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研究進捗 クリス 20131018インターネット工学研究室: ゲーム研究

Chris lab meeting oct 18th 2013

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Page 1: Chris lab meeting oct 18th 2013

研究進捗 クリス 2013年10月18日

インターネット工学研究室: ゲーム研究

Page 2: Chris lab meeting oct 18th 2013

順序

GDC 2014 Proposal

Homo Ludens 2.0 Workshop (10/16)

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Page 3: Chris lab meeting oct 18th 2013

GDC 2014 Proposal

Collaboration w/Prof. Fujita

Research findings:

Emergent Narrative is experiencing a period of

rapid growth/involvement

Embedded Narrative methods are multiplying

without coalescing into a model or consensus

The link between Emergent and Embedded

Narrative is still significantly unclear

The findings represent research problems that

will require much more time to present

meaningfully

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Page 4: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (1)

Speakers:

Prof. Jos De Mul

Erasmus Univ.

http://www.demul.nl

Prof. Hiroshi Yoshioka

Kyoto Univ.

http://www.iamas.ac.jp/~yoshioka/SiCS/index.html

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Page 5: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (2)

Homo Ludens (Huizinga 1955)

Oft-referenced in Game Studies

Provides first and still-mostly-feasible

definitions for:

Games

Play

Relationship with Culture and Humanity

Mul’s revision of the original

Objective: understand the “Ambiguities”

present in Homo Ludens

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Page 6: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (3)

Ambiguities: “Ironic Dualities”

Freedom vs. Force

Simulation vs. Reality

Etc

Such Ambiguities are present, but not

accounted for in Huizinga’s work

Mul proposes that such Ambiguities and

their inherently-opposite natures existing

simultaneously is the anomaly that

accounts for the phenomenon of games

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Page 7: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (4)

Ambiguities arise out of the interactive

nature of games

ie. Achieving escapism through willful

participation in a rule-based construct, or more

simply, “seeking and attaining freedom by

willfully agreeing to be a member of a

structured society.”

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Page 8: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (5)

Aesthetic Appreciation of Games cannot

occur without these Ambiguities

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Analysis:

Objective appreciation of the form and

function of the work

Immersion:

True and complete appreciation and belief

in the story

Page 9: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (6)

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Aesthetic Appreciation of Games cannot

occur without these Ambiguities

Page 10: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (7) Aesthetic Appreciation of Games cannot

occur without these Ambiguities

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Analysis:

Objective appreciation of the form and

function of the work

Immersion:

True and complete appreciation and belief

in the story

Page 11: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (8) Aesthetic Appreciation of Games cannot

occur without these Ambiguities

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Analysis Immersion

Aesthetic Appreciation:

The ability to enjoy

the work from inside it while retaining your

awareness of the outside world

Page 12: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (9)

In many ways, this is like thinking of things

that are not logically feasible (and

accepting them) such as:

1 + 1 = 2 (TRUE)

1 + 1 = 3 (TRUE)

Both are simultaneously true

This is obviously not feasible in the culture

of cold calculations

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Page 13: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (10)

But for the realms of Aesthetics and

Philosophy, the idea of simultaneous,

double experiences that are both the very

form and function of a medium actually

goes a long way to reconciling or at least

indicating in some way, why Game

Studies of digital games cannot come to a

consensus, or settle on a model

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Page 14: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (11)

Thinking in a binary fashion about Games

will inevitably lead to there being a

sufficiently large number of anomalous

cases which break any tentative

theoretical models

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Page 15: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (12)

However, as Mul suggests, reframing the

argument to being a simultaneously ironic

duality (akin to Tavinor’s inclusive defintion

of the medium) AND considering that the

tension created by those simultaneously-

existing forces IS the very essence of the

phenomenon of Games (especially in the

digital modern world) can potentially be a

very productive path towards a unified

theory of Game Studies.

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Page 16: Chris lab meeting oct 18th 2013

Workshop: “Homo Ludens 2.0” (13)

So what? I am not entirely certain about how best to use

this great Lego piece for my Masters Thesis

But, it reverberates in the mind like an idea about to bear fruit

What’s in the soup?

Embedded/Emergent Narrative phenomena

4th Wall/Magic Circle relationship and effect

Inclusive nature of Tavinor’s defintion and Mul’s philosophy of Ambiguities

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Page 17: Chris lab meeting oct 18th 2013

今後の課題

GDC Proposal feasibility (Prof. Fujita)

PAX East 2014 (Boston)

http://east.paxsite.com/

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