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Keynote Speakers
"Trans-Ludic Communities in Multiplayer Games and
Virtual Worlds"
by Professor Celia Pearce, Director of the
Experimental Game Lab, Georgia Institute of
Technology, USA
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Abstract
In
2004, the massively multiplayer game Uru: Ages Beyond
Myst, based on the classic hit CD-ROM Myst, closed,
creating a diaspora of 10,000 refugeeplayers. Uru players
migrated into other games and virtual worlds, creating
fictive ethnic communities around their Uru origins. They
leveraged the content-creation capabilities of virtual
worlds such as Second Life and There.com to create digital
artifacts derivative of and inspired by Uru and other Myst
games. The largest group, totaling about 400 players at
its maximum, migrated into There.com in the spring of
2004. Originally marginalized as outsiders, they built a
vibrant community and eventually became highly influential
in the There.com culture at-large, participating in the
member advisory board, creating new projects such as the
University of There, and spearheading world-wide
initiatives such as shared neighborhood zones. Dr. Pearce
conducted an 18-month ethnography of this group, as well
as a secondary study of Uru immigrants in Second Life, and
was later asked by Turner Broadcasting to assist in the
reopening Uru under its Gametap Game portal. Uru has since
closed again, and developer Cyan is
planning to re-release the game with a suite of
player-creation tools designed to allow players to add new
content directly to the Uru game. In the meanwhile, a
whole new generation of Uru immigrants have moved into
There.com, Second Life and other online games. Dr. Pearce
will present "in situ" as her avatar from inside
There.com, giving a guided tour of some of the Uru areas
within the virtual world.
Bio
Celia Pearce, aka Artemesia, is a game designer, author,
researcher, teacher, curator and artist, specializing in
multiplayer gaming and virtual worlds, independent, art,
and alternative game genres, as well as games and
gender. She began designing interactive attractions and
exhibitions in 1983, and has held academic appointments
since 1998. She received her Ph.D. in 2006 from SMARTLab
Centre, then at Central Saint Martins College of Art and
Design, University of the Arts London. She currently is
Assistant Professor of Digital Media in the School of
Literature, Communication and Culture at Georgia Tech,
where she also directs the Experimental Game Lab and the
Emergent Game Group. Her game designs include the
award-winning virtual reality attraction Virtual
Adventures (for Iwerks and Evans & Sutherland) and the
Purple Moon Friendship Adventure Cards for Girls. She is
the author or co-author of numerous papers and book
chapters, as well as The Interactive Book (Macmillan
1997). She has also curated new media, virtual reality,
and game exhibitions and is currently Festival Chair for
IndieCade, an international independent games festival and
showcase series. She is a co-founder of the Ludica women's
game collective.
www.cpandfriends.com
"Nothing is true, everything is permissible - gaming
on the edge of reality"
by Adriana Skarped - Independent Writer, Actor and
Gamedesigner |
Abstract
The Truth About Marika-project was awarded with an Emmy
for best interactive TV service earlier this year. In this
lecture Adriana Skarped will walk you through some
highlights from the game, question many
commonly-held beliefs about what constitutes the
distinction between reality and fiction, and talk about
her experience of going undercover as a game character,
irl, for four months straight, confronting both
TV-audience and strangers in the street with a tall tale
of a strange disapperance, a conspiracy and a hidden
society.
Bio
Adriana Skarped is an independent writer, actor and
gamedesigner and has been deeply immersed in the nordic
participatory arts scene for the last eight years. She has
worked for the Interactive Institute, Swedish Institute of
Computer Science and Swedish National Television on
productions such as Perseverance, Prosopopeia Bardo 1,
Momentum, Interference and the Truth about Marika. The
latter was awarded with an Emmy for best interactive TV
service earlier this year.
Having worked mainly with research institutes has allowed
her to explore - and cross - the boundaries of what we
consider to be games today, merging methods and techniques
from areas as different as ARG, MMORPG, LARP, mobile
games, table-top-roleplaying, traditional magic and method
acting.
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