researching games 2016 - Etherpad

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researching games 2016 - Freitag 22.4. - Track 1

Sebastian Möring - What Basil and Computer Games Have in Common

- survival games - including Tetris
- it seems many games are somekind of existential software
- that means existiential philosophy should apply
- playing games to keep them alive
- from "games and fear" to "games and care"

 
 Mario Schreiner - Beyond the TV

- TV and emerging devices
- merging physical and virtual worlds
- ambilight, lightbar etc. are very limited at the moment
- example: lighting up the room when a Pong player hits the ball
- example: lightning exaggerated by room ambience light
- end question: what can we do with light?
- advanced implementation: "illumiroom"


Simon Sterz - Accessibility as a way to reduce the perceived complexity of video games

- accessibility deals with constraints
- in games: navigating with ease - not making the game easier
- touches: level design, theme, platform
- example: Super Meat Boy
- complexity vs. accessibility
- lesson: complexity can be reduced in game desing, difficulty in level design


Moritz Lehr - Diversity in League of Legends

- specifically gender diversity
- 87 male vs 42 female in-game characters ... not too bad, compared
- roles: females underrepresented in tanks, overrepresented in support
- no female monsters: always at least human upper body
- no female characters looking older than 30 ys
- stereotypes: mother, daughter, whore
- women are reduced to their role as viewed by males
- but it's slowly changing


Rita Santoyo Venegas - Digital Epistemology

- Epistemology = knowledge
- history of knowledge transfer, building up to computers
- computer games as another way to embody knowledge
- kognitive artifacts, and as such part of digital epistemology
- focus: collaborative games
- example: Foldit
- computer games should not only represent what we already know, but offer new ways of thinking