The Platform Economy: How Japan Transformed the Consumer Internet
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

The Platform Economy: How Japan Transformed the Consumer Internet

What are platforms? Game consoles and computer hardware? Economic models for things like credit cards or Steam or the PlayStation Store? Social media giants like Facebook? The answer is all three. Marc Steinberg’s The Platform Economy: How Japan Transformed the Consumer Internet, examines the definitions and objects of the ubiquitous term platform. In doing so it also offers a history of the Japanese mobile Internet as site for financial transactions, the starting point for subscription-based mobile games, and the model for the Android and iOS devices that now dominate our lives. To find the economic model behind Japanese platforms, The Platform Economy examines the platform theory developed among Japanese management thinkers in the 1990s, and the platform practice pioneered at Nintendo in the 1980s and 90s, and put into practice in Japan’s “i-mode,” one of the world’s earliest mobile Internet rollouts. Nintendo, it turns out, was one of the early developers of the transactional model for the platform, wherein “the platform” is seen as an intermediary between two or more third parties (in this case Nintendo was the intermediary between players and game developers and chip sellers). Crossing economic theory with the histories of videogames and mobile media , this book teaches us about the platforms that affect our lives today, as much as those – like the Nintendo NES or the i-mode mobile Internet system – that dominated lives in the past.

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dialogical_net
2018 Tag Coordinator 2018 Tag Coordinator

dialogical_net

“dialogical_net” is an immersive Role Playing Game experience where three players (one bot and two humans) perform the role of machines in a network that is about to be exterminated by a viral outbreak. The players, in dialogue with the conversational agent, face existential questions in the year 3030 while cooperatively uncovering the game’s lore. By immersing the audience into this imaginary universe and allowing them to embody these cybernetic characters, we intend to seed the question of what it means to be a machine; and furthermore, to speculate on what kinds of relations could human beings have with the machines.

This project challenges the traditional and current representations of human-machine relations by inviting the public to participate in a interactive experience product of a research-creation process that took place at the intersection of sociology, game design and interactive art. In addition, it facilitates the dissemination of novel perspectives on art practices as well as scientific knowledge through a creative process that respects openness and democratic values such as technological recycling, DIY and Open Source.

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It is as if you were making love
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

It is as if you were making love

Physical intimacy is a thing of the past! Finally! But wait! Why do you feel so alone?! You want to touch someone?! Make them feel good?! But you don’t really want to actually have to touch someone?! You don’t really want to deal with another human?! Well you’re in luck! With this new application it is as if you were making love!

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Chogue
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

Chogue

Look! Up in the sky! It’s a Chess! It’s a Rogue! No! It’s Chogue! Faster than a Blitz Chess player who just drank a Potion of Haste! More powerful than a Sicilian Dragon! Able to leap tall buildings in a single bound! It’s the Chogue that refreshes!

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BATLAND: Transmedia Strategy & Videogame Spatiality in Gotham City
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

BATLAND: Transmedia Strategy & Videogame Spatiality in Gotham City

Batland: Transmedia Strategy & Videogame Spatiality in Gotham City is an interdisciplinary study of how transmedia strategy (the construction and management of massively collaborative popular culture franchises) has impacted digital gameworlds, and what these gameworlds can tell us about transmedia protocols. It builds a foundation for critiquing and reshaping transmedia theory through frameworks of media studies, game studies, and urban geography. To elaborate this argument, the project focuses on Gotham City. As the hometown of pop culture icon Batman, Gotham has appeared consistently across every conceivable medium and venue for franchising for nearly 80 years, making it arguably the most ubiquitous North American transmedia world of the past century. By examining its history of representation across media--particularly videogames--and reading Batman media texts as an assemblage produced in a networked transmedia complex, I argue that these products are often allegorical for their own processes of development and techniques of cultivating fandom. A focus on narrative as assemblage cuts through the dialectical tension between transmedia as a narrative storytelling mode, and transmedia as a strategic and tactical business model.

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‘Region Lock China’
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

‘Region Lock China’

"Region lock China" has echoed through the virtual landscape of PlayerUnknown's Battlegrounds and equally caustic player communities alike as the result of the transnationally networked play. This presentation aims to show how the chorus of frustrated English-speaking gamers betrays the phantasmic insularity of the Internet and how the precarious reachability of cross-territory networked play effectively throws the inequalities and material distance into sharp relief. This project equally pays close attention to geopolitical formations of gaming publics while also parsing the matrix of corporate structures and platform powers involved in the dissemination and regulation of Battlegrounds in South-Korean, Chinese, and North-American markets.

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Discoverability in the Independent Games Industry
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Discoverability in the Independent Games Industry

The Indie Interfaces: GPS / MESI IP Discoverability Engine Project, is a three-year collaborative grant and initiative between Concordia and GamePlay Space which launched in early 2018. The project, which developed out of the 2017 Indie Interfaces symposium and research group, has presented an interesting opportunity to bridge the gap between academic and industry interests and discussions. Founded in 2015, GamePlay Space or GPS is located in Montreal and is currently one of the largest game development co-working spaces in the world and is home to approximately 32 studios with over 100 individual members. GPS is similar to co-working spaces now typical for media and technology startups as a means of mitigating ‘precarity’ but it is hyper-specialized for indie game studios and developers.

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PICT.IO
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

PICT.IO

PICT. IO is a collaborative game for humans and machines based on the popular drawing game Pictionary. This game builds on Google’s’ experiment Quick, Draw, which uses a neural network to guess what you are drawing. In this game, each team is composed of two humans and one machine, communicating through drawings and speech, as they work together to solve challenges.

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b r 1
2018, Game Elizabeth Erana 2018, Game Elizabeth Erana

b r 1

A room! A trunk! A tube! A bed! A radiator! A light! A landscape! A darkness! A separation! A floating in air! A doubling! An intersection! And more! And more!

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Casual Play, Hardcore Community: Players, Labour and Locative Gameplay in Montréal’s Pokémon Go Community
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Casual Play, Hardcore Community: Players, Labour and Locative Gameplay in Montréal’s Pokémon Go Community

This 2018 project explores the local communities of play that have formed and continue to thrive in Montréal, Canada since the July 2016 launch of the location-based mobile game, Pokémon Go. Over the last two and a half years, Pokémon Go has formed localized communities and collaborative networks, not only on platforms such as Facebook and Discord but also in physical spaces where pervasive play converges with real-world locations and social interactions. Though the initial global media attention and public 'craze' surrounding Pokémon Go has waned since its release, the community has flourished in both local and global social ecosystems which were created and moderated by players themselves.

By interviewing and shadowing three prominent members of the local Pokémon Go community, I explored how ‘hardcore’ players actively engage in place-making practices through meaningful movement within urban spaces, participate in community moderation practices, define ‘acceptable’ forms of play, and form collaborative social relationships.

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Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol
2018, Publication Tag Coordinator 2018, Publication Tag Coordinator

Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol

Introduction: Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals’ and students’ education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students.

Methods and analysis: A systematic search of the literature will be conducted using a combination of medical subject headings terms and keywords in Cumulative Index of Nursing and Allied Health, Embase, Education Resources Information Center, PsycInFO, PubMed and Web of Science. Studies assessing SGs on engagement and educational outcomes will be included. Two independent reviewers will conduct the screening as well as the data extraction process. The risk of bias of included studies will also be assessed by two reviewers using the Effective Practice and Organisation of Care criteria. Data regarding DEs in SGs will first be synthesised qualitatively. A meta-analysis will then be performed, if the data allow it. Finally, the quality of the evidence regarding the effectiveness of SGs on each outcome will be assessed using the Grading of Recommendations Assessment, Development and Evaluation approach.

Ethics and dissemination: As this systematic review only uses already collected data, no Institutional Review Board approval is required. Its results will be submitted in a peer-reviewed journal by the end of 2018.

Contribution to an article by Marc-André Maheu-Cadotte et al. published in full open access in BMJ Open. DOI: 10.1136/bmjopen-2017-019871.

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