Workshop: Ethics in Videogames [Extended Abstracts]


Zagal José P. Schrier Karen Sicart Miguel
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

This workshop will highlight the experiences of researchers and practitioners who are investigating and designing games in the growing field of ethics and games. In the first half of the workshop, we will lead a discussion of best practices for designing and studying games that enable the practice of ethical thinking and reasoning skills. We will also evaluate possible methodologies and challenges for assessing ethics in games. Finally, we will discuss ethical considerations surrounding the development of games and gamer communities. In the second half of the workshop, participants will engage in a series of hands-on activities designed to put into practice many of the issues discussed earlier. These activities will include exercises in game design as well as game analysis

 

From Gamers to Scholars: Challenges of Teaching Game Studies


Zagal José P. Bruckman Amy S.
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This article reports on the results of a study that explores the issues and challenges faced by instructors of games studies classes. Using a semi-structured protocol, we interviewed twelve professors and instructors of game studies courses. The interviews were transcribed and iteratively coded in order to refine theoretical categories, propositions and conclusions. Our results indicate that learning about games can be challenging for multiple reasons. For instance, an extensive prior videogame experience often interferes with students' abilities to reason critically and analytically about games. They also have difficulties articulating their experiences and observations. The medium itself also presents obstacles in access. Students must be skilled at games in order to fully experience them and technological barriers make it difficult to provide older games for students to experience. The article describes many of the solutions that instructors are adopting in order to overcome these challenges. We conclude by drawing attention to the issue that current game studies courses run the risk of limiting the diversity of people who could become game scholars.

 

A Survey of Final Project Courses in Game Programs: Considerations for Teaching Capstone


Zagal José P. Sharp John
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Game design and development programs often include a final project or capstone course as a means of assessing the cumulative theory, processes and techniques learned by students through the program or department’s curriculum. While these courses are prevalent in programs around the world, there has yet to be a study of how, why, and to what end these courses are designed and run. We review the literature on capstone courses, discuss the findings of a long-form survey administered in early 2011, and propose a set of framing questions for the design and implementation of capstone courses. Survey findings include common goals of capstone courses, make-up of faculty teaching these courses, the support obtained and desired for the courses, the technologies used to create capstone projects, the methods of project management used in the courses and the expectations of faculty teaching the courses.

 

You Played That? Game Studies Meets Game Criticism


Thomas David Zagal José P. Robertson Margaret Bogost Ian Huber William
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

While game criticism has been largely tied to the world of enthusiast press game reviews, the emergence of the academic field of game studies and the maturing world of game journalism opens new opportunities to consider the future of the game critique. Today, the critical dialog around games can approach its subject from several vectors—social, psychological, historical, aesthetic, philosophical and more. Despite the rich opportunities to discuss games, and the methodologies available to the would-be critic, the vast majority of games criticism remains produced by the review culture-bound world of game journalism. Developments in the academic world of game studies provide an approach into the emerging dialog about games, like the best ones on w88fm.com, as individual artifacts and their worth therein. Rather than seeing games and genres as fuel for domain and disciple specific ideological and conceptual arguments, individual games are being viewed as discrete cultural artifacts worthy of discussion, dissent, examination and dissection. Likewise, the games press corps and the gaming public express a growing interest in more experimental, intellectual and challenging game writing. Game reviewing has shown a developing maturity in the area of game criticism. Inside these twin vectors falls a conversation about game criticism. What is game criticism? How should the academy claim its place alongside game journalism as a productive voice in game criticism? Who does it serve? How should it be done? What should game criticism be?

 

Evolution of Spatial Configurations In Videogames


Fernández-Vara Clara Zagal José P. Mateas Michael
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper deals with the basic spatial configurations in videogames from early games until today, focusing on how they position the player with respect to the playfield, and how they affect gameplay. The basic spatial configurations are defined by a few basic features (cardinality of gameplay, cardinality of gameworld and representation) which combined can account for most videogame spaces.