Abstracts
Gillian "Gus" Andrews - Land of a Couple of Dances: Global and Local Influences on Freestyle Play in Dance Dance Revolution
This paper traces successful and unsuccessful attempts to shape the
meanings of the video game Dance Dance Revolution, specifically with
reference to what "dancing" means in this context, as the game moves
between various interested parties - game developers, players,
Internet forum participants, and other media producers. Drawing on
Actor-Network Theory and the network analyses of Manuel Castells, the
paper reconstructs the forces shaping players' stylistic decisions
through an analysis of dance game machines and software, and of a
single forum thread on DDRFreak.com, a major website in the dance game
community. The paper asks who decides how DDR players dance and at
what times? Are the decisions about play made in the development
meeting, the arcade, competitions, online or around the home console?
Globally, how do some regions or groups emerge as experts or leaders
in play style? Analysis indicates that within the United States,
Californian players from major cities dominate discussion, supported
by the global flows of people, resources, and capital through the
state. The dominant players support their stated norms for play
through recourse to mainstream conceptions of masculinity, rap music
and associated styles of dance.
Dean Chan - Negotiating Intra-Asian Games Networks: On Cultural Proximity, East Asian Games Design, and Chinese Farmers
A key feature of networked games in East Asia is the relationship between the adaptation of regional Asian aesthetic and narrative forms in game content, and the parallel growth in more regionally-focused marketing and distribution initiatives. This essay offers a contextual analysis of intra-Asian games networks, with reference to the production, marketing and circulation of Asian MMORPGs. My discussion locates these networks as part of broader discourses on regionalism, East Asian cultural production and Asian modernity. At the same time, I consider how these networks highlight structural asymmetry and uneven power relations within the region; and I examine the emergent use of gamer-workers known as Chinese farmers in the digital game-items trade.
Laurie N. Taylor - Cameras, Radios, and Butterflies: the Influence and Importance of Fan Networks for Game Studies
As academic game studies emerges as a growing, interdisciplinary,
and varied field, researchers require additional resources in order
to study games in a larger context. Fan networks produce many such
resources often otherwise unavailable - including walkthroughs,
hint guides, and other forms of fan research - which are significant
for the academic study of games. While professionally produced walkthroughs,
game guides, and other research materials are available for the
majority of new, popular games, many games never have walkthroughs,
and older walkthroughs are often largely unavailable.
David B. Nieborg - Mods, Nay! Tournaments, Yay! - The Appropriation of Contemporary Game Culture by the U.S. Military
This paper analyses the official U.S. Army PC-game, America's
Army, against the backdrop of the ongoing war on terror and
the military-entertainment complex. It considers the dual role of
the game as a recruiting tool and a propaganda instrument. The expansion
of the military-entertainment complex has significant consequences
for the militarisation of the domestic sphere and youth popular
culture. Whereas commercial game developers and publishers are eager
to tap into First Person Shooter mod communities in order to institutionalise
both cultural and economic value-exchanges, it is impossible to
modify the official U.S. Army Game in any way. Yet, a closer look
at America' s Army and its community shows the appropriation
of various other elements of contemporary game culture: for instance,
clan culture, LAN-parties and various forms of fan production. The
analysis of America's Army and its community demonstrates
that the appropriation of game culture has serious political-ideological
implications
Larissa Hjorth - Playing at being mobile: Gaming and cute culture in South Korea
This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea) and Tokyo (Japan) - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile) IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband) with the successful implementation of TV mobile phones (TU mobile) in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband) telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones). Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.
This article begins by outlining the game play and technoculture
particular to South Korea and then explores the phenomenon of Kart
Rider in South Korean gaming cultures - and its perception/
reception outside Korea - to sketch some of the issues at stake
in playing it cute (particularly in the form of cute avatars), consuming
Korea and the endurance of co-present communities. In particular,
it contemplates the implications of current emerging online mobile
gaming genres such as so-called female games such as the cute' Kart
Rider in order to think about changing modes of game play and
attendant social spaces.
Bo Kampmann Walther - Pervasive Gaming: Formats, Rules, And Space
Pervasive Gaming (PG) denotes a noteworthy change in
the history and nature of computer games. By intentionally merging
virtual and physical space, pervasive gaming not only extends the
magic circle of play; it further challenges our conception of game
rules, game mechanics, and game entities. This paper introduces
and discusses some of the key characteristics of this novel trend
in computer games. Following a short description of the significant
features of pervasive computing, Walther explicates pervasive gaming
in relation to time, space, and presence (or immersion). Then I
position four axes or zones of pervasive gaming: mobility, distribution,
persistence, and transmediality. Further, I describe and analyse
three essential units of PG (rules, entities, and mechanics), and
finally, I speculate about the role of space in PG by differentiating
between tangible space, information space, and accessibility space. |