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February 27, 2007

Living Game Worlds III

Georgia Tech announces Living Game Worlds III, PLAYING WITH REALITY, presented by the GVU Center and the Graduate Program in Digital Media in the School of Literature, Communication and Culture.

Living Game Worlds III: PLAYING WITH REALITY brings together international scholars, activists and game developers for a day-long discussion on nonfiction and documentary games. Variously referred as “serious games,” “games for change,” “persuasive games,” “newsgaming,” and sometimes educational games, participants will explore special challenges and opportunities presented by games that tackle real world topics.

Keynote Speakers: Katie Salen & Tracy Fullerton

March 29, 2007, 8am-8pm
Georgia Tech/Technology Square Research Building, Atlanta, Georgia
Discounts for registration before March 10.
http://www.gameworlds.gatech.edu/

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Jenova on Gamasutra

From the article: "To describe the experience you get from playing Jenova Chen's games as "serene" would be an understatement. Serenity is implied even from their titles: Cloud and flOw." (More on Gamasutra)

February 18, 2007

Redundancy explored

Redundancy is a concept in flux. Originating from the Latin redundantia, an overflowing or excess, and holding a connotation of superfluous repetition for several hundred years, it has now become a critical part of our lives in a more positive sense. Redundant systems provide additional or duplicate systems in case of failure of the primary system. It is a fairly simple concept, one of brute force really, or cautious over-expenditure in order to assure safe operations or the lack of larger set-backs, financial or otherwise through wise up-front spending.

I write this note because for the second time in as many months, the Cinema mail server has "experienced a catastrophic failure," meaning that no one can get any emails until a "new server" is procured and set-up. My question is, why is there no redundancy in the Cinema email infrastructure? This is a given at all professionally hosted server farms, so if we can't do it ourselves, perhaps we should simply turn it over to those who can? Email is more important than the University phone system for most people in IMD, since we all provide our own phone services via cell phone. Perhaps some of the money going into the redundant landlines could be tasked to make sure we have an available, redundant email infrastructure.

In case you can't tell, I'm really aggravated by this.

February 14, 2007

Games for Change LA

Saw this post on the Social Issues in Games list and thought some of you might be interested:

Hello my name is Ben Elliott, the LA representative for G4C. Currently I am in the process of putting together a formal LA Chapter for the Games for Change organization. However, first I wanted to get an idea of those who are in the Greater Los Angeles area who might be interested in getting together to work through production/management issues, network with peers, and start a localized conversation about using games to support social change.

If you are interested please email me at belliott at andrew.cmu.edu with the following info: Name, Company/Organization, Email/Contact, Specific Interest (one sentence at the most). I will compile this and invite all of you to join a GoogleGroup where we can share ideas, interesting articles, and set up a date for our first event.

February 11, 2007

Previsualization and Storyboarding Lecture, 2/15/07, 10AM

Filmmaker John Coven will be lecturing on storyboarding -- something we should all be better at -- at the Roski School of Fine Arts next week. The event is in Harris 112D -- more info here: Download file.

February 10, 2007

Game Informer article on Slamdance

Danny Ledonne sent me a link to the Game Informer article on Slamdance that came out yesterday. You can pick up the magazine, or check it out here. Also, please try and make it this Wednesday night for a special 511 seminar (6PM-8PM in ZML) with Danny Ledonne from Super Columbine Massacre RPG, Sam Roberts and Peter Baxter from Slamdance, and Kellee Santiago and Jenova Chen from flOw, when we'll be discussing the Slamdance controversy and the emerging issues regarding games as an expressive medium. More info soon ...

February 5, 2007

Student Design Awards

Here is some info on a student design competition -- if you look through the categories on their submission site, you'll notice that it includes one for "interactive games." It seems like some of you may want to submit your intermediate projects, or other projects you've done to this.

From their email:
"The BDA (Broadcast Design Association) is the premiere international association of electronic media and communication arts design professionals and is dedicated to improving the quality of design for the screen through the exchange of innovative ideas and techniques ... Each year we offer a few select categories within our BDA competition to recognize outstanding work from students. We believe this is a valuable way to cultivate up-and-coming talent. Both students and industry professionals benefit from the exposure of entering (and winning) the competition. The competition is currently open and the deadline for entries is midnight, Monday, April 16, 2007. All entries must be processed through our online entry system."

Playtesting Volunteers Needed

It's that time again! The Game Innovation Lab is looking for volunteers to playtest this semester's intermediate game projects. For anyone curious about the process of game design, interested in learning more about the game lab, or if you just want to have a unique experience, this is a great opportunity.

The tests will be 1/2 hour individually scheduled appointments on the following dates:

- Monday February 12 between 4PM and 6PM
- Wednesday February 14 between 4PM and 6PM

No special background or experience in game design or game play is necessary. Everyone is welcome. Playtests will each take approximately 30 minutes and will be held in the Game Innovation Lab at the Zemeckis Center for Digital Arts. Also, each date we will be testing a different group of games, so if you like, you can volunteer for more than one testing session.

Please contact Tracy Fullerton (tfullerton_at_cinema_dot_usc_dot_edu) if you’re interested in scheduling an appointment.

February 3, 2007

UCLA TV Promo

I recently game a talk at UCLA Film Dept as part of their Convergence Media Series. They put a promo for it on the campus TV station, which was cool. Here I am talking about Cloud, among other things.

Interesting UCSD Event: Serious Play

Here is an event that sounds interesting: "Serious Play: MMO gaming, real money, and social worlds A Discussion"

Participants include: Julian Dibbell, Raph Koster, and William Huber (who is teaching our own CTIN 309 class this semester).

The location is Atkinson Hall, Auditorium, UCSD
Thursday, February 8, 2007, 4-6:30pm


Julian Dibbell (author of Play Money and My Tiny Life) "Play Money: Gold Farms, Polar Bear Rugs, and the World-Historical Relevance of Game Studies"

Julian Dibbell, author of My Tiny Life: Crime and Passion in a Virtual World and Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Loot, argues for a game studies that goes beyond traditional cultural and media theories -- into the realms of political economy, social history, and computer science -- in search of the emerging significance of computer games. Drawing on examples from his own experience in the "real-money trading" markets and other provocative social phenomena found in and around World of Warcraft, Ultima Online, and other massively multiplayer online games (MMOs), Dibbell leans hard on the best contemporary and historical thinking about games to urge game studies toward the broadest vision possible of its subject.

Graduate Research Presentations:

Ge Jin, aka Jingle (Communication Department) "Chinese Gold Farmers: a feature length documentary on real money traders in MMORPGs"

Ge Jin, PhD candidate in Communication, is researching areas of the computer gaming culture in China, real money trade in online games and documentary filmmaking. In China, a new kind of factory hires people to play online games like World of Warcraft and Lineage and produce in-game currency, equipment, high-level characters and other virtual goods. Affluent gamers from Korea, Europe and America pay real money for these virtual goods to quickly raise their status in games. Jin's research takes a close look at how these factories, commonly known as "gold farms", organize the production and distribution of virtual goods.

William Huber (Visual Arts Department)
"Complicit Play in Virtual Worlds"

William Huber, PhD candidate in Art and Media History, researches videogames and software as well as aesthetic theory, human-computer interface and Japanese visual culture. His work identifies MMORPGs as cultural artifacts, as texts, and as aesthetic spaces. He also sees both sides of the production/consumption divide: how MMORPGs are designed and developed (usually collectively and iteratively), and how they are played, perceived, navigated, documented, discussed, and re-interpreted by the player-audience. Huber uses the structural elements of the game Final Fantasy XI, the categories of player experiences and the player typologies that have emerged since the release. Huber worked in the software and information technology sector before entering the UCSD PhD program.

Guest Respondent:

Raph Koster (President, Areae)

Raph is the former Chief Creative Officer of Sony Online Entertainment and lead designer for Star Wars Galaxies (SOE) and Ultima Online (EA). He got started in virtual worlds back in the days of text-only MUDs in the early 90s, working on LegendMUD. He was creative lead on the original Ultima Online and lead designer for UO Live and Ultima Online: The Second Age while working for Origin and Electronic Arts. He's also the author of the acclaimed book A Theory of Fun for Game Design, and somehow finds the time to write constantly on his popular blog, http://www.raphkoster.com/.

This program will be available as live streaming video at:
http://rpvss.ucsd.edu:8080/ramgen/broadcast/live.rm

Presented by Calit2, CRCA, and the Sanford Berman Chair of Language, Thought, & Communication