Tag: games

Do We Inherit Abandoned Game Worlds?

When you’re playing an online game and it gets shut down, typically a message flashes on the screen that says something like: “You have been disconnected from the server.” This very message indicates that it is not just “the game” per se that you’ve been disconnected from. What is “the game” after all? In reality, players are connected to a shared version of a virtual world thanks to the workings of servers, those digital devices that make up the backbone of the internet and of virtual worlds, like Second Life and World of Warcraft. When a virtual world dies, when it’s “turned off,” the player is no longer accessing the same server as their friends. In fact, they’re not accessing any server at all. When the server is turned off, the game world is popularly said to have been abandoned—its software becomes referred to as “abandonware.” And just like that, a whole world dies. This post reflects the work of one group of video game enthusiasts and how they are actively working to bring so-called “abandoned” online games back to life by reshaping copyright laws and redefining games as cultural heritage. (read more...)

A Ludicrous Relationship? A Conversation between Anthropology and Game Studies

Editor’s Note: This is a co-authored piece written by Spencer Ruelos and Amanda Cullen, both PhD students in the Informatics department at UC Irvine. Most work at the intersection of games and anthropology is centered around how ethnographic methods can be applied to video games, especially those based in virtual worlds. Boellstorff’s (2006) essay in the inaugural issue of Games and Culture was central in articulating the possibilities of ethnographic fieldwork in game studies research. While game studies continues to draw on anthropological traditions of ethnography, this seems to be where the conversation between the two disciplines ends. Many of us who work in both game studies and anthropology find ourselves lacking a sense of academic belonging in either field; this post is, in part, an attempt to build deeper connections between these two disciplines. (read more...)

Pokémon GO and the visibility of digital infrastructure

This blog post is about the popular augmented reality game, Pokémon GO. If you are unfamiliar and/or want a brief overview of it and its cultural history, this is a useful resource. As a virtual world anthropologist and a Pokémon nerd, I have become immersed in Pokémon GO. As the game continues to gain traction and I wander around meeting strangers and friends who are also playing the game, I have taken note of numerous issues of anthropological concern, like new forms of social interaction and the re-mapping and flattening of cityscapes. Colleagues and I have even speculated about whether Pokémon GO is a virtual world—by which I mean a computer-simulated, persistent, and shared environment online—and, if it is such a world, how it represents one that is visible even to non-players. Participating in and observing the Pokémon GO phenomenon, I’ve found that players have been confronted by another recurring topic related to visibility: the visibility of game servers. I recently attended a large gathering of about 1000 Pokémon GO players in downtown Riverside, CA. We all walked around together, yet apart, huddled among small groups of friends with phones in hand, capturing virtual pets. Servers are the typically invisible and distant machines that allow such an event to happen. They connect people to the game world and to one another by receiving and returning signals to and from our mobile devices. They are an integral part of the ecology of media that enables the shared experience of being in a virtual space overlaid upon the actual world—and, curiously, players have a vague understanding of this. Pokémon GO servers have become very visible. If you ask any Pokémon GO player, servers are to blame for some of the greatest downfalls of the game, like faulty connections, glitches, outages, and lag. Developers have repeatedly mentioned servers as the root of many issues with the game, and, as a result, many players continue to point fingers at servers. So why have servers, things we can’t see or even explain, become the targets of so much anger and frustration? How can we characterize the very visible role servers play in the social worlds of Pokémon GO? (read more...)

Rigged Designs: Toward an Anthropology of Rigs?

“Claw machines are rigged.” This recent headline at Vox caught my eye. Not because it was surprising. But because it wasn’t. What I wanted to know was why someone was surprised to find this to be the case. There are a variety of interesting elements to be found in the post. Perhaps most interesting to myself and CASTAC readers, however, was an Also read link to an article drawing heavily on the work of Natasha Schüll and her wonderful book Addiction by Design. I had already assumed the game was rigged; I was surprised that anyone was surprised. But the term “rigging” gave me pause. What I think surprised the author of this particular article was the way in which the game was rigged. It wasn’t that the claw just wasn’t strong enough, which had been my presumption up until reading the article. But rather that the underlying circuitry of the game dictates a variety of behaviors from the claw. All of which fall into some subset category of what we’d expect from a claw in a game machine. Sometimes the claw grabs harder than others. Sometimes when it grabs more tightly it “loses” its grip on the way to the drop zone. All of these are controlled by a desired payout rate dictated by the operator (i.e., owner) of the game. Which is why while reading the article I thought to myself, “that’s quite literally the same core mechanism that operates how the RNG (random number generator), discussed by Natasha Schüll, in a gaming machine functions.” Which is why I was then doubly pleased to find her work when I clicked the Also read. (read more...)