Review: Leipzig Games Convention Online 2009

2009.08.02


Executive summary: underwhelming.

Empty halls at the Leipzig Games Convention Online 2009

The exhibition halls were a bit disappointing. Things were very quiet, not that many people, nto that many interesting exhibits.

Lots of people chilling out on couches and beaches throughout the space. The biggest crowd I saw was a small grandstand full of people watching someone on stage play WoW – I couldn't quite figure out what was going on.

It's a bit sad to see the industry split like this – and you have to feel a bit bad for Leipzig now that the biggest part has gone to Cologne.

The conference was interesting, on the other hand. It was a bit of a strange mix of academics and industry reps, which made if quite difficult to work out how to pitch the presentations. There were also substantially less people attending that everyone expected. I met some good people, though, and there's some great work being done by some of the academics over here.

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Malte Ziewitz, OII – ‘order without law’

2009.08.01


Malte Ziewitz started from the proposition that Barlow was at least partially right: there is widespread agreement that the regulatory capacity of law is seriously constrained in cyberspace. Limits of legal regulation include costly or impossible enforcement; jurisdictional problems; fast change and outdated rules; a serious knowledge gap; value clashes; and unintended consequences or regulation.

Accordingly, for Ziewitz, we should pay more attention to non-legal regulation. Law and regulation are just one mode of governance among many. Ziewitz highlights three slightly different ways of thinking about governance:

  • governance as a community effort (eg: wikipedia)
  • governance as governmentality (eg: ebay)
  • Governance as everyday practice (eg: second life)


Wikipedia provides an example of governance as a community effort. Ziewitz claims that “governance is what people naturally do when they edit the encyclopaedia”. People feel themselves as responsible members of a community. Crucially, there is a common goal and a shared ethos that facilitates people working together.

Interestingly, this type of consensual governance is very difficult – think of Froomkin's description of the IETF (PDF) and the laborious process of obtaining consensus.

eBay provides an example of 'governance as governmentality' – the subtle shaping of social norms. eBay has a huge incentive to refrain from comprehensive policing – both because it is expensive, and because it potentially increases liability. So, eBay frames itself as a community – with shared community values (like 'we believe people are basically good'). We are subtly drawn into this feeling of being part of the community, rather than 'just a guy who buys stuff' – we internalise what it means to be a responsible ebayer.

This form of governance seems to be a weak and subtle form of governance – but it turns out to be quite important. Nikolas Rose describes this as “to govern without governing society”. It is a Foucauldian form of governance that relies on creating and perpetuating shared values. It is a a non-obvious, rather subtle view on governance that is much stronger than we realise – primarily precisely because it is so subtle.

Ziewitz uses Second Life as an example of governance as everyday practice. In SL, governance is enforced through community norms – in the interactions of everyday people. From dress codes to child protection, governance is radically flattened: enforced by other participants within the course of participation. The focus here is not on governance as organisation and structure but on how governance is 'done', achieved, or accomplished in practice.

Ziewitz concludes that we need to remember that governance is more than one – more than just law and regulation. It is important to think about these alternative modes of governance because we may become more critical users of governance; can think about new approaches in public policy and game design; and can respond to frictions between modes of governance.

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Presentation – Leipzig GCO2009: Gods, Democracies, and Dictators: roles and rights of virtual …

2009.08.01


Today I'm presenting at the Leipzig Games Convention Online on governance, legitimacy, and the rule of law.

My slides:

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Quandt on effects research

2009.07.31

I am at the Leipzig Games Convention Online today and tomorrow. The last speaker, Thorsten Quandt gave an overview of recent research in gaming. Mainly I was interested in what he thought about effects research and violent games – a topic we need to address in Australia with the (hopefully) upcoming review of our lack of an R18+ rating for games.

Quandt noted that most of the research on violence is lab based research. Some of it is machine based automated measurement – monitoring brain activity or other physical responses. Some is survey or questionaire based. Quandt cited a study by Hartmann in 2008, which showed that most research revolves around mainly first person shooters. This type of research finds small effects on agressive behaviour. Some medium sized effects are found – but these tend to be limited to agressive behaviour against objects or aggressive thoughts and mindset – not much on actual agressive behaviour.

What has come out of the research is a clear small short term activation in the expected direction: computer games can have activation and make people more agressive. Quandt says that there are too many studies to ignore this finding. There is also some findings of effects on brain structures. There's no clear suggestion that the effects are any greater than with traditional media.

However, Quandt noted that there was a fairly large gap in the research. Most effects research is short term. there is very little longitudinal research. What data there is suggests that the effectgs are much weaker or not existent and taht the direction is not always as expected – suggesting that agression can be manifested within the games or shortly after, but not so much as a long term shift in behaviour. Field research is also practically non-existent – so we have no real idea of the social context of violence in games.

This is not really my area, but we will have to draft a submission to the Standing Committee of Attorneys-General on this issue, arguing for the introduction of an R18+ rating in Australia. If you can help me digest the current state of effects research, I'd certainly appreciate it.

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