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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18日
順序
 GDC 2014 Proposal
 Homo Ludens 2.0 Workshop (10/16)

2
GDC 2014 Proposal
 Collaboration w/Prof. Fujita
 Research findings:

 Emergent Narrative is experiencing a period of
rapid growth/involvement
 Embedded Narrative methods are multiplying
without coalescing into a model or consensus
 The link between Emergent and Embedded
Narrative is still significantly unclear
 The findings represent research problems that

will require much more time to present
meaningfully

3
Workshop: “Homo Ludens 2.0” (1)
 Speakers:
 Prof. Jos De Mul

 Erasmus Univ.
 http://www.demul.nl
 Prof. Hiroshi Yoshioka

 Kyoto Univ.
 http://www.iamas.ac.jp/~yoshioka/SiCS/index.html

4
Workshop: “Homo Ludens 2.0” (2)
 Homo Ludens (Huizinga 1955)
 Oft-referenced in Game Studies
 Provides first and still-mostly-feasible

definitions for:
 Games
 Play
 Relationship with Culture and Humanity

 Mul’s revision of the original
 Objective: understand the “Ambiguities”

present in Homo Ludens

5
Workshop: “Homo Ludens 2.0” (3)
 Ambiguities: “Ironic Dualities”
 Freedom vs. Force
 Simulation vs. Reality

 Etc

 Such Ambiguities are present, but not

accounted for in Huizinga’s work
 Mul proposes that such Ambiguities and
their inherently-opposite natures existing
simultaneously is the anomaly that
accounts for the phenomenon of games

6
Workshop: “Homo Ludens 2.0” (4)
 Ambiguities arise out of the interactive

nature of games
 ie. Achieving escapism through willful

participation in a rule-based construct, or more
simply, “seeking and attaining freedom by
willfully agreeing to be a member of a
structured society.”

7
Workshop: “Homo Ludens 2.0” (5)
 Aesthetic Appreciation of Games cannot

occur without these Ambiguities

Analysis:

Immersion:

Objective appreciation
of the form and
function of the work

True and complete
appreciation and belief
in the story

8
Workshop: “Homo Ludens 2.0” (6)
 Aesthetic Appreciation of Games cannot

occur without these Ambiguities

9
Workshop: “Homo Ludens 2.0” (7)
 Aesthetic Appreciation of Games cannot

occur without these Ambiguities

Analysis:

Immersion:

Objective appreciation
of the form and
function of the work

True and complete
appreciation and belief
in the story

10
Workshop: “Homo Ludens 2.0” (8)
 Aesthetic Appreciation of Games cannot

occur without these Ambiguities
Aesthetic
Appreciation:

Analysis

The ability to enjoy
the work from
inside it while
retaining your
awareness of the
outside world

Immersion

11
Workshop: “Homo Ludens 2.0” (9)
 In many ways, this is like thinking of things

that are not logically feasible (and
accepting them) such as:
 1 + 1 = 2 (TRUE)
 1 + 1 = 3 (TRUE)
 Both are simultaneously true

 This is obviously not feasible in the culture

of cold calculations

12
Workshop: “Homo Ludens 2.0” (10)
 But for the realms of Aesthetics and

Philosophy, the idea of simultaneous,
double experiences that are both the very
form and function of a medium actually
goes a long way to reconciling or at least
indicating in some way, why Game
Studies of digital games cannot come to a
consensus, or settle on a model

13
Workshop: “Homo Ludens 2.0” (11)
 Thinking in a binary fashion about Games

will inevitably lead to there being a
sufficiently large number of anomalous
cases which break any tentative
theoretical models

14
Workshop: “Homo Ludens 2.0” (12)
 However, as Mul suggests, reframing the

argument to being a simultaneously ironic
duality (akin to Tavinor’s inclusive defintion
of the medium) AND considering that the
tension created by those simultaneouslyexisting forces IS the very essence of the
phenomenon of Games (especially in the
digital modern world) can potentially be a
very productive path towards a unified
theory of Game Studies.

15
Workshop: “Homo Ludens 2.0” (13)
 So what?
 I am not entirely certain about how best to use

this great Lego piece for my Masters Thesis
 But, it reverberates in the mind like an idea
about to bear fruit

 What’s in the soup?
 Embedded/Emergent Narrative phenomena
 4th Wall/Magic Circle relationship and effect
 Inclusive nature of Tavinor’s defintion and

Mul’s philosophy of Ambiguities

16
今後の課題
 GDC Proposal feasibility (Prof. Fujita)
 PAX East 2014 (Boston)
 http://east.paxsite.com/

17

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Chris lab meeting oct 18th 2013

  • 2. 順序  GDC 2014 Proposal  Homo Ludens 2.0 Workshop (10/16) 2
  • 3. GDC 2014 Proposal  Collaboration w/Prof. Fujita  Research findings:  Emergent Narrative is experiencing a period of rapid growth/involvement  Embedded Narrative methods are multiplying without coalescing into a model or consensus  The link between Emergent and Embedded Narrative is still significantly unclear  The findings represent research problems that will require much more time to present meaningfully 3
  • 4. Workshop: “Homo Ludens 2.0” (1)  Speakers:  Prof. Jos De Mul  Erasmus Univ.  http://www.demul.nl  Prof. Hiroshi Yoshioka  Kyoto Univ.  http://www.iamas.ac.jp/~yoshioka/SiCS/index.html 4
  • 5. Workshop: “Homo Ludens 2.0” (2)  Homo Ludens (Huizinga 1955)  Oft-referenced in Game Studies  Provides first and still-mostly-feasible definitions for:  Games  Play  Relationship with Culture and Humanity  Mul’s revision of the original  Objective: understand the “Ambiguities” present in Homo Ludens 5
  • 6. Workshop: “Homo Ludens 2.0” (3)  Ambiguities: “Ironic Dualities”  Freedom vs. Force  Simulation vs. Reality  Etc  Such Ambiguities are present, but not accounted for in Huizinga’s work  Mul proposes that such Ambiguities and their inherently-opposite natures existing simultaneously is the anomaly that accounts for the phenomenon of games 6
  • 7. Workshop: “Homo Ludens 2.0” (4)  Ambiguities arise out of the interactive nature of games  ie. Achieving escapism through willful participation in a rule-based construct, or more simply, “seeking and attaining freedom by willfully agreeing to be a member of a structured society.” 7
  • 8. Workshop: “Homo Ludens 2.0” (5)  Aesthetic Appreciation of Games cannot occur without these Ambiguities Analysis: Immersion: Objective appreciation of the form and function of the work True and complete appreciation and belief in the story 8
  • 9. Workshop: “Homo Ludens 2.0” (6)  Aesthetic Appreciation of Games cannot occur without these Ambiguities 9
  • 10. Workshop: “Homo Ludens 2.0” (7)  Aesthetic Appreciation of Games cannot occur without these Ambiguities Analysis: Immersion: Objective appreciation of the form and function of the work True and complete appreciation and belief in the story 10
  • 11. Workshop: “Homo Ludens 2.0” (8)  Aesthetic Appreciation of Games cannot occur without these Ambiguities Aesthetic Appreciation: Analysis The ability to enjoy the work from inside it while retaining your awareness of the outside world Immersion 11
  • 12. Workshop: “Homo Ludens 2.0” (9)  In many ways, this is like thinking of things that are not logically feasible (and accepting them) such as:  1 + 1 = 2 (TRUE)  1 + 1 = 3 (TRUE)  Both are simultaneously true  This is obviously not feasible in the culture of cold calculations 12
  • 13. Workshop: “Homo Ludens 2.0” (10)  But for the realms of Aesthetics and Philosophy, the idea of simultaneous, double experiences that are both the very form and function of a medium actually goes a long way to reconciling or at least indicating in some way, why Game Studies of digital games cannot come to a consensus, or settle on a model 13
  • 14. Workshop: “Homo Ludens 2.0” (11)  Thinking in a binary fashion about Games will inevitably lead to there being a sufficiently large number of anomalous cases which break any tentative theoretical models 14
  • 15. Workshop: “Homo Ludens 2.0” (12)  However, as Mul suggests, reframing the argument to being a simultaneously ironic duality (akin to Tavinor’s inclusive defintion of the medium) AND considering that the tension created by those simultaneouslyexisting forces IS the very essence of the phenomenon of Games (especially in the digital modern world) can potentially be a very productive path towards a unified theory of Game Studies. 15
  • 16. Workshop: “Homo Ludens 2.0” (13)  So what?  I am not entirely certain about how best to use this great Lego piece for my Masters Thesis  But, it reverberates in the mind like an idea about to bear fruit  What’s in the soup?  Embedded/Emergent Narrative phenomena  4th Wall/Magic Circle relationship and effect  Inclusive nature of Tavinor’s defintion and Mul’s philosophy of Ambiguities 16
  • 17. 今後の課題  GDC Proposal feasibility (Prof. Fujita)  PAX East 2014 (Boston)  http://east.paxsite.com/ 17