Video & Slides below…
Jon
By Jon Festinger on November 9, 2017
By Jon Festinger on November 8, 2017
GAMES
DIGITAL
CREATIVITY
MEDIA, COMMUNICATIONS & NET NEUTRALITY
SURVEILLANCE & PRIVACY
Jon
By piersfib on November 7, 2017
In my presentation this past Friday I thought it would be fun to include some video clips showing what the atmosphere is like inside the stadiums where these big esports tournaments are held. I decided not to include them because of the technical difficulties we had with videos in the past few weeks, but for anyone who is curious about what they’re like, here are a couple samples of “big plays” from some Counter-Strike tournaments – you get a sense of the crowd excitement and screaming from the commentators. The view you’re getting is from someone who would be watching it online via a streaming service like Twitch.
For me, it’s very reminiscent of a traditional professional sporting event. As a reference point for how quickly the esports scene is growing, this game only came out in 2012 (although there are previous versions of the game stretching back to 2000).
By Jon Festinger on November 3, 2017
By C, Laura on November 2, 2017
For some players, authenticity and realistic games go with brand, so without the brands in them, the video games would seem odd.
Gaming on consoles, PCs or mobile devices has gained popularity among the American and Canadian population. The age and gender distinction between the gamers is not as wide as it used to be; however, gamers under the age of 18 still represent a significant number of the video gamers (around 29% in 2017 pursuant an American study). Brand holders or marketers deliberately target those customers by using video games to reach them. With new technologies and internet connectivity, advertising has taken different forms. For example, “Advergaming” is where a game is designed to clearly advertise a specific product and/or company. More integrated product placements are called “in-game advertising”. The static form is an integrated and programmed advertising directly into the game and it cannot be changed. The dynamic form, also inside the video game, is implemented in real-time, like on a billboard, in the game showing advertisement.
In Canada, the advertising practices are regulated by acts and self-regulations. The Competition Act prohibits false or misleading representation in commercial promotions at large. The Canadian Code of Advertising Standards provides, pursuant section 12, that “advertising that is directed to children must not exploit their credulity, lack of experience or their sense of loyalty, and must not present information or illustrations that might result in their physical, emotional or moral harm. […]”. In addition, in the Code of Ethics and Standards of Practice published by the Canadian Marketing Association has special consideration for children (under 13 years of age) and teenagers. Commercial advertisements are not prohibited, but marketers “must not exploit children’s credulity, lack of experience or sense of loyalty” or “exploit teenagers’ impressionability, or susceptibility to peer or social pressures”. However, it is explicitly noted in that code, under the section regarding broadcast as specific media, that “product placement within entertainment programming is acceptable”. In addition of these rules, there are some particularities for the province of Quebec. The Quebec Consumer Protection Act, subjected to some exceptions (sections 248, 249 of the act and sections 87 to 91 of the Regulation respecting the application of the Consumer Protection Act), prohibits commercial ads directed to children under the age of 13,. The Supreme Court of Canada, in Irwin Toy Ltd. V. Quebec (Attorney) General [1989], found constitutional this limitation in the Quebec law. The Office de la protection du Consommateur du Québec has published an application guide for commercial advertising directed at children. In it, they used, as an example of prohibited advertising, the case of an advergaming by a cereal company aimed at children.
For what I understand, product placement is acceptable without any particular disclosure or precaution. Whether we should request stricter regulation is still a legitimate claim; as whether we should treat differently children, teenagers, and adults.
Commercial communication is obviously an important matter, but ideological communication concerns me more.
We discussed moral rights on several occasions during the last weeks. The author has the right to the integrity of the work (s.14.1 Copyright act); he or she could object to alteration of his/her work if it is prejudicial the author’s “honour or reputation” (s.28.2 Copyright act). In situation of dynamic in-game advertising, I doubt that commercial communication would cause that prejudice to the artist. In contrast, political or military or social communication might cause it. My concerns are divided. A no commercial communication should benefit a greater protection under freedom of expression right. In the other hand, the harmfulness of that communication has to be considered. Games, like America’s Army and Special Force, promote military enrolment; survival games, as This War of Mine, force players to make moral choices to progress into the game; other games emulate social and sexual behavior. This summer, Steam removed, from its store, the House Party for a week for its sexual content. Shall we let private companies decide what it should be commercialized or censured? Do we give more confidence to private corporations then to governments? Should we request less paternalism and not restrict individual autonomy? Or is private intervention justified?
By Jon Festinger on October 30, 2017
GAMES
DIGITAL
CREATIVITY
MEDIA, COMMUNICATIONS & NET NEUTRALITY
SURVEILLANCE & PRIVACY
Jon
By Columban on October 25, 2017
[x-post from Forum post last Friday which I put in the wrong place]
Good afternoon all,
This is the particular mission in the COD series which I referenced during our class today. https://youtu.be/gXBDkevx5lM?t=84
I can definitely see this influencing someone to commit such acts, but in terms of liability for any damage caused, I still have trouble with causation here.
In terms of criminal law, in acting for someone carrying out a similar act in reality, it seems logical to me that I would plead a mental health defence related to the defendant’s particular issues, rather than the ‘GTA defence’ we became familiar with today.
On another note, this is one of the few missions that I know of where you could do nothing in the level and you would still advance in the game. The game did not actually need your input in it (though you can see this particular player actively participate) Boyden – empty shell? Moreover, you could skip it if you so desired.
Enjoy your weekend and please go watch some happy puppy videos,
Columban
By Piers on October 23, 2017
http://www.gamesindustry.biz/articles/2017-10-16-does-anyone-own-the-battle-royale-genre
I find the idea that a developer could own the rights to a video game genre to be ridiculous. It goes back to Boyden. There are so many ways in which a battle royale video game could be “expressed” that to allow the developers of PUBG to retain exclusive rights to all battle royale games would be a huge overreach. There’s no argument as to whether a specific developer owns the rights to first-person shooters, MMORPGs, zombie survival games, sandbox games, etc. Why should battle royale be any different?
The developers of PUBG created a novel and exciting game in the current landscape of the gaming industry, and the market has handsomely rewarded them for it. If they want to continue their success, then they should focus on continuing to provide what players have deemed to be a superior product, not on figuring out legal methods of stifling competition.
Somewhat unrelated, but continuing from last week’s discussion about ads in video games, this is my vote for worst product placement of all time in any media form: https://www.youtube.com/watch?v=oQYwFND7rHE
By Jon Festinger on October 23, 2017
GAMES
DIGITAL
CREATIVITY
MEDIA, COMMUNICATIONS & NET NEUTRALITY
SURVEILLANCE & PRIVACY
Jon
By Jon Festinger on October 17, 2017
In the website introduction to last weeks video (where my presentation had no audible sound) and slides, I said that “Usually there is one glitch a year”. I distinctly remember wondering whether fate was being tempted in that act. Well, whatever believe, this weeks video had some incomprehensible glitches that are still being investigated technically. The bottom line is that is that more than half of the front end of my talk is missing but at least the big finish is there 😉 Also note that Charlotte Chamberlain’s slides are here too.
Video & slides below.
Jon