the-inbetween.com: [ Conflict-free Competition ]
may 2009 by infovore
"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
games
conflict
boardgames
design
violence
strategy
economics
tone
systems
may 2009 by infovore
Ragdoll Metaphysics: JG Ballard, Boredom, And The Violent Promise Of Videogames - Offworld
april 2009 by infovore
"That is not to say that videogames need to be more sensationalist, more vulgar, or more crass, but that they need not fear being more transgressive, or more expressive, or more visceral. They need not to shy away from their darker depictions of our fantasies, or become embarrassed when people point out how they dwell on violence and excitement. This, the safe excursion to the gladiatorial arena, is what games do best." Rossignol on Ballard, and jolly good too.
videogames
jgballard
writing
offworld
article
ballard
jimrossignol
escapism
banality
violence
april 2009 by infovore
The Play Ethic: Carnage Not Required: questioning the commercial need for violence in video games
february 2009 by infovore
"I've had too many conversations with game-makers (particularly from my Scottish locus) who, when presented with a range of possible game motivations and scenarios that don't involve spectacular male violence in urban settings, shake their heads and say, "just don't see the game in that, Pat. You gotta see the game." I've always suspected that this was male geek laziness on the industry's part. Incidentally, this report is based on a sample set that was 85% male." Maybe; but sometimes, "seeing the game" is an important part of game design. That doesn't always call for free-roaming urban-carnage, but I'm not sure I can entirely agree with Kane's quotation here.
design
games
play
mechanics
violence
patkane
february 2009 by infovore
Science News / Gamers Crave Control And Competence, Not Carnage
february 2009 by infovore
"The results from two surveys, based on responses from over 2,500 people who participate in an Internet chat group focused on video games, found that the inclusion of violent content did nothing to enhance players’ enjoyment. What did matter was feeling in control and feeling competent. “Games give autonomy, the freedom to take lots of different directions and approaches,” says Ryan."
games
play
research
control
motivation
violence
agency
february 2009 by infovore
The Video Game Revolution: "Eight Myths About Video Games Debunked" by Henry Jenkins | PBS
november 2006 by infovore
Fairly old now, but some great notes from Henry Jenkins.
crime
culture
videogames
play
society
violence
research
november 2006 by infovore
Gamasutra.com - Converging: An Interview With Henry Jenkins
november 2006 by infovore
"Every artform, every storytelling tradition needs the ability to represent violence because aggression, trauma, and loss are a fundamental aspect of the human condition. The idea that game violence is in and of itself bad is an absurdity."
games
henryjenkins
play
education
video
violence
society
november 2006 by infovore
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