Videosociology of funMar 14, '08 1:43 AM
for everyone
a preliminary proposal for a study of the social construction of game and entertainment. apologies for amateur music editing



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merlyna wrote on Mar 14
this is very cool. and actually this kind of project legitimizes your collaboration with someone.... me! hahaha. well, as you knew, since my annenberg days i've been involved in the research on networked online environment.. well, i am not into games, though, i am more into amateurish production... such as remix videos, etc.

some colleagues of mine at annenberg and somewhere else are pretty much into this. for example, check this out: the digital youth project of annenberg usc and berkeley. they really do very exciting project with huge funding from MacArthur.

and btw, have you ever read Game Studies journal? there're some interesting cool fun stuff there too http://gamestudies.org/0701/
republic wrote on Mar 14, edited on Mar 14
thanks for your encouraging notes. will check out those stuff. yes, i've known game studies since grad school. some rpi people have been doing this kind of work. and i want to do it a bit differently. we certainly can collaborate on a project or a paper.
merlyna wrote on Mar 14
and i want to do it a bit differently
yes, i can see how yours would be different. because you focus on the concept 'fun' itself. most of game studies, i think, emphasis on aesthetic, cultural and communicative aspects of gaming, forgetting that what's fun about gaming is actually the 'fun' itself! so, yes, indeed, yours would be a great project... and fun :p
republic wrote on Mar 14, edited on Mar 14
you got it right at the heart. mine is all about fun while game studies more on game construction.
ykme wrote on Mar 14
waaaa..seruuuu...

-yk-
republic wrote on Mar 14
ykme said
waaaa..seruuuu...

-yk-
so pasti.....
kupple wrote on Mar 14
kalo gue bilang ini ajang pertemanan dgn titik kuat di sisi kompetisi antar personal. mungkin seperti jaman kecil maen perang2an di sekolah :), tapi di satu sisi kelebihan merangkap kekurangan di internet shared game, orang ga perlu tahu siapa kita sebenarnya. Sisi psikologis permainannya berbeda dari sisi ini.
tkmaia wrote on Mar 14
is fun really on real when shared? a lot of games are played individually ..
yes it sounds fun!
robymuhamad wrote on Mar 14
i would love to read the full proposal.

i might have some ideas to do empirical test of several network mechanisms for social construction.
republic wrote on Mar 14, edited on Mar 14
ple: justru itu yang gw mau tahu seperti apa sih proses itu terjadi dan apa implikasinya bagi masyarakat luas

tika: that maccadelishian phrase sounds kinda lame, huh? i wanted to change to "fun is fun when shared" but already made it like that.

roby: full proposal not written yet. am going to meet some colleagues from business and engineering school next week to talk about this collaboration. they told me that there's a possibility for me to get a phd student to work on this project. meanwhile, i would be eager to hear your ideas.
tkmaia wrote on Mar 14
can i be that phd student..hihi..hihihihihi
republic wrote on Mar 14
sure....toby would be happy to be your first respondent i guess...:)
robymuhamad wrote on Mar 14
i have two interests:

1. on the organization of fun production. this is more about how (fun) producers organize themselves - in networks- to produce fun. here, fun itself is secondary since the focus is on the organization of production.

2. the meaning of fun.
is there such thing as fun? is fun real?
i'm interested to specify and measure fun through linguistic esp. grammar.
that is, try to find patterns in grammar or stories that contribute fun. the content is not important; but see if stories/plot that are fun have particular grammar patterns.

the first interest is more basic because people already did the same things but with different industries or projects. although it might be not so interesting intellectually, but it could have practical implications for game/entertainment business.

the second, i think, is much more interesting.
rasti812 wrote on Mar 14
Kowg gue gak bisa buka ini sih...=(. Nanti balik lagi deh..*penasaran*
moyas wrote on Mar 14
This is super interesting, but don't you think "fun" is such a broad topic? why does gaming have to be equated with fun? Isn't there other activities where people interact with machines that can generate the feeling of "fun" (e.g. sex toys). I understand you wanna just look at the fun aspect of gaming, but can't different group interpret fun differently? Or interpret the experience of gaming differently for that matter. But I notice, one gaming machine, the Wii, seems to generate more fun than other gaming machines do in various groups of users, so that may be one interesting case study. Keep us posted.
republic wrote on Mar 16
i have two interests:

1. on the organization of fun production. this is more about how (fun) producers organize themselves - in networks- to produce fun. here, fun itself is secondary since the focus is on the organization of production.

2. the meaning of fun.
is there such thing as fun? is fun real?
i'm interested to specify and measure fun through linguistic esp. grammar.
that is, try to find patterns in grammar or stories that contribute fun. the content is not important; but see if stories/plot that are fun have particular grammar patterns.

the first interest is more basic because people already did the same things but with different industries or projects. although it might be not so interesting intellectually, but it could have practical implications for game/entertainment business.

the second, i think, is much more interesting.
rob, thanks for sharing yours

1. this sounds fun but not really my focus but could benefit game producers as you pointed out.

2. is fun real? this kinda philosophical, something that radical constructivists would be keen to ask. incorporating grammar analysis could be helpful. i'll keep this in mind for my proposal.

what i have in mind is actually something much in line with trevor pinch's sociology of sound. will see later what's gonna happen. i'm still open to many possibilities, ideas, and resources.

republic wrote on Mar 16
Kowg gue gak bisa buka ini sih...=(. Nanti balik lagi deh..*penasaran*
kalo gak bisa, bisa coba veri utube

republic wrote on Mar 16
moyas said
This is super interesting, but don't you think "fun" is such a broad topic? why does gaming have to be equated with fun? Isn't there other activities where people interact with machines that can generate the feeling of "fun" (e.g. sex toys). I understand you wanna just look at the fun aspect of gaming, but can't different group interpret fun differently? Or interpret the experience of gaming differently for that matter. But I notice, one gaming machine, the Wii, seems to generate more fun than other gaming machines do in various groups of users, so that may be one interesting case study. Keep us posted.
thats kinda my style. i always start a research topic from two levels: theoretical (broad) level, and empirical (narrow) level. the former helps to make sure what scholarly area i'd like have a conversation, the latter helps to identify fields i'd like to explore for data and case. on sex toys, that's right. it's fun and pleasure too. there are already studies on that, for example this one. can different group interprete fun differently? that's exactly what I want to see, i.e. how different groups give different meanings to game machines (something like scot). will look at Wii. thanks
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