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    ProductsofPlay:CachinginonAustralianGamers

    APozibleprojectandresearchproposalplan

    DecalartofOrcandFreeWiFiatFlindersStreetStation,Melbourne(http://www.flickr.com/photos/wyrmworld/8082705042/ )

    DrChristopherMoore

    LecturerinMediaandCommunicationSchoolofCommunicationandCreativeArts

    FacultyofArtsandEducation

    DeakinUniversity

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    ChristopherMoore ProductsofPlay:CachinginonAustralianGamers

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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/ )