of their cinematic counterparts:
Said Bruce Friend, executive vp and managing director of OTX Research: "The boxoffice has been weak, so studios will look to get more creative in their advertising."
Stocks said he also expects another form of creativity to become more important in the Hollywood-gaming relationship. Over time, video game developers will likely start working more closely with film studios when it comes to creating games tied to movies, a move that would benefit both sides, he said.
Said Stocks: "If there is more interaction between the film and the game, and the game offers expanded stories and more character development," gamers will be happier and enjoy both products more.
Hot on the heels of the recent reports about the efficacy of in-game advertising, Massive Inc. has announced that they will start integrating "dynamic 10-second ads" into video games in more fluid and logical contexts:
Longano said a traditional 30-second spot would interrupt game play too much, but he is optimistic that gamers readily will watch the shorter commercials. "Advertising makes the gaming experience more realistic ... people accept it and actually like it" as long as it doesn't interfere or distract too much from the game itself, he said.
He explained that players would get to see the short animated videos in "natural" situations, such as when moving their game characters by a TV set that is turned on.
Massive will start using the spots in about two weeks and will charge higher rates than for its static ad displays within games, according to Longano.
Will you look at that? The industry can learn!
Via Mike McArtor, 1Up.com's Xbox 360 Hardware Pr0n page contains a classic example of design failure:
Leave it to industrial designers to put the "how to remove" instructions under the [hard] drive, where you can't see them until after you get it off.
Note to industrial designers-- it helps when your clean, crisp instructional diagram is actually, y'know, visible.
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