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Is it in the Game? reconsidering game spaces, definitions and sports videogames Garry Crawford Professor of Sociology Twitter: @CultSociologist Leisure Studies Association Annual Conference 7-9 July 2014 Keynote Address
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Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

Jan 14, 2015

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Technology

Garry Crawford

From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence — from the earliest games, such as Tennis For Two and Pong, to today’s detailed and highly advanced games, such as FIFA and Football Manager. However, compared with many other genres of games, such as first person shooters (FPS) and massively multiplayer online games (MMOs), sports-themed games have remained relatively under-research. Therefore, using the case of ‘sports videogames’, this paper advocates a ‘located’ approach to understanding videogames and gameplay. Unlike many existing theorisations of gameplay, such as the ‘magic circle’ (Huizinga 1949 [1938]), which theorise play as a break from ordinary life, this paper argues for a Lefebvrian-based consideration of play as a continuation of ‘the control of the established order’ (Lefebvre (1994 [1974]: 383). In particular, it argues that many videogames, and in particular sports videogames, can be understood as ‘themed’ spaces; which share many similarities to other themed locations, such as fast-food restaurants and theme parks. These are ‘non-places’ (Augé 1995) themed to give (or more specifically ‘sell’) a sense of individuality, control and escape in a society that increasingly offers none of these.
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Page 1: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

Is it in the Game? reconsidering game spaces, definitions and sports videogamesGarry CrawfordProfessor of SociologyTwitter: @CultSociologist

Leisure Studies Association Annual Conference 7-9 July 2014 Keynote Address

Page 2: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Paper presents a ‘located’ approach to understanding sports ‘themed’ videogames

• Johan Huizinga (1949 [1938]): play in temporary spaces, where the usual norms and rules of wider society do not necessarily apply

• Henri Lefebvre (1994 [1974]: 383): play and leisure as a continuation of ‘the control of the established order’

• Fraser (2012: 101): ‘the need and importance of a more thorough reconciliation of video game studies with Lefebvrian spatial analysis’

Introduction

Page 3: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

The Manchester Storm

Page 4: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

Virtual Hockey?

Page 5: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Video Gamers (2012)• Online Gaming in Context (2011) (Crawford,

Gosling & Light eds)

Videogames and Video Gamers

Page 6: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• videogame worth globally over $74 billion (Hinkle 2011)• the Entertainment Software Association suggests that

over half (58%) of Americans ‘play videogames’ (ESA 2013)

• videogames have for many years outsold books in the UK (Bryce and Rutter 2006)

• in 2012 videogames sales outstripped video sales (in all formats) for the first time (BBC 2012)

Videogames Matter

Page 7: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• William Higinbotham’s Tennis for Two (1958)

• Pong • ‘sport games’ are the third

best selling genre of videogames (ESA 2013)

Sports Videogames Matter

Page 8: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• David Leonard (2006: 393): ‘the field of sports games studies represents a barren wasteland of knowledge’

• ‘little ink has been spilled on the topic of sports videogames’ (Consalvo et al. 2013:2)

• M. Consalvo, K. Mitgutsch and A. Stein (eds) (2013) Sports Videogames

• ‘Garry Crawford deserves much credit for being one of the first scholars to study sports videogames’ (Consalvo et al. 2013: 3)

• Leisure Studies (2005)

Sports Videogames Matter

Page 9: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Perron and Wolf (2009) agreed-upon terms have been slow to develop

• Videogames as ‘media’ or ‘play’• ‘Games Studies’ or ‘ludology’

The Importance of Terminology

Page 10: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Ian Bogost (2013) ‘What Are Sports Videogames?’

• ‘simulations’ — Caillois (1962) games based upon ‘mimicry’

Defining Sports Videogames

Page 11: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• EA Sports: ‘if it’s in the game, it’s in the game’• Leonard (2006: 394): ‘sports [video] games

attempt to blur the lines between the ballpark and the virtual stadium, the athlete and the virtual athlete’

Defining Sports Videogames

Page 12: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Bogost (2013: 52, citing Adams 2006: 484): ‘sports [video] games simulate some aspect of a sport’ (emphasis added)

• Bogost: sports videogame as sports• ‘sports are weird and hard to pin down’ (Bogost

2013: 52)• ‘just about anything can be taken seriously as…

a sport’ (Bogost 2013: 53)

Defining Sports Videogames

Page 13: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• eSports• FPS, such as Doom and

Counter-Strike • strategy video wargames,

such as StarCraft

Defining Sports Videogames

Page 14: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Games Studies scholars fixate upon the videogame, or their play

• Chris Rojek’s (1995) Decentring Leisure • videogames as located within a wider social

context

Decentring Videogames

Page 15: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Henri Lefebvre in The Production of Space (1994 [1974]: 383): though certain play and leisure spaces might ‘appear on first inspection to have escaped the control of the established order…This is a complete illusion…leisure is as alienated and alienating as labour’

Theming

Page 16: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Huizinga (1949 [1938]): ‘magic circle’• ‘the arena, card-table, magic circle, the temple,

the stage and the screen’ (Huizinga 1949: 10)

Theming

Page 17: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Mark Gottdiener (2000, 2001)• theming involves the use of ‘advertising,

branding and other corporate efforts to stimulate consumer demand’ (Gotham 2005: 227)

• ‘non-place’ (Augé 1995)• ‘veneer’ of individuality (Adorno 1991)

Theming

Page 18: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

Top 20 best-selling games in 20121. Call of Duty: Black Ops II – Activision

2. FIFA 13 - Electronic Arts

3. Assassin's Creed III – Ubisoft

4. Halo 4 – Microsoft

5. Hitman Absolution - Square Enix

6. Just Dance 4 – Ubisoft

7. Far Cry 3 – Ubisoft

8. FIFA 12 - Electronic Arts

9. The Elder Scrolls V: Skyrim – Bethesda

10. Borderlands 2 - 2K Games

11. Mass Effect 3 - Electronic Arts

12. LEGO Batman 2: DC Super Heroes - Warner Bros

13. Need for Speed: Most Wanted - Electronic Arts

14. FIFA Street - Electronic Arts

15. Mario & Sonic: London 2012 Olympic Games

16. Skylanders Giants – Activision

17. Battlefield 3 - Electronic Arts

18. Call of Duty: Modern Warfare 3 – Activision

19. Max Payne 3 – Rockstar

20. Sleeping Dogs - Square Enix

Page 19: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• theming is very evident in sport more generally

• sports venues have become increasingly themed ‘non-places’

• Sandvoss (2003: 178) a ‘increasingly standardized and pasteurized’

Sports Theming

Page 20: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• videogames as geographical spaces: such as Fuller and Jenkins (1995), Neilsen et al. (2008) and Nitsche (2008) (to name but a few)

• ‘…the attractiveness of these games lies in the ability to play at Pebble Beach or battle at Wimbledon. The tourist [is]…at the centre of this genre of sports game’ (Leonard 2006: 396)

Sports-Theming in Videogames

Page 21: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• videogames have simple and repetitive mechanisms, often built around an already pre-existing game-engine

• Many of the most popular sports-themed mobile games, such as I AM PLAYR, Perfect Kick, Flick Kick Football, Real Basketball, and Rugby Kicks (to name but a few), all employ similar gameplay

• but so does…Paper Toss

Sports-Theming in Videogames

Page 22: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Baudrillardian ‘hyperreality’?• Leonard (2004):

exaggerated physics and caricatured appearances in the EA Sports Streets series

• Flick Kick Football Legends• Adams (2006) games only

usually seek to copy certain aspects of a sport

Playing with a hyper-/un-reality?

Page 23: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• Maxine Feifer’s (1985) ‘post-tourist’

• Compression of time and waiting: Farmville and Flick Kick Football

• Fastpass at Disneyland • ‘dedifferentiation’ between

leisure and retail

Playing with a hyper-/un-reality?

Page 24: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

• ‘Is it In the Game?’• We need to be considering not what is in the

game, but rather what the game is in

Some concluding thoughts

Page 25: Is it In the Game? reconsidering game spaces, definitions, theming & sports video games

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References for full paper: Crawford, G. (2009) ‘Forget the Magic Circle (or Towards a Sociology of Video Games)’ keynote presentation to the Under the Mask 2,

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Thank you for listening…

Prof. Garry Crawford, University of SalfordEmail: [email protected]: @CultSociologist