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January 2002 posts

January 31, 2002

10 Conferences 10

You can check it out by yourself on the conference list on the right side of this page. January is not yet over and we already have 10 videogame conferences for 2002! On my last post of 2001 I said that this year would be great for videogame studies, but this is going beyond my wildest expectations. When I started researching about videogames in Uruguay around 1994, the field did not yet existed. The closest thing that was around was hypertext theory, which dealt with issues of representation in computers, but wasn't really related to videogames, at least until Espen Aarseth published his Cybertext. Then came VR, but most of VR researchers lived in a different world of non-yet existing technologies and paid little attention to games. Now, with two academic journals on the fields and at least 10 international conferences that fully or partially focus on academic videogame research, we can officially say that we have a brand new field of study. In 1996, when I was looking for an advisor to supervise my first Thesis on videogames, nobody would accept the job because videogames "were not serious enough" to be studied. Well, I am glad that the situation is changing. There still is a large road ahead, but it is definitively going to be fun.

January 30, 2002

CFP: Computers and Games 2002

The Third International Conference on Computers and Games will take place in Edmonton, Canada, on July 25-27, 2002. Deadline for papers is April 1st, 2002. It's organized by the University of Alberta Games Group.

January 28, 2002

The potential museum and other things I brought back from D.C.

I spent the weekend in Washington D.C. Since it was my first time there and the amount of interesting museums is overwhelming, I decided to invest my time in only one: the Holocaust museum. It is not my goal here to reflect on the design itself of the museum, which is excellent, nor about its rhetoric -which I also found extremely effective for such a delicate subject. There are mainly two remarks that I brought with me in the plane. The first one is about the part of the exhibit that is designed for children: Daniel's story. I found that the designers did an outstanding job by combining both accuracy and respect to the young attendant's intelligence. Visitors follow Daniel's story starting in Daniel's house, and then following his journey through the city under Nazism, the ghetto and finally the concentration camp. It's a perfect example of what some authors call "spatial narrative", even if I do not think that such term is accurate and not particularly useful. The detail that caught my attention was a little bakery shop in a street corner that displayed some very yummy cakes. Since it is a "feel-free-to-touch" kind of exhibit, I tried to open the bakery's door. It was locked. At that moment I saw the sign saying that no Jews were allowed. I found that little example of simulation quite effective, even if it might not have been the designer's original intention. The fact that you experience first-hand the inability to get to the bakery delivers an experience that could hardly be attained by all the written texts on the exhibit. Simulation also has its tropes -metaphors, hyperboles, etc-, and this locked door is just an example of it.

About the main, permanent exhibit, I felt it manages to accomplish a titanic task: to gather so many different facts and players into a single experience. Nevertheless, I felt that somebody was missing. Surely, the victims, the criminals and the by-standers were all there. It wasn’t until I started looking at the visitors that I understood. The exhibit did a fantastic job by dealing with actual, historic fascism, but the person who was missing was me–and all the other visitors. In other words, as most museums, the exhibit relies on narrative, on what actually happened. But what about a museum who also explores the potential fascism, what still may happen? What about a museum that delivered not only the fact of an actual genocide, but also the personal and social clues that currently may allow something like this to happen again? What about a museum which put the visitor into the uneasy position of trying to think how she would have behaved in such an extreme situation – and how she is currently behaving towards current social issues? The famous quote from a priest was written in a wall –the one that goes like this: First they came for the Jews/and I did not speak out/because I was not a Jew[…]. Right there, you have the rules for a simulation that analyses how your everyday actions affect the system, the big picture. In such a complex system like the Holocaust, the key element for understanding is how minimal discrimination may allow the emergence of the ultimate horror. And that’s where simulation can be an excellent rhetorical tool. Museums generally deal with the past, but just because we want to look forward. A simulated museum would help visitors to experiment with the future in order to understand how the worst nightmares from the past could emerge as a consequence of my and your everyday behavior.

Oh, by the way, Washington D.C.'s subway is not your usual train with Safeway and Cosmopolitan ads. The most disgusting thing I saw was this advertising for Boeing’s Apache helicopter, right on the subway billboards. First time ever that I see advertising for killing machines in a public place. Pure pornography, certainly, but it reminded me that D.C. is a city where certain people decide who lives and who dies.

January 24, 2002

COSIGN 2002 CFP

The 2nd International Conference on COMPUTATIONAL SEMIOTICS FOR GAMES AND NEW MEDIA will take place in Augsburg (Germany), on September 2-4, 2002. Their web site also has links to the papers submitted on 2001.

Boal's Conference Deadline Extended

If you are a reader of ludology.org, chances are that you are aware of Augusto Boal's influence on my ideas on simulation and non-immersive videogames. The good news is that the annual PTO conference's deadline has been extended until Jan 31, 2002. You can check out their conference site.

January 18, 2002

Playing with the future

The Manchester Conference program is out and it is pretty impressive. Check it out.

January 17, 2002

It's a big world after all

Did you ever wonder why there is no "foreign" section in videogame stores? 99% of the major games are either from Japan, Europe or the US. Brazilian videogame designer Chico Queiroz reflects on this important issue in his article Cultural aspects of Game Development outside the mainstream. And what is even better, Chico has just started a blog on game criticism.

Updated CV

I have updated my cv with my most recent publications. It is available here (MS Word format).

New Videogame Journal and CFP!!!!

Yes! A new videogame journal will be out next February. The web-based International Journal of Intelligent Games & Simulation will be published by the University of Wolverhampton, UK. I am very excited about this new addition to the academic study of videogames. The field is really taking off and that is very good news.

While the new journal has its own call for papers, they are also announcing Game-On 2002, the 2nd  International Conference on Intelligent Games and Simulation, to be held in London by the end of 2002 (information subject to change).

January 16, 2002

Canadian Videogame Scholarship for Women

(from Gamasutra). If you are Canadian, love games and happen to have two X chromosomes, this is your lucky day. The Center for Digital Imaging and Sound in Vancouver, B.C. has announced a scholarship for women to take their program in game development. The application deadline is on April 2nd, 2002. More information at gameschool.com.