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FROM GAME STUDIES TO
STUDIES OF PLAY IN
SOCIETY
Panel, DiGRA 2015
Frans Mäyrä, Sebastian Deterding, Mia Consalvo, Joost Raessens, Seth Giddings,
Torill Elvira Mortensen, Kristine Jørgensen
SEBASTIAN DETERDING: “GAME STUDIES,
MEET CONVERGENCE CULTURE”
20th Century Media/Comm. Research:
Naturalizing the Dispositif “TV” (radio, …)
TV stations financing, producing, and
broadcasting scheduled TV shows
watched for entertainment during
leisure time by the family sitting in
front of a TV at home in
the living room.
21st Century Digital Convergence, a.k.a. “Is a
crowdsourced YouTube Series ‘Television’”?
Legislation
Modes of production
Delivery channels
Modes of financing
Content genres
Storage media
End devices
Modes of distribution
Modes of reception
Early 21st Century Game Research:
Naturalizing the Dispositif “Games”
AAA publishers financing and
producing COTS games bought and
played for entertainment during
leisure time by 1 person sitting in
front of a computer/console at home.
21st Century Game Convergence
Goldfarming
Freemium
In-game purchases
Crowdfunding
Player-created
content
Gambrian explosion
of genres
Online distribution
VR, touch, holo, …
interfaces
Playful design
E-Sports
Analog game
renaissance
Virtual Item Sales
Editor games
ARGs Artgames
Notgames Pervasive
games
Serious games
Gamification
Ludification
Future-Proofing Game Research:
With Socio-Material Theories
• E.g., fields, mangles, actor-networks, assemblages, affordances, frames, dispositifs, ...
• Not: “What is Eternal Essence of Gameness?”, but: “How and from what are local game
and play dispositifs stabilized?”
• Shifting to more granular analytic units: modes of engagement, modes of production, ...
• Understanding how dispositifs emerge, stabilize, change over time and space
• Understanding how components work and interact, e.g. AAA mode of production > AAA
genres, playful mode of engagement > experience
• Tracing obdurate contours of components through empirical historical & cultural
comparison
• Tracing cultural flows of components and dispositifs
Added Bonus:
Moving Beyond “Versus”
Agency! Sociology Structure!
Micro! Sociology Macro!
Person! Psychology Situation!
Reader! Literary Theory Text!
Uses! Comm. Research Effects!
Play(er)! Game Studies Game!
Added Bonus:
Moving Beyond “Versus”
Agency! Sociology Structure!
Micro! Sociology Macro!
Person! Psychology Situation!
Reader! Literary Theory Text!
Uses! Comm. Research Effects!
Play(er)! Game Studies Game!
(Most)
socio-material
theories are
interactionist

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FROM GAME STUDIES TO STUDIES OF PLAY IN SOCIETY

  • 1. FROM GAME STUDIES TO STUDIES OF PLAY IN SOCIETY Panel, DiGRA 2015 Frans Mäyrä, Sebastian Deterding, Mia Consalvo, Joost Raessens, Seth Giddings, Torill Elvira Mortensen, Kristine Jørgensen
  • 2. SEBASTIAN DETERDING: “GAME STUDIES, MEET CONVERGENCE CULTURE”
  • 3. 20th Century Media/Comm. Research: Naturalizing the Dispositif “TV” (radio, …) TV stations financing, producing, and broadcasting scheduled TV shows watched for entertainment during leisure time by the family sitting in front of a TV at home in the living room.
  • 4. 21st Century Digital Convergence, a.k.a. “Is a crowdsourced YouTube Series ‘Television’”? Legislation Modes of production Delivery channels Modes of financing Content genres Storage media End devices Modes of distribution Modes of reception
  • 5. Early 21st Century Game Research: Naturalizing the Dispositif “Games” AAA publishers financing and producing COTS games bought and played for entertainment during leisure time by 1 person sitting in front of a computer/console at home.
  • 6. 21st Century Game Convergence Goldfarming Freemium In-game purchases Crowdfunding Player-created content Gambrian explosion of genres Online distribution VR, touch, holo, … interfaces Playful design E-Sports Analog game renaissance Virtual Item Sales Editor games ARGs Artgames Notgames Pervasive games Serious games Gamification Ludification
  • 7. Future-Proofing Game Research: With Socio-Material Theories • E.g., fields, mangles, actor-networks, assemblages, affordances, frames, dispositifs, ... • Not: “What is Eternal Essence of Gameness?”, but: “How and from what are local game and play dispositifs stabilized?” • Shifting to more granular analytic units: modes of engagement, modes of production, ... • Understanding how dispositifs emerge, stabilize, change over time and space • Understanding how components work and interact, e.g. AAA mode of production > AAA genres, playful mode of engagement > experience • Tracing obdurate contours of components through empirical historical & cultural comparison • Tracing cultural flows of components and dispositifs
  • 8. Added Bonus: Moving Beyond “Versus” Agency! Sociology Structure! Micro! Sociology Macro! Person! Psychology Situation! Reader! Literary Theory Text! Uses! Comm. Research Effects! Play(er)! Game Studies Game!
  • 9. Added Bonus: Moving Beyond “Versus” Agency! Sociology Structure! Micro! Sociology Macro! Person! Psychology Situation! Reader! Literary Theory Text! Uses! Comm. Research Effects! Play(er)! Game Studies Game! (Most) socio-material theories are interactionist