Showing posts with label Transformative play. Show all posts
Showing posts with label Transformative play. Show all posts

Wednesday, January 27, 2010

Video Games versus Porn

I came across an interesting article in my Google Alerts for World of Warcraft that says World of Warcraft is one of the five top reasons for a decline in the fortunes of the porn industry. Actually, the linked article links to another article but both are worth a look. The original article gives the "Top 5 reasons why it is harder than ever before to make a living selling porn" and reason number 4 is Online Gaming. Specifically it says "One of the strangest challenges porn faces is competition from online games like World of Warcraft". If you are sensitive to crude language, you may wish to just take my word for what the articles say. Nonetheless, the notion that online video games could threaten the porn industry economically while any number of other advocacy groups have failed to do so socially or legally is a thought provoking idea. Why is this the case?

First, I should say that this may not be the case or it may be. We just don't know. It is a claim made in an online newspaper. It is the opinion of a person who is involved in the industry. It is not a well know industry analyst with a reputation for accuracy in his reporting. And it does not cite numbers from a credible source. I do not mean to diminish the credibility of the source in any way. Nor do I wish to diminish the veracity of the claim. I am merely saying that more evidence would be required before we simply accept this claim. Nonetheless, it is, at least, plausible. And if it is true it bears explaining.

From a research perspective, this raises many interesting questions. Do all kinds of video games threaten all kinds of porn? Or is it limited to specific genres? For example, it is hard to imagine that Free Cell has enough pull to keep prospective visitors off of adult sites. And it is hard to imagine that Wii tennis provides senior citizens with an alternative to prurient browsing. Are all kinds of porn affected equally? I am not familiar enough with porn to discuss the genres and probably would not admit it if I were. But, you can see, intellectually, how the impact may be uneven. Are certain demographics more likely to be affected by the lure of video games? This seems likely as the demographic of males under 25 seems to be an important market for both industries.

Once we figure out who and what are affected, the next question is - why? Massively Multi-player Online Role Playing games such as World of Warcraft can be seen as Flow experiences as discussed earlier in this blog. But, they are also social experiences, learning experiences, and, for some, economically or professionally beneficial. Which of these or what combination of these draws the audience away from alternatives?

These are not frivolous questions. If video games can lure players away from porn, they can lure them away from school, work, family, and social engagements just to name a few. It may also be able to lure them away from anti-social activities such as gangs, petty crime, violence or just hanging out. Yes, this gives us much to think about.

Wednesday, December 2, 2009

Video Games as Transformative Art

I reviewed a book recently for ACM Computing Reviews entitled Critical Play: Radical Game Design, by Mary Flanagan. It was a fascinating book that brought forth two important points about video games. First, video games can be through of as a form of artistic expression. And, second, as a form of artistic expression, video games can, potentially, be seen as transformative.

Seeing video games as a form of art is not that controversial. The background scenery and characters have graced posters and drawn the attention of graphics artists for years. But, it is much more than that. Consider the following progression... Imagine standing in your favorite art gallery viewing an oil painting of a landscape scene. Next imagine putting characters in that scene and having them work through some sort of archetypal human conflict. Now you have a movie. Next, imagine having that movie be interactive where the viewers actually interact with the characters in the story. Now you have a video game.

Returning to the landscape painting, it can be viewed on several levels. It can just be something nice to look at. It can inspire deeper reflection and aesthetic appreciation. Or, if it touches us deeply enough, it can be transformative. Similarly, a video game can simply be fun to play. If it is more engaging we may learn from it. For example, we might learn how to work in groups, solve problems, develop strategies, or manage resources. If it touches us deeply enough, it may be transformative.

These are compelling ideas and also somewhat problematic. I have been thinking of video games as play, serious play. I was starting to get a net over my ideas in this area. Now, having to consider the role of video games as transformative play has torn a big hole in my net.

Sigh!