products of play
TRANSCRIPT
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ProductsofPlay:CachinginonAustralianGamers
APozibleprojectandresearchproposalplan
DecalartofOrcandFreeWiFiatFlindersStreetStation,Melbourne(http://www.flickr.com/photos/wyrmworld/8082705042/ )
DrChristopherMoore
LecturerinMediaandCommunicationSchoolofCommunicationandCreativeArts
FacultyofArtsandEducation
DeakinUniversity
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AbstractGamesandgameplayareincreasinglysocial,mobileandconnectedandwhetheryouare
learningtoreadbyplayingthroughtheABC's ReadingEggs,slicingvirtualfruitwithFruit
Ninjawhilewaitinginaqueueortakingdowntheraidbosswithyourguildmatesinlatest
World ofWarcraft expansion, chances are that games are part of your everyday media
experiences.Thanks to themost recent researchweknow thatAustraliangamersspend
morethan$AU2.5billionongamesannuallyandthatwomenarerapidlycatchinguptomen
asavidgamers,butwedon'tyethaveanappreciationofwhatit isthatweproducewhen
weplay,andthevaluesthatgamersandnon-gamersputontheproductsofplay(socially,
culturallyormaterially).Therealsoremainsanunderlyingmessageinthepublicdiscourses
onplayasbeingawasteoftimeanddigitalgameplayinparticularischaracterisedasbeing
essentially unproductive. This project proposes to identifywhat Australiandowhen they
play,whatit istheybuildandshare,howtheyexpressthemselvescreativelythroughplay
andwhethersuchculturalproductsareofsignificanteconomic,socialandhistoricalvalue.
The research will address claims of the unproductiveness of play, and its purpose is to
considerwhatisactuallybeingproducedduringplayandhowwevaluetheexperience.The
approach consistsof two parts,a national surveyofplay and a proof-of-concept cultural
'cache' for user-contributed products of play to both celebrate and research the
contemporaryphenomenaofproductiveplayindetail.
ZyngasFacebookgameFarmvillerecreatedinLego
(http://www.flickr.com/photos/85217387@N04/8482851808/)
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IntroductionThisPozibleprojectisinspiredbythelegionsofgamers,oldandnew,maleandfemale,
thosetobefoundinurban,regionalandruralAustraliawhoactivelyproducewhenthey
play.Gamesarenotlikethefilm,televisionandtheothermediaforms,whichtheyactively
remix.Gamesareunfinishedtextsuntiltheyareplayedand,assuch,aremorelikescriptsfor
playeventsinwhichthenarrativeunfoldingonscreenisonlyhalfthestorybeingenacted.
Thestoriesemergingfromplaycanbefoundacrosstheweb;fromblogsandforumpoststo
YouTube'Let'sPlay'channels,podcasts,hashtags,memes,likes,favouritesandstatus
updatesofferedupasevidenceofexperience.AsalifelonggamerI'vebuiltfriendships,
onlinecommunitiesandamassivecompendiumofdigitalgame'screenshots'
(http://www.flickr.com/photos/crypticon/)withthousandsofhitsandcommentsfromall
aroundworld.ThroughsocialmediaI'vecomeintocontactwithcollectors,modders,indie
gamedevelopersandmachinimafilmmakers,MassivelyMultiplayerguildsandnationalFirst
PersonShootercompetitiveleaguesandbeenconsistentlyintriguedbythepassionand
creativityofplay.
MinecraftAvatar
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Aim
TheaimofthePoziblecampaignistofirstfundanationalsurveyofAustraliangamersinvestigating
theculturalproductsofplayandsecondtobuildaproof-of-conceptuser-generatedcultural'cache'
ascelebration,archiveandresearchtool.Thepurposeoftheprojectistoproducenewknowledge
andunderstandingofsociability,creativity,investmentandexpressivenessofdigitalgameplay.The
fundsraisedthroughPoziblewillsupporttheresearchassistance,consultationanddevelopmentofa
national survey.Oncetheinitialtargetismet,thesecondgoalis tosupportthedevelopmentofa
proof-of-conceptuser-contributedcultural 'cache';a real-timeweb-based archiveandvisualisation
projecttofurtheranalyseandmaptheconnectionsbetweengames,play,andsocialmedia.
TheculturalcachewillbedesignedasaMassivelyOnlineResearchProject(MORP)focussingnoton
gamesbutplayandthe intersectionsbetweensocialmediaandparatextual production.Together
thesurveyandcachewillsupportanalysisexamininghowcommonandpopular,howwellregarded
andanticipated,howprolificandwidespreadthe cultural productionofplay extendsin Australia.
Thefundsraisedwillsupportresearchassistanceandsurveydesigntoinvestigatethemotivationsof
Australiangamersandtheirplayhabitsandattitudes,toanalysehowplayandgameshavebecomea
fundamentalpartofoureverydaymediatedlives,asleisureandentertainmentbutalsoasformsof
production,creativity,expressionandcommunity.
The cachewillbe tested asa site tocollate, collect and highlight Australiangamers photosand
screenshots,machinima,modsandmemes,itwillfeaturerealtimescrapingofsocialmediaprofiles
and game play related tweets, trends and flows and other cultural products. By welcoming
contributionsfromAustralianplayersandgamercommunities,gamesdevelopersandparticipating
paratextual 'workers' (modders, journalists, bloggers, etc), the cultural 'cache' is intended to
becomearesearchtoolaswellasevolvingarchiveandcollectionofAustraliangames,gamersand
gamesdeveloperrelatedmedia.TheMORPfeaturesofthecachewillsupporttheuseofemerging
digital humanities research methodologies including geotagging, mapping, cultural and visual
analyticsandhybridiseddigitalquantitativeandqualitativemethods.
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PotentialResearchQuestions
Aformalresearchplanwillbedevelopedduringthesocialmediacampaign,initialguiding
researchquestionsinclude:
Whatmotivatesgamerstoproduce?
WhataretheproductsofplaythatAustraliangamersvalueenoughtoshare?
Dostrongsocialmediaconnectionsandfeaturesingamesattractmoreplayers?
Dotheyconsidertheirproductsofplaytobesimplyephemera,orpartofanonlinepersona?
WorldofWarcraftavatarsdisplayedinaSecondLifesimulation(http://www.flickr.com/photos/torley/2737749264/)
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ImportanceoftheProjectGames,gamersandthegamesindustryhaveundergonesignificantchangefollowingtheriseof
socialmediaandparticipatorymediacultureandthemobilerevolution.The DigitalAustralia2012
surveyreportstheacceleratingtrendofmoremenandwomenofallagesbuyingandplayingmore
gamesmoreoften,andwhilesuchcollaborationsbetweenQueenslandUniversityandthe
InteractiveGamesandEntertainmentAssociation(IGEA)revealkeydemographictrendsand
changes,theyreveallittleofthebroaderanddeepersocial,culturalandeconomicvalueofthe
productsofplay.
Weonlyhaveabasicunderstandingoftheimportanceandmotivationbehindthebillionsofgame
andplayrelatedTweetsandFacebookstatusmessages,orthemillionsofscreenshotsandthe
thousandsofhoursofonlinevideosorthehundredsofpodcasts,websites,blogsandcommunity
sites.Thisisanunprecedenteddegreeofhumanculturalandcapitalproductionandyetthisactivity
islargelydisregardedasmerelydisposableephemera.Consideredcollectivelythesematerialstellsa
verydifferentstoryabouttheconnectionsbetweengames,industries,laws,morals,motivations,
peopleandtheothermediathatareinterrelatedthroughplayerhabits,thoughts,playpatterns,
purchases,creativityandcollectiveexpression.
Australiangamershavealreadydemonstratedakeennesstohelppromoteandchangethepopular
mediadiscourseongamesandplayawayfrommediaeffectsofviolenceandaddictionandtowardspositivesocialcontributions.TherapidchangetoAustraliancontentregulationlawstoincludethe
R18classificationforgamesinAustraliabetween2009and2012was,inpart,duetothesuccessof
Australiangamersbroadcommunitysupportandappeal.TheMORPculturalcacheproject,willfirst
establishthefeasibilityoftheconcept,andgoingforwardwillpromotepositivechanges,including
playerdemographicsandtherolesandrepresentationsofwomenintheindustryandprovidea
focusforfutureanalysisofinteractivemediasectors.Thecachewillalsohaveasignificantnon-
gamerinterest,asitwillappealtothosewhodon'tconsiderthemselvesinthecategoriesofgamers,
suchasparentsandpartnerswhosefamilymembersregularlyplaygames.Gamersareverylikelyto
supportthisresearchprojectviaacrowd-fundingplatformasdemonstratedbythelargenumberof
gamesandgamesrelatedprojectssuccessfullyfundedviaKickstarter.
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FundingGoals
Goal1.$4000TheProductsofPlay:ANationalSurvey
Goal2.$8000CachinginonAustraliaGamers:proof-of-conceptforanarchive
ofplayandinteractivemediaresearchtool.
Ancillarygoal:Individualswillbeinvitedtosupporttheprojectbyparticipating
inthesurveyandculturalcache.
SocialMediaPlan
Theapproachwillbetodeveloptheresearchplanaspartofthesocialmediaactivityforthe
durationofthe40-daycampaign,providingdailyupdatesregardingthedesigndecisionsand
planningstagesofthesurveyandculturalcache.Thiswillincludereportsontheethics
applications,consultationwithsurveyexpertsandsocialscientistsandwebdevelopers.This
methodissimilartothedeveloping'inpublic'approachofmanyofthenewwaveofindie
andindependentgamesdevelopers,invitingthegameplayingpublictoinvestemotionally,
economicallyandintellectuallyintheproject.
SocialMediaActivity
Blog:http://cryptocommonicon.wordpress.com/
Twitter:@cl_moore
Hashtags:#POP(ProductsofPlay),#deakinPOPand#playcache
Facebook:ChristopherMoore
(https://www.facebook.com/christopher.moore.7503314?ref=tn_tnmn)
LinkedIn:ChristopherMoore
Pinterest:http://pinterest.com/crypticon
Flickr:http://www.flickr.com/photos/crypticon/
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ProjectTimelineMay(Launch)
1. Begindevelopmentoftheformalresearchproposal2.
Conductsocialmediacampaign
3. Beginethicsapplication
June
1. Beginsurveydesignandconsultation2. TestsurveydesignwithPoziblesupporters
July
1. Determinesurveyparticipants2.
Conductinitialsurveyround
3. Beginsurveyresultsanalysis
August
1. Dependingonfundinglevelbeginwebdevelopmentconsultation2. Beginresearcharticleonacademiccrowd-fundingexperience
October
1. Finalisesurveyresultsandvisualisationofdata2. PrepareinitialreportforPoziblesupporters3. PrepareresearcharticleontheAustralianGamersandtheProductsofPlay
November
1. PresentinitialreportonthePozibleprojectwithpubliclectureandonlinevideo
2. Launchtest-phaseoftheculturalcache
December
1. SubmitResearcharticleontheProductsofPlay
January
1. Submitarticleoncrowd-fundingexperience2. DependingonthesuccessofthesurveyandculturalcacheprepareARC(DiscoveryorLinkage)grantapplicationforfuturefundingandupscalingoftheproject.
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Budget
LineItem Amount
T1.52hoursofResearchAssistance@$38.46 $2000
T.1SurveyDesign,Hosting $2000
T2.WebDevelopment-CulturalCache $4000
Total $8000
Nintendo64RetrogamingattheMelbourneinternationaldigitalentertainmentfestival
(http://www.flickr.com/photos/frostnova/3844593983/ )