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Now as my university is building a reward system, I need to voice my concerns on reward systems. First, how do you judge what is good research? One might not be able to comprehend the value of research beforehand. As an example, could anyone at George Boole’s time predict the importance of his work on mathematical logic? Moreover, if the criteria for the rewards is likely to guide the research. What if the criteria is such that it does not courage for the novel research? Second, it seems that external rewards can have demotivating effect. Jesper Juul (in a different context) writes:
Are adults different from children regarding this? Third, other studies indicate that rewards are good in simple tasks, but the performance drastically drop when a reward is introduced if the task requires reasoning (I cannot find the references now, but some are mentioned in Dan Pink’s talk). I hope I am wrong here, because if these concerns are valid we are misdirecting our scarce resources. Note for myself: read this: Fernandez Vara, C. (2009). The tribulations of adventure games: integrating story into simulation through performance. Doctoral Dissertation, Georgia Institute of Technology. URL=http://hdl.handle.net/1853/31756. A study reports enhanced attentional resources of action game players:
Study also site several other studies showing similar results. Notes
My paper Player Character Engagement in Computer Games was accepted to Games and Culture. Here is the abstract:
Tavinor, Grant (2009). The Art of Videogames. Chichester: Wiley-Blackwell. Tavinor looks at games using tool-set from the analytical philosophy of art,using especially the philosophy of fiction. As the book is drawing on analytical philosophy, the discussion of the definition of videogame is inevitable. Fortunately, Tavinor does not just start a definition project, but discuss the different kinds of definitions and their uses. Definition offered is well-developed, but it trust the idea of intended use that makes skeptical (this is not fully though-out, but a hunch). A big part of the book deals with games as fiction and character-based games. Again, the treatment of fiction start with a closer look of concepts used in game research. Aarseth’s argument that functional game objects are virtual, not fictional, is rejected. Tavinor present a compelling argument why the game objects are fictional and videogames are usually virtual fictions (I have criticized Aarserth’s fictional–virtual–real dichotomy earlier, see http://mlab.taik.fi/~plankosk/blog/?p=6). After that Tavinor discusses what kind of fiction games are using Walton1 theory as a stepping stone:
Tavinor also discusses narrative in, emotions in, and ethics of videogames, as well as games as art. Tavinor’s emotion theory seems rather close to what I have proposed in my paper Goals, Affects, Empathy in Games. Tavinor writes:
I partly agree with this, but I see that BigDaddy can be frightening, because it threatens the players real goals at the same time BigDaddy fictionally threatens the player-character. This is a book worth of reading. The arguments are well-presented, and hopefully we will see this same kind of rigor in argumentation more in game research. References
The Digra Conference 2009 Proceedings, Breaking New Ground: Innovation in Play, Practice and Theory, is now available at digra digital library. Methods seminar at University of Tampere, 8-9 April, 2010:
Full CFP is available at http://gamesmethods.wordpress.com/2009/10/16/call-for-papers-games-research-methods-seminar/ Now, after handling in the dissertation manuscript, I have really started to read and seek new things. Now on my table is following books:
There are at two of books I like to get:
Inger Ekman and I wrote a chapter, Hair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame, for the book Horror Video Games: Essays on the Fusion of Fear and Play edited by Bernard Perron (published by McFarland Publishing). The book should be out early October. Many publishers ask researchers to secure copyright owners permissions for screenshots for academic works. However, typical academic use falls under fair use. Jesper Juul writes that following argument (that permissions is not needed) can and should be used when publishers ask the permissions:
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