The Challenge to Meaningful Games

One of the things I have written about around here (and elsewhere) is how games have great narrative potential in the blending of story and gameplay. In games like Bioshock and Shadow of the Colossus, players must confront the morality of actions they have been forced to do in the process of regular gameplay. And it’s now becoming a common convention, if not a cliche, to offer players choices between a limited set of actions that direct the plot to some degree, offering the chance to see how the player’s own choices have ethical and practical ramifications, such as in Bioware games (Mass Effect being the most recent example), Kane & Lynch, Splinter Cell: Double Agent, and even the recent Grand Theft Auto IV. All of this may feel for naught, however, when the rest of the game’s design completely undercuts whatever message the narrative dimension of the game sought to communicate.

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Nerd Girls, Sex Appeal, and Stereotypes

I’ve just returned from several weeks of traveling—ICA in Montreal, a couple weeks in Boston, and a week in Madrid, where I gave a talk on my gaming research—and found a flurry of emails from folks who quite rightly knew I’d be interested in reading about Nerd Girls. (Thanks CTW, Church, Dan, Paul, Tony, and anyone I missed!) The latest issue of Newsweek has an article about this group of female engineers at Tufts, focusing on their attempt to revise the nerd image to have some room for femininity. I’m not sure how much of the group’s mission is concerned with promoting nerds as sexually attractive—it seems like the kind of thing that might get mentioned in passing and then blown out of proportion by a journalist—but it’s clearly the major concern of those commenting and blogging on the article.

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Seeking Truth in Video Game Ratings

I have a new open-access, peer-reviewed article up at the International Journal of Communication, titled “Seeking Truth in Video Game Ratings: Content Considerations for Media Regulation.” This study presents a detailed look at the processes and reform proposals for video game content rating and regulation in the U.S. It’s a follow-up to a paper I presented at the National Communication Association 2007 conference, which I described here some months ago.

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Sex and the City “Geeks” (and Geek Studies) in the News

If a television show turned cultural phenomenon spawns diehard fans who recite dialogue by heart, wear costumes inspired by the show and buy all the tie-in products, are these devotees nerds? If the show in question is Star Trek, The X-Files or Buffy the Vampire Slayer, the answer is certainly yes. But what if we’re talking about Sex and the City?

Mark Medley, a reporter writing for the National Post, asked me this question a couple weeks ago. Now, it kicks off an article titled “Female Trekkies.” (Another version, sans my brief quote, made it to the Victoria Times Colonist under the title “Sex and the City Fans. Geek or Chic?”)

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Reflecting on ICA 2008

I just got back from Montreal, where I was attending the International Communication Association 2008 conference. Due to cost and scheduling issues, I wasn’t able stay for as long as I might have liked, but even in the couple days I was there, I got to see some thought-provoking presentations and meet some interesting people. Here are a few things I wanted to make note of before I forget. Find out more information about these panels in the ICA conference program (PDF link).

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Links: A Few Notes During a Moment of Quiet

Things have been busy with non-web writing lately, and are about to get busier, so updates may be sparse (or, I suppose, absent) around here for at least another week or so. Tomorrow I’m headed to Montreal shortly for the International Communication Association 2008 conference, presenting a paper on experimental comics and the concept of visual language. In the meantime, here’s a few links I’m not sure what to do with, but which seemed interesting enough to post.

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Making Games (More) Capable of Storytelling

As you might have guessed from some of my earlier posts, I’m fascinated by storytelling in video games, but I also feel like there are some severe impediments to narrative engagement in the way games are currently designed. I find it useful to criticize what games might be doing that actively screws up narrative engagement, like letting your protagonist die repeatedly, but in a way, that’s just the tip of the iceberg. An even greater issue, I’d argue, is in the range of input and interaction techniques that games offer, effectively pre-determining what kinds of stories get told.

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Web Geeks (and Geek Studies) in the News

I recently had a nice conversation with Carolyn Johnson for a Boston Globe piece on ROFLCon and internet fame, “Web celebs consider their role: Internet ‘geeks’ gain niche in mainstream culture.” (Thanks again to Dan for sending along the link. As before, he remains my source for articles that quote me.)

The focus in this piece is on how the internet has enabled culture to develop in niches, where people can feel comfortable about reveling in the things they might have otherwise hidden. As one interviewee notes, “Until I launched my company in January, I always kept this part of my life—Internet, humor, in the closet. […] I had no real purpose except to meet kindred spirits.”

It’s more for non-geek audiences, so there won’t be many surprises here for most of you readers. I will say, though, that I found it more respectful than many other newspaper convention pieces (which have a nasty habit of sounding patronizing about the attendees).

Also consider checking out The Weekly Dig‘s ROFLCon-themed issue, available for download online, complete with headlines written in LOLcat/AOL-speak. If nothing else, you may find it kind of funny to see articles that ostensibly have nothing to do with geek culture get so thoroughly web-ified.