Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
This Saturday witnessed the Form, Content, and Video Game Criticism conference at Princeton, previously covered in the NY Times and mentioned by Gonzalo over at Ludology.org.
I didn't attend the conference, so I've only read comments posted by Nick Montfort at Grand Text Auto and Dennis Jerz on his blog. It's always dangerous to draw conclusions from these summaries, so instead I'll just post some reactions to their thoughts.
Update: Gonzalo on why it's dangerous to react to blog comments and not the original papers. Good points.
Update: D.G. Jerz replies to Gonzalo's post. Good points too.
(1) I've been known to take issue with ludology as a strictly formalist practice, but I'm confident that we need formal analysis in game studies. Recently, we sparred playfully between Georgia Tech and ITU Copenhagen over on Grand Text Auto, joking about who would win the game studies "crown." We discussed collaboration in that conversation as a better alternative to competition, even if we all engage in competitive institutional play. It seems to me that these selected minutes from the the Princeton conference suggests the desperate need for this kind of collaboration.
(2) From Nick's summary of Barry Atkins's presentation:
As this site tries to testify, I'm not convinced that fun is a first principle of games. While there is certainly room for studies of fun in games, one is not coextensive with the other. This is perhaps just as bad an idea as purely formalist analysis. Pleasure can be at the heart of what we talk about, but I disagree that it has to be.
(3) I'm in agreement with Jesper that Aarseth's idea of work in games and other kinds of cybertext does not imply suffering. Sez Jesper:
Dennis Jerz also makes this point:
(4) I'm not sure I understand this comment from Dennis Jerz:
One reason for the disconnect is because younger scholars are, of necessity, courting the approval of their superiors. ...
Does this mean that young scholars, for example Jesper and Gonzalo, are parroting Espen? Anyone who knows these three or has read their work independently would immediately dismiss such a charge. Or maybe this is a call for a different kind of liberation, one that refers to the unfortunate slavery of some game researchers to inhospitable fields. Dennis, please help me understand what you mean. Your blog doesn't support trackback so I'm hoping you'll find your way here.
(6) More than anything, I'm afraid of continuing to build a divide between so-called ludology and so-called narratology. Yes, I agree that the latter is really a placeholder and not an extant field. But those of us who are interested in content and function still need to recognize that videogames are (A) software systems and (B) rule-based systems.
Information is Beautiful
The Art History of Games
The Art History of Games
Objects & Things
Object-Oriented Ontology Symposium
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Ian Bogost on Information is Beautiful
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Shane on Information is Beautiful
nick on Information is Beautiful
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