analysis of play, october 3rd

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October 3, 2014

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Some Virtual World and Second Life stuff.

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Page 1: Analysis of Play, October 3rd

October 3, 2014

Page 2: Analysis of Play, October 3rd

Today

1) An opportunity 2) Discussion: The Proteus Effect3) Discussion: De Certeau4) Discussion: Dat Second Life5) Thinking toward Wednesday6) What do we want to play next?

Page 3: Analysis of Play, October 3rd

Long about November…I’d like to take a couple of days in November– a Saturday and a Sunday– to play some Dungeons & Dragons. How many of you could make it for several hours on either November 8th or 9th (or both)? We’d meet briefly on Friday (after my second class) to generate characters.

Page 4: Analysis of Play, October 3rd

also…During finals week, I was thinking we might meet at Arcade Legacy in Cincy. Is there interested in spending a little money (probably $6-10 a head) to geek out for an afternoon/evening?

Page 5: Analysis of Play, October 3rd

Beatdown Time:How many of you have a 3DS and plan to pick up Smash Bros?

Next week (well, on the 17th, so next next week), I’d like to have a class Smash Bros tourney. Do we want to use the older game or a newer one?

Page 6: Analysis of Play, October 3rd

The Proteus Effect

Page 7: Analysis of Play, October 3rd

‘The basic question is the degree to which avatars are useful proxies for humans. “Some of the social norms that govern social interaction can transfer into the virtual world,” says Yee.’

Page 8: Analysis of Play, October 3rd

‘Yee hypothesizes that people will conform to stereotypes of their digital bodies, in terms of gender, size, and attractiveness. Dubbing this the Proteus Effect, Yee studied the degree to which avatar appearance influences virtual behavior.’

Page 9: Analysis of Play, October 3rd

‘Yee created avatars of varying degrees of attractiveness for subjects in the lab, and then allowed them to interact in Second Life. He discovered several interesting trends. “Attractive avatars are friendlier, and more revealing about themselves,” he said. “And taller avatars bargain more aggressively than shorter avatars.”’

Page 10: Analysis of Play, October 3rd

Example (from my own research)

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When I played that particular toon, I played with my fiancé. We were often given “free stuff” by people (who found our elves “sexy”), and we role-played like essentially in-game Mean Girls. Julie eventually joined an all-female guild. They invited me because they needed one more person to raid one night.

Page 13: Analysis of Play, October 3rd

To make a long story short, that guild folded, and we were absorbed by another guild who didn’t know the one difference between me and the other members. But because I was RPing, and the Proteus effect impacted my behavior, no one ever realized I was a man.

Page 14: Analysis of Play, October 3rd

Where do you see the Proteus Effect in your own gaming experiences?

Page 15: Analysis of Play, October 3rd

Transition: De Certeau

Page 16: Analysis of Play, October 3rd

For today, I had you read a piece by French theorist Michel de Certeau. De Certeau is famous for the concepts of “strategies” and “tactics,” but this particular piece looks at something I think he dwells on that is far, far more important to our lives : practicing things into being. To understand precisely what he means, however, you have to relax your own sense of what “being” or “reality” means and you likewise have to nuance your sense of what “practice” means.

Page 17: Analysis of Play, October 3rd

Michel de Certeau isn’t really someone we’d place in game studies. He’s a theorist, with methods drawing from philosophy, social sciences, and history.

His interests focus on how we operate in our daily lives. He’s also very, very French, and French scholars loooove to think around a central point.

Page 18: Analysis of Play, October 3rd
Page 19: Analysis of Play, October 3rd

I know, right?

Page 20: Analysis of Play, October 3rd

Try this one:

Page 21: Analysis of Play, October 3rd

“First, if it is true that a spatial order organizes an ensemble of possibilities (e.g., by a place in which one can move) and interdictions (e.g., by a wall that prevents one from going further), than the walked actualizes some of these possibilities. In that way, he makes them exist as well as emerge. But he also moves them about and he invents others, since the crossing, drifting away, or improvisation of walking privilege, transform, or abandon spatial elements.”

Page 22: Analysis of Play, October 3rd

“The same is true of stories and legends that haunt urban space like superfluous or additional inhabitants. They are the object of a witch-hunt, by the very logic of the techno-structure. But [the extermination of proper place names] (like the extermination of trees, forests, and hidden places in which such legends live) makes the city a 'suspended symbolic order.' The habitable city is thereby annulled. Thus, as a woman from Rouen put it, no, here 'there isn't any place special, except for my own home, that's all...There isn't anything.' Nothing 'special': nothing that is marked, opened up by a memory or a story, signed by something or someone else. Only the cave of the home remains believable, still open for a certain time to legends, still full of shadows. Except for that, according to another city-dweller, there are only 'places in which one can no longer believe in anything.”

Page 23: Analysis of Play, October 3rd

“Far from being writers—founders of their own place, heirs of the peasants of earlier ages now working on the soil of language, diggers of wells and builders of houses—readers are travellers; they move across lands belonging to someone else, like nomads poaching their way across fields they did not write, despoiling the wealth of Egypt to enjoy it themselves.”

Page 24: Analysis of Play, October 3rd

So what’s de Certeau trying to tell us?

Page 25: Analysis of Play, October 3rd

Here’s my tl;dr version:

Places exist because we practice them into being, we know they should be there and hence we, through the use of space, insure their existence. This leaves us to ponder the question: is anyplace anything if we don’t USE it?

Page 26: Analysis of Play, October 3rd

Intentional transition to Second Life!

Page 27: Analysis of Play, October 3rd

Quick History Lesson

In March of 2002, the first resident came to Second Life. In October of that year, the public beta started.

Second Life opened to the public at large in 2003.

For eleven years people have “lived” in Second Life.

Page 28: Analysis of Play, October 3rd

A couple impressive avatars

Page 29: Analysis of Play, October 3rd
Page 30: Analysis of Play, October 3rd
Page 31: Analysis of Play, October 3rd

So what it is…• Second Life is a sandbox, where you can build things

out of “prims.” • You can buy stuff. And wear it/use it.• You can, of course, sell stuff you make.• You can interact socially. • You can exchange real money for “Lindens” to

spend in the game world.

Page 32: Analysis of Play, October 3rd

Can we “play” there?

Page 33: Analysis of Play, October 3rd

Playing…• We could role-play in Second Life. Lots of people do.• We could find a pre-made game or make/make up a

game.• We could likewise make a game of “messing” with

the expectations of the software.• We have the free will to do a number of things we

might want to.

Page 34: Analysis of Play, October 3rd

But is it a… game?

Page 35: Analysis of Play, October 3rd

I’m going to assert…• …that Second Life is not, strictly speaking, a game.• Because of the lack of a defined rule set that would

form any sort of competition,• The lack of any really centralized goals,• And perhaps most importantly, something we haven’t

stressed in our definitions, but there’s no real reward for skill (beyond being able to make money). How do you “get better” at Second Life? How do you become elite?

Page 36: Analysis of Play, October 3rd

Let’s try the key points from your definitions.

Page 37: Analysis of Play, October 3rd

Does it have goals?

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Is it immersive?

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Is it participatory?

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Is it organized?

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Is it intuitive?

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Are there obstacles to overcome?

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Is it about the journey, not the end?

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Are there boundaries?

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Is it relaxing?

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Is it an “experience” to undertake?

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Is it voluntary?

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Is there a feedback system?

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Is it enjoyable/fun?

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Is it engaging?

Page 51: Analysis of Play, October 3rd

Right now, there have been just over 1 million unique logins to Second Life in the last 60 days. That’s around 7 million less than World of Warcraft and 31 million less than League of Legends.

Page 52: Analysis of Play, October 3rd

There are 37 million Second Life accounts. 1 million are active. That’s 2.7% of the population.In other words, Second Life is pretty much over.Our question: why?

Page 53: Analysis of Play, October 3rd

For Wednesday

Read: some Baudrillard (see schedule)

In class, we will talk about simulations and what is real. And we’ll start your gameplay for the week in-class.