Slides and video below:
jon
By Jon Festinger on October 26, 2015
By Jon Festinger on October 23, 2015
GAMES
DIGITAL
CREATIVITY
jon
By Jon Festinger on October 18, 2015
Roch Ripley is a great friend and co-author of the 2nd Edition of Video Game. He is a partner in Gowlings’ Vancouver office and is co-chair of their Technology Industry Group. He has been an Adjunct Professor in this course and has always been very supportive of it. Roch will share his perspectives on a variety of topics, most especially on End User License Agreements.
Roch is a serious fan of the Street Fighter video game series.
To borrow from the Gowlings bio of him:
“His areas of expertise include computer-implemented and software technologies, integrated devices, clean technologies and electronics. A registered patent agent in both Canada and the United States, Roch has significant experience drafting and prosecuting both domestic and foreign patent applications, opining on patent infringement and validity, conducting technology audits and advising on how to utilize copyrights, trade-marks, industrial designs, and trade secrets in addition to patents to best protect technology. To help his clients profit from intellectual property, Roch drafts technology licenses and development agreements, handles intellectual property aspects of technology company financings and enforces intellectual property rights against infringing parties.
PAPERS & PRESENTATIONS• Co-author, “T-shirt tempest tests copyright law,” Vancouver Sun, February 2013• Adjunct professor at the University of British Columbia teaching Law 450: Video Game Law with Jon Festinger (Spring 2013)• Video Game Law, 2nd ed., Markham, ON: LexisNexis, 2012. Co-authored by Jon Festinger and Chris Metcalfe• Author of summaries for the Canadian Bar Association Intellectual Property Review, including: “Use of Term “Substantial Payment” Renders Settlement Document Unenforceable” (Feb. 2011); “Federal Court of Appeal Clarifies Meaning of Patentable Subject Matter” (Nov. 2011); “Court Rejects Opposition of WRANGLER Mark Based on Lack of Confusion” (June 2010); and “Court Decides What Evidence to Admit Pursuant to Rule 289” (May 2009)• “The Interconnection of Intellectual Property and Cultural Property.” Protection of First Nations Cultural Heritage: Laws, Policy, and Reform. Eds. Robert Paterson, Catherine Bell. Vancouver, BC: UBC Press, 2009. Chapter co-authored with Robert G. Howell”
jon
By Jon Festinger on October 18, 2015
Video and PowerPoints below. A few little sound glitches and, yes, I did decide to rename my slides after the fact…
jon
By Jon Festinger on October 18, 2015
GAMES
DIGITAL
CREATIVITY
jon
By jose on October 14, 2015
Seven Interdisciplinary Papers on Technology & Change
1) Claudio Feijoo et al, “Mobile gaming: Industry challenges and policy implications”, online: (2012) 36 Telecommunications Policy 212 <http://ac.els-cdn.com/S0308596111002242/1-s2.0-S0308596111002242-main.pdf?_tid=1ec6e6f8-72a5-11e5-84d2-00000aab0f6c&acdnat=1444849101_8793eb880405667bdf2dcbb12a587f68>.
2) Elizabeth Evans, “The economics of free: Freemium games, branding and the impatience economy”, online: (2015) 1:18 Convergence: The International Journal of Research into New Media Technologies 1 <http://con.sagepub.com/content/early/2015/02/09/1354856514567052.full.pdf+html>.
3) Kelly Bergstrom, “Disavowing ‘That Guy’: Identity construction and massively multiplayer online game players”, online: (2014) 1:17 Convergence: The International Journal of Research into New Media Technologies 1 <http://con.sagepub.com/content/early/2014/12/05/1354856514560314.full.pdf+html>.
4) Robyn Schell et al, “Social benefits of playing Wii bowling for older adults”, online: (2015) 1:23 Games and Culture 1 <http://gac.sagepub.com/content/early/2015/09/24/1555412015607313.full.pdf+html>.
5) William D Russell & Mark Newton, “Short-term psychological effects of interactive video game technology Exercise on mood and attention”, online: (2008) 11:2 Educational Technology & Society 294 <http://web.a.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=69b686a2-6762-4a50-99dc-2dab4774d552%40sessionmgr4003&vid=1&hid=4109>.
6) Valerie Insinna, “Contracts highlight growing role of video game training”, National Defense (2013), online: <http://web.b.ebscohost.com.ezproxy.library.ubc.ca/ehost/detail/detail?vid=6&sid=594f6a1e-c91d-4fc0-86d1-cfb48e3d1e78%40sessionmgr112&hid=124&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#AN=91689936&db=a9h>.
7) Hunter G Hoffman et al, “Feasibility of articulated arm mounted oculus rift virtual reality goggles for adjunctive pain control during occupational therapy in pediatric burn patients”, online: (2014) 17:6 Cyberpsychology, Behavior, and Social Networking 397 <http://online.liebertpub.com/doi/pdf/10.1089/cyber.2014.0058>.
Brief Synopsis of the Most Important Papers
Feasibility of articulated arm mounted oculus rift virtual reality goggles for adjunctive pain control during occupational therapy in pediatric burn patients
This case study provides preliminary evidence for a therapeutic application of “virtual reality gaming” for pain management in burn victims. Currently, the standard of care for pain management in burn victims involves the use of medication. Burn victims often report increased levels of pain during wound debridement when relying on pharmacologies for pain management, which is what prompted this case study to use psychological interventions to assist standard pharmacological analgesics for pain management.
The experimenters used Oculus Rift goggles to immerse an 11-year-old male burn victim into a virtual world. The case study spanned three days where the patient received physical therapy with no VR but standard pain medications, with both VR and pain medications, and a third day again with no VR but standard pain medications. The patient reported decreased levels of pain during day 2, where he received physical therapy using the virtual reality goggles in conjunction with his standard pain medications. He reported being “completely inside the computer generated world as if it was a place he visited”. As VR technology continues to develop, this readily available and inexpensive tech could become an effective way to manage pain.
The economics of free: Freemium games, branding and the impatience economy
The gaming industry has dramatically changed and expanded with the emergence of ‘causal’ and ‘free to play’ games. This article examines three specific ‘freemium’ games, exploring how they combine established branding strategies with gameplay methods that monetize player impatience in a changing gaming landscape. One example is that these games often monetize the player’s desire to reduce the time away from the game. By building in deliberate periods of waiting into the gameplay and combining that with limited time offers, the developers seek to generate and exploit a ‘get-it-now’ attitude.
The appearance of an open source philosophy and brand or time-based monetization strategies are becoming foundational pillars of the casual gaming market. Over time, game studies will more fully turn its attention to the impact of such commercial sensibilities on game production and design and fully question what freemium games can reveal about the nature of gameplay and the games industry in the face of changing technology and consumer preferences.
By Luke Effa on October 14, 2015
Effects of Violent video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behaviour: A Meta-Analytic Review of the Scientific Literature – Craig A. Anderson and Brad J. Bushman (Iowa State University)
http://pss.sagepub.com/content/12/5/353.full.pdf+html
Evidence for publication bias in video game violence effects literature: A meta-analytic Review – Christopher J. Ferguson
http://www.sciencedirect.com/science/article/pii/S1359178907000055
Is video game violence bad? – Christopher J. Ferguson
https://thepsychologist.bps.org.uk/volume-27/edition-5/video-game-violence-bad
Are Violent Video Games Harmful? – Guy Porter
http://apy.sagepub.com/content/15/5/422.ful
Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life – Craig A. Anderson
Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play by Tobias Greitemeyer and Dirk O. Mügge
http://psp.sagepub.com/content/early/2014/01/22/0146167213520459.full.pdf+html
The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence? – Paul J. C. Adachi and Teena Willoughby
https://www.apa.org/pubs/journals/releases/vio-1-4-259.pdf
Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play – Tobias Greitemeyer and Dirk O. Mügge
http://psp.sagepub.com/content/early/2014/01/22/0146167213520459.full.pdf+html
This article sets out a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. Furthermore the authors noted that recent findings suggest that cooperative play in violent video games (as opposed to playing alone) counteracts the negative effects of violent video game play. The effects of violent video game play on aggression might be attenuated by playing the game cooperatively. Also, it is noteworthy that most violent video games have some pro-social content (e.g. killing enemies to save the world)
This paper provides a more nuanced view on the effects of playing video games. There are both risks and opportunities to be gained from playing video games depending on its characteristics (violent or pro-social).
The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence? – Paul J. C. Adachi and Teena Willoughby https://www.apa.org/pubs/journals/releases/vio-1-4-259.pdf
This study set out to isolate the effect of video game violence and competitiveness on aggressive behavior, it used two separate studies to do so. In study 1, a violent and nonviolent game were matched on competitiveness, difficulty and pace of action, and the effect of each game on aggressive behaviour was then compared. In study 2, competitiveness was isolated by matching games on difficulty, and pace of action, and systematically controlling for violence.
They found that video game violence was not sufficient to elevate aggressive behavior compared with a nonviolent video game, and that more competitive games produce greater levels of aggressive behavior, irrespective of the amount of violence in the games. It appears that competition, not violence, may be the video game characteristic that has the greatest influence on aggressive behavior.
By david klaponski on October 14, 2015
By brendan dzioba on October 14, 2015