Videogame doctors

A recent ill-informed CNN money article asked “What’s next: a Ph.D. in video gaming?
Well, duh! – but I started a small count and actually, the number of game PhD’s to be is quite impressive.
Below is a list of people that I can think of, top of my head, who are speeding towards ludic doctor-hood.

But first the ones who made it (strong focus on games only):
– Mary Ann Buckles (see post on Ludology.org)
– Espen Aarseth (no decent link, as Dr. Aarseth believes the WWW thing will blow over)
Lisbeth Klastrup
Jesper Juul
Lars Konzack
Dmitri Williams

En route (in order of randomness):
Gonzalo Frasca, IT University of Copenhagen
Miguel Sicart, IT University of Copenhagen
Simon Egenfeldt-Nielsen, IT University of Copenhagen
Sara Mosberg, IT University of Copenhagen
Troels Folmann, IT University of Copenhagen
Jonas Heide Smith, IT University of Copenhagen
Chek Yang Foo, Curtin University of Technology
Mirjam Eladhari, Gotland University
– Elina Koivisto, Nokia Research Center (Finland)
Lisa Galarneau, University of Waikato
Constance Steinkuehler, University of Wisconsin–Madison
– Kristine Jørgensen, University of Copenhagen
Gitte Stald, University of Copenhagen
Charlie Breindahl, University of Copenhagen
Anne Mette Thorhauge, University of Copenhagen
– Marinka Copier, University of Utrecht
Christian Ulrik Andersen, University of Århus
Julian Kuecklich, Ulster University
Peter Zackariasson, Umeå School of Business and Economics
Laurie Taylor, University of Florida
Sean Fenty, University of Florida

Okay, this list is hopelessly incomplete. Please tell me some of the names that my tired brain didn’t come up with.

DAC calls for papers

The Digital Arts and Cultures 2005 conference CFP was just put online:

The 6th DAC conference invites critical examinations of the field of digital arts and culture, which challenge existing paradigms. We call for papers which examine both theoretical and hands-on approaches to digital experiences and experience design. Since the inaugural DAC in 1998 much has happened, and research has matured from early investigations into the problematic nature of new media towards questions of emergent dynamics, user centered design and various forms of interactivity. At the same time, the realization has grown that users of digital media not only are active participants, but also have to be taken into account at all stages of the design and production of digital experiences
How do practitioners (programmers, artists, designers etc.) cater for this kind of active and demanding user? What kinds of experiences can we create? How can these experiences inform us? How do we as academics analyse and evaluate digital experiences? DAC has always been interested in exploring the ways in which digital media do things that traditional media cannot. We believe that the focus on ‘experience’ in DAC 2005 will illuminate the possibilities of digital media beyond the functional perspectives of ‘usability’. What are the aesthetic and cultural implications of digital design as experience?

– Read the whole thing

Half-Life 2 made me not do it

There’s something just not right.

Here’s what effect researcher Craig Anderson writes:

…venting fails. Different terms have been used to describe this idea, but in the United States “venting” refers to things like hitting something or playing a violent video game to get your aggressive tendencies out in a relatively safe and socially approved way. This has been called the “catharsis hypothesis”, an idea that comes from the ancient Greeks, was brought into western civilisation by the writings of Freud, and is now a part of our culture. It is a beautiful idea, but it is not true: catharsis does not work. There was clear proof of this by the late 1960s, and catharsis is one of the most widely tested and discredited notions in all of psychology,
yet it continues to reappear in different guises again and again. An Australian government-sponsored report published in 2000, for example, quotes a socalled “video games expert” saying that some of these violent games might actually provide a catharsis-type effect. It is incorrect.

This seems familiar, it is a conclusion on the “catharsis hypothesis” often heard.
But something’s bugging me. If I were to look inwards and explain why I enjoy playing games one very large component is certainly a catharsis-like feeling. But maybe “the release of tension” is not on target. Maybe it’s more a bracketing of the outside world to engage with a predictable (if complex) system. Either find, gaming to me is really therapeutic (some games at least). And so it is that I’m wondering: If catharsis has been so repeatedly disproved, what label should then be used for that very specific anti-stress feeling of playing a good game…?

Another world


OK, I did it. I let myself be logged on to World of Warcraft (EU beta). Just to have a look, purely for research purposes, and with no intention of staying. Taking the form of a purple-haired female gnome I went for a bit of sight-seeing. There’s no denying that this world looks extremely stylish and it all feels awfully atmospheric (in a comic book kind of way). Whether or not it’s actually fun to play (casually) remains to be seen. But I think I’ll continue the wolf-slaying a bit once the actual game opens (late feb). See you there.