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
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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?
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3. WHAT ARE VIDEO GAMES?
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The media that SUCKS most!?!
Video Games - The Playful Medium
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4. HISTORY OF VIDEO GAMES
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Device / Technology perspective
Software specific
Video Games - The Playful Medium
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d=3637639460474263178
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http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
6. OR AWFULLY STEREOTYPICAL
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Video Games - The Playful Medium
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thefischbowl.blogspot.com/2007/06/did-you-know-20.html
7. TREND: OLDER GAMERS
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Video Games - The Playful Medium
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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
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Video Games - The Playful Medium
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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
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Video Games - The Playful Medium
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10. TREND: SHORTER PLAY & NEW USERS
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Video Games - The Playful Medium
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11. TREND: SHORTER PLAY & NEW USERS
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Even in reality!
Video Games - The Playful Medium
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12. TREND: GAMING UBIQUITY
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Bedroom to Living-room
Stationary to Mobile
Video Games - The Playful Medium
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http://www.freewebs.com/sonypsfree/nintendo_ds_lite.jpg
13. TREND: PLAYING TOGETHER
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59% gamers play with other people in person
ESA “Essential Facts”, 2008
Video Games - The Playful Medium
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http://kendlesworld.com/wp-content/gallery/general/lanparty4bg.jpg
14. TREND: PLAYING TOGETHER ONLINE
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> 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
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17. TREND: USER GENERATED CONTENT
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Users contribute:
Maps, Models, Levels, Items, Stories
Video Games - The Playful Medium
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18. TREND: USER GENERATED GAMES
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Classic: Mods
Now commercialized: Spore, Little Big Planet
Video Games - The Playful Medium
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http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation
19. TREND: MAINSTREAM MARKET
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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
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20. TREND: MOVIES & GAMES
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Tightly intervened
Exchange franchises & techniques
Video Games - The Playful Medium
Creative drive towards games
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21. GAMES THE NEW LIVELY ART
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“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
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is generation game next?
Video Games - The Playful Medium
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http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation, slide 4
24. DIGITAL NATIVES
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Video Games - The Playful Medium
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http://www.slideshare.net/guest003dda/megatrends-in-video-gaming, 3
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http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
26. DIGITAL DIVIDE
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Video Games - The Playful Medium
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http://www.slideshare.net/guest003dda/megatrends-in-video-gaming
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31. PLAYFUL LEARNING
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Games grew more complex
Video Games - The Playful Medium
Why?: Because the BRAIN demands it…
Glenn Wiebe 2008
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http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
33. BRAIN: PATTERN RECOGNIZER
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More complex in games (rules, behaviors, social)
Video Games - The Playful Medium
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http://www.slideshare.net/glennw98/video-games-for-ties-2008-presentation
34. THE BRAIN & THE WORLD
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Video Games - The Playful Medium
Can I eat it?
Can it eat me? Can I have sex with it? 34
35. SIGN INTERPRETATION
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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?
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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?
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Video Games - The Playful Medium
Video games can do more than that… 37
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39. SEMIOTIC DOMAIN
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…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
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40. VIDEO GAMES: ALL SIGNS & SYMBOLS
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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
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„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
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50. VIDEO GAMES: THE MEDIUM
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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.
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51. GAMES ARE SEMIOTIC IN THAT…
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… 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
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52. SEMIOTIC GAMES
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lifeSigns
Video Games - The Playful Medium
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http://iconica.org/lifesigns
53. SEMIOTIC GAMES
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Eco-System of signs &
symbols (iconic)
Video Games - The Playful Medium
Manipulated by
multiplayer & evolving
http://iconica.org/lifesigns
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QUESTIONS & COMMENTS
55. SOURCES
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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