Keynote presentation at the "Meta" 20th Tampere Spring Seminar in Game Studies on May 8, 2024: a historical look at how the meta or dominant strategies for discursive success in games research have changed over 20 years.
games research • Matches participant views of academia as (often stochastic, sometimes zero sum) strategic game • Meta ≠ objectively optimal: what participants at a given time with limited information believe is optimal • Meta ≠ normative: What we believe works, not ought to do • Applies a “game lens” (Björk, Koster) to non-game phenomena as an underused possibility of game studies • It’s fun!
(YMMV, I Am Not Your Mentor) • The teaching meta (how to get students) • The funding meta (though closely related) • I mean the discourse meta (≅ how to get citations) • Game studies as the humanities and cultural studies field dedicated to games • I mean cross-disciplinary games research
of X • Technology acceptance model of X • X design patterns • The X motivation scale • The X experience scale • The X addiction scale • Does X work? A systematic review • Against X (citations in trolling) Stable meta (also in other fields): Neophilia Some solid strategies. For every new X, … (Also for new aspects of games: paratexts, boxes, platforms, controllers, ads, …)
seen plenty of first-generation books on interactive entertainment, in which an author with expertise in another field presents a bystander's perceptions on the subject. But this is a second-generation book, written by an author whose background is entirely within the field. Wardrip-Fruin was brought up on computer games and educated in the thoughts of the first generation thinkers. Now he has integrated them into a new perspective that builds on those ideas at higher levels of abstraction. Looking back at my own ideas from Noah's new vantage point was an educational experience for me.” – Chris Crawford
wider theory turns Soon in a bookshelf near you: • Esoteric gaming • Mycelic gaming • Psychedelic gaming • Extinction gaming • Fascist resurgence in gaming • Infrastructures/supersystems of gaming • Games as hyper objects • …
What is shifting • Large-scale, actual reality, not potential • ↓strategies: “I made a thing”, “Can games do X?” • ↑strategies: Medical publication chains (review, formative, trial, …) Shifts I wish were true • Implementation Science for games • “What works” synthesis • Contributions to applied game design
is consistently identified as the most important aspect of good game design. Games should be sufficiently challenging, match the player’s skill level” Sweetser & Wyeth, 2005, 6
theory: Optimal challenge absorbs attention • SDT: Optimal challenges maximises competence experience Difficulty Skill Boredom Frustration Engagem ent, enjoym ent In games, we hold these truths to be mostly self-evident …
facing demands that most often one can master, rather than ones that are continuously at the leading edge of one’s capabilities. That type of high difficulty challenge should, however, be an intermittent element, in which case it can enhance and heighten intrinsic motivation« Deci & Ryan, 2017, 153 »attention is most focused when environmental challenges are in balance with the person’s skills. ... Experiences that one believes are in the neighborhood of a 50/50 balance are experienced as enjoyable« Csikszentmihalyi & Nakamura 2011, 187 Yet theories don’t really specify “optimal challenge”
or log scales or …? • What shape is that curve? • What equation describes the shape of this curve? • What is the point estimate of “optimal”? Difficulty Skill Boredom Frustration Engagem ent, enjoym ent Yet theories don’t really specify “optimal challenge”
• Great carte blanche: You get to ignore everything before • Straightforward recipes: Run first! actually rigorous study, show failure to replicate • Aligns with rigour ratchet in most empirical disciplines: Journals, conferences, reviewers demand more and more • Game studies hold many taken-for-granted truths and poor prior theory, measures, studies: Immersion, challenge, meaningful choice, enjoyment drives play, …
Firsts! → Neophilia; technology panics; make cultural difference matter; synthesise • Fend of colonisers → Games as avant-garde; extend discursive turns; embrace the othered • Go serious! → From “I made a thing” to standard clinical publishing • Temple-Razing Rigour Reformation
underneath? • Game studies is self-disciplining “normal science” with a prior work, venues, centres, internal attention economy • We gained legitimacy via the normative power of the factual: games matter, period. Game studies exist, period • The market & society lead, we follow. Corollary: Future games research is non-hardcore & Global South • Games research is embedded in wider science movements
game studies export? • Meta ≅ Ego-optimal strategies in competitive multiplayer games • ≅ equilibria in game theory, e.g., Nash equilibrium • But: Equilibria describe proven optimal strategies, given rational actors • Meta describes empirically dominant strategies, given actual humans • Like behavioural economics, recover the delta to rational assumptions
in foreseeable blanks has no lustre for me • Describing X • Defining X • Uses and gratifications of X • Technology acceptance model of X • X design patterns • The X motivation scale • The X experience scale • The X addiction scale • Does X work? A systematic review • Against X (citations in trolling)
→ make cultural difference matter; synthesise; neophilia; technology panics • Fend of colonisers → Games as avant-garde; extend discursive turns; embrace the othered • Go serious! → From “I made a thing” to standard clinical practice; implementation science; “what works” synthesis • New meta: Temple-Razing Rigour Reformation • Munchkindom → Follow the fun; change the game