{"title":"A Feel for the Game: AI, Computer Games and Perceiving Perception","authors":"Mark A. Ouellette, S. Conway","doi":"10.7557/23.6169","DOIUrl":"https://doi.org/10.7557/23.6169","url":null,"abstract":"I walk into the room and the smell of burning wood hits me immediately. The warmth from the fireplace grows as I step nearer to it. The fire needs to heat the little cottage through night so I add a log to the fire. There are a few sparks and embers. I throw a bigger log onto the fire and it drops with a thud. Again, there are barely any sparks or embers. The heat and the smell stay the same. They don’t change and I do not become habituated to it. Rather, they are just a steady stream, so I take off my VR headset and give my recommendations to the team programming the gameified world of the virtual museum of the future (one depicting an ancient Turkish settlement, being built now at the institution where one of us works). As much as this technological world seems almost too futuristic, it actually retrieves obsolete items from the past—a heater, a piece of wood, and a spray bottle—in keeping with McLuhan’s (1973) insights regarding media that provide strong participation goals and the rubric for achieving them. Moreover, the VR world extends the progression of game AI that occasioned the love-hate relationship with the “walking sim.” The stronger the AI, the more clearly defined the rubric for participation. In the VR interactive museum the designers want people to be able to “play” with haptic devices—like the smell, smoke, and heat generators—in order to heighten not only the immersion but also the perception of being there, or what Bolter and Grusin (1999) call “immediacy.” Indeed, Bolter and Grusin argue that the need for immediacy overwhelmingly takes over, regardless of the media’s intrusion. However, in the example above, the system fell short because the designers had not figured for someone laying down the “log” on the virtual fire and having it send a representative—that is, a perceptual, based on experience, intuition, etc.—amount of sparks and heat. Someone else could throw the log as hard as they want. The machine only senses log in or log out. This corresponds precisely with how we feel about phenomena, for machines and AI are based upon a model of intelligence which prioritises mental representation and symbolic manipulation. For Laird and van Lent (2001), in their field defining presentation, the “killer app” of human-level AI was going to be computer games. Writing a decade later in the same conference proceedings, Weber, Mateas, and Jhala (2011), are still responding to this original position, by way of AI in strategy games. Writing for this year’s, IEEE meeting Petrović (2018) also makes the case for human-level AI in games. What becomes clear, then, is that as much as we have wanted games to offer human behaviours, perception has taken a backseat in the extant models.As phenomenology makes clear, the emphasis on behaviour over perception leaves out the crucial, indeed foundational mode of intelligence: affective intentionality. Simply put, how we feel about phenomena impacts how we perceive phenomena as significant, inconseque","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122734228","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gamified Flow and the Sociotechnical Production of AI","authors":"Mario Khreiche","doi":"10.7557/23.6172","DOIUrl":"https://doi.org/10.7557/23.6172","url":null,"abstract":"Recent advances in AI, computer algorithms, and automation applications across industries have generated hyperbolic discourses about disruptive technologies. Futurists envision fleets of driverless cars delivering human bodies, armies of robots taking over jobs, and advanced AI systems outgrowing their superfluous masters. Extending into science fiction, such predictions distract from scrutinizing contexts in which lesser versions of these technologies already proliferate and appreciating subtler, long-term implications. Particularly the interfaces of a rapidly expanding attention capitalism and its gamified operations warrant closer analysis. Here, demands for frictionless services and coordinated mobilities necessitate strict surveillance protocols and continued engagement with platforms that transform attention into revenue. More than the formalized and singular manifestation, for instance, DeepMind’s AlphaGo, AlphaGo Zero, and most recently AlphaStar, the current logic of accumulation desires the continued sociotechnical production of active participants in evermore data networks. The most lucrative and transformative AI systems of the future will rest on a gamified subjectivity, whose datafied claims to entertainment, movement, and income coincide with increasingly vertical corporate network structures.Attention capitalism appeals to sensibilities of entertainment and, in no small part, competition. Applications therefore feature score-based systems, monetary and nonmonetary rewards, and certain privileges of access. Habit-forming interface design represents a crucial strategy whereby corporate platforms inject their on-demand services, automations, and AIs with life. To guarantee uninterrupted consumer experiences and efficient processing of goods and people, service environments are increasingly designed around concept emulating “flow,” a state that psychologist Mihaly Csikszentmihalyi (2009) describes as an “optimal experience” in which the constraints of the inner and outer world are suspended. Csikszentmihalyi derives his ideas primarily from athletes and artists, but anybody losing themselves in an enjoyable and challenging activity can relate. In Csikszentmihalyi hands, however, flow remains largely a phenomenological account, abstracted from social and historical context. A more critical concept of flow might follow Natasha Dow Schüll’s (2012a) “machine zone,” a space in which addictive algorithms, ergonomics, and built environments capture gamblers’ attention. Dow Schüll grasps rising figures of machine gambling in Las Vegas and elsewhere not merely for flow’s own sake, but rather as a result of bankrupt states betting on casinos to fill their cashboxes. In other words, flow must be theorized as a priced commodity, a history of deregulation, and a market that continues to show immense potentials for global capital.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130969936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Playing with Fear: The Aesthetics of Horror in Recent Indie Games","authors":"Jan-Noël Thon","doi":"10.7557/23.6179","DOIUrl":"https://doi.org/10.7557/23.6179","url":null,"abstract":"This article explores the aesthetics of horror that recent indie games offer to their players. Following a general discussion of how the audiovisual, ludic, and narrative aesthetics of indie games relate to the fiction emotions, gameplay emotions, and artifact emotions that these games in general and horror indie games in particular invite their players to experience, the article offers in-depth analyses of Amnesia: The Dark Descent, Neverending Nightmares, Darkwood, and The Forest. These four case studies allow for an extensive reconstruction of the various ways in which indie horror games are designed to evoke uncanny moods and abject horror as well as the subtle interplay between fear as a fiction emotion and fear as a gameplay emotion, the experience of which may also spark positive or negative artifact emotions that in turn may lead to aesthetic judgments of various kinds.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132219571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Games, AI and Systems","authors":"Michael Straeubig","doi":"10.7557/23.6176","DOIUrl":"https://doi.org/10.7557/23.6176","url":null,"abstract":"In recent years, we have observed impressive advancements at the intersection of games and artificial intelligence. Often these developments are described in terms of technological progress, while public discourses on their cultural, social and political impact are largely decoupled. I present an alternative rhetoric by speculating about the emergence of AI within social systems. In a radical departure from the dominant discourse, I describe seven roles - Mechanic, Alter/Ego, Observer, Protector, Player, Creator and God - that an AI may assume in the environment of videogames. I reflect on the ramifications of these roles for the idea of an artificial general intelligence (AGI), mainly hoping to irritate the prevailing discussion.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128971193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games","authors":"Jens Kjeldgaard‐Christiansen","doi":"10.7557/23.6180","DOIUrl":"https://doi.org/10.7557/23.6180","url":null,"abstract":"Moral disengagement refers to cognitive processes of misrepresenting immoral acts in order to justify them. Research on moral disengagement factors in violent video games assumes that the digital representation of violence in video games is meaningfully similar to the cognitive misrepresentation of immoral acts that defines moral disengagement. Thus, the story worlds of violent video games are thought to misrepresent violence as being justified in order that players may morally disengage from their violent actions. This article challenges the moral disengagement perspective on violent video games by demonstrating its empirical reliance on a conceptual misunderstanding: The story worlds of most video games are not representational; they do not deviously misrepresent an underlying reality against which players ought rightfully to judge their own in-game conduct. Rather, video games simply present a story world that is as real or unreal as the violence that occurs within it. Therefore, moral disengagement theory is not readily applicable to the story worlds of video games. The article proceeds to show how this misconception leads researchers to draw empirically false and topically fraught conclusions about how players perceive and respond to violence in video games. Thus, the article challenges the moral disengagement literature’s claim to meaningfully inform the pervasive debates surrounding violent video games.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125361566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Understanding the User Experience of AI Through the Lens of Game Studies","authors":"Henrik Warpefelt","doi":"10.7557/23.6178","DOIUrl":"https://doi.org/10.7557/23.6178","url":null,"abstract":"In recent years, video games have arisen as a frontier for Artificial Intelligence (AI), with game developers making extensive use of AI technologies in their games. However, scholars have called for a more user-focused understanding of how AI affects the gaming experience. In this paper, we present a theoretical framework for how the user experience of AI can be understood and analyzed in terms of the affordances that are provided to players. We also present a typology of affordances relevant to AI in games.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115375165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"\"No Going Back\": The Telltale Model as Thought Experiment","authors":"A. Sarian","doi":"10.7557/23.6163","DOIUrl":"https://doi.org/10.7557/23.6163","url":null,"abstract":"Since the release of The Walking Dead in 2012, the \"Telltale Model\" of interactive narrative has attracted a lot of criticism for providing choices that 'don't matter'. This paper is a response to this discussion taking place both in academia and popular games culture. While Telltale's choices indeed 'don't matter' this overlooks the ways in which they actually function. The Telltale Model works in a way that is analogous to the philosophical thought experiment. It presents a sequential series of moral dilemmas that all communicate a common theme. The penultimate choice in The Walking Dead Season 2 Episode 5: No Going Back (2013) performs as a final lesson - testing the player to see if they have properly internalised the themes of the series. It then responds not to the accumulated memory of their choices, but to how they respond to the final 'test' that bookends the series’ many ethical dilemmas. Telltale's choices may not have any long-term consequences, but they do serve an informative pedagogical function - just don't expect Kenny to ever \"remember that\". ","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127969591","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"On the Brink of Virtual Extinction: Hunting and Killing Animals in Open World Video Games","authors":"E. van Ooijen","doi":"10.7557/23.6164","DOIUrl":"https://doi.org/10.7557/23.6164","url":null,"abstract":"The article focuses on the underlying structures evaluating acts of violence against different bodies in games. Taking the hunting mechanics of open-world games as its point of discussion, it looks at how game design manifests procedural arguments on the ideological aspects of animal violence. Whereas there are instances of explicit violence in these games, the article argues that the explicitness of such depictions serves to emphasize the “messiness” of producing animal goods, thus impeding the “carnist” ideological view of meat as pure commodity. By considering how games distinguish humans from animals, it looks at what violent acts are rendered acceptable or unacceptable, and notes distinctions between what bodies are protected by, or exempt from, moral and legal rights.Finally, the article considers how the algorithmic nature of spawning makes digital animals immune to extinction. Interestingly enough, the article nevertheless notices how a game may intentionally diverge from this logic in order to defamiliarize its established logic.Among the games discussed are Rockstar’s Red Dead Redemption (2010), and Ubisoft’s Assassin’s Creed III (2012) and Far Cry 3 (2012).","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122649533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Games and AI. Special Issue","authors":"Mathias Fuchs, Andreas Sudmann","doi":"10.7557/23.6167","DOIUrl":"https://doi.org/10.7557/23.6167","url":null,"abstract":"","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116493022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mobile Gaming Behaviors: An Exploratory Study of Mobile Game Players' Agency in Space and Time","authors":"S. Anderson","doi":"10.7557/23.6162","DOIUrl":"https://doi.org/10.7557/23.6162","url":null,"abstract":"Mobile gaming’s prevalence requires understanding how mobile devices dictate the gaming experience in a variety of spatial and temporal contexts. Through interviews with mobile game players, this article reveals elements of corporeal agency that break traditional, or stereotypical, notions of gaming spaces and times. This article argues that mobile game players demonstrate a fluid relationship to time, space, and physicality. The analysis consists of sections dedicated to the three primary elements of mobile gaming’s corporeal agency: physicality, temporality, and spatiality.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116582464","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}