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	<title>Gaming the System &#187; art</title>
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	<description>Race, Gender, and Power in Videogame Culture</description>
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		<title>The Costly Stakes of Videogame Literacy</title>
		<link>http://www.tannerhiggin.com/2011/09/the-costly-stakes-of-videogame-literacy/</link>
		<comments>http://www.tannerhiggin.com/2011/09/the-costly-stakes-of-videogame-literacy/#comments</comments>
		<pubDate>Wed, 28 Sep 2011 07:06:10 +0000</pubDate>
		<dc:creator>Tanner</dc:creator>
				<category><![CDATA[Pedagogy]]></category>
		<category><![CDATA[affect]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[bill viola]]></category>
		<category><![CDATA[cloud]]></category>
		<category><![CDATA[darfur is dying]]></category>
		<category><![CDATA[flow]]></category>
		<category><![CDATA[flower]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[night journey]]></category>
		<category><![CDATA[the cat and the coup]]></category>
		<category><![CDATA[thoreau]]></category>
		<category><![CDATA[tracy fullerton]]></category>
		<category><![CDATA[usc]]></category>
		<category><![CDATA[walden]]></category>

		<guid isPermaLink="false">http://www.tannerhiggin.com/?p=644</guid>
		<description><![CDATA[I had the opportunity to visit the University of Southern California&#8217;s Game Innovation Lab (GIL) last August. Directed by Tracy Fullerton, GIL is a significant component of the now vibrant indie game development scene. GIL is largely responsible for proving that academic game development can gestate innovative and relevant design that escapes the ivory tower and [...]]]></description>
			<content:encoded><![CDATA[<p>I had the opportunity to visit the University of Southern California&#8217;s <a href="http://interactive.usc.edu/game-innovation-lab/">Game Innovation Lab</a> (GIL) last August. Directed by Tracy Fullerton, GIL is a significant component of the now vibrant indie game development scene. GIL is largely responsible for proving that academic game development can gestate innovative and relevant design that escapes the ivory tower and affects the actual consumer driven industry. This impact is evident in the groundbreaking work of GIL students. The first breakthrough was perhaps <em><a href="http://interactive.usc.edu/projects/cloud/">Cloud</a></em>, whose creators have gone on to make<em> <a href="http://thatgamecompany.com/games/flow/">flOw</a></em>, <em><a href="http://thatgamecompany.com/games/flower/">Flower</a></em>, and the forthcoming <em><a href="http://thatgamecompany.com/games/journey/">Journey</a>. </em>While meeting with less consumer success<em>,</em> the oft-referenced <em><a href="http://www.darfurisdying.com/">Darfur is Dying</a></em> was a critical success that has served as a touchstone for those interested in creating, for better or worse, &#8220;serious games.&#8221; The most recent GIL success, however, is a gorgeous and brilliant faculty project, <a href="http://coup.peterbrinson.com/"><em>The</em> C<em>at and the Coup</em></a>. The lab&#8217;s track record of success is unmatched within academia, but its influence goes beyond awards, downloads, or media buzz. <strong>What makes GIL stand out is its dedication to conceptually and critically astute games which boldly challenge the constrictive and often counterproductive conventions of gaming.</strong> As Fullerton remarked during my visit, GIL&#8217;s mission is to not just design good games, but test and expand the boundaries of games. They take pleasure in poking and prodding at coherent or stable definitions of videogames until they burst. It&#8217;s wonderful work, really.</p>
<p><center><br />
<div id="attachment_662" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.tannerhiggin.com/wp-content/uploads/2011/09/catandcoup.jpg"><img class="size-medium wp-image-662" title="The Cat and the Coup" src="http://www.tannerhiggin.com/wp-content/uploads/2011/09/catandcoup-300x187.jpg" alt="" width="300" height="187" /></a><p class="wp-caption-text">The Cat and the Coup</p></div><br />
</center></p>
<p>An excellent representative of this philosophy is <em><a href="http://cinema.usc.edu/interactive/research/walden.cfm">Walden</a></em>, a project currently in development. Rather than simulate all-to-common videogamey feelings of exhilaration or horror, <em>Walden</em> expands the emotional spectrum of  play to moments of calm reflection. You, playing as a Thoreau-like hermit, are invited to be patient and contemplative, moades of play brought on by the self-sustaining tasks of wilderness life you perform. Building on the methodical and introspective environmental meditation of the art-game <em><a href="http://www.youtube.com/watch?v=zL1_twK2NDc">Night Journey</a> </em>(produced via a collaboration between video artists <a href="http://www.billviola.com/">Bill Viola</a> and GIL)<em>, Walden </em>changes the pace and focus of gaming.There&#8217;s nothing to shoot. No points to get. Time slows. The player looks inward. She reflects.</p>
<p><center><br />
<p><a href="http://www.youtube.com/watch?v=TZEQilshSA0"><img src="http://img.youtube.com/vi/TZEQilshSA0/2.jpg"></a></p>
<p><a href="http://www.youtube.com/watch?v=TZEQilshSA0">Click here</a> to view the video on YouTube.</p>
<br />
</center></p>
<p><em>Walden</em> is an ambitious project. Technically, <em>Walden</em> has a first-person perspective and a 3D engine rendering the lush forested environment and pond. According to designer Todd Furmanski, there are extra layers of complexity yet to come. He hinted at a host of practical tasks like fishing or chopping wood available to the player as well as an optional system of monetary accumulation and consumption (cleverly meant to confront the player with encroaching capitalistic requirements and desires). <strong>Procedurally, <em>Walden</em> is particularly challenging because it eschews the tired and ineffective literature based edu-game template which teaches players by having them read blocks of text. Instead, <em>Walden</em> leverages what makes games great, their ability to model and simulate environments and experiences.</strong> Rather than reading about Thoreau, or listening to him, we participate in his style of life, a process of living defined and coded, which, if all works as planned, will end with the player intuiting the virtues and pleasures of Thoreau&#8217;s life at Walden pond.</p>
<p>Given the obvious educational value of the project, one would expect <em>Walden</em> to be one of the more attractive GIL projects to funding agencies. Unfortunately, that&#8217;s not the case. Fullerton admitted that <em>Walden</em> exists solely as a passion project for the team members; every funding source they pitched wouldn&#8217;t back it. It exists now only because team members love the project and are willing it into existence.</p>
<p>It&#8217;s frustrating for sure, but a simple issue to diagnose:<strong> the &#8220;educational value&#8221; of <em>Walden</em>, which is so obvious to game designers and critics, is unfortunately not obvious to funders</strong>. Edu-games that get funded, and which I won&#8217;t name here, have been a disappointing strain of game culture. <strong>Funds get dumped into the wrong projects, and what gets spat out the other end? Uninspired and ineffective husks of games which might look the part, but demonstrate no understanding of how mechanics underlie play.</strong> Just as <a href="http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php">exploitationware</a> (think <em>Farmville</em>) reduces the expressive beauty of games to tedious repetition and accumulation, edu-games (and many well-funded) often squander the demonstrable abilities of games to educate. <strong>Instead of <em>Walden&#8217;s</em> compelling simulation of the intellectual and affective journey of Thoreau, we go to an island in <em>Second Life</em> and read excerpts from Thoreau&#8217;s writings because that&#8217;s <em>literary</em>.</strong> It&#8217;s familiar; it&#8217;s comfortable, <em>especially to people who don&#8217;t play or understand games</em>.</p>
<p>The games GIL has developed prove that academic and indie game development are an indispensable and increasingly important avant-garde running counter to an industry struggling with sequelitis and <a href="http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/">gamification</a>. Games like <em>Walden</em> aren&#8217;t only potentially great educational tools, they force videogames to progress, and they provide a space for risks not motivated by quarterly earnings. We need to protect these projects, and protection comes from funding.</p>
<p>So what can we, the pennyless masses, do?</p>
<p><strong>We need to take procedural literacy beyond the classroom and into the boardroom.</strong></p>
<p>&nbsp;</p>
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		<title>Jenova Chen &#8220;Art, Entertainment, and Video Games&#8221;</title>
		<link>http://www.tannerhiggin.com/2009/05/jenova-chen-art-entertainment-and-video-games/</link>
		<comments>http://www.tannerhiggin.com/2009/05/jenova-chen-art-entertainment-and-video-games/#comments</comments>
		<pubDate>Sat, 30 May 2009 08:04:49 +0000</pubDate>
		<dc:creator>Tanner</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[ucr]]></category>

		<guid isPermaLink="false">http://www.tannerhiggin.com/?p=90</guid>
		<description><![CDATA[Jenova Chen, creative director of thatgamecompany graciously accepted my invite to give a talk at the University of California, Riverside for a research group I am a part of this week. Our research this year has focused on play with a particular interest in historicizing and expanding play beyond the boundaries of the common conceptualization of [...]]]></description>
			<content:encoded><![CDATA[<p>Jenova Chen, creative director of <a href="http://thatgamecompany.com/">thatgamecompany</a> graciously accepted my invite to give a talk at the University of California, Riverside for a research group I am a part of this week. Our research this year has focused on play with a particular interest in historicizing and expanding play beyond the boundaries of the common conceptualization of the digital game. Jenova was a perfect capstone to the year as his work in expanding the emotional spectrum of games is part of this project.</p>
<p>Included here below are my introductory remarks and links to his presentation and Q&amp;A.</p>
<p><span id="more-90"></span></p>
<p> </p>
<p class="MsoNormal"><span>Last year the Mellon workshop on Affect, Technics, and Ethics, your hosts today, presented a talk by Tracy Fullerton, game design professor at </span><span>USC</span><span>. Her presentation situated videogames within a historical lineage of play from board games to sport and beyond in order to expose the rather limited and reductive set of thematics, motivations, gameplay mechanics, and narrative concerns of contemporary digital games. These restrictions are often a product of a fundamental mischaracterization of who exactly a “gamer” is or should be and thus games often appeal to this stereotypically masculine, competitive, and immature “hardcore” gamer. The phenomenal success of the Nintendo Wii and DS, however, demonstrate that interest in the excessively hardcore, that is, complex, realistic, and violent gamic structures with difficult to navigate interfaces and control schemes, is not only alienating a large portion of players but also does not make good business sense.<span>  </span>It seems now that videogames are on the verge of a creative evolution facilitated by a full-scale revision of their expressive possibilities enabled by intuitive technological design married to the exploration of their affective possibilities.</span></p>
<p class="MsoNormal"><span>In order to demonstrate the potential for disrupting what she termed the “hegemony of play,” </span><span>Fullerton</span><span> proudly demoed a product of her students’ efforts at </span><span>USC</span><span> that was based on a simple and relatable playful mechanic – creating shapes in the sky. That game, <em>Cloud</em>, was the first of three extraordinary releases from the developer, thatgamecompany, including <em>flOw</em> and <em>Flower</em>. Our speaker today, Jenova Chen, is the creative director and one of the principle visionaries behind these games which have garnered numerous awards and resounding critical acclaim from both enthusiasts and academics. But beyond their success in the market, Chen’s work is quite literally opening up new expressive space within videogames and forging ahead into new counter-hegemonic frontier. His daring and refreshing violations of the hegemony of play in a work like <em>Flower</em> refashion the gamic act as a predominantly affective and emotional experience. <em>Flower </em>rediscovers that play doesn’t have to be destructive or competitive but instead can be patient, reflective, poetic and meditative. And what his efforts yield are deeply ethical games that are environmentally concerned, bearing striking similarity to the legendary animator Hiyao Miyazaki’s films. And it is the way in which Chen’s games tap into the gamer within everyone <em>through</em> the discourse of progressive politics that will have a welcome influence on the future of game design and culture. <em>Cloud</em>, <em>flOw</em>, and <em>Flower </em>each have productively revised the field of possibilities for what games can do and what they feel like. And if what critic McKenzie Wark says is true—that it is not games which represent the world but the world which is becoming more gamelike—then we are all lucky to have Jenova Chen making games.</span></p>
<p class="MsoNormal"><span>It is with that that I am pleased to introduce to you our guest speaker for this afternoon Jenova Chen, creative director of thatgamecompany. </span></p>
<p class="MsoNormal"><a href="http://www.tannerhiggin.com/video/jenovachenpart1.mov" target="_blank">Video Part One</a> </p>
<p class="MsoNormal"><a href="http://www.tannerhiggin.com/video/jenovachenpart2.mov" target="_blank">Video Part Two </a></p>
<p class="MsoNormal"><a href="http://www.tannerhiggin.com/video/jenovachenpart3.mov" target="_blank">Video Part Three </a></p>
<p class="MsoNormal"><a href="http://www.tannerhiggin.com/video/jenovachenpart4.mov" target="_blank">Video Part Four </a></p>
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