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    Miguel de Aguilera / University of Mlaga, Spain

    PACKING CULTURE.The technological and communicational competence of the

    video game industry.

    IntroductionVideo games constitute a very common social and culturalphenomenon today due to reasons that range fromcommunicational to economical. A well consolidated industry isalready exploiting this major business that provides millions ofyoungsters in the whole world with a symbolic universe that isnearly always fun and quite frequently even fascinating for its

    users. The magnitude and importance of this phenomenon is thecause, amongst others, for video games to become the subject of asignificant controversy. Despite an increased number of scientificand professional publications dealing with video games in a seriousmanner, the public opinion is still dominated by a concern on theeffects this cultural practice might have on its audience. Tosummarise, this concern is associated with two of the mostimportant ideas within the current cultural debate: on the one hand,the hegemony (Southern, 2001), that is, the influence exerted bysome ideological currents that are dominant within the circles that

    hold the production of these cultural items; and on the other hand,the influence of their contents on the users individual behaviour ideologically associated, amongst other issues, with the culture ofviolence that is so popular these days and, by extension, with themoral panic characterising our changing society. In summary, andregardless of how justified this concern might be and the extremesthat in some cases the positions of those who express it mightreach, the dominating public opinion about video games reflects aseries of representations of this cultural practice and its components(games, electronic screen display, main users, i.e. children andyoung adults). These representations are at the same timeintegrated in discourses that from a certain point of view aim atguiding this cultural practice, that is, exert power on it or analysethe circumstances around those who experience it how thisfiltrates into the production process, how this is reflected in the textand how it integrates in peoples everyday life.

    In a society like ours, led by the logic of information, the powermainly comes from the production and distribution of cultural codesand information contents (Castells, 2003: 211). This explains acommon interest to many experts in studying the exertion of power

    within the framework of popular culture. Although the vast majorityof them might analyse it focusing on the text or the negotiation of

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    the sense, only a few study the production processes of culturalitems generally originated at the heart of highly specialisedindustries, despite the fact that it is the industrial production ofpopular culture in relation to the symbolic power (Lull, 2000: 160-2). And despite the fact that within this very process, at the same

    time, there is another type of power which is associated witheconomical factors in this case (Thompson, 1998: 31) and is rootedin the commercialisation of culture: the culture based on thetechnical knowledge associated with the identification of humandesires and aspirations and how to satisfy them direct themrelate them to a product and obtain, in return, an economicalbenefit. The commercialisation of human desire or those products which are cultural in this case the individual can use in order tosatisfy it, relies on a number of skills, a know how, as well as on theinstitutionalisation of the cultural practice it leads to.

    This article deals with some of the above points. With the aim ofaccomplishing a more detailed research in video games, I havecarefully studied the different aspects of the production logic ofvideo games, including an analysis of this industry, the productionand commercialisation process of the cultural items, the criteriaguiding these and other given concurrent circumstances, as well asthe institutionalisation of this cultural practice and, at its heart, theconcept of author amongst other aspects. Broadly, the theoreticalgrounds rely on many ideas and contributions, although those

    originating in the cultural studies themselves and those of themediation theory can here be highlighted. In order to present thesegrounds as operational I have found a particularly useful modelproposed by Jess Martn Barbero1 called mediation model. As forthe research method used, it consisted of two main procedures: onthe one side, I carried out a fieldwork research on the Californianproduction industry, particularly in the Silicon Valley2. To thispurpose I visited and observed four companies attentively peculiarfactories of cultural items that contributed in different ways to thevalue chain of video games3 and carried out a total of twelve

    interviews with experts performing different roles in the videogames production and commercialisation process. On the other

    1In spite of having already settled the basis and elements for his model in different papers, the only

    graphical expression I know of his is the one he presented at the Research Seminar Culturecommunication mediations and communication cultural matrixes. Universidad de Mlaga, 2000

    (mimeographed).2 I would like to expressly thank for the support on carrying out this research provided by the Spanish

    Secretara de Estado de Universidades e Investigacin, which financed my research costs in

    California between March and September 2002, and the Department of Communication Studies

    (College of Social Sciences) of the San Jose State University. Additionally to acknowledging and

    thanking for the help received from both institutions, I must make a special mention to the Cultural

    Studies Research Group at SJSU and their Director, James Lull, for his support, and his rich andstimulating comments on my work.3 Three in development, one in publishing and another one in sound effects production.

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    hand, for a period of two years I have consulted in detail severalprofessional publications of this industry sector, which have thepurpose, amongst others, of trying to share discuss and transferthe accumulated and progressively perfected know how of the videogame industry workers for years. As regards literary sources, a

    number of published academic papers have also been useful particularly those written by young researchers who haveexperienced the use of the video game within a framework of therich and necessary communication with the production industry.

    Amongst the many results obtained from this work4 there are someparticularly worth mentioning: on the one hand, those that highlightthe economical determinants of this production activity sectorstructure, value chain, market characteristics5 and on the otherhand, those related to the specific technicality achieved by the

    contents production industry to which I confer special attention. Iunderstand technicality as that element in society that is notmerely an instrument, but also settlement of knowledge andconstituting dimension of its practices (Martn Barbero, 1998:159). In the course of its brief life, the video game industry haslearned to identify the reasons why users employ this technologyand how they relate to it, as well as to attract these audiences toget them to use them, raising their expectations of pleasure andproviding satisfaction by degrees. This technicality, which isnowadays well instituted and in a continuous selfperfection

    process, entails the acquisition of enough professional competenceboth technical ability to construct discourses using specifictechnical instruments and narrative elements-, as communicative ability to attract audiences and build them up. But this technicalityis the result of the contribution of a range of experts whose diverseviews come together fusing to achieve a common goal: thecreation of cultural items with success in the market. In spite of theimportance of the different views inherent to these professionalactivities, the dominant view in product design and creation is stillcomputer science.

    Further in this article, therefore, I will show some results of theresearch, particularly, those related to the technicality acquired bythe content production industry, which represent the specificresponses of this industry to the acknowledgement of somegratification desires and the specific ways of satisfying them.

    Video + gameAs it is evident the use of a video game depends on the voluntarydecision of the player which in turn depends on his personal wish

    4 Which, due to the sources used for research, relate particularly to North America.5 Of which I provide a wide analysis in another paper being imminently published.

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    to enjoy the pleasure provided. These aspects are well known to thevideo game industry, which attempts to create products that aboveall can provide pleasure and enjoyment to players, allowing them toenjoy a varied range of experiences during their relationship withthe game. This is precisely why one of the main principles ruling the

    creation and development of games is the user centered design which is also traditional in other fields of software engineering.

    Apart from being characterised by a number of criteria, this type ofdesign obviously requires the knowledge of the different types ofusers, experiences they might draw from it and the type ofgratification they are looking for. As paradoxical as it might seem,this industry fails to carry out a detailed and solid research of itsaudiences (Ip, 2002), dealing only with some knowledge of theirsex, age, number of players and their classification into hard core,

    casual gamers and non-gamers at most. This is why the video gamecreators themselves should also think out their model-users, i.e., arange of potential players who might use these products in specificcontexts, who undoubtedly need to have an adequate degree ofdiscourse competencewhich imply the acceptance of the gamerules, including the role performance of the player within thecommunication relationship that has already been instituted, as wellas assuming their having an imagery by which they might associatethe video game with a skill to use this technology for theestablishment of their own symbolic environments.

    On the other hand, the experiences users might obtain during theirrelationship with the game game experiences, their adequatedevelopment and the type of satisfactions involved, constitute someof the most interesting components for the video game industry.This leads to an increasing amount of research aiming at adetermination of what these are and what they are based on,although the results are still far from conclusive. This is partlyattributable to the variety of concurrent perspectives and theamount of objects of study attempted, but also the great number of

    different people living under different circumstances that usevideo games.

    In order to achieve a greater acquaintance with the type ofexperience players undergo it is necessary to look at the peculiarrelationship between them and their video games. Apart from thewide and diverse range of representations they might come in contents, platforms, uses these games are above all supported bya special technological piece of hardware, the most outstandinginterface of which is the screen display. Thus they can be fullyincluded within the framework of what is deemed as super-nature(Ortega y Gasset, 1968: 26) or megatechnique (Mumford, 1978:

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    161), that is, the series of products of different types that humanbeings have created throughout history in order to evade from thedifficult circumstances imposed by the natural sense of place andtime, yielding this way a new and more favourable, althoughartificial, circumstance. In order to escape from a simple being and

    reach a wellbeing, humans have created different items throughouthistory, amongst which the video game is one of the current ones.These, consequently, constitute one more item of this context increasingly consisting of an involving universe of symbolssupported by technological items modifying the naturalcircumstances of human life. Video games provide answers tospecific human aspirations materialised in a peculiar historicalcontext6. As many other aspects of our super-nature, video gamesare deeply rooted in some human characteristics; one couldhighlight, perhaps, their link to the human ability to symbolically

    represent certain types of actions that enable escape from realityand provide pleasure. These euphemistic actions (Durand, 1981:409) are mainly represented in games where actions that aresymbolically related to types of situations of everyday life takeplace, but where there are no direct consequences beyond thespace of the game and in games that are only imaginary, inother actions that cannot even be carried out, but are performed inthe imagination although these imaginary actions have in manyoccasions been registered on different media in order to transferthem to others, so that they can also realise their own dream world

    through them and perform it thanks to them. The above types ofeuphemistic actions have materialised in the different historicalcontexts developing, amongst other ways, by means of differenttypes of games and narrative characteristic of the homo ludensand the homo narrens.

    This is why the digital entertainment industry like those exploitingother types of games thinks of games as this singularmanifestation of human nature although not exclusive to humans, which, for some, is older than culture itself. Games constitute a

    millenary and peculiar symbolic expression of certain dimensions ofthe human being linked to both rationality and emotionality thatis revealed in a number of actions7, the performance of which canprovide the player with significant pleasure and satisfaction and,even an optimal experience in the sense understood by MihalyCsikszentmihalyi (1990). Video games are a special historicalrepresentation of games and this is how the production industry is

    6 According to Peter Sedzwick in a comment on the concept of technology in Heidegger, this meansthat technology is generally taken to be a means to an end, and this implies that the desires and

    purposes of humans constitute an exhaustive definition of it. (Sedzwick, 1999: 408).7 Or more accurately, according to Gregory Bateson, as ... certain framing of actions (cfr. Walter,2003: 4).

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    interested in becoming well acquainted with all the conditions agame must have8 in order to fulfil them.

    However, as mentioned earlier on, these games are linked to aspecific technical piece of hardware with its most significant

    representation in the screen display, that is, that communicationscircuit platform producing a continuous flow of images, sounds andtexts, so omnipresent in different spheres of our daily life, especiallyleisure. For decades the display has played a very important part inour leisure time, providing for the dreams of hundreds of millionsof people of a vast part of the world. This has been accomplished bythe use of certain cultural products on which we project ourdreams in order to perform euphemistic actions based on differentcultural traditions of our societies myths, narration to which theyconfer specific features. The products created and distributed by the

    cultural industries have instituted, amongst other issues, someforms of communicational and representational relationship, as wellas accumulating a stock of invented images that is, an imagery9

    (Durand, 1981). In this process the set of media products givesshape to a cultural matrix shared by millions of people throughouttime and space and it performs a significant role in their everydaylives.

    Across the screen displaySome of the most consistent roots of the video game phenomenon

    are in this cultural matrix. Popular culture, particularly the packedculture that has been distributed for decades by the culturalindustries, constitutes a large source of images, sounds, ways todraw public and audience attention from which the video gamescreators10 feed and to which players come to create their ownsymbolic environments, although later in time they will identifyvideo games as a new way to obtain pleasure. Thoserepresentations of the popular culture have allowed us to projectour own dreams giving satisfaction thus to our aspirations on

    8

    Based on the work of authors studying games such as Huizinga (1938), Callois (1958), Avedon andSutton-Smith (1971) and Sutton-Smith (1997), but also increasingly interested in studying emotional

    behaviour and other elements of similar importance for games.9 Although the dominance of this imagery originates from Anglo-Saxon cultural components, however,

    there are other cultural influences found in both classical Greek tragedy and comedy, for example

    and contemporary such as the major influence to imagery by Asian cultural products, such as the

    manga and martial arts films. The imagery with which the cultural industries work gathers all the

    cultural stimuli that come useful, regardless of their origins. Apart from this and although it is

    concentrated mainly in certain areas of the Anglo-speaking world, there are also production areas

    situated in different cultural contexts providing cultural stimuli to users scattered in the world, thus

    constituting some type of production nodules for a world-wide network (Schroeder, 2000).10 Tom and Carlos, two video game designers interviewed by us, acknowledged that the main source of

    inspiration and reference they used in order to create their games were comics, films, TV and other

    displays of popular culture. Miguel, in a different interview, pointed out that in order to create thesound effects of a video game he always used sounds often pre-recorded- that had already been used

    in the audio-visual industry (... it needs to sound like at the cinema or TV) for his models.

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    images, either with light on the screen display or those happening behind the electronic display. Video games,furthermore, make it possible, as in the case of Lewis Carolls Alice,for the player to go across the screen display (Aguilera andMaas, 2001), immerse himself in the dreamed setting and

    participate in it. Video games allow the user to turn from a simplespectator who contemplates dreams, into an active spect-actor(Bettetini and Colombo, 1995: 24) where the player, immersed inthe interactive context, performs the role of an actor and aspectator at the same time.

    To a certain extent, the medium is the message. Video games aresupported by a technological piece of hardware that, amongst otherthings, generates ergodic literature (Aarseth, 2002) and makes itpossible for its users to explore and experience by immersing

    themselves into them these imaginary worlds from a privilegedpoint of view, as the ability to control participation in thecommunication flow increases notably amongst video game usersdue to the technical characteristics of their hardware, the mostoutstanding characteristics of which are probably interactivity andsimulation. The former can be understood as the imitation ofinteraction by a technical system with one of its main objectivesbeing to serve a communication function with or between users(Bettetini and Colombo, 1995: 17), simulation, on the other hand,is essentially the ability the system has to imitate the operation of

    any other system, whether real or imaginary. Interactivity, which isalso a term with a great deal of connotations largely produced bythe industry, presents itself as a specific form of simulation,allowing an intimate and emotional user involvement, providing himwith some kind of emotion on participating and being able to havecontrol even, being the leading actor of the story. Simulation inturn reinforces above all the basic mechanism of the game:voluntary belief in the episode one is participating in (credibility andelimination of disbelief). Certainly, both depend on specificrepresentation procedures: linguistic conversion of objects,

    characters, situations, actions, by means of computerprogramming, which forms part of the algorithmic transfer intodigital media and this explains the reason why behaviouralpsychology is present in video games. But it is precisely thatenormous ability of simulation that orientates and encourages thedevelopment of computer-based communications (Aguilera andMaas, 2001: 82), as simulation, as it was well understood byReeves and Nass (1998), is supported by our psychologicalreactions on confronting any issue or situation, either natural orartificial, of our environment and the technical system emulatesactors, instruments and situations. Thus, the laws governing theseartificial worlds based on this technical system coincide in the

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    essential aspects with those governing the relationship andcognitive procedures of human beings, as only with those laws thenecessary effect of a perceived credibility can be caused (Bettetiniand Colombo, 1995: 100).

    The screen display is the most outstanding component amongstthose integrating the interface of the video games complextechnical system. This interface provides two semiotic subsystemsfor the player: perceptive and active (Maas, 2000: 144-7). But thescreen display also represents the interface with a dream world:dreams shared by millions of people in different space and timecontexts, which the user may cross thanks to the technicalcharacteristics of the medium and enter as a new spect-actor intothe dream episode or imaginary reality imagined within theframework of the game. Therefore the special technical

    characteristics of the hardware attain a peculiar fusion between thegames and the imagery narrated by the cultural industries, whichhas been wisely developed by the video game industry, institutingan attractive form of digital entertainment. By implicitly acceptingthis mediation (Bennington and Gay, 2000) technological,discourse-related, economic represented by video games, theplayers look to use them in order to keep their personal experience,to be entertained, gain pleasure and own satisfaction. And in orderto experience this pleasure, they do not mind investing their time,energy and money.

    Professional Logic in ProductionThis is why there emerge more and more attempts to explain,amongst other aspects, the reasons why players use this form ofentertainment11, what their peculiar experiences consist ofthe waythey are provided and maintained as well as in summary, the keyto such an enormous success. Amongst the more classicalexplanation attempts we find Tom Malones, who comprised thereasons for success into three elements fantasy, use, curiosity(Malone, 1981) or that of the Deliberder brothers, who stated the

    ability to provide players with an appropriate combination ofcompetition, fulfilment of a challenge, management of a system,curiosity about the story and show (cfr. Levis, 1997: 182),although currently there are also other additional factors, based ondifferent lines of explanation such as the games theory. However,my point of view, in brief, is that an appropriate explanation isgiven by the conception of video games as special and effectivetechnology in service of euphemistic actions, turning the player into

    11

    Researchers have offered an extensive and comprehensive list of types of gratification users canobtain from video games, however, the main subjective factor explaining the use of these games can be

    summarised in the following word: fun.

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    a spect-actor who can then obtain a singular experience that isalways fun.

    Regardless of the line of explanation we choose, the industry in anycase aims at getting to know the users as well as possible in the

    context of their relationship with the medium so as to provide theproducts required for their satisfaction and those capable ofsatisfying their gratification aspirations, however much they mightbe aware that the video game phenomenon covers an extensive anddiverse range of representations manifested in different platformsand contexts, including very varied types of contents and affectingthe vast majority of the young population of different societies thatis, millions and millions of players with different personalities andcircumstances. This is why this industry strives to generate avariety of experiences (Pagulayan and others, 2002: 889) with their

    products offering a wide portfolio of games, but also enabling eachgame to be used by users with different gratifying ends. In thesame way that there is not a single type of video game platforms,contents there is not a single type of player: There is no suchthing as a player personality. Different players look for verydifferent elements in games. Furthermore, they are motivated toplay these games for different reasons, and get different things outof them (Yee, 2002: 13).

    As it has already been pointed out, the user centered design

    constitutes a ruling principle for this industrial activity. However, inthe design and creation of these products as a result of theirinherent complexity and the series of skills they require there isalso a range of items of knowledge accumulated for years, which,although originally served various criteria and points of view, theyhowever gather around the production of video games that arecapable of satisfying players and therefore susceptible of achievingthe appropriate commercialisation and provide economical returns.This issue characterizes all cultural industries and becomes evidentin the continuous influence of certain norms ruling both the

    production process and the contents themselves. And ComputerScience is the another issue that must be highlighted - as it issoftware we are dealing with. However, there are also other expertspresenting different logical statements such as that of the user12

    or those of the artists denomination that comprises a variedgroup of experts working in different aspects such as narration,visual aesthetics, sound effects and others. In this complex

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    The production of a video game often involves the help of an expert player whose role is to try tomake the product comply with the generic principles that would contribute to his own satisfaction and

    by extension, that of the other potential players.

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    production process although coded to a large extent13 a team ofexperts, generally large, which is subject to several determinants amongst others, those of the production context itself contributeswith different opinions to producing games that, providing a propercommercialisation, following the criteria established by marketing,

    amongst others, can draw the users attention. These experts14

    intervene in several stages of the value chain comprising thisindustry, create and commercialise cultural products basedtherefore on the exploitation of intellectual property rights so as todraw the attention of the user to the extent that the latter will behappy to invest his time, energy and particularly, his money, in thesearch for the development of his cultural practice for his leisure.

    In spite of the video game industry being involved in the intensesearch for different principles and procedures to establish and

    improve their business practices, however, producers had years agoalready achieved a specific technicality in the technological andcommunicational levels. But, if the necessary procedures to packvideo games as cultural products are currently established withcommercial criteriaamongst others, however, the initial steps ofthis activity were mainly led by computer technicians who hadintuition often successfully, although wrong in many occasion too-with regards to what might be likeable to players. In the words ofseveral of those pioneers15, that intuition was significantly nurturedon the personal likes of the creators themselves, who nourished

    themselves off the popular culture sources and were oftenthemselves very proud players of different types of games.

    The predominant logic in the design and creation of video games although always subordinate to the economical purposes associatedto this activity is still computer science, which however, must haveendorsed and to some extent, absorbed skills from other expertfields. Amongst others, as I pointed out earlier, psychology16,particularly its behavioural branch, the importance of which isexplained by the usefulness of several of its principles, amongst

    other reasons especially the existing determinant for video game

    13 As some experts expressed during the interviews we had with them, this coding is due to classical

    principles of North American business management, which emphatically establish functions for the

    different experts and ways to perform them, setting at the same time a monitoring system so that these

    are correctly complied with. Additionally, the coding is currently supported by different computer

    programs both middleware and specific programs for the management of the production processes,

    the human and technical resources. A more detailed version of some aspects of this production process

    can be obtained from the following sources: Ryan (1999), Davies (2000), London (2002), Bethke

    (2003), Kreimeier (2003).14

    Who are grouped to become the collective author of these cultural items.15 Tom, in personal interview.16

    Psychological techniques have been effectively used by video games for years, simple because weall live in the same world and decode our surroundings using basically the same physical an mental

    machinery (Duvall, 2001: 1).

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    producers, particularly on establishing the relationship between theuser and the game and shape their emotional reactions registeredand manipulated by the game, as well as its simple algorithmictranslation. In addition to the psychological field, it has acquiredother specialised knowledge such as the marketing principles,

    business management or the wide and diverse expertise and skillsaccumulated by several cultural industries particularly the audio-visual for decades, which are increasingly necessary for the videogame industry in order to reach new audiences and adapt to othercommercial demands currently present in this activity sector. Thematurity reached by this medium takes its production industry tofirmly occupy the position it currently holds in the digitalentertainment sector and consequently, to alter the predominantposition occupied up to now by information technology experts(Brew, 2001). From now onwards, computer science knowledge

    must serve the content it supports, the skills required to conceiveand develop these contents becoming in this special technicalmedium the predominant features.

    Systematisation of concepts and key elementsThe different specialised items from different areas of knowledgecome together and fuse in a peculiar melting pot: the technicalityachieved by the experts of this industry, which already holds asignificant exclusive specialisation, although it might still be markedby the dominance of computer science. So, this number of unified

    pieces of knowledge serves the user centered design, which in eachspecific production situation materialises having two key questions:what type of a design must the product have? And how will thisdesign affect the users experience? In order to direct production,but also measure some qualitative aspects of the relationshipbetween the user and the product, this industry has coined a seriesof terms, which mainly refer to integrating aspects of the videogame definition. Thus, apart from some mentioned earlier on andothers with different levels of importance (game world, gameculture, game flow, ...), the following can be highlighted:

    Durability: it refers to the time, on average, that a playerspends using the product from the moment he purchases oracquires it and starts exploring it until the moment in whichhe sufficiently manages it, having gone through the differentscreen displays and succeeded in the different levels. Thisterm is therefore associated to an industrial requirement formaximisation of the subjective relationship the userestablishes between the economical investment and thepleasure time of the game.

    Usability: term with a long tradition within softwareengineering, which here means the aptitude of a game for anyuser to be able to use it easily. It is associated to internal

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    mechanics of the different software components governingthe development of the game, as much as the differentinterface elements at hardware and software levels the usercomes into contact with.

    Playability: like the previous one, this is associated to the

    video game-user interaction, although this might be a moreabstract concept, as it refers to the aptitude of a specificproduct to provide the user with the feeling of it being agame, suggesting fun and pleasure during his experience ofuse of the video game. From the point of view of the gamedesign it refers to the guidelines regarding how to implementthe necessary elements (such as rules) to give birth to adesired sort of gameplay or social entertainment (Jrvinen,Heli and Myr, 2002: 17).

    Gameplay: this term is equally associated to the video game-

    user interaction and can be understood as the full process auser needs to follow in order to achieve the final purposeestablished by the game or as the time during which thegame imposes its rules and environment to the user. Theinteraction between the player and the system is associatedto specific game patterns established depending on the typeof game, but also developed in each game experience,configuring specific gameplay gestalt (Lindley, 2003: 2). Insummary, this term refers to the experience of playing avideo game and it is therefore comprised of a sensorial

    completeness into which the player immerses himselfincluding kinaesthetic, rational and other different elements in summary, all the active elements of the game that requireand guide the players attention.

    The video game industry is immersed in a systematisation processof the different pieces of knowledge and skills contributing to itstechnicality, which translates, amongst other things, into a series ofterms that are quite regularised in terms of their application to theproduction of video games (Federoff, 2002). But it also comprises

    other less regularised types of knowledge coming from professionalexperience, which are probably necessary to achieve the success ofthe product.

    Amongst them, the convenience of obtaining an appropriate balancebetween the level of challenge established by the inherentdifficulties of the game and the satisfaction or frustration thatsurpassing them might generate, between the risks implied in thegame when a choice between options is required (dilemmas) andthe rewards obtained (Bocska, 2001; Hopson, 2002), as well as thedegrees of realism and fiction present in each game; besides, the

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    game might be quite polymorphic17 and offer present multiplestrategies and tactical options to respond to the challenges posed without presenting an obstacle for the player to be able and forcedto find action patterns, that is, the repeated display of certainabilities and ways of acting already learned on surpassing specific

    challenges (Mount, 2002). Amongst those pieces of knowledge thatare less systematic, the main subjective elements are also includedwhere the satisfaction obtained from the experience of the game bya user appears to be based on: the levels of enjoyment (fun),aptitude for use (usability), a challenge to the users abilities andthe rhythm (pace) which these and other elements of the gamemight pose (Pagulayan and others, 2002: 895-8). In the same way,the key elements all (of course, there are too specific elements forthe diverse segments of the market) video games should gather inorder to provide satisfaction to the user, and consequently be

    successful, can be summarised as follows:

    Video games must pose a number of difficulties to the userthat challenge him at the same time as allowing creativity,learning to establish objectives, strategies and tactics in thecontext of the game, as well as acquiring mainly based ontesting with success and failure the necessary abilities tomaster the game.

    Video games must provide a system of suitable rewards inorder to keep the users interested. Since the act of playing is

    a voluntary one, the ability to keep the motivation of the useris of primary importance. This is why some of the principlesestablished by behavioural psychology have been consideredimportant, particularly its outlines on the reinforcement of abehaviour. The video game industry feeds its work with theresults obtained by these psychological efforts in order to firstof all understand how players learn and react to situationssuggested by the game, and secondly to determine theactivity pattern required to be put to users in theirrelationship with the game. The basic statement therefore

    relies on ideas such as reinforcement, contingency andresponse. Although there can develop several otherprocedures, more or less acceptable, depending on the typeof game and other circumstances, however, the mostfrequently used in general terms is that based on the variable ratio schema (Hopson, 2001: 3). Theimplementation of these pieces of knowledge by the videogame industry supports the design of products incorporatingmechanisms aiming at keeping the user at a constant andintense game level or at his finding a reason to continueplaying. Some experts believe that the application of

    17 As expressed by Harry during our personal interview.

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    behavioural knowledge is of primary importance: There arenumerous other things that influence players, but the basicpatterns of consequences and rewards form the frameworkwhich enable all the rest. By understanding the fundamentalpatterns that underlie how players respond to what we ask of

    them, we can design games to bring out the kind of player wewant (Hopson, 2001: 6).

    Use of the technology behind the video game and,particularly, several of its elements, such as interactivity orthose enabling the creation of visual and sound effects, mustserve the user and not be employed for the esthetical ortechnological recreation of the designer. As is, for instance,the case of other audio-visual technologies, the mediumshould be invisible and provide the game with all thenecessary resources for the player to obtain the feeling of

    control, immersion, of composing the story being developedwithin the game environment and, in summary, for the userto be able to build his own experience and for this experienceitself to cause him to think clever thoughts and feel profoundemotions (Pagulayan and others, 2002: 892).

    With the purpose of achieving the emotional involvement ofusers via the plot and particularly, the characters, gamesmust, generally speaking, rely on some form of narration thatis adapted to the discourse specifications of the medium(Luban, 2001) and the type of game in question. In order to

    satisfy the different types of game experience searched for bythe different users, this industry classifies its products intoseveral genre with their basic features in the combination ofmore or less of three key elements: repeated interaction(gameplay gestalt), simulation and narration (Lindley, 2003:1).

    A digital entertainment industry

    Although the specific characteristics of the narration types for videogames and the narrative singularity of this medium might constitutesome of the most debatable aspects currently being dealt with bythe studious and the experts, however, there are only a few thatcan currently argue against the fact that every game must besupported by some type of narration even when the types ofnarration and their levels of importance in the game might varynotably depending on the video game in question, due, amongstother reasons, to the convenience of increasing the audiences forthis cultural practice. If some of the first and most significantrepresentations of video games were identified with the meresatisfaction of primary emotional features of young males raise

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    adrenaline by killing enemies18 currently users are not satisfiedany more with these types of video games and particularly the largeand varied audiences this industry is currently covering.

    The range of users who experience, with more or less frequency,

    this cultural practice is more and more varied and broad. Andconsequently, so is the series of experiences experimented by theseplayers and the types of gratification they search to fulfil, which arein turn portrayed in the large portfolio of titles that the video gameindustry has on offer. However, users are searching above all fortheir enjoyment of the game, their exploration as spect-actors ofsymbolic settings and satisfaction at the same time of other morespecific aspirations, particularly those associated to certain productsof the popular culture that have been offered to them by someindustries for years. These products are designed with the purpose,

    amongst others, for users to alter by means of the experiencesthat have been proposed to them their emotional states (Reeves &Nass, 1998: 138-9) and it is here where video games offer anadditional advantage on enabling more personal control.

    Video games take a large number of elements from the universe ofnarration and imagination created by the cultural industries,particularly the audio-visual industries. Generally, their referenceframework is not constituted by reality itself, but by the representedforms of reality instituted by these industries, which, in other fields,

    involves the adoption of some of the more classical elements ofnarration than those the industries reformulated. Therefore,particularly certain game genres, such as action, strategy and role,use the narrative structure divided in three acts (Pagulayan andothers, 2002: 886) which required special adaptations for thismedium so that the player can have the feeling that he himself ismaking up the story to some extent (Littlejohn, 2001: 2). In asimilar way to what used to be done with other media as theirnarrative effectiveness has been compared for centuries, resultingin easily identifiable patterns video games employ a structure in

    order to introduce tension (suspense) and favour the identificationof players with characters and situations, managing this way toeliminate their disbelief and increase their emotional involvement.The narration plot additionally provides coherence to the narrationsset of elements and allows to keep the users attention in momentsof the game where he can rest from pure action (Carson, 2000).

    As well as borrowing from the classical drama structure, they alsofind their source of inspiration in the most ancient myths. A great

    18

    According to the words of Fernando, the Artistic Director of a company, a developer and enthusiastof video games for years, who in a personal interview acknowledged that for years this used to be the

    main type of satisfaction sought in certain games.

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    deal of the narration items offered by the cultural industries,amongst them the video games, only repeat the same majorthemes of our culture, thus achieving a successful meeting of whatis permanent represented by myths and their archetypal elements and what is transitory only characteristic of the specific historical

    moment and personal experience (Garca Quevedo, 2000: 9). Thefilm industry, TV and other narrative media have perpetuated themythical structure of our societies particularly, the myth of thejourney of the hero, readapting it after its subjection to industrialformats (Garca Quevedo, 2000: 41-2/ Dunniway, 2000: 3) and alsoincorporating elements from other cultures. Video games againacquire these narrative traditions, adding a certain level ofspecificity, so that not only do they make it easier for the user tohave the feeling of belonging to a kind of community, but also theyallow him to dive into those myths and explore their imaginary

    realities experimenting with them at the same time (Jenkins, 1998).

    The learnings video games take from other industries of culture andentertainment19 are not reduced to the above-mentioned. Much tothe contrary, the specific technicality of video games also dependson the adoption of many mechanisms developed by these industriesin order to reduce the risk and, wherever possible, securesuccess of a set of products with a basis on the exploitation ofintellectual property rights within highly competitive markets20. Thistechnicality is being more and more clearly defined due to the

    outstanding position occupied by this industry within the digitalentertainment sector.

    DiscussionVideo games are a wonderful business by means of which the digitalentertainment industry which has a much higher turnover thanother industries of traditional culture can provide a symbolicuniverse that millions of users scattered in the whole planet makeuse of and enjoy. This social and cultural phenomenon can be, inturn, defined as a new medium of communication, which is already

    quite mature and settled in our society where it is linked to theexisting power relationships, amongst other elements. This maturitywhich, to some extent, can also be understood asinstitutionalisation is associated to the acquisition of a specific

    19 As many other game traditions such as card and role games.20

    As an example to briefly highlight, there are, amongst many others, procedures such as: the high

    budget work production AAA category- which become killer applications of a specific brand; the

    serialisation of successful productswhich might even allow franchises being created with exploitation

    of different formats -, the standardisation of contents, focusing on specific subjects and handling

    methods and exploiting in this format those that are already highly successful amongst the followers of

    popular culture; the development of products that are easy to identify those that can be summarised

    in one sentence (Molyneux, 2000)-, and are therefore suitable in order to avoid the pitfalls ofdistribution and sale; the creation of virtual stars that make it easier to identify the user with the

    character and to carry out the marketing work.

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    technicality by its content production industry, amongst otheraspects.

    The importance achieved by this phenomenon undoubtedly requiresa rigorous knowledge of it a task in which an increasing number of

    academics and experts is already involved. But, scientific researchon communication rarely involves the study of its productionprocesses and the logical statements ruling them, which is also thecase of video games. In spite of the existing great deal of researchinto several economical aspects of this industrial activity, there arestill many gaps in terms of publishing and attention like, forinstance, the production process itself routines, decision-making,leadership or the media workers professional qualifications,recruitment, composition of the workforce, the professional activitydiscourses amongst other aspects.

    Obtaining the adequate technical knowledge in order to packculture create and commercialise cultural products successfully,satisfying the users aspirations of gratification constitutes one ofthe essential requirements for the development of any culturalindustry as well as for the video game industry. In only a few yearsthis young medium has established some level of technicality, whichis subject to continuous modification, due to its determinants, andimprovement. In this packing process a number of experts gathertogether with different skills that are necessary due to the inherent

    complexity that lies in the creation of these cultural items whoparticipate of it as social actors within institutional contexts cultural practices and business organisations. Amongst the criteriagoverning the production of video games the economical factors areof primary importance jointly with the industrial sectors ownobjectives. These criteria are shown very clearly in the definition ofthe business and business management, but they also have asignificant presence in the production of the cultural item itself bymeans of procedures such as the following: established marketingobjectives, regular controls on production to confirm its suitability

    for the economical objectives, participation of the producer and therepresentative of the users interests in the process, highsystematisation of the production process establishment of modes,phases and timescales.

    In spite of the subordination to economical restrictions in the designand development process of these cultural items, the differentsoftware experts have held prime importance up to now. They haveestablished the main ruling principles in the creation of this culturalmerchandise adapting, in many cases, the established knowledge inother sectors of software engineering, as well as incorporating theknowledge originated in other fields of knowledge such as

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    psychology and some narrative arts. But the market, the structureof the sector, technology and other elements within the video gameenvironment are modified and with them the professional views thathad been dominant until now. In summary, the consolidation of thissocial and cultural phenomenon at the same time as that

    enormous section of the market occupied by digital entertainmentand its development to maturity as a means of communication havea reflection not only on a greater presence of knowledge and criteriafrom other cultural and show industries in its technicality, but also,and above all, on the increasing importance that those experts whogather one or several of the skills required by the complex videogame production process have for its development.

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    Miguel de Aguilera.

    Authors Address: Department of Audio-visual Communication andPublicity/ Faculty of Communications/ University of Mlaga /Campus de Teatinos s/n, 29071 Mlaga (Spain)/ E-mail:

    [email protected].

    Miguel de Aguilera is a professor at the University of Mlaga, wherehe holds the Cathedra of Audio-visual Communications andPublicity. He has been the Dean of the Faculty of Communicationsof the above University and a Secretary General of the ResearchCommittee for Communication, Knowledge and Culture of theInternational Sociological Association. He has had over twentybooks and forty papers on communication-related subjects.