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VIDEO GAMES: THE PLAYFUL MEDIUM
                                               Recapitulation of the Genre & Semiotic Aspects


                                                                            Presentation for the class: Semiotic Aspects of Media
                                                                            Lecturer: Frieder Naake
                                                                            Place & Time: HfK Bremen, 18. Nov. 2008
                                                                            Presenter: Jan Smeddinck
http://www.globalgraphica.com/main/archives/spaceinvader_paris_sgdp_3.jpg
CONTENT




                                                                                       05.02.2009
          Video Games
                  History




                                                                                      Video Games - The Playful Medium
                  Trends & Myths
                  Key Research
          Semiotic Aspects
                  How are games semiotic?
                  What are semiotic domains?
                  What is so special about video games?
                  Are video games art?
                  Are there semiotic games?

                                                                                  2



http://imagecache2.allposters.com/images/pic/HPM/BM1178~Video-Games-Posters.jpg
WHAT ARE VIDEO GAMES?




                                                                                   05.02.2009
            The media that SUCKS most!?!




                                                                                  Video Games - The Playful Medium
                                                                              3



http://media.kansan.com/img/photos/2008/05/05/Video_game_addiction_play.jpg
HISTORY OF VIDEO GAMES




                                                                                                           05.02.2009
 Device / Technology perspective
 Software specific




                                                                                                          Video Games - The Playful Medium
                                      http://video.google.com/videoplay?doci
                                      d=3637639460474263178




                                                                                                      4



                             http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg
05.02.2009
                                                                          Video Games - The Playful Medium
                                                                      5



http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
OR AWFULLY STEREOTYPICAL




                                                             05.02.2009
                                                            Video Games - The Playful Medium
                                                        6



thefischbowl.blogspot.com/2007/06/did-you-know-20.html
TREND: OLDER GAMERS




                                                                                  05.02.2009
                                                                                 Video Games - The Playful Medium
                                                                             7


ESA, 2008 + IGN‟s “Are You Game” from November 2008 7 | 57
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
TREND: MORE FEMALES




                                                                                  05.02.2009
                                                                                 Video Games - The Playful Medium
                                                                             8
            more female gamers over 18 than boys under 17
ESA “Essential Facts”, 2008 | Image: Nintendo DS Lite “Woman” 9 | 57
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
MYTH: LONELY & LOST SOULS




                                                                              05.02.2009
                                                                             Video Games - The Playful Medium
                                                                         9



http://www.dasgib.de/wp-content/wow_world_of_warcraft_2030_reality.jpg
TREND: SHORTER PLAY & NEW USERS




                                                                       05.02.2009
                                                                      Video Games - The Playful Medium
                                                                     10



http://www.enregistrersous.com/images/134178657420070918114858.jpg
TREND: SHORTER PLAY & NEW USERS




                                                                                              05.02.2009
           Even in reality!




                                                                                             Video Games - The Playful Medium
                                                                                            11



http://lh4.ggpht.com/_0DTgWoL_s0o/R1y6kZF2l7I/AAAAAAAAAHs/RBfiYqCYV9U/2007-04-17_0145.jpg
TREND: GAMING UBIQUITY




                                                            05.02.2009
       Bedroom to Living-room
       Stationary to Mobile




                                                           Video Games - The Playful Medium
                                                          12



http://www.freewebs.com/sonypsfree/nintendo_ds_lite.jpg
TREND: PLAYING TOGETHER




                                                                       05.02.2009
           59% gamers play with other people in person
            ESA “Essential Facts”, 2008




                                                                      Video Games - The Playful Medium
                                                                     13



http://kendlesworld.com/wp-content/gallery/general/lanparty4bg.jpg
TREND: PLAYING TOGETHER ONLINE




                                                                                                                     05.02.2009
          > 70% of next-gen console gamers play online
           NPD Study, October 2007 (http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation )

          10 million WoW subscriptions in 2008




                                                                                                                    Video Games - The Playful Medium
                                                                                                                   14



http://img408.imageshack.us/img408/5115/wowscrnshot010607225314uc6.jpg
05.02.2009
                                                             Video Games - The Playful Medium
                                                            15



http://www.ibiblio.org/GameBytes/issue20/misc/stunts1.gif
05.02.2009
                                                                        Video Games - The Playful Medium
                                                                       16



http://www.pc-universe.de/img/articles/3821/Trackmania-Nations-5.jpg
TREND: USER GENERATED CONTENT




                                                                                                                                                             05.02.2009
         Users contribute:
                 Maps, Models, Levels, Items, Stories




                                                                                                                                                            Video Games - The Playful Medium
                                                                                   http://cache.kotaku.com/assets/resources/2007/04/garrys_mod_mario.jpg




http://www.alwaysbeta.com/wp-content/uploads/smcbride/tmaina_secrettechtrack.jpg




                                                                                                                                                           17
TREND: USER GENERATED GAMES




                                                                               05.02.2009
         Classic: Mods
         Now commercialized: Spore, Little Big Planet




                                                                              Video Games - The Playful Medium
                                                                             18



http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
TREND: MAINSTREAM MARKET




                                                                                   05.02.2009
   Consoles as entertainment hubs




                                                                                  Video Games - The Playful Medium
 Myth: Gaming for kids / not a big deal:
 Gaming bigger than DVD / movies / books / music

 A $34 billion industry
    Wired, 2008 | GamesIndustry, 2008

   Video game ad-revenue aiming to become billion
    dollar market in 2010
    eMarketer, April 2007 / Advertising Age Fact Pack, 2008 45 | 57

 Online distribution (steam)
 Pay-Per-X
    http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
                                                                                 19
TREND: MOVIES & GAMES




                                                                                                                      05.02.2009
 Tightly intervened
 Exchange franchises & techniques




                                                                                                                     Video Games - The Playful Medium
 Creative drive towards games




                                                                                                                    20

                                                                http://content.mahalo.com/images/9/9e/Piano.2.jpg


http://www.sessiocontinua.com/uploaded_images/nosferatu-797699.gif
GAMES THE NEW LIVELY ART




                                                                  05.02.2009
   “Games represent a new lively art, one as appropriate
    for the digital age as those earlier media were for the
    machine age. They open up new aesthetic experiences




                                                                 Video Games - The Playful Medium
    and transform the computer screen into a realm of
    experimentation and innovation that is broadly
    accessible. And games have been embraced by a public
    that has otherwise been unimpressed by much of what
    passes for digital art. Much as the salon arts of the
    1920s seemed sterile alongside the vitality and
    inventiveness of popular culture, contemporary efforts to
    create interactive narrative through modernist hypertext
    or avant-garde installation art seem lifeless and
    pretentious alongside the creativity and exploration, the
    sense of fun and wonder, that game designers bring to
    their craft.”
    Jeffrey Goldstein 2005                                      21
GENERATION GAME




                                 05.02.2009
   is generation game next?




                                Video Games - The Playful Medium
                               22
05.02.2009
                                                                                       Video Games - The Playful Medium
                                                                                      23



http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation, slide 4
DIGITAL NATIVES




                                                                        05.02.2009
                                                                       Video Games - The Playful Medium
                                                                      24



http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
05.02.2009
                                                                    Video Games - The Playful Medium
                                                                   25



http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
DIGITAL DIVIDE




                                                                     05.02.2009
                                                                    Video Games - The Playful Medium
                                                                   26



http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
05.02.2009
                                                                                                      Video Games - The Playful Medium
                                                                                                     27



http://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Tic_tac_toe.svg/522px-Tic_tac_toe.svg.png
05.02.2009
                                                                        Video Games - The Playful Medium
                                                                       28



http://onemansblog.com/wp-content/uploads/2007/09/Space_Invaders.jpg
05.02.2009
                                                                   Video Games - The Playful Medium
                                                                  29



http://www.atributosurbanos.es/images/fotos/sim-city1_large.jpg
05.02.2009
                                                        Video Games - The Playful Medium
                                                       30



http://img265.imageshack.us/img265/1969/gw209xc4.jpg
PLAYFUL LEARNING




                                                      05.02.2009
             Games grew more complex




                                                     Video Games - The Playful Medium
             Why?: Because the BRAIN demands it…
              Glenn Wiebe 2008




                                                    31



http://blog.craftzine.com/BrainBunny.jpg
05.02.2009
                                                                             Video Games - The Playful Medium
                                                                            32



http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
BRAIN: PATTERN RECOGNIZER




                                                                              05.02.2009
             More complex in games (rules, behaviors, social)




                                                                             Video Games - The Playful Medium
                                                                            33



http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
THE BRAIN & THE WORLD




                                                    05.02.2009
                                                   Video Games - The Playful Medium
     Can I eat it?




    Can it eat me?      Can I have sex with it?   34
SIGN INTERPRETATION




                                                                              05.02.2009
 Brain loves to find patterns…
 …works best, when emotional chemicals increase




                                                                             Video Games - The Playful Medium
 …wants to collaborate
http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation




   Games serve all this!
       Patterns / Game Mechanics
       Emotions / Story, Immersion, motivation
       Collaboration / Multiplayer


 They are good for learning…
 AND highly semiotic!                                                      35
SEMIOTIC?




                                                                              05.02.2009
    Chess is the man-made counterpart of the natural processes
     of language.
     Ferdinand de Saussure 1916 (CGL)
          both dynamic, rule-based (conventional), positional strategies




                                                                             Video Games - The Playful Medium
    „Thinking always proceeds in the form of a dialogue - a
     dialogue between different phases of the ego - so that, being
     dialogical, it is essentially composed of signs, as its Matter, in
     the sense in which a game of chess has the chessmen for its
     matter.“
     Peirce 1967, MS 298, 1905, Phaneroscopy
    Language Games: Games are conceptually prior to symbolic
     codes
    “[Y]ou can learn that the word has meaning by the particular
     use we make of it. We are like people who think that pieces of
     wood shaped more or less like chessmen or draughtstones
     standing on a chessboard constitute a game even if nothing
     has been said as to how they are to be used.”
     Wittgenstein, 2000–, 147, 39v                                          36
All via Pietarinen 2007
WHAT„S UP WITH ALL THE CHESS?




                                                                                     05.02.2009
                                                                                    Video Games - The Playful Medium
            Video games can do more than that…                                    37



http://i47.photobucket.com/albums/f162/queenofsimtopia/Harper%20Week%201/h12.jpg
05.02.2009   Video Games - The Playful Medium
                                                38
SEMIOTIC DOMAIN




                                                          05.02.2009
 …the entire vat of knowledge that we must have to
  read a particular piece of literature…




                                                         Video Games - The Playful Medium
 almost all literature is multimodal
       requires bigger semiotic domain than we think
 "When people learn to play video games, they are
  learning a new literacy.“
 Learning to think of semiotic domains as design
  spaces that manipulate us in certain ways and that
  we can manipulate in certain ways.
       Think UGC!
Paul James Gee 2007
                                                        39
VIDEO GAMES: ALL SIGNS & SYMBOLS




                                                                     05.02.2009
   Computer games function as human sign
    and symbol systems




                                                                    Video Games - The Playful Medium
       share a finite set of semiotic patterns and
        processes with literature
   All signs and symbols within computer
    games are ultimately interpreted as icons
       valued and given meaning only within the
        system of the game itself
David Myers 2004
                                                      literature
                                           language


                                 play                              40
VIDEO GAMES: ALL SIGNS & SYMBOLS




                                                           05.02.2009
   „Whatever might be strange or mysterious
    concerning a sign or symbol is systematically




                                                          Video Games - The Playful Medium
    removed and replaced with the immediate
    sensation of the sign itself and the accompanying
    ability to value and understand that sign during
    play.“
       more intense than literature


   „This immersive experience of the semiotic self is
    no doubt part of the addictive-like appeal of
    computer games.“
David Myers 2004                                         41
05.02.2009   Video Games - The Playful Medium
                                                42
05.02.2009   Video Games - The Playful Medium
                                                                       43
www.robbiecooper.org
05.02.2009   Video Games - The Playful Medium
                                                44
05.02.2009   Video Games - The Playful Medium
                                                45
05.02.2009   Video Games - The Playful Medium
                                                46



                                                     http://www.robbiecooper.org/
05.02.2009   Video Games - The Playful Medium
                                                47



                                                     http://www.robbiecooper.org/
05.02.2009   Video Games - The Playful Medium
                                                48



                                                     http://www.robbiecooper.org/
05.02.2009   Video Games - The Playful Medium
                                                49



                                                     http://www.robbiecooper.org/
VIDEO GAMES: THE MEDIUM




                                                           05.02.2009
   Games allow to escape reality
       only possible with signs & media




                                                          Video Games - The Playful Medium
   Draws us in on many channels
       redirecting our senses
   If any medium is an extension of ourselves (cf. Mc
    Luhan) then games are our extensions to next
    reality worlds.




                                                         50
GAMES ARE SEMIOTIC IN THAT…




                                                         05.02.2009
 … they are played with consensual rules
 … they create semiotic domains




                                                        Video Games - The Playful Medium
 … they contain signs & symbols / icons

 … and sign users (programmer / player / AI / other
  players)
 … gamers use (game) specific language

 … players can CHEAT (Umberto Eco: Lie)

 … they build models of reality

 … they are at the core of communication


                                                       51
SEMIOTIC GAMES




                                                  05.02.2009
   lifeSigns




                                                 Video Games - The Playful Medium
                                                52


                 http://iconica.org/lifesigns
SEMIOTIC GAMES




                                     05.02.2009
 Eco-System of signs &
  symbols (iconic)




                                    Video Games - The Playful Medium
 Manipulated by
  multiplayer & evolving
    http://iconica.org/lifesigns




                                   53
05.02.2009   Video Games - The Playful Medium
                                                                       54
QUESTIONS & COMMENTS
SOURCES




                                                                                                                 05.02.2009
   http://www.robbiecooper.org/
   http://iconica.org/lifesigns/
   http://icrontic.com/forum/blog.php?b=66




                                                                                                                Video Games - The Playful Medium
   http://nm4209.wikispaces.com/Do+you+think+video+games+are+a+waste+of+time


   http://www.slideshare.net/HeyWayne/the-generation-game-presentation
   http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
   http://www.slideshare.net/glennw98/video-games-online-simulations-having-fun-is-
    a-good-thing
   http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
   http://www.slideshare.net/Alan_Hook/sequential-images-presentation

   Jenkins, Henry (2005): "Games, the New Lively Art," in Jeffrey Goldstein (ed.) Handbook for Video
    Game Studies (Cambridge: MIT Press, 2005)
    http://web.mit.edu/cms/People/henry3/GamesNewLively.html

   Myers, David, (2004): The Anti-Poetic: Interactivity, Immersion, and Other Semiotic Functions of Digital
    Play, Loyola University New Orleans.
    http://www.cosignconference.org/downloads/papers/proceedings_cosign_2004.pdf

   Pietarinen, Ahti-Veikko J. (2008): "An Invitation to Language and Games", in A.-V. Pietarinen (ed.),
    Game Theory and Linguistic Meaning, Oxford: Elsevier Science, 1-15.
    http://www.helsinki.fi/~pietarin/publications/publications.html                                            55

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Video Games: The Playful Medium

  • 1. VIDEO GAMES: THE PLAYFUL MEDIUM Recapitulation of the Genre & Semiotic Aspects Presentation for the class: Semiotic Aspects of Media Lecturer: Frieder Naake Place & Time: HfK Bremen, 18. Nov. 2008 Presenter: Jan Smeddinck http://www.globalgraphica.com/main/archives/spaceinvader_paris_sgdp_3.jpg
  • 2. CONTENT 05.02.2009  Video Games  History Video Games - The Playful Medium  Trends & Myths  Key Research  Semiotic Aspects  How are games semiotic?  What are semiotic domains?  What is so special about video games?  Are video games art?  Are there semiotic games? 2 http://imagecache2.allposters.com/images/pic/HPM/BM1178~Video-Games-Posters.jpg
  • 3. WHAT ARE VIDEO GAMES? 05.02.2009  The media that SUCKS most!?! Video Games - The Playful Medium 3 http://media.kansan.com/img/photos/2008/05/05/Video_game_addiction_play.jpg
  • 4. HISTORY OF VIDEO GAMES 05.02.2009  Device / Technology perspective  Software specific Video Games - The Playful Medium http://video.google.com/videoplay?doci d=3637639460474263178 4 http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg
  • 5. 05.02.2009 Video Games - The Playful Medium 5 http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
  • 6. OR AWFULLY STEREOTYPICAL 05.02.2009 Video Games - The Playful Medium 6 thefischbowl.blogspot.com/2007/06/did-you-know-20.html
  • 7. TREND: OLDER GAMERS 05.02.2009 Video Games - The Playful Medium 7 ESA, 2008 + IGN‟s “Are You Game” from November 2008 7 | 57 http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
  • 8. TREND: MORE FEMALES 05.02.2009 Video Games - The Playful Medium 8  more female gamers over 18 than boys under 17 ESA “Essential Facts”, 2008 | Image: Nintendo DS Lite “Woman” 9 | 57 http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
  • 9. MYTH: LONELY & LOST SOULS 05.02.2009 Video Games - The Playful Medium 9 http://www.dasgib.de/wp-content/wow_world_of_warcraft_2030_reality.jpg
  • 10. TREND: SHORTER PLAY & NEW USERS 05.02.2009 Video Games - The Playful Medium 10 http://www.enregistrersous.com/images/134178657420070918114858.jpg
  • 11. TREND: SHORTER PLAY & NEW USERS 05.02.2009  Even in reality! Video Games - The Playful Medium 11 http://lh4.ggpht.com/_0DTgWoL_s0o/R1y6kZF2l7I/AAAAAAAAAHs/RBfiYqCYV9U/2007-04-17_0145.jpg
  • 12. TREND: GAMING UBIQUITY 05.02.2009  Bedroom to Living-room  Stationary to Mobile Video Games - The Playful Medium 12 http://www.freewebs.com/sonypsfree/nintendo_ds_lite.jpg
  • 13. TREND: PLAYING TOGETHER 05.02.2009  59% gamers play with other people in person ESA “Essential Facts”, 2008 Video Games - The Playful Medium 13 http://kendlesworld.com/wp-content/gallery/general/lanparty4bg.jpg
  • 14. TREND: PLAYING TOGETHER ONLINE 05.02.2009  > 70% of next-gen console gamers play online NPD Study, October 2007 (http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation )  10 million WoW subscriptions in 2008 Video Games - The Playful Medium 14 http://img408.imageshack.us/img408/5115/wowscrnshot010607225314uc6.jpg
  • 15. 05.02.2009 Video Games - The Playful Medium 15 http://www.ibiblio.org/GameBytes/issue20/misc/stunts1.gif
  • 16. 05.02.2009 Video Games - The Playful Medium 16 http://www.pc-universe.de/img/articles/3821/Trackmania-Nations-5.jpg
  • 17. TREND: USER GENERATED CONTENT 05.02.2009  Users contribute:  Maps, Models, Levels, Items, Stories Video Games - The Playful Medium http://cache.kotaku.com/assets/resources/2007/04/garrys_mod_mario.jpg http://www.alwaysbeta.com/wp-content/uploads/smcbride/tmaina_secrettechtrack.jpg 17
  • 18. TREND: USER GENERATED GAMES 05.02.2009  Classic: Mods  Now commercialized: Spore, Little Big Planet Video Games - The Playful Medium 18 http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
  • 19. TREND: MAINSTREAM MARKET 05.02.2009  Consoles as entertainment hubs Video Games - The Playful Medium  Myth: Gaming for kids / not a big deal:  Gaming bigger than DVD / movies / books / music  A $34 billion industry Wired, 2008 | GamesIndustry, 2008  Video game ad-revenue aiming to become billion dollar market in 2010 eMarketer, April 2007 / Advertising Age Fact Pack, 2008 45 | 57  Online distribution (steam)  Pay-Per-X http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation 19
  • 20. TREND: MOVIES & GAMES 05.02.2009  Tightly intervened  Exchange franchises & techniques Video Games - The Playful Medium  Creative drive towards games 20 http://content.mahalo.com/images/9/9e/Piano.2.jpg http://www.sessiocontinua.com/uploaded_images/nosferatu-797699.gif
  • 21. GAMES THE NEW LIVELY ART 05.02.2009  “Games represent a new lively art, one as appropriate for the digital age as those earlier media were for the machine age. They open up new aesthetic experiences Video Games - The Playful Medium and transform the computer screen into a realm of experimentation and innovation that is broadly accessible. And games have been embraced by a public that has otherwise been unimpressed by much of what passes for digital art. Much as the salon arts of the 1920s seemed sterile alongside the vitality and inventiveness of popular culture, contemporary efforts to create interactive narrative through modernist hypertext or avant-garde installation art seem lifeless and pretentious alongside the creativity and exploration, the sense of fun and wonder, that game designers bring to their craft.” Jeffrey Goldstein 2005 21
  • 22. GENERATION GAME 05.02.2009  is generation game next? Video Games - The Playful Medium 22
  • 23. 05.02.2009 Video Games - The Playful Medium 23 http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation, slide 4
  • 24. DIGITAL NATIVES 05.02.2009 Video Games - The Playful Medium 24 http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
  • 25. 05.02.2009 Video Games - The Playful Medium 25 http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
  • 26. DIGITAL DIVIDE 05.02.2009 Video Games - The Playful Medium 26 http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
  • 27. 05.02.2009 Video Games - The Playful Medium 27 http://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Tic_tac_toe.svg/522px-Tic_tac_toe.svg.png
  • 28. 05.02.2009 Video Games - The Playful Medium 28 http://onemansblog.com/wp-content/uploads/2007/09/Space_Invaders.jpg
  • 29. 05.02.2009 Video Games - The Playful Medium 29 http://www.atributosurbanos.es/images/fotos/sim-city1_large.jpg
  • 30. 05.02.2009 Video Games - The Playful Medium 30 http://img265.imageshack.us/img265/1969/gw209xc4.jpg
  • 31. PLAYFUL LEARNING 05.02.2009  Games grew more complex Video Games - The Playful Medium  Why?: Because the BRAIN demands it… Glenn Wiebe 2008 31 http://blog.craftzine.com/BrainBunny.jpg
  • 32. 05.02.2009 Video Games - The Playful Medium 32 http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
  • 33. BRAIN: PATTERN RECOGNIZER 05.02.2009  More complex in games (rules, behaviors, social) Video Games - The Playful Medium 33 http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
  • 34. THE BRAIN & THE WORLD 05.02.2009 Video Games - The Playful Medium Can I eat it? Can it eat me? Can I have sex with it? 34
  • 35. SIGN INTERPRETATION 05.02.2009  Brain loves to find patterns…  …works best, when emotional chemicals increase Video Games - The Playful Medium  …wants to collaborate http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation  Games serve all this!  Patterns / Game Mechanics  Emotions / Story, Immersion, motivation  Collaboration / Multiplayer  They are good for learning…  AND highly semiotic! 35
  • 36. SEMIOTIC? 05.02.2009  Chess is the man-made counterpart of the natural processes of language. Ferdinand de Saussure 1916 (CGL)  both dynamic, rule-based (conventional), positional strategies Video Games - The Playful Medium  „Thinking always proceeds in the form of a dialogue - a dialogue between different phases of the ego - so that, being dialogical, it is essentially composed of signs, as its Matter, in the sense in which a game of chess has the chessmen for its matter.“ Peirce 1967, MS 298, 1905, Phaneroscopy  Language Games: Games are conceptually prior to symbolic codes  “[Y]ou can learn that the word has meaning by the particular use we make of it. We are like people who think that pieces of wood shaped more or less like chessmen or draughtstones standing on a chessboard constitute a game even if nothing has been said as to how they are to be used.” Wittgenstein, 2000–, 147, 39v 36 All via Pietarinen 2007
  • 37. WHAT„S UP WITH ALL THE CHESS? 05.02.2009 Video Games - The Playful Medium  Video games can do more than that… 37 http://i47.photobucket.com/albums/f162/queenofsimtopia/Harper%20Week%201/h12.jpg
  • 38. 05.02.2009 Video Games - The Playful Medium 38
  • 39. SEMIOTIC DOMAIN 05.02.2009  …the entire vat of knowledge that we must have to read a particular piece of literature… Video Games - The Playful Medium  almost all literature is multimodal  requires bigger semiotic domain than we think  "When people learn to play video games, they are learning a new literacy.“  Learning to think of semiotic domains as design spaces that manipulate us in certain ways and that we can manipulate in certain ways.  Think UGC! Paul James Gee 2007 39
  • 40. VIDEO GAMES: ALL SIGNS & SYMBOLS 05.02.2009  Computer games function as human sign and symbol systems Video Games - The Playful Medium  share a finite set of semiotic patterns and processes with literature  All signs and symbols within computer games are ultimately interpreted as icons  valued and given meaning only within the system of the game itself David Myers 2004 literature language play 40
  • 41. VIDEO GAMES: ALL SIGNS & SYMBOLS 05.02.2009  „Whatever might be strange or mysterious concerning a sign or symbol is systematically Video Games - The Playful Medium removed and replaced with the immediate sensation of the sign itself and the accompanying ability to value and understand that sign during play.“  more intense than literature  „This immersive experience of the semiotic self is no doubt part of the addictive-like appeal of computer games.“ David Myers 2004 41
  • 42. 05.02.2009 Video Games - The Playful Medium 42
  • 43. 05.02.2009 Video Games - The Playful Medium 43 www.robbiecooper.org
  • 44. 05.02.2009 Video Games - The Playful Medium 44
  • 45. 05.02.2009 Video Games - The Playful Medium 45
  • 46. 05.02.2009 Video Games - The Playful Medium 46 http://www.robbiecooper.org/
  • 47. 05.02.2009 Video Games - The Playful Medium 47 http://www.robbiecooper.org/
  • 48. 05.02.2009 Video Games - The Playful Medium 48 http://www.robbiecooper.org/
  • 49. 05.02.2009 Video Games - The Playful Medium 49 http://www.robbiecooper.org/
  • 50. VIDEO GAMES: THE MEDIUM 05.02.2009  Games allow to escape reality  only possible with signs & media Video Games - The Playful Medium  Draws us in on many channels  redirecting our senses  If any medium is an extension of ourselves (cf. Mc Luhan) then games are our extensions to next reality worlds. 50
  • 51. GAMES ARE SEMIOTIC IN THAT… 05.02.2009  … they are played with consensual rules  … they create semiotic domains Video Games - The Playful Medium  … they contain signs & symbols / icons  … and sign users (programmer / player / AI / other players)  … gamers use (game) specific language  … players can CHEAT (Umberto Eco: Lie)  … they build models of reality  … they are at the core of communication 51
  • 52. SEMIOTIC GAMES 05.02.2009  lifeSigns Video Games - The Playful Medium 52 http://iconica.org/lifesigns
  • 53. SEMIOTIC GAMES 05.02.2009  Eco-System of signs & symbols (iconic) Video Games - The Playful Medium  Manipulated by multiplayer & evolving http://iconica.org/lifesigns 53
  • 54. 05.02.2009 Video Games - The Playful Medium 54 QUESTIONS & COMMENTS
  • 55. SOURCES 05.02.2009  http://www.robbiecooper.org/  http://iconica.org/lifesigns/  http://icrontic.com/forum/blog.php?b=66 Video Games - The Playful Medium  http://nm4209.wikispaces.com/Do+you+think+video+games+are+a+waste+of+time  http://www.slideshare.net/HeyWayne/the-generation-game-presentation  http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation  http://www.slideshare.net/glennw98/video-games-online-simulations-having-fun-is- a-good-thing  http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation  http://www.slideshare.net/Alan_Hook/sequential-images-presentation  Jenkins, Henry (2005): "Games, the New Lively Art," in Jeffrey Goldstein (ed.) Handbook for Video Game Studies (Cambridge: MIT Press, 2005) http://web.mit.edu/cms/People/henry3/GamesNewLively.html  Myers, David, (2004): The Anti-Poetic: Interactivity, Immersion, and Other Semiotic Functions of Digital Play, Loyola University New Orleans. http://www.cosignconference.org/downloads/papers/proceedings_cosign_2004.pdf  Pietarinen, Ahti-Veikko J. (2008): "An Invitation to Language and Games", in A.-V. Pietarinen (ed.), Game Theory and Linguistic Meaning, Oxford: Elsevier Science, 1-15. http://www.helsinki.fi/~pietarin/publications/publications.html 55