Open Worlds Panel

OPEN WORLDS PANEL Poster

Friday | May 9, 2008 | 6 pm

Lecture Hall of the University of Potsdam

Am Neuen Palais 10 | Building 8

Keynote:

Richard Bartle (University of Essex)

Panel:

Frank Campbell (Mindark)

Mirko Caspar (Metaversum)

Dirk Weyel (Frogster Interactive Pictures)

Presentation:

Ulrich Weinberg (Hasso Plattner-Institut)

Reception:

Petra Müller (Medienboard Berlin-Brandenburg)

Dieter Mersch (Universität Potsdam)

Get together │ Free entry

Visitors of the German Gamedays are accompanied from the Urania on Friday afternoon.

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Download the Open Worlds Panel Poster here [pdf]

Abstracts / Videos

Dominic Arsenault

Richard A. Bartle

Ian Bogost

Gordon Calleja

Eduardo H. Calvillo G.

Frank Campbell

Mirko Caspar

Patrick Coppock

Robert Glashüttner

Stephan Günzel

Christian Hoffstadt

Charlene I. Jennett

Jesper Juul

Oli Leino

Bjarke Liboriussen

Michael Liebe

Mattias Ljungström

Anders Sundnes Løvlie

Betty Li Meldgaard

Dieter Mersch

Yara Mitsuishi

Souvik Mukherjee

Michael Nagenborg

Britta Neitzel

Bernard Perron

Dan Pinchbeck

Kirsten Pohl

John Richard Sageng

Niklas Schrape

Ulrich Weinberg

Dirk Weyel

Dominic Arsenault

The Magic Circle(s) of Gameplay

Huizinga’s metaphor of games as taking place inside a “magic circle” has been questioned by many recently, for instance with a whole game studies seminar in Tampere, Finland being dedicated to this question. But while everyone seems interested in “breaking the magic circle”, we will argue here that the spatial metaphor used to represent a game’s space of possibility unduly focuses the researcher’s gaze on a single side of the coin, for a game is as much a finite object than an ongoing process. Therefore, the figure of the circle should make us think about an ongoing process more than an enclosed space. It is much more relevant to conceptualize the cognitive frame of gameplay as a cycle: the magic cycle.

To cast off the implications of redundancy or stagnation contained in the circle, we resort instead to the spiral, which accounts for the gamer’s progression through the game. As we will show, our model of gameplay features three interconnected spirals which represent the cycles the gamer will have to go through in order to answer gameplay, narrative and interpretative questions, in both heuristic and hermeneutic fashion. We also take into account the question of the reception, and integrate Jauss’ well-known notion of the horizon of expectations. Finally, this gamer- and gameplay-centric model draws attention to an important issue: the gamer’s understanding of the underlying game mechanics is more akin to a work of reverse engineering than of decryption. A gamer can never access the game’s algorithms, but must instead construct an image of the game system, whose degree of fidelity towards the actual rules of the game may greatly vary.

Dominic Arsenault is a Ph. D. student at the University of Montreal’s department of Film studies and Art history, and holds a scholarship from the Social Sciences and Humanities Research Council of Canada. He is currently working on the notions of genre, continuity, and innovation in video games for his thesis, and developing a live multiplayer game/music show/art performance prototype. http://www.le-ludophile.com

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Richard A. Bartle

Key Note: Open Worlds Panel

When designers talk about an “open” virtual world, they don’t mean the same thing as players do by the term. In both cases, the more open the world then the more the designer is trusting the players to make their own fun. However, to designers “open” concerns actions undertaken within the fiction of the virtual world, whereas for players it’s the ability to break the fiction that marks a virtual world as “open” or not. In this talk, I give an overview of both points of view and discuss whether or not they are compatible. As a result of this, interesting questions are raised as to where the boundaries are between designers and players of virtual worlds.

Dr. Richard A. Bartle co-wrote the first virtual world, MUD, in 1978. He is both a consultant to the virtual world industry and Professor of Computer Game Design at the University of Essex, UK. He is an influential writer on all aspects of virtual world design and development.

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Ian Bogost

recording of I. Bogost

The Phenomenology of Video Games

Dr. Ian Bogost is a videogame designer, critic, and researcher. He is Associate Professor in the school of Literature, Communication and Culture at the Georgia Institute of Technology and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on games about social and political issues.

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Gordon Calleja

Recording of G. Calleja

The Binary Myth

In striving to establish a theoretical framework for the academic study of games it is crucial that we, as game researchers, employ a critical lens to the core concepts that pervade our work. Certain metaphors provide the very foundations upon which future work is to be built. If we are to move forward, we have to, as is the case with any developing field of study, take certain concepts as given. These are the tools of our trade. They allow us to progress without having to constantly try to re-invent the proverbial wheel. A great deal of work has recently gone into defining our object of study. Efforts at synthesising and refining previous game definitions undertaken by Juul (2005) and Salen and Zimmerman (2003) have been of great use in this respect. But the conceptual awareness I am advocating here delves deeper than definitions. It strikes at the assumptions that these definitions, and a considerable portion of game scholarship seem to take for granted.

Let us take the very basic term “digital game”. Each of its constituent parts is too often characterised in either/or binaries. The first misleading binary conceives of the virtual in opposition to the real. It characterizes virtual environments as lying across a boundary from reality. The first myth affirms: if it’s generated by a computer, it isn’t real. The second problematic binary is represented by the notion of the “magic circle”. Here games are seen as being inherently separate from the everyday reality. The second binary has become a core element in the more popular definitions of games formulated by Juul (2005) and Salen and Zimmerman (2003). This paper follows theorists like Copier (2007), Lammes (2006), Malaby (2007) and Taylor (2006) and argues that these binary relationship are detrimental to furthering our understanding of digital games. It will further consider the implications of these binaries as foundational concepts that pervade any theoretical consideration of digital games.

Gordon Calleja is a Postdoctoral researcher at IT University of Copenhagen’s Center for Computer Games Research. He lectures in Game Theory and other Humanities oriented perspectives on games. His research focuses on game experience with a particular focus on involvement and immersion in computer games.

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Eduardo H. Calvillo G.

Recording of E.H. Calvillo

Pulling the Strings: A Theory of Puppetry for the Gaming Experience

In this paper we introduce the theory of puppetry to understand the gaming experience. The paper concentrates on discussing the importance of operationalising the user experience, and how puppetry can be used to do so within the videogame domain. The paper aims to bringing the experience of playing videogames closer to objective knowledge, where the experience can be assessed and falsified. Experience is defined as a two fold phenomenon: process and outcome. The theory focuses on explaining the basic elements that form the core of the process of the experience. It argues that puppetry is formed by control and ownership. The name of puppetry is introduced after discussing the similarities in the importance of experience between videogames and theatrical puppetry. Then, puppetry operationalises the gaming experience into a concept that can be assessed.

Eduardo H. Calvillo Gámez is a research student at University College London Interaction Centre. His PhD thesis is about assessing user experience while playing videogames. His research interests are user experience, videogames and new interaction techniques. Eduardo is a faculty member, on leave, of Universidad Politécnica de San Luis Potosi, México and his PhD studies are sponsored by SEP-PROMEP.

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Frank Campbell

Discussion: Open Worlds Panel

Frank Campbell is Chief Business Officer at MindArk PE AB, Swedish creators of the Entropia Universe, the first virtual universe to utilize a Real Cash Economy. As virtual worlds reach beyond gamers and into corporate and public spheres, he is now focused on business development and the introduction of Entropia into new international markets and the presentation of the virtual universe to new strategic partners.

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Mirko Caspar

Discussion: Open Worlds Panel

Dr. Mirko Caspar is Chief Marketing Officer at Metaversum. He is co-founder and CMO of Metaversum is in charge of marketing, sales and strategic partnerships. Founded in 2006 in Berlin, Metaversum develops and operates the 3D online world Twinity (www.twinity.com). The virtual world which is closely linked to the real world is currently in private beta.

Patrick Coppock

Opening

Patrick Coppock is tenured researcher in theory and philosophy of languages at the Department of Social, Cognitive and Quantitative Sciences at the University of Modena and Reggio Emilia, Italy. He is currently member of a national research program on mental simulation processes, fiction and reality, where he is investigating the relationship between experiences of computer game possible worlds and our conceptions of reality.


Robert Glashüttner

Recording of R. Glashuettner

The Perception of Videogames: From Visual Power to Trancendental Interaction

The paper highlights the different ways of perceiving videogames and videogame content, incorporating interactive and non-interactive ways. It examines varying cognitive and emotive reactions by different persons and analyses them in relation with the philosophical principle of constructivism. A small case-study with two exemplarily games („Geometry Wars“, „StarCraft“) has been made to emphasize the numerous possible ways of perceiving videogames. The primary focus (topic) of this paper is „Action|Space“.

Robert Glashüttner works for the Austrian Broadcasting Corporation ORF within Radio FM4 (a quality media outlet for youth and pop culture) as a presenter, editor and web host. His thesis is about the history and state of games journalism in German speaking countries. http://fm4.orf.at/glashuettner/main

Stephan Günzel

Recording of S. Günzel

Interaction and Space in Computer Games

The presentation deals with a paradigmatic shift observable in recent computer game research; games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but have to be seen in medial constituted spatiality. The lecture will therefore resume seminal studies on the spatiality of computer games and discuss their advantages and disadvantages, suggesting three essential steps in describing computer games against the backdrop of an eminent philosophical method, namely phenomenology: with this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium. Though already sometimes implicitly practiced in computer game studies, this method has yet to be made explicit.

Dr. Stephan Günzel is assistant professor in the DFG-research project “Mediality of Computer Games at the Department for Media and Arts at the University of Potsdam. His research interests are Picture Theory, Spatial Theory and Media Theory. He held teaching and research positions at the Universities of Berlin, Jena, Lüneburg, Magdeburg and Weimar. www.stephan-guenzel.de

Christian Hoffstadt

Recording of C. Hoffstadt

The Concept of War in the World of Warcraft

MMORPGs as “World of Warcraft” can be understood as interactive representations of war. Within the frame provided by the program the players experience martial conflicts and thus a “virtual war” (e. g. MacCallum-Stewart 2007). The game world however requires a technical and as far as possible invisible infrastructure which has itself to be protected against attacks: Among this infrastructure are counted e. g. the servers on which the data of the player characters and the game’s world are saved, as well as the user accounts, which have to be protected, among other things, against “identity theft” (e. g. Bardzell et al. 2007). Besides the war on the virtual surface of the program we will therefore describe the invisible war about the infrastructure, whose outbreak is always feared by the developers and operators of online-worlds and at least requires adequate precautions.

Furthermore we would like to pick out „virtual game worlds“ as a central theme as places of complete observation. Since action in these worlds is always associated with the production of data, complete observation is at least possible and given in reality by the so-called „game master“. Observation of different communication channels (inclusive user forums) as well serves for channeling the sojourn in the virtual battlefield properly, without the player feeling apparently limited in his freedom. Finally we would like to compare the fictional theater of war of “World of Warcraft” with the vision of “Network-Centric Warfare”, since already many a time it was affirmed that the analysis of MMORPGs could be useful for the real trade of war (cf. e. g. Sarasin 2004, p. 24). However, we will point out what an unrealistic theater of war “World of Warcraft” is.

Christian Hoffstadt (born 1972) is a PH. D. student at the Institute of Philosophy at the University of Karlsruhe, Germany. His key research areas include epistemology, meta-theory, media philosophy (film, game studies), Philosophy and contemporary culture, philosophy of medicine. www.christian-hoffstadt.de

Charlene I. Jennett

Recording of C.I. Jennett

Being in the Game

When people describe themselves as being “in the game” this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown & Cairns, 2004). Presence is currently being emphasised in modern gaming technologies (e.g. Playstation 3, Nintendo Wii) and it is thought that games which engender presence will be more enjoyable (Ravaja et al. 2006). However such views may be misguided. Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being “in the game”. Thirteen gamers were interviewed and the resulting grounded theory suggests being “in the game” does not necessarily mean presence (i.e. feeling like you are the character). Some people use this phrase just to emphasise their high involvement in the game. These findings differ with Brown and Cairns (2004) as they suggest at the highest state of immersion not everybody experiences presence. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, types of immersion.

Charlene I Jennett is a post graduate student with an interest in the cognitive psychology of immersion in computer games; she is currently carrying out her PhD research at the UCL Interaction Centre of University College London.

Jesper Juul

Recording of J. Juul

Who Made the Magic Circle? Seeking the Solvable Part of the Game-Player Problem

If the early days of game studies concerned the issue of games and stories, recent discussions appear to be focused on the issue of games and players. This is a discussion of methods and of the object of study: Should we discuss players or should we discuss games? There are two possible perspectives on this: The common “segregationist” perspective implies that games are structures separate from players, structures that players can subsequently subvert. In this talk, I will make the case for an alternative “integrationist” perspective wherein games are chosen and upheld by players, and where players will happily create formal rule systems and boundaries around the playing activity.
I will argue that the question of games and players must therefore be decomposed into a set of smaller problems, each of which must be answered with different methods.

Jesper Juul is a video game researcher at the Singapore-MIT GAMBIT game lab in Cambridge. Originally trained in literature, his work has included early discussions of games as non-narrative, game structure, game definitions, the interplay of rules and fiction, player perceptions of failure in games, and video game history. Prior to working at MIT, he worked at the Centre for Computer Game Research Copenhagen. A collection of his writings can be found at http://www.jesperjuul.net/text. His blog, The Ludologist, can be found at http://www.jesperjuul.net/ludologist

Olli Leino

Recording of O. Leino

A Sketch for a Model of Four Epistemological Positions Toward Computer Game Play

The paper attempts to sketch out four distinct epistemological positions toward the player, who is understood as derived from play and game. To map out the problem field, two equally challenged positions toward computer game play are observed, emerging from inadequate treatment of the differences between play and game. The analysis starts out by postulating two parallel but fundamentally different views regarding play; the subjectivist viewpoint, from which the essence of playing a game depends on the mental state of the playing subject, and, the non-subjectivist viewpoint, from which the essence of playing a game is seen as independent of what goes on in the player’s mind (actually, the player might not even be the true subject of the game). Similar polarities are postulated regarding a game; from an exclusive viewpoint .game. is a signifying shorthand for objects, which, when observed from an external viewpoint, appear as fulfilling a set criteria, while from an inclusive viewpoint, every object which affords being played is counted as a game. These polarities are combined on a two-dimensional plane in order to arrive at a four epistemological positions toward computer game play, which are then discussed in terms of what kind of insights they offer onto the player’s experience.

Olli Leino is Ph.D. student at the Center for Computer Games Research, ITU Copenhagen, Denmark. He is interested in player’s experience, emotions, existential phenomenology. http://www.itu.dk/~leino/

Bjarke Liboriussen

Recording of B. Liboriussen

Landscape and Avatar

The paper examines the relevance of landscape aesthetics for the experience of avatar-navigated, 3-D worlds. The examination is structured along the lines of two, diverging views regarding the landscape as image:

1. We experience landscape as environment or image, according to our mode of experience, and

2. We always experience landscape simultaneously as environment and image.

Both views are grounded in psychology: in Vygotsky and Piaget, respectively. The Vygotsky grounding is done by Steven C. Bourassa as a paradigm for landscape aesthetics. The Piaget grounding is performed tentatively by myself. Besides psychology and landscape aesthetics, ludology, philosophy, and geography are drawn into the paper’s multi-disciplinary discussion.

The first approach (landscape as environment or image; a modal approach) is congruent with current ludology, and reveals two different modes of play. Firstly, the beginner mode, where you use the image as a tool to understand the environment. Secondly, an expert player mode, from where you can develop landscape connoisseurship; a non-mainstream play mode such as the latter is important for obtaining a full picture of how people engage with 3-D, avatar-navigated worlds. Landscape aesthetics can be helpful in this regard.

As for the second approach (landscape as environment and image), it highlights the pleasure of mapping the avatar-navigated, 3-D world, and the constructive role of the landscape image in that process.

Bjarke Liboriussen is Ph.D. student, Media Studies, University of Southern Denmark. Used to play the oboe. Then took a master’s degree in Film Studies. Now trying to understand online worlds from an architectural perspective, using a mix of philosophy, psychology, and ethnography.

Michael Liebe

Recording of M. Liebe

There is no Magic Circle: On the Difference Between Computer Games and Traditional Games

This paper discusses the special relationship of the game space in computer generated environments in contrast to non-computerized playing fields. Doing so, the concept of the so-called magic circle as artificially upheld border between the game space and the space outside the game will be challenged – particularly its adoption to single player computer games. Due to its digital and interactive core, computer games can provide the player with a virtual environment which is free to explore and configure. The rules in computer games moreover, are integrated into the program code and hence only allow exactly as much as is necessary to play the specific game. Without hacking the code, it is impossible to break the rules in a computer game. On the other hand, without the program code no actions at all are possible. So the software and hardware actually enable the player actions rather than constraining them.

Consequently, computer games are more than an extension of traditional games. They are a medium with unique characteristics and have to be interpreted accordingly. The computer generated environment establishes its own rules and simulated physics and makes the fictional space virtually explorable without having to rely on the awareness of the player upholding the rules of the game. There is no magic circle in computer games.

Michael Liebe is research assistant at the University of Potsdam, department of European Media Studies (www.emw.eu). He is co-founder of the Digital Games Research Network (www.digarec.net) and active member of the AG-Games (www.ag-games.de). Moreover he founded A MAZE. in 2007 and since then organizes events focussing on the convergence of computer games and art (www.amaze-festival.de). More to read and see at www.michael-liebe.de.

Mattias Ljungström

Recording of M. Ljungstrom

Remarks on Digital Play Spaces

Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper will therefore discuss the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior.

Furthermore it introduces a method of reducing 3D spaces into 2D constructions. This simplifies analysis of game spaces, and enables the comparison of complex game spaces. It is argued that while a change of view from 3D to 2D does change the experience of the player; it does not change the fundamental function of spatial constructions in games.

The paper will cover six categories of game space; Joy of Movement, Exploration, Tactical, Social, Performative, and Creative spaces. It provides a detailed discussion of Joy of Movement in particular, with a more brief explanation of the other categories.

Joy of Movement is the action of moving through a space for the thrill of movement in itself. Several sub-categories of this game space are identified. Examples are shown from in particular vertical space and reduced horizontal space. Vertical space relates to the game property of gravity, which introduces orientation in game space. On the other hand, horizontal space is tightly coupled to game locations where movement takes place mainly in one dimension, such as racing games. Finally, it is shown how simple elements from these basic categories can be combined to construct complex game spaces with rhythm, dramaturgy and melody.

In conclusion, this paper aspires to be useful both as a process for further analysis of game space elements, and serve as a tool for creating new game spaces.

Mattias Ljungström is assistant professor in Game Design & Advanced Media at the University of Applied Sciences Potsdam. After graduating from the University of Linköping and from Université Paris-Dauphine in Paris he has worked in the professional game industry with mobile phone games, PlayStation 2 projects, and computer games in Stockholm and Berlin.

Anders Sundnes Løvlie (Oslo)

Recording of A.S. Løvlie

The Rhetoric of Persuasive Games: Freedom and Discipline in America’s Army

Anders Sundnes Løvlie is Research fellow at the Department of Media and Communication at University of Oslo. He is currently working on a Ph.D. project on locative media. The working title for the project is “Locatext: Cultural exchange through locative media in public spaces”.

Betty Li Meldgaard

Recording of B.L. Meldgaard

Perception, Action and Game Space

The paper examines the use of the ecological approach to visual perception in relation to action in game spaces.

The ecological approach to perception, as formulated by J.J. Gibson, is an action oriented theory that studies the relation between perceiver and environment in tandem. In this paper the main idea is that computer games can be viewed as an action system, where the information for action arises as an activity that involves the exploration of the game space in ways that are similar to the investigation and picking up of information in our everyday lives. The computer game system is capable of simulating vital properties of the perceptual system, in ways that can be studied if the ecological approach is applied in the continuing articulation and understanding of game experience. By applying the ecological approach an insight into the functional mechanisms of the games layout is made ready at hand and the micro levels of action can be described with greater specificity.

The paper is an outline of my ongoing Ph.D. project, where the main purpose is to develop a theoretical framework that makes the ecological approach operational on the levels of analysis and construction.

Betty Li Meldgaard is Ph.D. Student at the University of Aalborg. She has worked as a freelance graphic designer and is working as a freelance artist. Her overall interests lie within art, psychology and interactive technology. Her main focus in these areas is visual perception, visual construction and the experience of media from the point of visual perception.

Dieter Mersch

Opening

Prof. Dr. Dieter Mersch studied mathematics and philosophy in Cologne and Bochum. His thesis and habilitation he did at the Technical University Darmstadt. From 2000 he had the professorship for Philosophy of Arts and Aesthetics at the School of Arts in Kiel. 2004 he was appointed Director of the Department for ‘Media and Arts’ and fills the professorship for Media Studies at the University of Potsdam. Since 2006 he also holds the Max-Kade-professorship at University of Chicago.

Yara Mitsuishi

Recording of Y. Mitsuishi

Différance at Play: A Derridean Analysis of the Constitution of Identities in Videogame Play

My presentation consists in an exploratory analysis of the constitution of identities/differences in gameplay through Derrida’s différance. In this approach, play refers to the differentiation between elements in an open-ended un/ordered temporal arrangement. In other words, play is the process of signification in which any element is conceived in relation to something else, differing from something else, and consequently always in the process of forming its own identity.

Taking this notion of play (through différance), I analyze the notion of magic circle and emergence of play in the gamestudies debate, in terms of interpretation of relationships at stake between elements. I suggest how it is possible to explain multiple conceptions and perceptions of what is at play, thus understanding the borders of the “magic circle” as relative or flexible.

At last, my focus shifts toward the implications of the interplay of identities and differences, by asking: how do games differ and from what they differ as gameplay processes? This question takes as premise that a game has to relate to something outside the game “boundaries” in order to constitute something playable.

Yara Mitsuishi is currently developing her PhD research in the interdisciplinary Humanities Doctoral Program within Communications, Philosophy and Sociology at Concordia University, Montreal, Canada. She is a member of the Montreal GameCODE Project, working on the relations between videogames and everyday life from a semiotic/phenomenological perspective.

Souvik Mukherjee

Recoring of S. Mukherjee

Gameplay in the Zone of Becoming: Locating Action in the Computer Game

A key contributory factor in the developments in understanding computer games has been the recognition of the importance of ludic action. Recent commentators like Alexander Galloway stress this very clearly. . However, it can be argued, that ludic action itself has not yet been adequately studied. Perhaps, this is because of the very unconventional nature of this action and the space within which it occurs; a more complex and nuanced analysis is therefore necessary.

Extending Galloway’s analysis of the action-image in computer games, this paper explores the concept in relation to some key ideas of the French philosopher, Gilles Deleuze from which Galloway derives his ideas. This paper will show that developing Galloway’s analysis in a fuller Deleuzian context will be helpful in analysing the complexity of action in computer games and therefore gaining a better understanding of the process of gameplay itself.

In the present analysis, these concepts, many of which were originally formulated in the context of cinema, will be considered in terms of their applicability to digital gameplay and finally analysed through a comparison between the first-person shooter called S.T.A.L.K.E.R: Shadow of Chernobyl (GSC Gameworld, 2007) and Andrey Tarkovsky’s similarly named film (Stalker, 1979). Through such an analysis, this paper aims to explore the nature of the action in digital games, its relation to player-perceptions and ist location within the machinic and ludic schema.

Souvik Mukherjee is currently pursuing a PhD at Nottingham Trent University on computer games as newly emerging storytelling media. His research examines their relationship to canonical ideas of narrative and also how these games inform and challenge our conceptions of technicity, identity and culture, in general. http://www.freewebs.com/readingamesandplayinbooks

Michael Nagenborg

The Concept of War in the World of Warcraft

MMORPGs as “World of Warcraft” can be understood as interactive representations of war. Within the frame provided by the program the players experience martial conflicts and thus a “virtual war” (e. g. MacCallum-Stewart 2007). The game world however requires a technical and as far as possible invisible infrastructure which has itself to be protected against attacks: Among this infrastructure are counted e. g. the servers on which the data of the player characters and the game’s world are saved, as well as the user accounts, which have to be protected, among other things, against “identity theft” (e. g. Bardzell et al. 2007). Besides the war on the virtual surface of the program we will therefore describe the invisible war about the infrastructure, whose outbreak is always feared by the developers and operators of online-worlds and at least requires adequate precautions.

Furthermore we would like to pick out „virtual game worlds“ as a central theme as places of complete observation. Since action in these worlds is always associated with the production of data, complete observation is at least possible and given in reality by the so-called „game master“. Observation of different communication channels (inclusive user forums) as well serves for channeling the sojourn in the virtual battlefield properly, without the player feeling apparently limited in his freedom. Finally we would like to compare the fictional theater of war of “World of Warcraft” with the vision of “Network-Centric Warfare”, since already many a time it was affirmed that the analysis of MMORPGs could be useful for the real trade of war (cf. e. g. Sarasin 2004, p. 24). However, we will point out what an unrealistic theater of war “World of Warcraft” is.

Dr. phil. Michael Nagenborg (born 1968) works at the Interdepartmental Centre for Ethics in the Sciences and Humanities (IZEW) at the University of Tübingen, where he participates in the project “Terahertz-Detektionssysteme: Ethische Begleitung, Evaluation und Normenfindung (THEBEN)”. His key research areas include privacy, surveillance, (sub-)culture and information ethics. www.michaelnagenborg.com

Britta Neitzel

Recording of B. Neitzel

Metacommunication and Metalepsis in Play and in Computer Games

The paper uses Gregory Bateson’s concept of metacommunication to explore the boundaries of the ‘magic circle’ in play, games, and computer games. It argues that the idea of a self-contained “magic circle” ignores the constant negotiations among players, which establish the realm of play. The “magic circle” is no fixed ontological entity but is set up by metacommunicative play.

In a second step, the paper pursues the question if metacommunication could also be found in single-player computer games. The analytic part of the paper leads to the conclusion that metacommunication is implemented in single-player games by the means of metalepsis.

Britta Neitzel, PhD. is assistant professor for Media History/Visual Culture at the University of Siegen, Germany. She has studied Theatre, Film, and Television Studies, German Linguistics and Philosophy in Erlangen, Munich, and Cologne. Teaching and research positions at the Bauhaus-University Weimar, the Technical University of Chemnitz, the Hypermedia Laboratory, Universtiy of Tampere. http://britta-neitzel.de

Bernard Perron

Recording of B. Perron

The Magic Circle(s) of Gameplay

Huizinga’s metaphor of games as taking place inside a “magic circle” has been questioned by many recently, for instance with a whole game studies seminar in Tampere, Finland being dedicated to this question. But while everyone seems interested in “breaking the magic circle”, we will argue here that the spatial metaphor used to represent a game’s space of possibility unduly focuses the researcher’s gaze on a single side of the coin, for a game is as much a finite object than an ongoing process. Therefore, the figure of the circle should make us think about an ongoing process more than an enclosed space. It is much more relevant to conceptualize the cognitive frame of gameplay as a cycle: the magic cycle.

To cast off the implications of redundancy or stagnation contained in the circle, we resort instead to the spiral, which accounts for the gamer’s progression through the game. As we will show, our model of gameplay features three interconnected spirals which represent the cycles the gamer will have to go through in order to answer gameplay, narrative and interpretative questions, in both heuristic and hermeneutic fashion. We also take into account the question of the reception, and integrate Jauss’ well-known notion of the horizon of expectations. Finally, this gamer- and gameplay-centric model draws attention to an important issue: the gamer’s understanding of the underlying game mechanics is more akin to a work of reverse engineering than of decryption. A gamer can never access the game’s algorithms, but must instead construct an image of the game system, whose degree of fidelity towards the actual rules of the game may greatly vary.

Bernard Perron is an Associate Professor of Cinema at the University of Montreal. He has co-edited The Video Game Theory Reader 1 (New York, Routledge, 2003) and The Video Game Theory Reader 2 (New York, Routledge, to be published in 2008). His research and writings concentrate on editing in early cinema; on narration, cognition, and the ludic dimension of narrative cinema; and on interactive cinema and video game. http://www.ludicine.ca/

Dan Pinchbeck

Trigens Can’t Swim. Intelligence and Intentionality in First Person Game Worlds

Intelligence in games is largely the product of players adopting the Intentional Stance, rather than the functional capabilities of underlying state systems. This paper demonstrates how Dennett’s concept of the Intentional Stance is a great asset in understanding the creation and function of believably intelligent agents in games. Particular focus is paid to the use of cheap and simple tricks, often existing outside the AI system, to bootstrap projected intelligence beyond the constraints of the system; specifically the importance of factional and social networks, ecological validity, imported schema and the co-option of the natural tendency to project closure onto networks of potential. Examples are drawn from across the FPS genre to demonstrate that intelligence in games is largely a product of the management of expectations and assumptions on the part of the player.

Dan Pinchbeck is a senior lecturer in games and interactive media at the University of Portsmouth, UK. He specialises in first person gaming, with particular focus on content and player behaviour, and is currently completing a PhD in this subject. He is also finishing an AHRC funded development project creating game mods to explore new narrative and affective experiences in first person gaming (www.thechineseroom.co.uk).

Kirsten Pohl

Recording of K. Pohl

Ethical Reflection and Emotional Involvement in Computer Games

Considering the distinction between ‘games’ and ‘serious games’, it seems that computer games are divided into two categories: on the one hand, there are games for pure entertainment and fun while on the other hand, there are those that meet the additional demands of seriousness and appear with an obvious didactic claim. According to Huizinga, playing games transports the player from the lived reality to a fictional game world where the rules of real life are not effective and where he may act as someone else without consequences. Does this mean, though, that games will never gain the status of artifacts commenting on their cultural context and the Zeitgeist, since they distract the player from real life? What is needed to consider games not only as entertainment, but also as stimulating and inspiring for insights into our understanding of the world? Do computer games have the potential to entertain us and make us think, for example, about moral and ethical issues at the same time? And if so, by which means do they achieve this?

In my speech I will elaborate on some ideas concerning the use of moral issues and ethics in computer games by showing what strategies are used to engage the player morally and emotionally and, hence, to bridge the gap between game world and real world. Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum I will argue in favor of an ethical criticism for computer games. This ethical criticism will not focus exclusively on the content of computer games, but will also evaluate the interaction of content and game structure (i.e. narrative and ludic level) in order to give an adequate insight into the way computer games function and affect us.

Kirsten Pohl studied Comparative Literature, French and Spanish Philology in Münster, Granada and Berlin. In 2006 she started her PhD at the International Graduate Centre for the Study of Culture (GCSC) in Gießen. In her dissertation, she will draft a communication model for video- and computer games to analyze how narrative games involve the player on a ludic as well as on a narrative level and thereby negotiate moral issues.

John Richard Sageng (Oslo)

Recording of Sageng

Can Avatars Act?

The aim of this paper is to clarify the nature of agency inside a gaming environment. The problem with understanding in-game agency is that reports of in-game actions are unclear both with regard to the literal content of the actions performed as well who is the proper owner. While we refer to cases of ”walking”, ”shooting”, “breaking” and the like inside the game, they are clearly none of those things, and nor is it clear that they are supposed to attributed to a fictional in-game character or to the player at his controls. I suggest that they main problem in spelling out the literal content of these actions is due to the fact that the computer game medium involve a collision between the requirements of representation on the one hand and agency on the other. The intentional object conveyed by a representation will typically not exist, while the action descriptions will typically imply that the individual is capable of exerting causal control over it.

I discuss ways of spelling out the content of the player’s actions in terms of interaction with representations and find that they fail to account for evaluations that are due to the players control over the outcome of his actions.

Taking a page from externalism in the philosophy of mind, I finally offer an account of in-game action based on the diagnosis that the element of control forces a shift from the represented fictional object to a real graphical environment. Utilizing the proposal that the basic actions of the player are directed at non-representational graphical happenings, I spell out the typical actions performed inside the game environment and indicate how they should be evaluated.

Niklas Schrape

Recording of N. Schrape

Playing with Information: How Political Games Can Encourage the Player to Cross the Magic Circle

Most Players do not confuse games with reality. However, political games need to encourage the player to link his virtual experience to his subjective construction of reality, in order to have an persuasive effect. They can achieve this by the interplay between their rules and their representations. To be able to experience meaningful play, the player has to interpret the game’s representations in order to perform strategically planed actions. Games can implement ideological positions within their rules, but rules need some form of representation to be perceptible. In addition, many games have a layer of narrative or thematic framing, consisting of non-interactive textual elements, which provide the player with information. These layers cue the player in his meaning making, and shape his application of schemata and mental concepts. He uses them in order to choose the best options for successful and meaningful play. Political games, like “Zottel rettet die Schweiz”, “Global Conflict: Palestine” or “Peacemaker” gain their possible meanings by their specific representational skins. Games like these encourage the player to move back and forth between the magic circle and his subjective construction of reality. The player can test his knowledge in games, but in revers, it is shaped by this experience.

Niklas Schrape is a Ph.D. student at the University of Film and Television Studies “Konrad Wolf” in Potsdam, Germany. Since summer 2007, he works on his dissertation on video games as a medium of political communication. Before that, he studied “Social and Economic Communication” at the University of the Arts in Berlin and the International Filmschool of Wales.

Ulrich Weinberg

Moderation: Open Worlds Panel

Prof. Ulrich Weinberg studied fine arts and design at the Academies of Fine Arts in Munich and Berlin. He is founder of the companies TERRATOOLS and CYPARADE, specializing on 3D animation, simulation and interactive 3D projects such as computer games and cross media projects. Since 2005 he is programme director of EU symposium INSIGHT OUT and since 2007 head of “School of Design Thinking” at HPI Hasso Plattner Institute in Potsdam.

Dirk Weyel

Discussion: Open Worlds Panel

Dirk Weyel started his career in the music industry before switching to the gaming sector as Product Manager at Psygnosis Germany in 1998. He subsequently established specialist games marketing and localisation agency 4-Real Intermedia along with three partners. In early 2004, he became European Marketing Director for a French publisher of computer games. At Frogster Interactive, Dirk Weyel is Chief Operating Officer and responsible for Marketing, Sales und Business Development.

About

Conference Aims

The purpose of this conference is to initiate an investigation into how current research on computer games touches upon philosophical issues. In line with this purpose, the conference is interdisciplinary, drawing together researchers from diverse fields such as: philosophy, computer game-theory, semiotics, aesthetics, sociology, psychology, and anthropology.

The conference is a collaboration between the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, Norway; the Philosophical Project Centre (FPS), Oslo, Norway; the Center for Computer Games Research at the IT-University of Copenhagen, Denmark; the Department of Social, Cognitive and Quantitative Science at the University of Modena and Reggio Emilia, Italy; and the Department of Arts and Media, European Media Studies at the University of Potsdam, Germany.

The 2008 conference is the third international instalment of “The Third Place”, an ongoing project on philosophical problems arising from the increasing cultural and societal significance of computer games.

The first instalment, the international conference “The Third Place: Computer Games and Our Conception of the Real”, was a shared initiative of FPS in Oslo and the Center for Computer Games Research at the IT-University of Copenhagen . It took place at the IT-University of Copenhagen from May 20-21, 2005.

The second instalment, the international conference “The Philosophy of Computer Games: An Interdisciplinary Conference”, took place in Italy at the Department of Social, Cognitive and Quantative Sciences of the University of Modena and Reggio Emilia, from January 25-27, 2007.
Organization

The program committee consists of the following people:

  • Espen Aarseth, director of the Center for Computer Games Research at the IT-University of Copenhagen (chair)
  • Olav Asheim, professor at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo
  • Dieter Mersch, professor at the Department of Arts and Media, European Media Studies at the University of Potsdam
  • Patrick Coppock, university researcher at the Department of Social, Cognitive and Quantitative Science at the University of Modena/Reggio Emilia
  • Hallvard Fossheim, assistant professor at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo

The organizing committee consists of the following people:

  • Michael Liebe, Ph. D. candidate at the Department of Arts and Media, European Media Studies at the University of Potsdam (chair)
  • Stephan Günzel, assistant professor at the Department of Arts and Media, European Media Studies at the University of Potsdam
  • Anita Leirfall, assistant professor at the University of Life Sciences, Ås and Ph. D. candidate at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo
  • John Richard Sageng, Ph. D. candidate at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo
  • Tarjei Mandt Larsen, Ph. D. candidate at the Department of Philosophy, University of Tromsø

The review board consists of the following people:

  • Adam R. Briggle, University of Twente
  • Anita Leirfall, University of Bergen/Oslo
  • Annakaisa Kultima, University of Tampere
  • Bo Kampmann Walther, University of Southern Denmark
  • Dan Pinchbeck, University of Portsmouth
  • Edward H. Spence, University of Twente
  • Gordon Calleja, IT University of Copenhagen
  • Grant Tavinor, Lincoln University
  • Hanna Sommerseth, The University of Edinburgh
  • John Richard Sageng, University of Oslo
  • Jonathan Frome, University of Central Florida
  • Michael Liebe, University of Potsdam
  • Miguel Sicart, IT University of Copenhagen
  • Nicolas De Warren, Wellesley College
  • Ole Ertløv Hansen, Aalborg Universitet
  • Olli Leino, IT University of Copenhagen
  • Ragnhild Tronstad, University of Oslo
  • Ren Reynolds, Virtual Policy Network
  • Richard Clarkson, University of Durham
  • Stephan Günzel, University of Potsdam
  • Tarjei Mandt Larsen, University of Tromsø

Credits

Host:

Universität Potsdam
Institut für Künste und Medien
Europäische Medienwissenschaft
Am Neuen Palais 10
D-14469 Potsdam

Within the framework of:
DFG-Projekt “Medialität des Computerspiels” and

Forschungsnetzwerk Computerspiel [Digital Games Research Network]

Sponsored by:

Webdesign: Pongote Torrerito
Webhosting: onscreendisplay.net
© 2007 Gamology e.V.

Pac Man Screenshot © Namco Ltd. 1991

Contact

For further information please email to:

info@gamephilosophy.org

Subscription to the gamephilosophy mailing list:
gamephilosophy-subscribe@fps.no

Submissions of papers for the 2008 conference are to be sent to:
submissions@gamephilosophy.org

Registration for the Potsdam 2008 conference:
registration@gamephilosophy.org

The hosting University of Potsdam has the following contact dates:

Universität Potsdam
Institut für Künste und Medien
Europäiscche Medienwissenschaft
c/o DIGAREC
Am Neuen Palais 10
D-14469 Potsdam

2005-2007

2007 Conference

“The Philosophy of Computer Games: An Interdisciplinary Conference”, University of Modena and Reggio Emilia, January 25-27, 2007.
The conference was held in Italy at the Department of Social, Cognitive and Quantative Sciences at the University of Modena and Reggio Emilia and was the first continuation of the conference row.

Conference Webpage
Host: Facolta’ di Scienze della Comunicazione e dell’Economia
News: Game_Philosophy@UNIMORE

2005 Conference

“The Third Place: Computer Games and Our Conception of the Real”, IT University of Copenhagen, May 20-21, 2005.
The conference was a shared initiative of FPS in Oslo and the Center for Computer Game Research at the IT University of Copenhagen.

Conference Webpage
Host: Center for Computer Games Research, IT-University of Copenhagen

Call for papers

The Philosophy of Computer Games Conference 2008

We hereby invite scholars in any field who take a professional interest in the phenomenon of computer games to submit papers to the international conference “The Philosophy of Computer Games 2008″, to be held in Potsdam, Germany, on May 8-10, 2008.

Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will also attempt to use specific examples rather than merely invoke “computer games” in general terms. We invite submissions focusing on, but not limited to, the following three headings:

Action|Space
Papers submitted under this heading should address issues relating to the experiential, interactional and cognitive dimensions of computer game play. What is the nature of perceptual experience in game space? How should we understand the relationship between action, interaction and space in computer game environments? How should we think about players’ aesthetic, emotive and(/or) rational responses to what goes on inside the game space?

Ethics / Politics
What are the ethical responsibilities of game-makers in exerting influence on individual gamers and society in general? What role, if any, can games serve as a critical cultural corrective in relation to traditional forms of media and communicative practices, for example in economy and politics? Also: what is the nature of the ethical norms that apply within the gaming context, and what are the factors that allow or delimit philosophical justifications of their application there or elsewhere?

The Magic Circle
Terms such as “fictionality”, “virtuality”, “simulation” or “representation” are often used to indicate specific functions of objects in games. But what is the nature of the phenomena these terms refer to in the interactive field of game play? And what is the structure of gaming-processes? What is the mediality of digital games? We are especially interested in discussions that aim at how the notion of a self-contained “magic circle” – representing an imagined border between play and reality, or the internal and external limits of game-programs – is being challenged by forms of individual action and social inter action which tend to transcend such limits.

Your paper should not exceed 25 000 characters (excluding blanks) and be accompanied by an abstract of 300 words. Please specify the primary focus (topic) of your submission.

Deadline for submissions is February 15, 2008. Send your paper and abstract to submissions@gamephilosophy.org.

All submitted papers will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this.

Notification of accepted papers will be sent out by March 12, 2008.

——

Dieter Mersch
Olav Asheim
Patrick Coppock
Espen Aarseth
The conference is a collaboration between the following institutions:

For more information, visit gamephilosophy.org

Right click and save as to download this Call for Papers as PDF here.

Press

Sophie Ehrmanntraut;
Sebastian Möring

Universität Potsdam
Am Neuen Palais 10
D-14469 Potsdam
presse (at) digarec.net

Press Review

  1. “Quo Vadis 2008 in Berlin: Spieleentwickler zwischen Politik und Bankschalter” Nico Nowarra (Heise online)
  2. “Games und Kinetik” Robert Glashuettner (FM4 ORF)
  3. “Videospiele raus aus der Schmuddelecke” Janine Wagner ( heute.de)
  4. “Games als performatives Medium” Robert Glashuettner (FM4 ORF)
  5. Die ethischen Werte des Computerspiels Johannes Thumfart (Berliner Zeitung)
  6. “Games als Puppenspiel” Robert Glashuettner (FM4 ORF)
  7. “Der physische Körper fällt weg” Ben Schwan (Technology Review)
  8. Spielend betritt der Mensch den magischen Zirkel ” Jean-Michel Berg (Süddeutsche Zeitung)
  9. “Berlín 2008: Amaze & Computer Games Museum” Flavio Escribano VIRALGAMES.ORG


Open Worlds Panel, 9. Mai 2008, 18 Uhr

Termin: 9. Mai 2008, 18:00 Uhr

Veranstaltungsort: Universität Potsdam

Am Neuen Palais 10
Haus 8 / Audimax

Zielgruppe: Jeder ist eingeladen!

Kontakt: Sebastian Möring
Universität Potsdam
Institut für Künste und Medien
Europäische Medienwissenschaft
Am Neuen Palais 10
D-14469 Potsdam
Fon: +49 177 4665360
presse (at) digarec.net
http://gamephilosophy.org/

Wir freuen uns mitteilen zu können, dass Richard Bartle, der Vater der Mehrspieler-Online-Welten, auf unserem OPEN WORLDS PANEL am 9. Mai 2008 um 18 Uhr die Eröffnungsrede halten wird. In der Universität Potsdam am Neuen Palais diskutiert Richard Bartle zusammen mit Frank Campbell von Mindark (Göteborg), Mirko Caspar von Metaversum (Berlin) und Dirk Weyel von Frogster Interactive Pictures (Berlin) die Zukunft von offenen virtuellen Welten und deren Potential für Industrie und Forschung.

Prof. Dr. Ulrich Weinberg vom Hasso Plattner-Institut moderiert diesen Dialog zwischen Industrie und Akademie. Offene virtuelle Welten wie Second Life und Entropia Universe bilden eine Alternative zum text- und bildbasierten Internet. Für den Aufbau und die Pflege sozialer Netzwerke gelten sie schon heute als wichtige Kommunikationsplattformen.

Richard Bartle diskutiert beim OPEN WORLDS PANEL das Potential offener virtueller Welten. Der Gründervater der Online-Welten entwickelte 1978 im Alter von 18 Jahren das erste MUD (Multi User Dungeon). Heute ist er ein anerkannter Autor und Professor für Game Design an der Universität Essex.

Frank Campbell ist Verantwortlicher für Marketing und PR bei MindArk, Göteborg, Schweden. Das Unternehmen hat die Online-Welt Entropia Universe entwickelt, die mit der CryEngine 2 neue Standards im Bereich der Computerspielgrafik setzt.

Dirk Weyel ist Vorstand der Berliner Publishers Frogster Interactive Pictures AG, die schon früh ihr Portfolio um Massively Multiplayer Online Games erweitert haben.

Dr. Mirko Caspar ist Marketingchef von Metaversum, einer ebenfalls in Berlin ansässigen Entwicklerfirma, die mit ihrer ambitionierten 3D Online-Welt Twinity das virtuelle mit dem realen Leben verschmelzen lassen.

Prof. Dr. Ulrich Weinberg ist Leiter der School of Design Thinking am Hasso Plattner Institut in Potsdam.

Im Namen der Veranstalter, das Forschungsnetzwerk DIGAREC und die Medienboard Berlin-Brandenburg GmbH, laden Dieter Mersch und Petra Müller alle Gäste herzlich zum anschließenden Empfang ein. Der Eintritt ist frei.

Die Veranstaltung ist gemeinsamer Programmpunkt der internationalen Konferenz „The Philosophy of Computer Games“, der Deutschen Gamestage und der „6. Quo Vadis Entwicklerkonferenz“.

Das neugegründete Forschungsnetzwerk DIGAREC (Digital Games Research Network) liefert mit seinem multiperspektivischen Ansatz aus Medienwissenschaft, Medienrecht, Psychologie, Kulturgeschichte und Design eine Grundlage für die Theorie der Computerspiele und deren Analyse. DIGAREC ist ein interdisziplinärer Pool von Forschern, die hier ihr Wissen und ihre Ressourcen zusammenführen und für die Mitglieder des Netzwerkes nutzbar machen.

The Philosophy of Computer Games, 8.-10. Mai 2008

Termin: täglich von 9:30 - 18:00 Uhr

Veranstaltungsort: Universität Potsdam
Am Neuen Palais 10
Haus 8 / Raum 0.60/0.61

Zielgruppe: Jeder ist eingeladen!
Kontakt: Sebastian Möring
Universität Potsdam
Institut für Künste und Medien
Europäische Medienwissenschaft
Am Neuen Palais 10
D-14469 Potsdam
Fon: +49 177 4665360
presse (at) digarec.net
http://www.gamephilosophy.org

Als dritter Teil einer Reihe wird die diesjährige internationale Konferenz “The Philosophy of Computer Games” vom Donnerstag, den 8. bis Samstag, den 10. Mai 2008 an der Universität Potsdam stattfinden. Drei Tage lang werden auf der interdisziplinären Tagung Computerspiele aus verschiedenen Perspektiven diskutiert. Neben den Pionieren der Computerspielforschung Ian Bogost und Jesper Juul werden zahlreiche namhafte internationale Forscher sprechen.

Als besonderes Highlight der vom Medienboard Berlin-Brandenburg geförderten Tagung wird am Freitag, den 9. Mai 2008, ab 18.00 Uhr, im Audimax der Uni Potsdam das Open Worlds Panel zum Thema online Welten gehalten. Nach der Eröffnungsrede des „Multi User Dungeon“ (M.U.D.) – Erfinders Richard Bartle werden lokale und internationale Vertreter der Industrie und Forschung über die Zukunft und Entwicklung offener virtueller Welten diskutieren.

Die Veranstaltung ist gemeinsamer Programmpunkt der Konferenz „The Philosophy of Computer Games“, der „Deutschen Gamestage“ und der „6. Quo Vadis Entwicklerkonferenz”.

Der lokale Veranstalter DIGAREC (Digital Games Research Network) an der Universität Potsdam liefert mit seinem multiperspektivischen Ansatz aus Medienwissenschaft, Medienrecht, Psychologie, Kulturgeschichte und Design eine Grundlage für die Theorie der Computerspiele und ihre Analyse. Das Forschungsnetzwerk DIGAREC ist ein Pool aus interdisziplinär arbeitenden Forschern, das das Wissen und die Ressourcen seiner Mitglieder zusammenführt und produktiv nutzt.

Programm (Download als PDF auf www.gamephilosophy.org)

Location

Location of the 2008 conference

Neues Palais Potsdam Universität Potsdam
Campus Neues Palais
Am Neuen Palais 10
D-14469 Potsdam

(click on the map area around “Am Neuen Palais” for more details):

Universitaetskomplexe in Potsdam

Campus Neues Palais

Transportation

The airports of Berlin Schönefeld [SFX] and Berlin Tegel [TXL] are both easy to reach from Potsdam.

You can check Momondo or Opodo for cheap flights. Airberlin, Easyjet and Germanwings usually have the cheapest fares.

The closest main train station is Potsdam Hauptbahnhof. You can easily reach the conference venue at Potsdam Park Sanssoussi from there.
Check the website of the Deutsche Bahn for national and European transport schedules and the search engine of the Verkehrsverbund Berlin-Brandenburg for local transportation.

By bus from Potsdam Main Station (Potsdam Hauptbahnhof), take the lines 695, 606 and 605 or X5.

By local train from Potsdam Main Station (Potsdam Hauptbahnhof) take the lines RE 1, RB 21 or RB 20 from Potsdam Main Station (Potsdam Hauptbahnhof).

By car take the highway A10 - exit Potsdam Nord - B 273 direction Potsdam - Amundsenstraße, direction Neues Palais or take highway A10 exit Potsdam Süd - B 2 direction Potsdam - Breite Straße - Zeppelinstraße - Geschwister-Scholl-Str. - Am Neuen Palais.

Accomodation

We have reserved single and double rooms with spacial fares for participants at several hotels in Potsdam. Moreover, for participating students- especially from abroad - a group of local students of the Institute of Arts and Media, European Media Studies, has organized a hosting program for Potsdam and Berlin.

Please contact Michaela Stolte or Johanna Strodt for further information and requests for free accomodation at students’ places.

For booking at the listed hotels please use the provided online contact/reservation forms.

Best Western, single room for 85,-/night.
Reservation code: ‘computergames’; valid until April 18th, 2008.
Mercure Hotel, single for 82,-/night and double for 97,-/night.
Reservation code: ‘gamephilosophy’; valid until April 18th, 2008.
Art’otel Potsdam, single for 89,-/night and double for 99,-/night.
Reservation code: ‘gamephilosophy’; valid until April 13th, 2008.
Remise Blumberg, single for 60,-/night and double for 79,-/night.
Reservation code: ‘gamephilosophy’; valid until April 13th, 2008.
Gästehaus Urban, single for 41,65/night and double for 71,40/night.
Reservation code: ‘gamephilosophy’; valid until booked out.

Registration

The international conference The Philosophy of Computer Games is open to all interested.

If you wish to attend please register at registration@gamephilosophy.org
by sending your full name, institution and email address. Thanks!

[There is no conference fee.]

You can find information on travel and accomodation here.

Schedule

Please download the schedule as PDF here!

(right click and “save as…”)

Thursday, 8.5.08

Friday, 9.5.08

Saturday, 10.5.08

Thursday, 8.5.08

Ethics & Politics

9:30

Chair: Dieter Mersch (Potsdam)

Keynote Ian Bogost (Atlanta): Phenomenology of Video Games

Coffee break

11:00

Anders Sundnes Løvlie (Oslo): “The Rhetoric of Persuasive Games: Freedom and Discipline in America’s Army

Kirsten Pohl (Giessen): “Ethical Reflection and Emotional Involvement in Computer Games”

12:30

Lunch break

14:00

Chair: Christine Hanke (Potsdam)

Niklas Schrape (Potsdam): “Playing with Information: How Political Games Can Encourage the Player to Cross the Magic Circle

Christian Hoffstadt/Michael Nagenborg (Tübingen): “The Concept of War in the World of Warcraft”

Coffee break – (new topic) Action|Space

16:00

Chair: Anita Leirfall (Oslo)

Bjarke Liboriussen (Odense): “Landscape and Avatar”

Betty Li Meldgaard (Aalborg): “Perception, Action and Game Space”

Yara Mitsuishi (Montreal): “Différance at Play: A Derridean Analysis of the Constitution of Identities in Videogame Play”

22:00 A Maze. KickOff

Friday, 9.5.08

Action|Space (continue)

9:30

Chair: Terjei Mandt Larsen (Oslo)

Stephan Günzel (Potsdam): “Interaction and Space in Computer Games”

Mattias Ljungström (Potsdam): “Remarks on Digital Play Spaces”

Coffee break

11:00

Chair: Mark Butler (Berlin)

Charlene Jennett/Anna L. Cox/Paul Cairns (London): “Being in the Game”

Souvik Mukherjee (Nottingham): “Gameplay in the Zone of Becoming: Locating Action in the Computer Game”

12:30

Lunch break

14:00

Chair: Markus Rautzenberg (Potsdam)

Dan Pinchbeck (Portsmouth): “Trigens Can’t Swim. Intelligence and Intentionality in First Person Game Worlds

Robert Glashüttner (Vienna): “The Perception of Videogames: From Visual Power to Trancendental Interaction

Coffee break

16:00

Chair: Stephan Günzel (Potsdam)

Gordon Calleja (Copenhagen): “The Binary Myth”

Olli Leino (Copenhagen): “A Sketch for a Model of Four Epistemological Positions Toward Computer Game Play”

18:00 Open Worlds Panel

Keynote: Richard Bartle

Participants: Frank Campbell, Mirko Caspar, Dirk Weyel

Moderation: Prof. Ulrich Weinberg

Get-together

Saturday, 10.5.08

The Magic Circle

9:30

Chair: Natascha Adamowsky (Berlin)

Keynote Jesper Juul (New York): Who Made the Magic Circle? Seeking the Solvable Part of the Game-Player Problem

Coffee break

11:00

Bernard Perron/Dominic Arsenault (Montreal): “The Magic Circle(s) of Gameplay”

John Richard Sageng (Oslo): “Can Avatars Act?”

12:30

Lunch break

14:00

Chair: Hallvard Fossheim (Oslo)

Britta Neitzel (Siegen): “Metacommunication and Metalepsis in Play and in Computer Games”

Eduardo H. Calvillo G./Paul Cairns (London): “Pulling the Strings: A Theory of Puppetry for the Gaming Experience”

Coffee break

16:00

Chair: Patrick Coppock (Reggio Emilia)

Michael Liebe (Potsdam): “There is no Magic Circle: On the Difference Between Computer Games and Traditional Games”

Final Discussion

Closing

Home

The Philosophy of Computer Games

- an international conference discussing computer games from a philosophical perspective.

The Organisation Team wants to thank all participants for making this years conference a very special event!

Pics and Videos of the talks will be online soon.

"Gamesphilosophy" was also discussed in the press . Especially the articles of Johannes Thumfart in the Berliner Zeitung and Janine Wagner on heute.de are very interesting to read. Please send us links and information of further coverage to: presse [AT] digarec.net.

Thanks and looking forward to the fourth conference!