Videogames: A rose by any other name…?

Ah, videogames. So fun to play but so hard to talk about. So hard in fact that we still have no consensus on how to address them. There has been much debate over the correct terminology for the medium: video game, videogame, digital game, electronic games, games, and so on. It isn’t life altering, to be sure, but if we are going to be serious about our discipline we should at the very least try to agree on what we call it. I personally like the single word, portmanteau “videogame,” over the alternatives, which I’ll get to in a second. But first, here are a couple of viewpoints on the usage.

The first comes from The Videogame Style Guide and Reference Manual, written by David Thomas, Kyle Orland, and Scott Steinberg. You can find it here.

I don’t agree with all their terms, but it’s a great starting point, and someone had to do it. The authors ask,

 Has our industry evolved from its component parts of “video” and “game” to become “videogame,” a one-word cultural idiom unto itself? What about “interactive entertainment?” (6).

And later, 

“Videogame” or “video game” – one word or two? It all depends on whom you ask, which continent you live on, and which media outlet you work for. And it’s not the kind of debate that anyone will resolve soon. But someone had to make a choice and draw a proverbial line in the sand. So that’s what we did, because that’s what journalists and editors have to do every day – make tough decisions. We hope this guide will save you the trouble of agonizing over minutiae and let you spend more time actually writing. (8)

I wish I could say they have saved me from agonizing over minutiae, but alas, no such luck.

In choosing “videogame” over “video game” or another alternative, the authors list four criteria behind their decision:

1)      Ease of comprehension for a general audience.

2)      Common usage and accuracy.

3)      Convenience, with respect to writer use/remembrance.

4)      Official styling , as preferred by game developers and publishers.

 While applauding the attempt, Perron and Wolf, the editors of The Video Game Theory Reader 2 (2009), argue that the style guide’s “decision to go with the one-word ‘videogame’ seems to have been arbitrary. The choice seems to run counter to one of their criteria,” namely, #2, since “video game” is the most common usage according to various search engines (VGTR 2, pp. 7-8).

I agree that the style guide authors violate their own criteria, but this is hardly a reason to rule out “videogame.” Moreover, I didn’t see any justification given for using “video game,” though I may not have been reading carefully enough. Why is that any less arbitrary?

Here’s why I like the one-word term, “videogame,” and I will try to be a bit less arbitrary, at least at first.

For starters, a videogame is more than simply a game which has been “video-ized:” neither component, video nor game, is originary nor supplemental to the other; they mutually constitute each other in profound ways. One without the other – video without game – would be something entirely different than what it is. Of course, games existed before videogames, as did video, but videogames change the game form in many ways, which I hope to discuss in greater length in a future post.

For example, Monopoly the board game has been made into a videogame, but is it the same game – or same thing – in both iterations? Well, no. The experience is completely different, in fact. It might seem trivial, but the act of physically rolling the dice and physically moving the thimble past Go provide a different experience than pressing a controller button for rolling virtual dice.

Likewise, the experience of playing Call of Duty or Battlefield would likewise change considerably without the in-home console, controller, and all the meaning-baggage which comes with that. With the explosion of popularity in the FPS genre, Paintball – a “real life” game! – has also seen a sharp rise in popularity. Now, CoD and Paintball have common traits to be sure, as they both offer representations of the combat experience, but the experience of playing each game differs significantly from the other. The video, game, and all the other components which go into a videogame make it its own, unique object/artefact/thing, or whatever else you’d like to call it. Again, the component parts influence each other in fundamental ways, and I think the portmanteau best reflects that.

Now for some less theoretical reasons for choosing the “videogame” moniker. I just think the medium deserves its own term, as the style guide authors allude to. The videogame industry is an economic and cultural powerhouse, leaving lame old Hollywood, for instance, trembling in its wake. I love seeing Hollywood trying to cash in on our medium, and more often than not, failing. The ludic aspect of videogames is just so integral that it seems silly to even try to make movies out of them. Movies may be interactive, as some argue, but not in the same manner as videogames. As an aside, I like Bogost’s “procedural enthymeme” concept from Persuasive Games to describe ludic interactivity (another contentious term, I know). But on the subject of “movies,” they weren’t always called that – “moving pictures,” and the like were used at one time when they were new. There is precedent! So yeah, the videogame deserves the respect of its own term.

Even less theoretically sound, but more practical, “videogame” saves us much needed room for word count limits! I recently struggled to get an article under 11,000 words, but it would have been even harder if I would have used two words every time I wanted to say “videogames” instead of one! Slightly updated version of the old – 11.5 font, .75 inch margins trick? Yup, but I’m cool with that.

So what do you guys think? I’m willing to be persuaded to accept another form for sure. I’ve tried using them all at one time or another, but I like videogames.

Jason

 

 

 

 

Game Talk

Game Talk
Hosted by The Games Institute
Thursday, March 29, 2012, starting at 3:00pm
The Communitech Hub: 151 Charles Street W. Suite 100, Kitchener, ON

Presentations by:

  • Dr. Kevin Harrigan and the students from DAC 304: Educational Simulations & Games
  • Andrew Matlock from Industry Corp
  • Ian Crawfod from Electronic Arts
  • Jason Hawreliak: Gaming and the Rhetoric of Heroism
  • Michael Hancock: Image & Text: A Completely Inaccurate Discussion of Videogame History
  • Rebecca Langer and Amber West: Learning interaction techniques through game-based narrative

Wii-habilitation becomes a new motivator for therapy

There has certainly been some transformations in the last decade in the games industry that has shot up the physical, social, and mental values of video games. Now we have things like Wii and PlayStation Move at our fingertips, allowing us to get out of our chairs, straighten our backs, and get moving on our feet.

But what about those of us that face setbacks, either physical or mental?

In the video below two patients are featured playing Wii for rehabilitation purposes because of their spinal cord and brain injuries.

Wii Habilitation video on YouTube

The patients exercise their body and mind using the Wii device, training their range of motion, strength, endurance, and coordination, enabling a much funner recovery than traditional healing techniques.

Conventional approaches to treatments are still around, but slowly, Wii-habilitation as it is termed, is moving in and beginning to weed out the negative thoughts associated to physical therapy.

Another feature of Wii-habilitation is its ability to distract patients from the real task at hand. The drive to play the game and be competitive amongst other players makes patients forget about the energy they are exerting and their long-term goal of recovery.

Wii-habilitation is the perfect combination of fun and therapy. Though rehabilitation at it’s core will always be rehabilitation, this new reward system for encouraging improvement is a promising one.

— Marta Borowska

The future of augmented reality gaming

Whether we know it or not, we have probably seen some form of augmented reality (AR) in the last few years. It has been the highlight of many phone applications, advertisements, and games, welcoming its viewers and users to a new reality that will begin to change the way we all see the world.

Linking the real world with the virtual world is a fascinating concept and it is one particularly beneficial to the gaming industry. Augmented Reality Gaming (ARG) absolutely changes the way a player interacts with their environment. It offers a new way to operate the five senses – yes, even smell – and provides a wonderful foundation for learning and adventure.

By the sounds of it, ARG will be part of our future, but where do the classics fit into these technological advancements?

Super Mario games have been around since the beginning of consoles in the gaming industry. They have established a name for themselves in the Nintendo world and have evolved alongside various other classics like Crash Bandicoot, Mortal Kombat, and Pac-Man.

As technology moves forward and begins to leave behind old consoles (the death of the DreamCast, for example) will the greatest hits cease to be? So far, it does not seem that way.

In fact, it seems that there have been many experiments in the AR department with many traditional picks. In an example below, a university student took the original Super Mario Bros. game and used AR to project it onto large parking blocks, creating an interactive gaming environment.

Super Mario Bros. video on Vimeo

Classics have a way of enduring technological innovations and we will be seeing more of them featured as ARG develops.

However, this is not to say that new ideas will be shot down.

In 2009, Sony created an AR game called EyePet that allowed you to interact with a virtual made-up animal called a simian (a mix between a dog, cat, and monkey, quite honestly one of the cutest things ever).

EyePet video on YouTube

EyePet comes with AR cards that the player puts up to the PlayStation webcam. The webcam connected to the console then interprets the image it sees and will react to it, creating virtual images of not only the simian but of whatever else the different cards entail. There are cards that allow you to wash, feed, and play games with your little creature as if he were really there.

Another big console that has hopped on the AR waggon is Xbox. In 2009 Microsoft launched Project Natal, now known as Xbox Kinect, which similarly allows players to control what is happening on the screen. Though not all Kinect games are an example of ARG because they do not project augmented elements into the real environment, it shows that gaming companies like Xbox are indeed moving forward.

An idea that has been proposed is AR Rock Band.

Future Rock Band video on YouTube

This kind of AR game would make learning to play instruments easier and would completely revolutionize the Rock Band and Guitar Hero games that currently exist. This is just a glimpse of what ARG could do for the gaming industry.

Since the gaming industry has already captured AR I think it’s safe to say that ARG will continue to be part of our future (or at least until the next new thing comes out).

— Marta Borowska

Zamzee will help keep tweens active

Many of you may have seen the BodyBugg calorie counters used on the Biggest Loser that tracks the amount of calories you burn in a day. Zamzee created a very similar device that has been created specifically for tweens to improve their physical health in a more engaging way.

Image source: http://www.trendbird.biz/attach/1/1032352266.png

Image source: http://www.trendbird.biz/attach/1/1032352266.png

Zamzee is a pocket-sized gadget with a digital platform that offers players rewards for keeping active. The device transfers a player’s activity information by connecting to a computer and can then be translated into money that is used on their Zamzee account. The money can be used to buy virtual items just like in many online games.

The idea of Zamzee is fantastic. Combining physical activity with a rewards system makes being active incredibly appealing, especially to young people. There has been some worry floating around the web about the success this device will have, but I think it will be very prosperous based on the gaming feature.

Tween Americans are the perfect audience for Zamzee for three very good reasons: two in three Americans are overweight, teenagers love games, and the tween population is the perfect age group to entice. Tweens are still at a very impressionable time in their lives but they are old enough to understand the consequences of their actions. While they may understand that staying fit is important, they do have to reap some interesting benefits in order to continue being active, and what better way to accomplish this than offering them a game?

Zamzee could presently become one of the best health games out there, so if you’re a tween (or even if you aren’t), try it! It won’t bite!

— Marta Borowska

The difference between Augmented, Alternative, and Virtual Reality Gaming

An important thing to outline before exploring various kinds of advanced gaming technologies is to define what they actually mean. Though augmented, alternative, and virtual reality gaming overlap in some aspects of design and modernity, they are all actually very different.

Augmented Reality

Augmented Reality Gaming (ARG) involves superimposing technologies onto real scenarios, thereby enriching the perception of the physical world. It is interactive in real time and the 3D display includes graphics, sounds, and haptics, creating a wonderful multimodal playground for users to explore. A great example of ARG is the famous Super Mario classic modified to be part of the real world:

Super Mario Bros. video on Vimeo

Alternative Reality

An alternate reality game employs human interaction with the real environment and inputs many multimedia components to communicate and reveal a story. This is the least digital reality gaming experience out of the three, as actual people and places influence it.

Image source: http://venturebeat.files.wordpress.com/2009/01/international1.jpg

Image source: http://venturebeat.files.wordpress.com/2009/01/international1.jpg

Virtual Reality

Unlike Augmented Reality, which supplements the real world, Virtual Reality (VR) entirely replaces it. Everything is simulated by a computer and is mainly a 3D visual experience that the user manipulates and inspects. Examples of VR are not hard to find for it has been present in the media for many years. VR has made appearances in Star Trek regularly and has been a main element of a recent movie release, TRON.

Image source: http://www.wired.com/gadgetlab/wp-content/gallery/tron/tron.jpg

Image source: http://www.wired.com/gadgetlab/wp-content/gallery/tron/tron.jpg

All these realities revolutionize and will continue to revolutionize the way people view the world and how they interact with it. Each reality offers different adventures into the soul of technology.

— Marta Borowska

Welcome to the Games Institute

The Games Institute is a centre for research into games, game technologies, and game interactions. Based at the University of Waterloo, the institute consists of faculty members and students from the humanities, the social sciences, engineering, and computer science, and has developed partnerships from other universities and from industry for the purpose of conducting multi-institutional, multi-disciplinary research.

Stay tuned to this page for much more information over the next few weeks.

Neil Randall, Director (nrandall@uwaterloo.ca)