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インターネット工学研究室: ゲーム研究

研究進捗
クリス
2013年10月07日
順序
 “The Art of Videogames” (Tavinor 2009)
 Tavinor’s proposed Definition

 Collaboration with Prof. Fujita/GDC 2014
 Due: Oct 23 (Wed)
 Background:
 Magic Circle
 Embedded vs. Emergent Narrative
 Fujita’s Model: “Phenomenon of Narrative”
 GDC Contribution

2
Art of Video Games (1)
 Defining “videogames”
 Current definitions fail to consider all

anomalous cases (so-called “Platypus Effect”)
 Therefore, Tavinor proposes a disjunctive

definition (OR)

3
Art of Video Games (2)
 Disjunctive Definition
“X is art if and only if it has
property A or property B

4
Art of Video Games (3)
 Tavinor’s Disjunctive Definition of
videogames:
 "X is a videogame if it is an artifact in a visual

digital medium, is intended as an object of
entertainment, and is intended to provide such
entertainment through the employment of one or
both of the following modes of engagement: rule
and objective gameplay or interactive fiction.”

5
Art of Video Games (4)
Tavinor’s Disjunctive Definition of videogames:
Artifact in VDM

AND
For
Entertainment
AND
Rule/Objective
Gameplay

OR

VIDEOGAME

Interactive
Fiction

6
Art of Video Games (5)
 Tavinor’s Disjunctive Definition of
videogames:
PROS

CONS

Reconciles the
Ludological/
Narratological
contentions

Newness of the proposal
means acceptance of
theory is not yet
traceable

Accounts for most
anomalies in gaming
media

Definition can be seen
as too inclusive

7
Collab. w/ Prof. Fujita (1)
 Background: “The Magic Circle”

Huizinga (1955); Zimmerman & Salen (2004)

• Border between the virtual game world and the real
world
• In modern games, the Magic Circle is very porous.
• Understanding the relationship between the realms on
either side of the Magic Circle is central to many
aspects of Game Studies/Design

8
Collab. w/ Prof. Fujita (2)
 Embedded vs. Emergent Narrative
Emergent
Narrative
Magic Circle

Embedded
Narrative

9
Collab. w/ Prof. Fujita (3)
 Phenomenon of Narrative

10
Collab. w/ Prof. Fujita (4)
 Phenomenon of Narrative

Don’t go there,
there are
monsters!

OK, Dad,
I won’t.
I’m
TOTALLY
going to
that cave!

11
Collab. w/ Prof. Fujita (5)
 Phenomenon of Narrative
 The kid goes to the dangerous place

 Has an adventure, lives to tell the story
 TELLS THEIR FRIENDS AT SCHOOL THE

NEXT DAY!

12
Collab. w/ Prof. Fujita (6)
 Phenomenon of Narrative
VIDEO GAME
Embedded
Narrative

Player

13
Collab. w/ Prof. Fujita (7)
 Phenomenon of Narrative
EMERGENT NARRATIVE
• SNS
• ニコニコ動画
• Youtube
• Fan Conventions

14
Collab. w/ Prof. Fujita (8)
 GDC Plan/Contribution
 After this “Phenomenon of Narrative” is

introduced, Prof. Fujita will explain his
prototype game using UX + pop-up
photography (his research focus)
 Chris’ portion of the proposal will focus on the
main differences in Narrative implementation
between Japanese and Western Games
 Frame Narrative
 4th Wall
 Endo’s “Narrative vs. Story” typed games
(CEDEC)

15
今後の課題
 GDC 2014 Proposal
 Oct 23rd (Wed)
 Contributions (Recommendations for Industry)

 PAX East 2014 (Boston)
 http://east.paxsite.com/

16

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Chris lab meeting oct 7th 2013

  • 2. 順序  “The Art of Videogames” (Tavinor 2009)  Tavinor’s proposed Definition  Collaboration with Prof. Fujita/GDC 2014  Due: Oct 23 (Wed)  Background:  Magic Circle  Embedded vs. Emergent Narrative  Fujita’s Model: “Phenomenon of Narrative”  GDC Contribution 2
  • 3. Art of Video Games (1)  Defining “videogames”  Current definitions fail to consider all anomalous cases (so-called “Platypus Effect”)  Therefore, Tavinor proposes a disjunctive definition (OR) 3
  • 4. Art of Video Games (2)  Disjunctive Definition “X is art if and only if it has property A or property B 4
  • 5. Art of Video Games (3)  Tavinor’s Disjunctive Definition of videogames:  "X is a videogame if it is an artifact in a visual digital medium, is intended as an object of entertainment, and is intended to provide such entertainment through the employment of one or both of the following modes of engagement: rule and objective gameplay or interactive fiction.” 5
  • 6. Art of Video Games (4) Tavinor’s Disjunctive Definition of videogames: Artifact in VDM AND For Entertainment AND Rule/Objective Gameplay OR VIDEOGAME Interactive Fiction 6
  • 7. Art of Video Games (5)  Tavinor’s Disjunctive Definition of videogames: PROS CONS Reconciles the Ludological/ Narratological contentions Newness of the proposal means acceptance of theory is not yet traceable Accounts for most anomalies in gaming media Definition can be seen as too inclusive 7
  • 8. Collab. w/ Prof. Fujita (1)  Background: “The Magic Circle” Huizinga (1955); Zimmerman & Salen (2004) • Border between the virtual game world and the real world • In modern games, the Magic Circle is very porous. • Understanding the relationship between the realms on either side of the Magic Circle is central to many aspects of Game Studies/Design 8
  • 9. Collab. w/ Prof. Fujita (2)  Embedded vs. Emergent Narrative Emergent Narrative Magic Circle Embedded Narrative 9
  • 10. Collab. w/ Prof. Fujita (3)  Phenomenon of Narrative 10
  • 11. Collab. w/ Prof. Fujita (4)  Phenomenon of Narrative Don’t go there, there are monsters! OK, Dad, I won’t. I’m TOTALLY going to that cave! 11
  • 12. Collab. w/ Prof. Fujita (5)  Phenomenon of Narrative  The kid goes to the dangerous place  Has an adventure, lives to tell the story  TELLS THEIR FRIENDS AT SCHOOL THE NEXT DAY! 12
  • 13. Collab. w/ Prof. Fujita (6)  Phenomenon of Narrative VIDEO GAME Embedded Narrative Player 13
  • 14. Collab. w/ Prof. Fujita (7)  Phenomenon of Narrative EMERGENT NARRATIVE • SNS • ニコニコ動画 • Youtube • Fan Conventions 14
  • 15. Collab. w/ Prof. Fujita (8)  GDC Plan/Contribution  After this “Phenomenon of Narrative” is introduced, Prof. Fujita will explain his prototype game using UX + pop-up photography (his research focus)  Chris’ portion of the proposal will focus on the main differences in Narrative implementation between Japanese and Western Games  Frame Narrative  4th Wall  Endo’s “Narrative vs. Story” typed games (CEDEC) 15
  • 16. 今後の課題  GDC 2014 Proposal  Oct 23rd (Wed)  Contributions (Recommendations for Industry)  PAX East 2014 (Boston)  http://east.paxsite.com/ 16