| The Third Annual Game Design
Think Tank Project Horseshoe 2008 |
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Group Report: The Gaming Date |
| Participants: A.K.A. "The Dating Game" | |||||||||||||||||||||
Dustin Clingman, Zeitgeist |
Wendy Despain, International Hobo | ||||||||||||||||||||
| Steve Meretzky, Blue Fang | Dave Warhol, Realtime Associates | ||||||||||||||||||||
| Jeff Pobst, Hidden Path Entertainment | Richard Dansky, Red Storm Entertainment | ||||||||||||||||||||
Problem statement To a large extent, video gaming is divorced from the culture of courtship and dating, when integrating the two would be of benefit to making gaming more broadly socially acceptable. What are the issues that prevent this, how can they be addressed, and are there solutions either in place or that need to be created that can facilitate the process? Solution The discussion broke down into several areas:
Our focus was to assess, illuminate, and describe the problem. We concentrated primarily on the interaction of gaming and courtship in the US/western market, targeting specifically first dates. We avoided extended discussion of games that are explicitly intended to be dating facilitators (i.e. Korean dating sims) or the dating aspects of MMOs (which already indicate pre-existing compatibility). Among the core reasons that gaming as it stands in the US is not necessarily dating-friendly were:
By contrast, a movie is non-threatening, passive, easy to access, and generally in a public space with physical proximity (cf. “The yawn”). That being said, there are some successful games and game-related scenarios that do or have encouraged dating.
Looking at the issues, and at the elements out there that are already successful, or unsuccessful, what then would be potentially profitable approaches to the problem?
Further exploration is, of course, required. Note that we expect this report to be a living document, and to explore approaches to the material which may suggest themselves from later conversation, data collection, or experimentation. Action item list
The primary question driving this group was a simple one: why isn’t video gaming a reasonable or acceptable date – or at least, not a first one. The question was originally raised when one group member spotted a young couple at a showing of The Aristocrats, starry-eyed and telling each other how wonderful it was that they were seeing this. Now, if attending The Aristocrats, widely regarded as the filthiest, most scatological film ever made, can be seen as a valid date choice, why can’t gaming (defined for the purposes of this discussion strictly as video gaming; card, board, and classical RPG games offer different challenges that exist outside the bounds of this discussion) be viewed in the same vein? In other words, while it’s easy to joke about “how can gaming get me dates”, that’s the exact inverse of the problem we’re trying to examine. Rather than ask how gaming can get someone dates, we’re more interested in an ongoing investigation of what about gaming – be it perception, culture, or reality – places it outside of that discussion. That is the start point of the investigation: why is gaming outside of what can be reasonably described as courtship behavior. Beyond that, we want to drill down further, into whether there are effective means of incorporating gaming into the dating ritual, how those work, and what elements can be abstracted from that. Eventually, we would like to see whether they can be synthesized into game design approaches for concepts that would be “dating-friendly”, or perhaps games specifically designed as dating activities. Whether or not we do find specific, quantifiable answers – or even reasonably accurate trends – is, in the opinion of the group, of secondary importance. What does matter is that the question is being raised, appraised, and approached from different directions. Our most important task is to raise the issue, which appears to have languished, for debate and discussion. It is our sincere hope, obviously, that we will find at least some answers, and that game design-driven responses can be formulated to the problem we are examining. To this, we will be bending our best efforts. But if not us, then others will undoubtedly raise the question, and with luck find their own answers to share with the community. Expanded Solution Description It is understood by the group that a much broader data and experiential sample will be required to get any meaningful information for discussion. At this point, we are limited to the anecdotal, and bounded by the composition and experience of our workgroup. With that in mind, the solutions we are working on are fragmentary, and pending further researches. section 8 |
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