Representing Users in the Design of Digital Games


Kerr Aphra
2002 Computer Games and Digital Cultures Conference Proceedings

While economic and sociological studies have generally recognised the important explicit role that users play in shaping a technological artefact - through feedback channels after launch and market trials and studies before launch - there has been less exploration into the more implicit strategies by which designers attempt to pre-figure users prior to launch. Given that design involves making choices, and framing the choices made by users, this paper suggests that Madeline Akrich's approach (1992, 1995) may provide a constructive tool for exploring more implicit strategies of representing users in the early stages of the design process. It may also prove useful in exploring how users can be excluded or alienated through design. While acknowledging that users may actively negotiate designers' representations this paper will explore the usefulness of the Akrich approach in relation to understanding the design of digital games. A study in 2001 of production in digital games companies in Ireland found that various macro, meso and micro level factors play a role in limiting the games developed and the user groups developed for. This paper will present findings from ongoing research conducted in 2002 into the reasons why and how one start-up company decided to design a multiplayer online game for males aged 25-40.

 

The representation of gender and ethnicity in digital interactive games


Janz Jeroen Martis Raynel G.
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

The actual content of games is an understudied area in social scientific research about digital interactive games (DIGs). This paper aims to contribute to the understanding of game content, in particular with respect to the portrayal of men, women, and people of different ethnic origin. Earlier studies by Provenzo [14], Gailey [8], and Dietz [6] concluded that games were dominated by stereotypic male characters with a few stereotypic females in minor roles. Nowadays, quite a few DIGs have women in leading parts. We want to establish if this change resulted in a multiplicity of meaning in the representation of gender and ethnicity [10]. This paper reports a content analysis about the ways in which gender and ethnicity are represented in the game. We concentrate on the portrayal of the leading character, and supporting role in the introductory film of the DIG. Our sample consists of 12 games that run on ‘Next Generation Consoles’ (PS2, X Box, Game Cube). Among the titles studied are games with a female leading character (for example, Tomb Raider, Parasite Eve), and with a male leading character (for example, GTA ViceCity, Splinter Cell). Characters in supporting roles are diverse: colored, and non-colored men, as well as colored and non-colored women

 

Women just want to have fun – a study of adult female players of digital games


Kerr Aphra
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

In the past twenty-five years, the production of digital games has become a global media industry stretching from Japan, to the UK, France and the US. Despite this growth playing digital games, particularly computer games, is still seen by many as a boy’s pastime and part of boy’s bedroom culture. While these perceptions may serve to exclude, this paper set out to explore the experiences of women who game despite these perceptions. This paper addresses the topic of gender and games from two perspectives: the producer’s and the consumer’s. The first part of the paper explores how Sony represented the PS2 in advertisements in Ireland and how adult female game players interpreted these representations. The second part goes on to chart the gaming biographies of these women and how this leisure activity is incorporated into their adult everyday life. It also discuses their views about the gendered nature of game culture, public game spaces and game content; and how these influence their enjoyment of game playing and their views of themselves as women. These research findings are based on semi-structured interviews with two marketing professionals and ten female game players aged 18 and over. The paper concludes that the construction of both gender and digital games are highly contested and even when access is difficult, and representations in the media, in console design and in games are strongly masculine these interviewees were able to contest and appropriate the technology for their own means. Indeed ‘social networks’ were important in relation to their recruitment into, and sustained playing of, digital games. At the same time, the paper found that these interviewees were largely ‘invisible’ to the wider gaming community and producers, an issue raised by Bryce and Rutter (2002:244) in an earlier paper, which has important implications for the development of the games industry.

 

Digital Art in the Age of Social Media: A Case Study of the politics of personalization via cute culture.


Hjorth Larissa
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Undoubtedly, as social media ubiquity spreads, the attendant forms of emerging creativity, collaboration and community further appropriate and adapt Digital Art current trends. As Jean Burgess observes in her studies on YouTube, one of the key attributes of this personalization phenomenon is what she calls “vernacular creativity” [9]. Here Burgess spearheads the amateur / professional nexus that has been transformed through networked social media. In these transformations, the role Digital Art vernaculars play in the divergent world of the global games industry in an age of social, networked media has been given little focus. One such vernacular can be seen in cute culture. As a highly emotional and affective vernacular with its roots in Japanese personalization culture, cute culture has straddled various Digital Art terrains such as gaming and new media. I argue that through charting the cartographies of personalization through cute character culture we can gain insight into Digital Art vernaculars both inside and outside Game Studies. By honing in upon one of the most pervasive modes of Digital Art—cute character culture—this paper provides new ways to conceptualize Digital Art. To focus upon cute culture is to explore an aesthetic that has its genealogy in Japanese technocultures — a realm that has, until recently, been left under-researched in the Englishspeaking world. In a period marked by the increasingly proclivity towards “personalized technologies” it is cute culture, with its history in the rise of Japanese personal technologies from the 1970s, that can lend much insight into the politics and practices of contemporary Digital Art. In this paper I uncover some of the meanings that have caused cute culture to become a lynchpin between so much media converging Digital Art with games in an age in which the personal—epitomized by personal technologies—has a deeply political edge.

 

Gender in Play: Mapping a Girls’ Gaming Club


Taylor Nicholas Jenson Jennifer de Castell Suzanne
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

To better understand boys’ privilege and girls’ educational disadvantage with regard to video games, this presentation aims to challenge the ways girl gamers are rendered invisible by gaming communities, researchers, and designers. Drawing from audiovisual research of a girls’ gaming club at an elementary school in Toronto, this paper explores the micro-interactions of a gaming session between five girls which is interrupted when two boys enter the scene and try to hijack their play. Using the MAP (Multimodal Application Program, developed by Suzanne de Castell and Jennifer Jenson) tool to visually chart and analyze the co-ordinated reactions of the girls as they put down their controllers and hold their bodies immobile during the boys’ disruption, this paper explores the tenuous relationship to video games these girls enjoy, even within a space ostensibly devoted to their play.

 

Digital Games for Education: When Meanings Play


de Castell Suzanne Jenson Jennifer Taylor Nicholas
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper documents the development of an educationally focused web-based game, Contagion, detailing how such a practical development project has led us to re-theorize questions about what is "educational," and how and in what ways that relates to the ludic. With reference to and within the framework of design-based research, we detail here the challenges we encountered designing this "alternative" game, and how we came to see content, not simply as "what the game is about" but as essentially tied to and enacted through all aspects of the game. We argue that content, that is educationally valuable knowledge, is infused through all relational aspects of the game as the player's activities accomplishments: character selection, art, narrative, programming, goals, game structures and play. Each of these aspects and challenges of game-design are explored in an effort to show how knowledge is constructed through these inter-related elements, and to further understand how and why that might matter to future game development projects.

 

The Hegemony of Play


Fron Janine Fullerton Tracy Morie Jacquelyn Ford Pearce Celia
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

In this paper, we introduce the concept of a “Hegemony of Play,” to critique the way in which a complex layering of technological, commercial and cultural power structures have dominated the development of the digital game industry over the past 35 years, creating an entrenched status quo which ignores the needs and desires of “minority” players such as women and “non-gamers,” Who in fact represent the majority of the population. Drawing from the history of pre-digital games, we demonstrate that these practices have “narrowed the playing field,” and contrary to conventional wisdom, have actually hindered, rather than boosted, its commercial success. We reject the inevitability of these power structures, and urge those in game studies to “step up to the plate” and take a more proactive stance in questioning and critiquing the status of the Hegemony of Play.

 

Cultures of Digital Gamers: Practices of Appropriation.


Wiemker Markus
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This essay will attempt to show that Anglo-American culture research can make a significant contribution to a better understanding of digital games, their production contexts and acquisition processes. A close examination of a game’s production context will shed light on structures, processes and ideologies which influence the development of a game on a conscious or unconscious level. The analysis of the game itself can reveal models of society presented in the game, intrinsic identification potentials and creative acquisition potentials. But the way the game is eventually adopted by the player can only be made clear by a close examination of its acquisition and the various forms of reception and enjoyment it induces.

 

Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age


Noble Ralph Ruiz Kathleen Destefano Marc Mintz Jonathan
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

We advocate a research approach to determining the conditions of engagement in game simulation that is a multi-disciplinary cultural and scientific inquiry at the juncture of psychological, artistic, and programming perspectives. What are the factors that cause some people to become enthralled with detail-oriented simulation game-play, while others are captivated by more abstracted, symbolic styles of play? How are the conditions of engagement influenced by gender, culture, and age?

 

Women and Productivity [Abstracts]


Wirman Hanna Chess Shira Albrechtslund Anne-Mette Enevold Jessica
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The following abstracts: Playing, Dashing, and Working: Simulated Productive Play in the Dash games Shira Chess Gender Stories: Identity Construction in an Online Gaming Community Anne-Mette Albrechtslund: Playing Productive: Pragmatic Uses of Gaming Jessica Enevold The Silent Work of The Sims 2 Bedroom(s) Hanna Wirman