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	<title>Play's Republic &#187; Micha</title>
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	<link>http://ludic.colophon.org</link>
	<description>"There is no greater threat to the state than the play of children." (Plato)</description>
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		<title>Games as Media Form: Time for Boring Games?</title>
		<link>http://ludic.colophon.org/ludus/games-as-media-form-time-for-boring-games/</link>
		<comments>http://ludic.colophon.org/ludus/games-as-media-form-time-for-boring-games/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 22:50:18 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/games-as-media-form-time-for-boring-games/</guid>
		<description><![CDATA[So, a while ago I found this article, Persuasive Games: Why We Need More Boring Games by Ian Bogost, who we are well familar with here. In it, he discusses some of the implications of considering games not just as art, but as a media form in their own right. Are games the same as [...]]]></description>
			<content:encoded><![CDATA[<p>So, a while ago I found this article, <a href="http://www.gamasutra.com/view/feature/1417/persuasive_games_why_we_need_more_.php">Persuasive Games: Why We Need More Boring Games</a> by Ian Bogost, who we are well familar with here.  In it, he discusses some of the implications of considering games not just as art, but as a media form in their own right.  Are games the same as film and writing,  media forms which are subject to uses both sublime and mundane?</p>
<p><!-- bablooO --><span id="more-234"></span></p>
<p>Film, he says, gives us masterpieces such as Casablanca, but also is used to create things as mundane as airplane safety videos.  Does the game form also have the same potential for banalism, and is this a bad thing?  He gives the example of Brain Age, for the Nintendo DS, which has no real innovative gameplay, or much of gameplay at all.  It presents math puzzles, reaction exercises, and the like to form a game which serves to keep the mind sharp.  He compares it to an exercize video, something which serves a purpose, but is not exactly innovative.  </p>
<p>He feels that just as in any other media, there exists a continuum between the masterpieces and the banal works, and that we should acknowledge the value of both</p>
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		<item>
		<title>Analysing the LoLcatz&#8230;.</title>
		<link>http://ludic.colophon.org/ludus/analysing-the-lolcatz/</link>
		<comments>http://ludic.colophon.org/ludus/analysing-the-lolcatz/#comments</comments>
		<pubDate>Fri, 11 May 2007 15:20:25 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/analysing-the-lolcatz/</guid>
		<description><![CDATA[So, as I went through my (occasionally multiple-times) daily perusing of icanhascheezburger a little bit ago, I found a nicely done article analyzing some of the sociology of these cat-macro images. It traced all sorts of aspects, including why they are called &#8216;macros&#8217; (they originated on message boards as an image which served as a [...]]]></description>
			<content:encoded><![CDATA[<p>So, as I went through my (occasionally multiple-times) daily perusing of <a href="http://icanhascheezburger.com/">icanhascheezburger</a> a little bit ago, I found a nicely done article analyzing some of the sociology of these cat-macro images.  It traced all sorts of aspects, including why they are called &#8216;macros&#8217; (they originated on message boards as an image which served as a shortcut for some sort of response, high-bandwidth emoticons, as it were)</p>
<p>His analysis <a href="http://www.zerosummind.com/2007/05/l337-katz0rz.html">here,</a> my comments to follow&#8230;<br />
<span id="more-200"></span></p>
<p>I think his analysis is great, and <a href="http://www.zerosummind.com/uploaded_images/lolcats-735737.jpg">this image</a> in particular.  He traces a linguistic tree of how he feels that the language and grammar of lolcat images evolved, from english, to netspeak, to image macros, to the specific patters of the cat images, and then to the derivatives of those.    </p>
<p>I also noticed that, although it is unstated, he takes somewhat of the same approach that we must when studying and discussing play.  A key feature must be removed from the discussion before a reasonable discussion can even take place.  Play must be discussed without a discussion of why/if it is fun, and a discussion of lolcats must happen without any discussion of why/if they are funny.  In a discussion of how they work, the most obvious function must be removed.  </p>
<p>Just a thought.</p>
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		<title>Birds at Play</title>
		<link>http://ludic.colophon.org/ludus/birds-at-play/</link>
		<comments>http://ludic.colophon.org/ludus/birds-at-play/#comments</comments>
		<pubDate>Tue, 08 May 2007 01:49:09 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[In the News]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/birds-at-play/</guid>
		<description><![CDATA[So, it seems to me that the scientists in this article may have read Sutton-Smith (or perhaps &#8211; and admittedly more likely &#8211; read the same evolutionary theorists he had) because their rational seems similar to his. The article is discussing the intelligent and playful nature of the common raven. The researchers are asking why [...]]]></description>
			<content:encoded><![CDATA[<p>So, it seems to me that the scientists in this article may have read Sutton-Smith (or perhaps &#8211; and admittedly more likely &#8211; read the same evolutionary theorists he had) because their rational seems similar to his.  The article is discussing the intelligent and playful nature of the common raven.  The researchers are asking why ravens are so much more intelligent than other birds, and how does their playfulness tie into that.</p>
<p>It turns out that the reason they have come up with is that the ravens do not have an easy, routine life like other birds.  They are always in changing situations, in close quarters with potential predators, and have to deal with that.</p>
<p>The variety of ways that they describe ravens playing is fascinating.  Teasing predators, riding larger animals, and skiing behind animals on their backs.  All these seem to be tactics to ensure that they have the flexibility of thinking needed to survive in their particular ecological niche.  </p>
<p><a href="http://www.spiegel.de/international/spiegel/0,1518,476266,00.html">Clever Ravens</a></p>
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		<title>Back to Heraclitus and Plato: The Gutenberg Parenthesis</title>
		<link>http://ludic.colophon.org/ludus/back-to-heraclitus-and-plato-the-gutenberg-parenthesis/</link>
		<comments>http://ludic.colophon.org/ludus/back-to-heraclitus-and-plato-the-gutenberg-parenthesis/#comments</comments>
		<pubDate>Sat, 05 May 2007 17:23:08 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/back-to-heraclitus-and-plato-the-gutenberg-parenthesis/</guid>
		<description><![CDATA[So while at the Media in Transition conference last weekend, the Heraclitean/Platonic dichotomy Garrison set out at the beginning of class kept jumping out at me. Someone in the very first plenary session, Tom Pettitt, described something which fits perfectly, and which Garrison has somewhat alluded to in a recent post. One of the panelists [...]]]></description>
			<content:encoded><![CDATA[<p>So while at the Media in Transition conference last weekend, the Heraclitean/Platonic dichotomy Garrison set out at the beginning of class kept jumping out at me.  Someone in the very first plenary session, Tom Pettitt, described something which fits perfectly, and which Garrison has somewhat alluded to in a recent post.</p>
<p>One of the panelists described an interesting concept he termed the &#8220;Gutenberg Parenthesis.&#8221;   This was a divide which occurred when cultures changed from a primarily oral or hand-copied tradition to one of reliable, consistent mechanical reproduction.  Once this happened, a privileged, reified place was given to the concept of the complete, original text, &#8220;as the author intended,&#8221; rather than an interpreted work.  Prior to this transition, works evolved and changed over time, and the performative aspect was more important than the accuracy.<br />
<span id="more-183"></span><br />
What is significant about this parenthesis, and one of the reasons why Prof. Pettitt talked about this concept at a conference on Creativity, Collaboration, and Ownership in the Digital Age, is that he speculates that we may be leaving this parenthetical period.  He sees the digital era as having much in common with the pre-gutenberg era.  To copy off his handout from the session:</p>
<p>Pre-parenthetical	Gutenberg Parenthesis	Post-Parenthetical<br />
re-creative			original		                 sampling<br />
collective			individual				remixing<br />
con-textual			autonomous				borrowing<br />
unstable			stable					reshaping<br />
traditional			canonical				appropriating<br />
Performance		Composition				recontextualizing</p>
<p>This seems to be accurate to me.  Digital media, with it&#8217;s ease of copying, modifying, and transmission, certainly moves away from the primacy of the original work.  That is the source of all the copyright problems that are disrupting media industries today.  Video, audio, graphics, all are getting reappropriated, changed, and redistributed across digital media.  </p>
<p>This follows along with the heraclitean ideas of playing and changing, rather than the platonic idealism.  Media technology seems to be moving into an era where &#8220;playful&#8221; creation and interaction is facilitated by the nature of the technology, just as platonic idealism was facilitated by past technologies.  However, at the last panel, someone pointed out that we should not denigrate this past technological parenthetical.  Great works have been produced.  The danger is to look at the post-parenthetical period as progress over or beyond the parenthesis.  The new technologies should not be simply seen as better than the older ones, but as a new approach, appropriate for some uses, detrimental for others.  Pettitt points out that different media forms entered into, and left, the parenthesis at different times.  Poetry entered at an early time he says, while theater&#8217;s emphasis on performance had it enter later.  It would be wrong to reify the new forms of media, but better to use them, and understand those uses to best apply them to cultural forms and generate the best results.</p>
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		<title>Sitting at the last plenary session&#8230;.</title>
		<link>http://ludic.colophon.org/ludus/sitting-at-the-last-plenary-session/</link>
		<comments>http://ludic.colophon.org/ludus/sitting-at-the-last-plenary-session/#comments</comments>
		<pubDate>Sun, 29 Apr 2007 17:13:50 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/sitting-at-the-last-plenary-session/</guid>
		<description><![CDATA[&#8230;looking over the shoulder of the person in front of me, as she is logged into second life, in the NMC ampitheatre and watching the panel in second life. (in addition to being here herself) There&#8217;s about 10 people hanging out there, watching the panel. I just thought that was cool.]]></description>
			<content:encoded><![CDATA[<p>&#8230;looking over the shoulder of the person in front of me, as she is logged into second life, in the NMC ampitheatre and watching the panel in second life. (in addition to being here herself)  There&#8217;s about 10 people hanging out there, watching the panel.</p>
<p>I just thought that was cool.</p>
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		<item>
		<title>Second Life Addresses for MIT Conference</title>
		<link>http://ludic.colophon.org/ludus/second-life-addresses-for-mit-conference/</link>
		<comments>http://ludic.colophon.org/ludus/second-life-addresses-for-mit-conference/#comments</comments>
		<pubDate>Fri, 27 Apr 2007 18:23:40 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/second-life-addresses-for-mit-conference/</guid>
		<description><![CDATA[Henry Jenkins made a post about the conference on his blog yesterday. It has details on the topics of the plenaries, and the addresses. Check it out here if you are interested: http://www.henryjenkins.org/2007/04/media_in_transition_5_creativi.html]]></description>
			<content:encoded><![CDATA[<p>Henry Jenkins made a post about the conference on his blog yesterday.  It has details on the topics of the plenaries, and the addresses.  Check it out here if you are interested:</p>
<p>http://www.henryjenkins.org/2007/04/media_in_transition_5_creativi.html</p>
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		<title>Media In Transition Conference Simulcast in Second Life</title>
		<link>http://ludic.colophon.org/ludus/media-in-transition-conference-simulcast-in-second-life/</link>
		<comments>http://ludic.colophon.org/ludus/media-in-transition-conference-simulcast-in-second-life/#comments</comments>
		<pubDate>Fri, 27 Apr 2007 16:44:52 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/media-in-transition-conference-simulcast-in-second-life/</guid>
		<description><![CDATA[So, I&#8217;m at the MIT conference at MIT ( http://web.mit.edu/comm-forum/mit5/ ) and they just announced that the 6 plenary sessions will be simulcast within Second Life at the New Media Consortum site (find it through search or http://www.nmc.org/ I believe, they did not give SLURL&#8217;s unfortunately, I&#8217;ll post &#8216;em as I get &#8216;em) Webcasts/podcasts for [...]]]></description>
			<content:encoded><![CDATA[<p>So, I&#8217;m at the MIT conference at MIT ( http://web.mit.edu/comm-forum/mit5/ )  and they just announced that the 6 plenary sessions will be simulcast within Second Life at the New Media Consortum site (find it through search or http://www.nmc.org/ I believe, they did not give SLURL&#8217;s unfortunately, I&#8217;ll post &#8216;em as I get &#8216;em)<br />
Webcasts/podcasts for the plenaries are available after the fact, and papers are usually available online shortly after the conference on the website.</p>
<p>May be Play and Games relevent, may not be.  But they are generally interesting nonetheless.   I may post thoughts through the conference as I have &#8216;em&#8230;.</p>
<p>Plenaries are:<br />
<strong>Plenary Conversation 1</strong></p>
<p>Folk Cultures and Digital Cultures<br />
Lewis Hyde, Kenyon College<br />
Thomas Pettitt, University of Southern Denmark<br />
S. Craig Watkins, University of Texas<br />
Moderator: David Thorburn, MIT<br />
Friday, April 27<br />
12:30-2:00</p>
<p><strong>Plenary Conversation 2 </strong></p>
<p>Collaboration and Collective Intelligence<br />
Mimi Ito, Annenberg Center for Communication<br />
Cory Ondrejka, Linden Lab<br />
Trebor Scholz, SUNY Buffalo<br />
Moderator: Thomas Malone, MIT<br />
Friday, April 27<br />
5:45-7:15</p>
<p><strong>Plenary Conversation 3</strong> </p>
<p>Copyright, Fair Use and the Cultural Commons<br />
Hal Abelson, MIT<br />
Pat Aufderheide, American University<br />
Wendy Gordon, Boston University<br />
Gordon Quinn, Kartemquin Films<br />
Moderator: William Uricchio, MIT </p>
<p><strong>Plenary Conversation 4 </strong></p>
<p>Learning through Remixing<br />
Erik Blankinship, Media Modifications<br />
Juan Devis, KCET/PBS Los Angeles<br />
Renee Hobbs, Temple University<br />
Alice Robison, MIT<br />
Ricardo Pitts-Wiley, Mixed Magic Theater<br />
Moderator: Henry Jenkins, MIT<br />
Saturday, April 28<br />
7:30-9:30 </p>
<p><strong>Plenary Conversation 5</strong></p>
<p>Reproduction, Mimicry, Critique and Distribution Systems in Visual Art<br />
Tony Cokes, Brown University<br />
Andres Laracuente, artist<br />
Michael Mittelman, ASPECT<br />
Moderator: Bill Arning, List Visual Arts Center, MIT<br />
Sunday, April 29<br />
10:45 am-12:15 pm </p>
<p><strong>Plenary Conversation 6</strong></p>
<p>Summary Perspectives<br />
Suzanne de Castell, Simon Fraser University<br />
Fred Turner, Stanford<br />
Siva Vaidhyanathan, NYU<br />
Jose van Dijck, University of Amsterdam<br />
Moderator: Nick Montfort, University of Pennsylvania<br />
Sunday, April 29<br />
12:30-2</p>
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		<item>
		<title>Links, one on games, one on play&#8230;</title>
		<link>http://ludic.colophon.org/ludus/links-one-on-games-one-on-play/</link>
		<comments>http://ludic.colophon.org/ludus/links-one-on-games-one-on-play/#comments</comments>
		<pubDate>Fri, 06 Apr 2007 02:47:27 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/links-one-on-games-one-on-play/</guid>
		<description><![CDATA[So, some links which have caught my eye lately: First a game, which I think is very interesting to look at in terms of all the readings we have had on Games, Narrative, and Rules. There are several games in the Eyemaze Grow series, this is a link to the basic one I find most [...]]]></description>
			<content:encoded><![CDATA[<p>So, some links which have caught my eye lately:</p>
<p>First a game, which I think is very interesting to look at in terms of all the readings we have had on Games, Narrative, and Rules.  There are several games in the Eyemaze Grow series, this is a link to the basic one I find most interesting.  Play it and see how things develop  <a href="http://www.eyezmaze.com/grow/cube/index.html">Grow Cube.</a>  To make things more interesting Narratively, check out <a href="http://www.eyezmaze.com/chronon/v0/index.html">Chronon</a> which adds a time and story element to a similar basic game mechanic.</p>
<p>Second, on the subject of play, I&#8217;ve been drawn to the funny pictures at <a href="http://www.icanhascheezburger.com/">icanhascheezburger.com</a> recently.  Wonderful, stupid amusement, but it surprises me how well it fits into some of the classical ideas of play we&#8217;ve discussed.  There are rules and requirements for the pictures submitted, there are common grammars and themes, and the website could itself be considered a &#8216;magic circle&#8217; of sorts.  But mainly I wanted to post up the site of funny pet pictures. I especially like the walrus ones.  Find them under keyword &#8220;walrus&#8221; in the list on the right side of the page.</p>
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		<title>What Games do we need to study?</title>
		<link>http://ludic.colophon.org/ludus/what-games-do-we-need-to-study/</link>
		<comments>http://ludic.colophon.org/ludus/what-games-do-we-need-to-study/#comments</comments>
		<pubDate>Tue, 27 Mar 2007 16:20:48 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

		<guid isPermaLink="false">http://ludic.colophon.org/ludus/what-games-do-we-need-to-study/</guid>
		<description><![CDATA[I recently read an article on some game studies professors who are trying to get a set of video games considered for preservation by the Library of Congress as important cultural artifacts. Here&#8217;s a NYtimes article on this topic. Here&#8217;s their list of their choices: &#8220;Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity [...]]]></description>
			<content:encoded><![CDATA[<p>I recently read an article on some game studies professors who are trying to get a set of video games considered for preservation by the Library of Congress as important cultural artifacts.<br />
<a href="http://www.nytimes.com/2007/03/12/arts/design/12vide.html?ei=5124&#038;en=380fc9bb18694da5&#038;ex=1331352000&#038;partner=permalink&#038;exprod=permalink&#038;pagewanted=print">Here&#8217;s a NYtimes article on this topic.</a></p>
<p>Here&#8217;s their list of their choices:<br />
&#8220;Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994).&#8221;<br />
<span id="more-133"></span></p>
<p>Now there are all sorts of things to talk about with this concept.  The most hotly debated is what games should/should not have been on the list.  Pong?  Zelda?  The authors (well, one of them, one who runs a video game blog) has defended some of the choices, saying that it wasn&#8217;t always the first game to do something that was chosen, but the first one which made an impact (i.e.:Wolfenstein 3D was really the first first-person shooter, but Doom was the first one to make a big splash and define the genre), but I think that debates about the content of the list will never end (Sensible World of Soccer? I&#8217;ve never even heard of that one!).  But that is probably the least intersting (although possibly most fun) debate to have.</p>
<p>The real debate (or, at least one of them) is what good does such a video game &#8216;canon&#8217; do for video game studies?  In other disciplines (religion, literature, etc), a canon provides a set of authoritative texts which are considered most influential, and form the basis for all &#8216;valid&#8217; studies in that discipline.   Now, certainly, one of the goals of these scholars in creating this list is to give further validity to Video Game Studies as a Discipline in the academic institution.  This gives an external value to such a list, a way of &#8216;dressing up&#8217; Video Game Studies to be just like it&#8217;s big brothers.  But is there any internal value to the discipline of having such a list, especially one with only 10 games on it?</p>
<p>I&#8217;m not so certain that there is.  Games have a huge variety, and to limit the discussion in such a way would be harmful.  There will always be comparisons made between games.  Comparing newer versus older technology, open ended versus linear gameplay, and multiplayer versus singleplayer games are all comparisons that can be made.  But do we need to establish a set of games which will form the core of game studies?  I don&#8217;t even see how this could be done, in any real academic sense.</p>
<p>I think that calling it a canon is a mistake.  Call it a list of important games, call it a list of cultural artifacts that need to be preserved, but trying to give it an academic label such as &#8216;canon&#8217; will cause problems.  Especially since it is not the NYTimes writer who called it such, but one of the creators of the list, although he was a game designer, not an academic.  </p>
<p>What are better ways of creating a canon?  Perhaps creating two, one of Narrative or genre based approaches (puzzle, adventure, fighting, etc), and one of ludic or gameplay approaches(first person, text based, linear, etc), and games could then be discussed as the intersection of various elements of each list.  Then they could be compared to other games with such characteristics.  The canon would be the elements (or units, to link with this weeks reading) that would be used for the discussion of the relationship between that game and other games, or other cultural elements.  </p>
<p>However, you can&#8217;t get a genre recognised by the Library of Congress, so this approach doesn&#8217;t help with the legitimization function, which is probably what they were mostly concerned about.</p>
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		<title>Play, Simulation, and the Problems of Other People</title>
		<link>http://ludic.colophon.org/ludus/play-simulation-and-the-problems-of-other-people/</link>
		<comments>http://ludic.colophon.org/ludus/play-simulation-and-the-problems-of-other-people/#comments</comments>
		<pubDate>Mon, 12 Feb 2007 23:26:56 +0000</pubDate>
		<dc:creator>Micha</dc:creator>
				<category><![CDATA[Follow-Up]]></category>

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		<description><![CDATA[In an earlier post on the blog, Michael discussed some aspects of the cheater/spoilsport distinction. I happened to see it lined up with one of the sidebars, which had an article talking about one of the other variety of spoilsports, Halo 3 To Have &#8216;Mute the Jerk&#8217; Button. It raises the issue of another sort [...]]]></description>
			<content:encoded><![CDATA[<p>In an earlier post on the blog, Michael discussed some aspects of the cheater/spoilsport distinction.  I happened to see it lined up with one of the sidebars, which had an article talking about one of the other variety of spoilsports, <a href="http://games.slashdot.org/article.pl?sid=07/02/12/1755248&#038;from=rss">Halo 3 To Have &#8216;Mute the Jerk&#8217; Button</a>.  It raises the issue of another sort of spoilsport, those who follow the rules, respect the magic circle, but ruin other&#8217;s enjoyment in the pursuit of their own.<br />
Trash talking, harrassment, and other similar behaviors have long been part of games.  At times, they fit in well with the game at hand, especially in Caillois&#8217; <em>agón</em> category.  This direct competition, the confrontation of two parties, invites such reaction as people psych themselves up.  However, it does not always fit as well with the other categories.  Especially in <em>mimicry</em>, this behavior can disrupt the simulation, spoiling the game for other people.  This is in pure simulation.  Taunting the actors in a play would be considered runious to the performance.  However, most games are hybrid entities, by Caillois&#8217; classifications, and when this happens, it becomes harder to condemn the taunters.<br />
Online multiplayer games can almost always be considered simulations.  You are pretending to occupy some other role, in some other world.  Most are also competitions.  This creates a conflict, because people being behaviors and expectations from one class of game into another.  This has led some games to try and take steps to limit this behavior.  Some restrict the names you can choose for your character, and some try to reward &#8216;in-character&#8217; behavior.  These can work for role-playing games such as World of Warcraft, but how do you deal with games in which the simulation element is not based on an extended world, but on the environment in which you are competing?<br />
This is the problem which Halo3 is attempting to address.  You can&#8217;t establish rules on what people can say in game chat, aside from attempts to restrict language people can use.  Even if there are rules, the instant nature of voice chat makes it impossible to technologically police. (text chats can be dealt with by having pattern recognition censor the offensive words)  The way that Halo3 is addressing it is a community based reputation system.  This only works if people care about their reputations.  For people who already engage in trash talking, this may not be enough of a disincentive, they still can derive enough enjoyment from playing with people who ignore their reputation score.  It will allow people to segregate those individuals off from the main playing population.  Assuming, of course, that those individuals do not make up the bulk of those playing the game.<br />
Trash talkers are certainly not cheaters. If they are, this has nothing to do with their verbal conduct.  However, are they spoilsports?  The rules of the game do not necessarily prohibit their behavior, but it may violate the culture that grows up in the game environment.  Here the conflict between the two categories of games comes to light.  <em>Agón</em>-ic games have rules which limit what is within and without the game.  <em>Mimicry</em>-type games do not.  The flexibility allows for more rules to come up through the game, but in a game where people are involved to varying degrees (time commitment, skill, degree to which the game is <em>agón</em> or <em>mimicry</em> to that individual), not everyone will agree, or even be aware of, those unspoken rules.<br />
It is not clear how to deal with this.  Some people will just stay away from online multiplayer games.  Others will join, but will feel the need to be circumspect regarding the games they play.  Perhaps community oriented solutions will work, but I suspect that there will always be a large number of individuals who will obey the laws of the technical game, while ignoring the other levels of the game that they are playing.</p>
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