Presentation - Astrid Ensslin
Transcription
Presentation - Astrid Ensslin
Video Games/-ing, Digital Fiction and Virtual Worlds Research Dr Astrid Ensslin Digital Media and Communication School of Creative Studies and Media Bangor University [email protected] 1 Background (1): digital literature • Language and semiotics • Hypertextuality • Multimodality • ‘Canonicity’ 2 Background (2): discourse analysis • Language in the New Media • Metalanguage • Language ideologies & attitudes 3 VIDEOGAMES RESEARCH 4 Food in games • ‘Do avatars dream of electric steak’? • Energy supplies and the (gendered) cybernetic body • See Ensslin (2011a) Desperate Housewives (Buena Vista Games 2006) The Sims 2 (Electronic Arts 2006) 5 Ludic digital literature vs. literary computer games TALE OF TALES (2009), The Path Nelson (2007) game, game, game and again game 6 Cybersomatics Pullinger et al. (2004) The Breathing Wall cf. Ensslin (2009) 7 The Language of Gaming: Discourse and Ideology • Textual architecture • ‘Jargon’ and ‘buddylect’ • Illocution • Dominant discourses • Multimodality / voices Black and White 2 (Lionhead 2005) and accents – Unconventional oppositions • (See Ensslin 2011b) 8 VIRTUAL WORLDS RESEARCH 9 Hello! I’m Tinto Bing. Nice to meet you. 10 This is where I live and work: Bangor University Island… …in Second Life… 11 self-development needs 12% 3% appearance communication / relationships cognitive/intellectual needs emotional needs existential needs material needs land work fun comfort intelligence / learning skills equality shoes nice character / fair treatment self-customisation / self-expression not many needs / nothing hair design / building skills shape house/home money skin looks/beauty/appea rance communication / interaction with friendship clothes SL avatar needs (see Ensslin 2011c) 12 10 8 6 4 2 0 5% 42% 10% 4% 24% 12 13 FL / SL architecture: remediation and creativity 14 Chapters by: • Tom Boellstorff, • • • • UCI, USA Paul Sermon, Salford Denise Doyle, Wolverhampton Kevin Sherman, AUT, NZ … 15 Metalanguage and the Ideology of Creationist Capitalism in Second Life® 16 17 SL activities • Commercial – Shopping, buying, selling – Property market – Linden exchange • Education • Creative / aesthetic – Design = creation – ‘remediation’ of FL concepts • Social / communicative – – – – CMC (chat, IM, online discussion groups…) Media Groups and communities (incl. roleplay) Norms and in-group behaviour 18 ‘Creationist capitalism’ = SL’s political economy (Boellstorff 2008) • Neoliberalism <- Californian libertarianism • Creative class / creative industries • Crowdsourcing, participatory culture (Howe 2006; Llewelyn 2006; Tapscott & Williams 2006, Jenkins 2006) • Prosumption (prosumer = minor ‘god’) • Labour = creativity; production = creation (selffulfilment; creation = human need) – Creationist meritocracy • Buzz phrases: – ‘pronominal logic of customisation’ (‘you’ and ‘I’) – ‘blurring of work and play’ (Yee 2006) 19 ‘Groups’ as meta-zone N=661 Education Translation ‘Policy’ Commodity SIGs N= 203 25 218 17 143 % 30.7 3.7 Salient • SLA • Scripting • academic Translation services 32.9 • political 2.5 • Body 21.6 • National / • Babel • Help • N’Asturianu • ‘no xyz • ‘Body • ‘Grammar categories courses E.g. Language School •Keystoner (Lindenscripting) • EIL 587 - CMC for language learning Angels • SL Translation Services agendas • register • Idiom language’ • ‘Italian only’ language • publishing Language Jewelry’ • Willpower Publishing ethnic… identities • Artificial (Gorean) languages • (Anti-) purism • Researchers Whores’ • ‘Typonese Appreciation Society’ • EUROCALL 20 ‘Body language by sweet lovely cute’ (Main Store, Koenji) 21 22 23 Typonese and its ambivalent connotations disease Accepted variety Required skill => privileged status Eroticised / hypersexualised / commodified 24 ‘Places’ and objects as meta-zone N=162 24/02/09 Education Shopping / commodity Arts & Culture Translation N= 52 61 10 14 % 30.9 37.7 6.2 8.6 Salient categories • SLA • scripting • Body language • ‘Love language’ • Language • ethnic/national • translation • ‘Bidirectional • ‘Mi pueblo’ • ‘Belfast Ireland • ‘Babbler’ • ‘Language ‘products’ E.g. • ‘Language Lab Region’ multi-language • ‘Goethe Institut’ greeter’ • ‘language love • ‘College of poofer’ Scripting, Music and Language’ identity spaces • combinations with shopping/ education Maritime Club’ • ‘Artisti della Memoria’ services and products translator – by Simbolic’’ • ‘metanomics.net language translator 25 26 27 28 29 Lorefield Institute 30 31 Learning at BABEL 32 33 Further contacts, e.g.: • Business: • Asylum Entertainment, London • The Game Creators • Fred Hasson, former CEO of TIGA • Mark Bernstein, Eastgate Systems • Academia • Prof Espen Aarseth, TU Copenhagen • Brown University, MITH, Hedmark, Edmonton, Otago, Yale, Aberystwyth, Sheffield Hallam… • SMARTlab, UEL • DiGRA, Nordic DiGRA, MeCCSA 34 References (1) • Boellstorff, Tom (2008), Coming of Age in Second Life: An Anthropologist Explores the • • • • • • • • • • Virtually Human. Princeton: Princeton University Press. Buena Vista Games (2006) Desperate Housewives. Electronic Arts (2006) The Sims 2. Ensslin, Astrid (2007) Canonizing Hypertext: Explorations and Constructions. London: Continuum. Ensslin, Astrid (2009) ‘Respiratory narrative: Multimodality and cybernetic corporeality in "physio-cybertext"’, in Ruth Page (ed) New Perspectives on Narrative and Multimodality, pp. 155-65 . London: Routledge. Ensslin, A. & E. Muse (2009) ‘Creating spaces for virtual communities: The role of architecture in Second Life’. Poster presented at MeCCSA 2009, Bradford, 14-16 Jan. 2009. Ensslin, A. (2011a) ‘”Do Avatars Dream of Electric Steak?” – Games, Energy Supplies and the Cybernetic Body’. Journal of Gaming and Virtual Worlds, 3:1. Ensslin, A. (2011b) The Language of Gaming: Discourse and Ideology. Basingstoke: Palgrave Macmillan. Ensslin, A. (2011c) ‘Avatar Needs and the Remediation of Architecture in Second Life', in Astrid Ensslin and Eben Muse (eds) Creating Second Lives: Community, Identity and Spatiality as Constructions of the Virtual. New York: Routledge. Ensslin, A. and E. Muse (2011) Creating Second Lives: Community, Identity and Spatiality as Constructions of the Virtual. New York: Routledge. geniwate and Larsen, Deena (2003) The Princess Murderer. http://www.deenalarsen.net/princess/prin_murd.swf. Accessed 2 July 2010. 35 References (2) • Howe, Jeff (2006), ‘The rise of crowdsourcing’. Wired, 14(6). • • • • • • • • • • http://www.wired.com/wired/archive/14.06/crowds.html (20/08/09). Jenkins, H. (2006), Convergence Culture: Where Old and New Media Collide. New York: New York University Press. Johnson, S. & A. Ensslin (eds.) (2007), Language in the Media: Representations, Identities, Ideologies. London: Continuum. Linden Research (2003-2010) Second Life. www.secondlife.com. Accessed 28 July 2010. Lionhead Studios (2005) Black and White 2. Llewelyn, Gwyneth (2006) ‘Crowdsourcing in Second Life’ (July 22). http://gwynethllewelyn.net/2006/07/22/crowdsourcing-in-second-life/ (20/08/09). Nelson, Jason (2007) game, game and again game. http://www.secrettechnology.com/gamegame/gamegame6.html. Accessed 2 July 2010. Pullinger, K., S. Schemat, and babel (2004) The Breathing Wall. London: The Sayle Literary Agency. TALE OF TALES (2009) The Path. http://tale-oftales.com/ThePath/downloads.html. accessed 25 July 2010. Tapscott, D. & A.D. Williams (2006), Wikinomics: How Mass Collaboration Changes Everything. Portfolio. Yee, N. (2006) ‘The labor of fun: how video games blur the boundaries of work and play’. Games and Culture, 1(1): 68-71. 36