[NetBehaviour] Call for Papers: Surveillance, Games, and Play
netbehaviour
netbehaviour at furtherfield.org
Thu Apr 4 12:41:32 CEST 2013
Call for Papers: Surveillance, Games, and Play
http://library.queensu.ca/ojs/index.php/surveillance-and-society/announcement/view/72
Theme Issue of Surveillance & Society
Call for Papers: Surveillance, Games, and Play
edited by: Jennifer R. Whitson and Bart Simon
Introduction
The games we play on our computers, iPads, and video game consoles are
watching us. They track our every online move and send data on who we
are, how we play, and whom we play with back to game and virtual world
publishers such as Sony and Microsoft. Two events in the summer of 2011
exemplify the need to study surveillance in games: a hacker attack
against Sony's Playstation Network compromised over 77 million user
accounts including credit card numbers, while iPhone users discovered
hidden code in their devices that tracked their movements and secretly
sent this data back to Apple. This form of consumer surveillance that
targets players has eluded critical appraisal in both the games studies
and surveillance literature. The games we play are not only watching us,
but are leveraging surveillance to mold us into better students,
workers, and consumers, as evidenced by the growth of gamification
applications that combine playful design and feedback mechanisms from
games with users' social profiles (e.g. Facebook, twitter, and LinkedIn)
in non-game applications explicitly geared to drive behavioural change.
Accordingly, traditional surveillance activities are transformed through
their combination with playful frames of reference and game-like elements.
Yet, as argued by Anders Albrechtslund and Lynsey Dubbeld in volume
3(2/3) of this journal, surveillance is fun. It is an essential
component of many games and virtual worlds. It enables family to find
each other and play together online, such as when adult children who
live thousands of miles away challenge their parents to a Words with
Friends scrabble match over Facebook. Surveillance allows game companies
to match strangers with similar skill sets and play-styles together in
multiplayer games, thus increasing the flow of the game and players'
mutual enjoyment. Surveillance facilitates coordinated teamwork and
sophisticated game economies, exemplified by informational tools such as
the damage mods and kill-point monitors created by players for
massively-multiplayer online games. Surveillance also makes online games
and virtual worlds safe for children and young adults, restricting both
the use of inappropriate language and content, as well as prohibiting
the entry of potentially dangerous adults. Moreover, surveillance is
pleasurable. As game company Valve found when they forayed into
biometrics (i.e. measuring galvanic skin response and arousal levels),
players are more engaged when they can see how they affect their
opponents' own physiological responses. We, as players, like to watch
our opponents, anticipating what they will do next. We also use
surveillance to improve our prowess and extend our moments of victory by
using recording software and game replay functions
This theme issue is dedicated to balancing two very different sides of
surveillance: surveillance as a technology of corporate governance and
surveillance as a technology of pleasure and play.
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