Truth be told

Not often is the game scholar mailing list GAMESNETWORK the scene of passionate outbursts.
But in the proud tradition of this blog of posting digital snippets without commentary, here’s two interesting methodological recommendations for intrepid young scholars in the field:

Scholar 1:

And for that matter too many of you are studying WoW. Stop it. You’re boring the crap out of me.

Quickly followed by Scholar 2:

…nobody but academics and corporate marketers care about Second Life. This should be a sign to all involved. The only people I’ve met in there are researchers, academics trying to stalk other academics (me included), people selling their badly designed t-shirts, and corporate salesmen. Its my idea of hell, and research on it is my idea of a journey therein.

A canon of significant games

Some time ago the Danish minister of culture initiated an effort to establish a series of cultural “canons”, listing the most important works in a range of genre/media.
This initiative, of course, spurred on all kinds of ignored forms of expression to publish their own lists. And so, along with colleagues from the Danish game researcher network spilforskning.dk and at the suggestion of Multimedieforeningen (the Danish game business association), I have been involved in picking out the 20-something most important videogames ever. In our humble opinion, of course.

And the listed are… (with links to descriptions in Danish):

Our initiative has recieved some attention. For instance:

New article on videogames and economic game theory

chicken

The Christmas issue of Game Studies has hit the streets. This implies that my own article The Games Economists Play – Implications of Economic Game Theory for the Study of Computer Games has now been revealed.

Here’s the abstract:

It is a source of confusion that economists for decades have worked on “game theory” while studying economic behaviour. However, while not focused on games in the recreational sense this perspective does provide a highly meticulous complementary framework for the understanding of computer game structure and player behaviour. This article attempts to extract useful analytic concepts and insights from economic game theory and to give suggestions for how these might be put to concrete use in the study of computer games. A non-technical introduction is given, the framework is applied to computer games, a brief case study is performed and finally ideas for future research are presented.

What more can you ask for?

And hey, merry Christmas out there.