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	<title>gamestate &#187; Reports</title>
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	<description>All games are serious games, but some games are more serious than others.</description>
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		<title>GMU “Overwhelmed” by Interest in Game Design BFA</title>
		<link>http://www.gamestate.org/2010/04/gmu-%e2%80%9coverwhelmed%e2%80%9d-by-interest-in-game-design-bfa/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gmu-%25e2%2580%259coverwhelmed%25e2%2580%259d-by-interest-in-game-design-bfa</link>
		<comments>http://www.gamestate.org/2010/04/gmu-%e2%80%9coverwhelmed%e2%80%9d-by-interest-in-game-design-bfa/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 23:02:50 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
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		<category><![CDATA[George Mason]]></category>
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		<guid isPermaLink="false">http://www.gamestate.org/?p=697</guid>
		<description><![CDATA[Via GamePolitics, news that the new-ish Game Design BFA offered at GMU has met with&#8220;overwhelming&#8221; student response. A story in the Fairfax Times reports that the school has already enrolled around 200 students into the program, besting an internal goal of having 110 students in the program by 2012. As Scott M. Martin, Assistant Dean [...]]]></description>
			<content:encoded><![CDATA[<p>Via GamePolitics, news that the new-ish Game Design BFA offered at GMU has met with<a href="http://www.gamepolitics.com/2010/04/23/gmu-“overwhelmed”-response-game-design-degree">&#8220;overwhelming&#8221; student response</a>.</p>
<blockquote><p>A story in the <em>Fairfax Times</em> reports that the school has already enrolled around 200 students into the program, besting an internal goal of having 110 students in the program by 2012. As Scott M. Martin, Assistant Dean for Technology, Research and Advancement at the school stated, ‘We&#8217;ve been overwhelmed. Our anticipated enrollment for the fall is 500 percent higher than we expected.’</p></blockquote>
<p>One of <em>US News and World Report&#8217;s</em> top &#8220;Up and Coming&#8221; national universities, GMU has an especially solid reputation in all sorts of tech-oriented studies.  In particular, their <a href="http://chnm.gmu.edu/">Center for History of New Media</a> is giving important thought to bettering our digital future (even though they now must do that thinking <a href="http://thanksroy.org/">without Roy</a>).</p>
<p>So a Game Design degree at George Mason makes some sense.  <a href="http://www.mythicentertainment.com/">Bioware Mythic</a> (owned, like everyone else, by EA Games) is right next door:  Their studio is responsible for a number of world-class MMO&#8217;s, including <a href="http://www.warhammeronline.com/">Warhammer Online</a>.  Bethesda Softworks, developers of Fallout 3 &mdash; and CEO&#8217;d, curiously, by Wonder Woman&#8217;s husband &mdash; is just over the Potomac and to the north of GMU.  And AOL &mdash; current host to a sizable collection of extremely popular, if uninspiring, <a href="http://www.games.com/">online games</a>, but at one time a real hub of <a href="http://en.wikipedia.org/wiki/Habitat_(video_game)">innovation</a> &mdash; is just a scenic bike ride to the north.</p>
<p>Still, I am filled with misgivings about a degree like this.  Others have weighed in on this issue at some length, generally citing a concern that by training undergraduates exclusively on contemporary platforms with of-the-moment toolsets, the students who emerge from BFA game design programs will lack a conceptual core &mdash; something upon which to fall back when those platforms become irrelevant and those toolsets outdated.</p>
<p>That makes some sense to me, but I see a different danger.  Most significantly, I worry that for this generation of codeworkers, we are framing game and simulation design exclusively as the province of creative expression and technical achievement, rather than understanding them as <em>inherently political forms of techne</em>.</p>
<p>Case in point.  When <em>GamePro</em> magazine presented Princeton Review&#8217;s wrap-up of <a href="http://www.gamepro.com/article/features/214164/8-highest-ranked-colleges-for-game-design/">the top 8 game schools in the United States</a>, this is the way they summarized the growth of interest in game design programs:</p>
<blockquote><p>
Time was to be a game designer, all you needed was a computer and a basement or garage owned by your mother. The only education you needed to be a truly great game designer was a stack of Atari 2600 games and maybe a few issues of <em>Popular Science</em> magazine. Those days are done.</p>
<p>If you want to be a game designer in the maturing market we have today, you need a lot more than your mom&#8217;s basement and some magazines. You need imagination, determination, and preferably a job with a major game publisher or an indie game developer. And before you can have any of those things, you just might need a formal education.
</p></blockquote>
<p>Intense personal experience and ambitions to engage with the market; imagination, determination, and an &#8220;in&#8221; with a publisher:  These might also describe those qualities required to start a band or make it as a comic book artist.  &#8220;Formal education&#8221; as I read it here does not signify a critical-analytical liberal arts background, but instead stands roughly to large-scale corporations (i.e., EA) as a guarantor of employee quality and uniformity.  Is the candidate familiar with the conventions of code documentation?  Does she understand the difference between a class and an object?  Does he know understand the premise of Software Quality Assurance?</p>
<p><img class="left" src="http://www.gamestate.org/wp-content/uploads/georgemason11.jpg" alt="George Mason logo" border="0" width="150" align="left" />Look:  There&#8217;s little doubt that students from GMU will find ample employ in the industry when they graduate.  That job market is only going to expand (although I&#8217;m not sure that it will expand on American soil).  But while a BFA is implicitly about expression and craft, those jobs are unlikely to be about either:  Programming at giant corporations like Mythic or BioWare is increasingly compartmentalized and institutionalized.  There&#8217;s frequently little about the everyday tasks of a low-level Programmer to distinguish &#8220;game programming&#8221; from, say, &#8220;accounting software programming&#8221; or &#8220;warehouse inventory programming.&#8221;</p>
<p>But, at the end of the day, there is an opportunity cost here that I really worry about.  There&#8217;s no doubt that many of the young people who enter GMU&#8217;s program will be brilliant, but how much effort is being devoted to the development of critical thinking skills?  We&#8217;re busy teaching American Studies majors to think critically, but I imagine that few of them will be involved in building next-generation interfaces or scripting online reputation systems or administering community governance databases.</p>
<p>It seems to me that we need at least to find ways of integrating the critical-analytical conventions of a liberal arts degree with a Game Design BFA.  We need to be worrying about procedural literacies; about the anthropology of gaming; about sacrality and the ludic; about the politics of simulation.  We need to ask:  What kinds of worlds are you building?  For whom?  And to what end?</p>
<p>You can read (a little bit) more about <a href="http://cvpa.gmu.edu/gamedesign.html">the program</a>, as well as see a list of <a href="http://catalog.gmu.edu/preview_program.php?catoid=5&#038;poid=3290&#038;returnto=452">course requirements</a>.  And &mdash; my anxieties and misgivings aside &mdash; good luck to the new Program and everyone involved.</p>
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		<title>Against the Rhetoric of Cosmopolitanism</title>
		<link>http://www.gamestate.org/2009/02/against-the-rhetoric-of-cosmopolitanism/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=against-the-rhetoric-of-cosmopolitanism</link>
		<comments>http://www.gamestate.org/2009/02/against-the-rhetoric-of-cosmopolitanism/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 19:03:41 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[MMORPG]]></category>
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		<category><![CDATA[AAAS]]></category>
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		<category><![CDATA[Rhetoric]]></category>
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		<guid isPermaLink="false">http://www.gamestate.org/?p=551</guid>
		<description><![CDATA[At the American Association for the Advancement of Science (AAAS) in Chicago, a behavioral sciences professor from Northwestern University has called into question the idealism of much of our rhetoric on the potential diversity of human networks in MMORPGs. &#8220;Social Drivers for Organizing Networks in Communities&#8221; appeared as part of a panel called &#8220;Analyzing Virtual [...]]]></description>
			<content:encoded><![CDATA[<p>At the American Association for the Advancement of Science (AAAS) in Chicago, a behavioral sciences professor from Northwestern University has called into question the idealism of much of our rhetoric on the potential diversity of human networks in MMORPGs.</p>
<p>&#8220;Social Drivers for Organizing Networks in Communities&#8221; appeared as part of a panel called &#8220;Analyzing Virtual Worlds: Next Step in the Evolution of Social Science Research.&#8221;</p>
<p>The findings are interesting.  According to <a href="http://www.virtualworldsnews.com/2009/02/research-shows-worldwide-mmogs-not-very-cosmopolitan.html">VWNews</a>:</p>
<blockquote><p>A group of researchers recently took a look at social habits inside the MMOG Everquest II. Their findings show that players tend to associate with others from their nearby geographical community. Obviously, gameplay heavy MMOGs like Everquest attract a different user than more open-ended or social worlds like Second Life or Habbo, but habits like that could present a challenge to creating international, large-scale communities in virtual worlds.</p>
<p>&#8220;People end up playing with people nearby, often with people they already know,&#8221; social scientist and engineer Noshir Contracto said in a statement. &#8220;It&#8217;s not creating new networks. It&#8217;s reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other.&#8221;</p></blockquote>
<p>Via <a href="http://www.virtualworldsnews.com/2009/02/research-shows-worldwide-mmogs-not-very-cosmopolitan.html">Virtual Worlds News, &#8220;Research Shows Worldwide MMOGs Not Very Cosmopolitan&#8221;</a></p>
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		<title>The News from Nielsen</title>
		<link>http://www.gamestate.org/2009/01/the-news-from-nielsen/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-news-from-nielsen</link>
		<comments>http://www.gamestate.org/2009/01/the-news-from-nielsen/#comments</comments>
		<pubDate>Mon, 05 Jan 2009 03:32:31 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[Demographics]]></category>
		<category><![CDATA[Nielsen]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Warcraft]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=509</guid>
		<description><![CDATA[For December, among American gamers who play Warcraft, Nielsen finds it played on average over 11 hours / week. Years ago, I was a &#8220;Nielsen family.&#8221; The unwieldy set-top box, hard-wired into the TV and the Cable Box, was a mysterious, exciting presence, and leant an air of authority to my cable TV watching choices [...]]]></description>
			<content:encoded><![CDATA[<blockquote class="pullquote_right"><p>For December, among American gamers who play Warcraft, Nielsen finds it played on average over 11 hours / week.</p></blockquote>
<p>Years ago, I was a &#8220;Nielsen family.&#8221;  The unwieldy set-top box, hard-wired into the TV and the Cable Box, was a mysterious, exciting presence, and leant an air of authority to my cable TV watching choices (however dubious they seemed to girlfriends at the time).</p>
<p>I don’t own a TV now, but do have several game consoles and a WoW account.  It seems that since the mid-90&#8242;s, Nielsen and I both have changed.  Now, Nielsen tracks games:  mobile, console, and PC.  And, <a href="http://www.nielsen.com/media/2008/pr_081212.html">according to the latest data</a>, World of Warcraft continues to be the most popular PC game title in the US. </p>
<p>For October 2008 specifically, WoW netted a 12.509 share, and was played (among people who play PC games) an average of just over 9 hours / week.  [As in TV, a "share" is a percentage of total audience:  Thus, 12.5 gamers out of 100 were playing WoW in October.]</p>
<p>Nielsen also estimates the Total Minutes Played (out of all PC games measured):  WoW here earned a 62.280%.</p>
<p>For December, among American gamers who play Warcraft, Nielsen finds it played on average over 11 hours / week.</p>
<p>It is interesting to speculate about how many &#8220;PC Gamers&#8221; there are in the US.  While they provide no specific definition of &#8220;PC Gamer&#8221; in this press release, <a href="http://www.gamedaily.com/articles/news/video-games-played-by-53-of-adult-americans-ndash-pew-study/?biz=">Pew has noted</a> that upwards of 53% of American adults play at spend some time playing computer games.</p>
<p>According to Nielsen, 0.723% of &#8220;PC Gamers&#8221; are playing Warcraft during any given minute.</p>
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