I should point out that when we use the term 'video game' we are refering to a fairly large collection of software programs that run on a variety of different platforms and provide the user/player with a variety of very different experiences. I should also point out that there is a Wikipedia article on Video Game Genres which does not at all agree with what I am about to say. Nonetheless, I would offer the following categories of video games:
1) Games of Skill: These are simple video games such as card games that provide the user with a challenging diversion.
2) Leveled Games of Skill: There are slightly more complicated video games that not only require skill but allow the player to level up showing progress in the game. Some of the classic video games such as Mario, Link, Pac Man and Tetris are of this variety.
3) Sports Games: Sport video games allow the player to engage in a sport such as football, hockey or baseball without leaving the couch. Perhaps the most famous game of this type is John Madden's Football.
4) Memorabilia Games: We often see blockbuster movies or TV shows add to their revenue by producing t-shirts, lunch pails or action figures. Some times they also produce video games. Examples include Star Wars and Lord of the Rings. Most people who play these games are extending their movie going experience.
5) First Person Shooter - In this game the player uses a weapon to fight off the bad guys and the point of view is the shooter's. Much has been written about the violence in these games. Examples inlcude Grand Theft Auto and Fallout.
6) Massively Multi-Player Online Role Playing Games (MMORPGs) - In other video games, you play against the game and the other characters in the game are controled by the game. In an MMORPG you play against other people. World of Warcraft and nearly all of the early virtual world video games such a Everquest and Ultima Online fall into this category.
7) World Building - This is an interesting niche within virtual world games. In these games, people create their own virtual worlds and then interact with others in those virtual worlds. Second Life is the best example in this genre. But an early and better known example would be Sims Online and its follow-on game called Spore.
8) Serious Games - This is a specialized niche in which video game technology is used for serious ends such as education. A subset of serious games, called persuasive games, uses video game technology to influence behavior.
Although I am interested in games in general (see my blog PerspectivesOnVideoGames for some foundation work), I am primarily interested in MMORPGs. MMORPGs have the added dimensions of a social and economic environment which make them a much more complex and hence interesting phenomenon for study. I am also interested in World Building games such as Second Life because of their potential for business applications.
Showing posts with label social interaction. Show all posts
Showing posts with label social interaction. Show all posts
Monday, September 7, 2009
Monday, June 15, 2009
Social Interaction Technologies
Social interaction, according to Wikipedia, "is a dynamic, changing sequence of social actions between individuals (or groups) who modify their actions and reactions according to those of their interaction partner(s). In other words, they are events in which people attach meaning to a situation, interpret what others are meaning, and respond accordingly."
That is to say that social interaction is the mechanism by which people modify their (social) behavior in response to the actions of others. If you lived on an island with no other people, it is unlikely that your behaviors would change much beyond the behaviors necessary to survive. If you lived in a small tribe any changes in your behavior would most like be directed towards survival of the tribe as well. It seems that as the social unit becomes larger and more complex, then the behaviors that you modify as a result of social interaction become more complex and of larger scope as well.
The point that I am reaching for here is to suggest that social interaction technologies have made or will make the social unit extend to the entire planet. So, we will be interacting with each other and modifying our behaviors in ways that affect the entire human race. Some of this will undoubtedly be good. And some will undoubtedly be bad.
The question is - do we just let things unfold and see what happens; or should we take a hand in influencing the future? It is a tough call because most people believe that it is better to not make things worse with your actions than it is to make things worse in an attempt to make things better. But, is this still true? Are we at a point where the impact of future changes is such that not doing anything is a greater evil than doing the wrong thing? I really can't answer that. All I can do is raise the question.
That is to say that social interaction is the mechanism by which people modify their (social) behavior in response to the actions of others. If you lived on an island with no other people, it is unlikely that your behaviors would change much beyond the behaviors necessary to survive. If you lived in a small tribe any changes in your behavior would most like be directed towards survival of the tribe as well. It seems that as the social unit becomes larger and more complex, then the behaviors that you modify as a result of social interaction become more complex and of larger scope as well.
The point that I am reaching for here is to suggest that social interaction technologies have made or will make the social unit extend to the entire planet. So, we will be interacting with each other and modifying our behaviors in ways that affect the entire human race. Some of this will undoubtedly be good. And some will undoubtedly be bad.
The question is - do we just let things unfold and see what happens; or should we take a hand in influencing the future? It is a tough call because most people believe that it is better to not make things worse with your actions than it is to make things worse in an attempt to make things better. But, is this still true? Are we at a point where the impact of future changes is such that not doing anything is a greater evil than doing the wrong thing? I really can't answer that. All I can do is raise the question.
Monday, June 8, 2009
Big History
I am currently (not at this second, but at this time) listening to a wonderful lecture series from The Teaching Company called Big History. The lecturer is Professor David Christian from San Diego State University. I mention this for three reasons.
First, the lecture series from the Teaching Company are wonderfully interesting lectures on a diverse range of topics and I highly recommend them. I have listened to dozens of these lectures comprising hundreds of hours of informative enjoyment. I listen while in the car or while out walking or hiking. For the enjoyment value alone these lectures are worthwhile. But, that is not all.
Second, exposure to a diverse range of ideas is very important as you never know where important insights may come from. I can say with a fairly high degree of certainly that I have not listened to a single set of lectures that has not provided me with insights well beyond the topics of the lectures. These insights usually apply to things I am currently working on or thinking about and provide me with new ways of looking at problems.
And third, this ties in with what I was saying in my last post. So it is on point to this thread. However, that will take a little explaining. Christian's thesis is that you can unify all of history from the Big Bang to modern times, despite the vast differences in the scale of time and space by looking at history as a process of the creation of great complexity. Further, if we see this complexity as occurring in steps, we can see it line up with our current academic disciplines. Cosmology (Big Bang), Astronomy (Stars and Solar Systems), Geology (Planets), Chemistry (Particles), Biology (Life Forms), Sociology (Societies), and so on. This is a very clever idea and I have not done it justice here, but have sketched out enough to make my point.
Social interaction is the engine by which societies form and evolve. As such, it is on a par with, say Chemical Reactions or Biological Reactions. We have a reasonably good grasp these days on chemical reactions, less on biological reactions, and less yet on social interaction. Tinkering with chemical reactions when you don't understand them puts you at risk for blowing yourself up. Tinkering with biological reactions when you don't understand them puts you at risk for poisoning yourself. Tinkering with social interaction must put you at risk for something. But we don't even understand enough to know what we might be risking. Yet we have these powerful accelerants called social interaction technologies. And we have no idea what the consequences of these technologies might be. So, context may be a little more important than we realize.
First, the lecture series from the Teaching Company are wonderfully interesting lectures on a diverse range of topics and I highly recommend them. I have listened to dozens of these lectures comprising hundreds of hours of informative enjoyment. I listen while in the car or while out walking or hiking. For the enjoyment value alone these lectures are worthwhile. But, that is not all.
Second, exposure to a diverse range of ideas is very important as you never know where important insights may come from. I can say with a fairly high degree of certainly that I have not listened to a single set of lectures that has not provided me with insights well beyond the topics of the lectures. These insights usually apply to things I am currently working on or thinking about and provide me with new ways of looking at problems.
And third, this ties in with what I was saying in my last post. So it is on point to this thread. However, that will take a little explaining. Christian's thesis is that you can unify all of history from the Big Bang to modern times, despite the vast differences in the scale of time and space by looking at history as a process of the creation of great complexity. Further, if we see this complexity as occurring in steps, we can see it line up with our current academic disciplines. Cosmology (Big Bang), Astronomy (Stars and Solar Systems), Geology (Planets), Chemistry (Particles), Biology (Life Forms), Sociology (Societies), and so on. This is a very clever idea and I have not done it justice here, but have sketched out enough to make my point.
Social interaction is the engine by which societies form and evolve. As such, it is on a par with, say Chemical Reactions or Biological Reactions. We have a reasonably good grasp these days on chemical reactions, less on biological reactions, and less yet on social interaction. Tinkering with chemical reactions when you don't understand them puts you at risk for blowing yourself up. Tinkering with biological reactions when you don't understand them puts you at risk for poisoning yourself. Tinkering with social interaction must put you at risk for something. But we don't even understand enough to know what we might be risking. Yet we have these powerful accelerants called social interaction technologies. And we have no idea what the consequences of these technologies might be. So, context may be a little more important than we realize.
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