GDC – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 #1ReasonToBe and Many Reasons To Still Worry http://blog.commarts.wisc.edu/2013/04/09/1reasontobe-and-many-reasons-to-still-worry/ http://blog.commarts.wisc.edu/2013/04/09/1reasontobe-and-many-reasons-to-still-worry/#comments Tue, 09 Apr 2013 13:45:21 +0000 http://blog.commarts.wisc.edu/?p=19499 GDC-1ReasonToBeThe 26th annual Game Developer’s Conference recently met from March 25 through March 29, 2013. As it has in the past several years, the GDC met in San Francisco’s Moscone Center, spilling out into surrounding events, parties, and satellite unconferences (such as this year’s Lost Levels). As the industry’s largest event, GDC brought together over 23,000 developers, journalists, marketers, academics, and fans. Unfortunately, I was not able to attend this year’s GDC, but as I viewed the events from afar, a number of major themes seemed to develop through the blog coverage and ongoing Twitter conversations.

One of this year’s key stories seems to be regarding how the industry deals with difference and inclusivity, both for developers and for the industry as a whole. The games industry has rightly been accused of failing to accommodate perspectives beyond those of the young men that have stereotypically been seen as the industry’s primary consumers. A potential watershed moment during this year’s conference was the #1ReasonToBe panel, featuring developers including Brenda Romero (Wizardry, Jagged Alliance), Robin Hunicke (Journey, Glitch, Funomena), Kim McCaullife (Microsoft Studios), Leigh Alexander (journalist for Gamasutra, Kotaku, and others), Elizabeth Sampat (Storm8), and Mattie Brice (independent game critic/journalist).

The panel cleverly pushed the devastasting #1ReasonWhy hashtag into new territory, incorporating both problems facing women in the games industry and “reasons for women to be” in the games industry. Presenters recounted horror stories of both casual and explicit sexism within the industry, while aspiring to start a larger conversation in the industry on issues of gender. The #1ReasonToBe hashtag on Twitter is still ongoing, albeit with less of the vigor that typified the #1ReasonWhy hashtag.

How much of this represents a real and significant shift in the culture of game design? For some, it seems clear that the industry is undergoing significant change on several fronts — The New York Times summarized GDC 2013 as the year the indies “grabbed the controls.” As quoted in the Times piece, game designer Eric Zimmerman has decided to end his annual, provocative Game Design Challenge (won this year by Jason Rohrer, for the second time in three years), explaining that “The idea of doing strange, bizarre, experimental games is no longer strange, bizarre or experimental.” Perhaps, in this context and in this particular moment, panels such as #1ReasonToBe may gain significant traction in the industry.

Unfortunately, even while there was a concerted effort by attendees and regular GDC organizers to reframe who the “games industry” is, some of the events surrounding GDC were still problematic. The International Game Developer’s Association came under widespread criticism for scantily-clad women dancers at their professional conference party. This drew the attention of the aforementioned Brenda Romero, who on the same day she was awarded a Women In Games lifetime achievement award very quickly resigned as co-chair of IGDA’s Women in Games special interest group (along with other IGDA resignations, including outgoing board member Darius Kazemi). On top of this, the creators of Minecraft, Mojang Specifications, threw a party that several developers alleged included women who were paid by the company to socialize with (predominantly male) game developers. Mojang has denied these accusations.

So, how do we come to some sense of where the industry is going? Was 2013 a breakthrough or just a case of an industry that’s moving to address its problematic gender culture while thousands of other attending developers were fine with business as usual? The discussion of gender and inclusivity at GDC2013 included very little from the Nintendos, Microsofts, Sonys, Capcoms, Activision Blizzards, Valves, and so on. In this regard, perhaps Zimmerman’s statement about the shift toward experimentation and change was correct; though the era of the AAA studio has not necessarily passed, AAA products and AAA studios were certainly not the story at this year’s conference. Rather than feature rollouts of new gaming consoles or prodcuts, the industry focused on deep discussions regarding its own culture and ways forward.

In-conference discussions of inclusivity and difference are just the tip of the iceberg, however, as the struggles with these very issues in the male-dominated, party-centric culture around the conference may indicate. How do we bridge this gap?

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What Are You Missing? March 17-March 30 http://blog.commarts.wisc.edu/2013/03/31/what-are-you-missing-march-17-march-30/ Sun, 31 Mar 2013 13:00:25 +0000 http://blog.commarts.wisc.edu/?p=19266 Ten (or more) media industry news items you might have missed recently:

1) The Supreme Court has been busy (and not just with DOMA). The High Court handed down multiple rulings with major impact for the entertainment industries. First, the Court extended the “first sale” doctrine to content purchased overseas but resold in the US, in a case brought by Supap Kirtsaeng, a Thai-born student sued for copyright infringement by Wiley & Sons when he resold textbooks purchased in Taiwan. The ruling has already spurred some in Congress to call for revisions to copyright law, with testimony from the U.S. Register of Copyrights calling for the “next great copyright act” involving clarifications and revisions to the Digital Millenium Copyright Act enacted 15 years ago.

2) While the industry may have lost that case, they did come out ahead in another, as the Supreme Court ruled in favor of Comcast in an antitrust suit filed by Philadelphia-area subscribers claiming they were being overcharged. This could extend beyond the realm of television/cable providers, as the ruling impacts the ways cases can be pursued by a class group.

3) As regular WAYM readers might recall, last week News Corp and Disney were both considering buying the other out for control of Hulu. Now, reports show both sides are considering selling to a third party. Potential buyers being tossed around are investment firm Guggenheim Partners, Yahoo, and Amazon, tough no official comments have been made. So at this point, anything (or nothing) could happen.

4) In other streaming news, HBO GO, the online streaming service from HBO that is currently only available to those with a cable subscription (with the extra HBO fee), may ‘go’ broader, with HBO CEO Richard Plepler mentioning interest in teaming up directly through broadband providers. This would make HBO the “first premium cable network to bypass cable” and go directly to its Internet-based audience. This could be a big step, and a tacit admission of new competition in the form streaming sites like Netflix and Amazon.

5) This past week, the Federal Trade Commission (FTC) released a report detailing the results of an “undercover shopper survey” on the enforcement of entertainment industry ratings. In an age where video games are often singled out for their impact on children, the FTC found the ESRB’s rating system and video game retailers the best, noting an 87% success rate of underage children being denied buying M-rated games. All areas found marked success, however, as box office, DVD sales, and CDs all showed improvement over the past years (See graph/report for more details).

6) The Game Developers Conference (GDC), the “world’s largest and longest-running professionals-only game industry event,” took place this past week, featuring booths, panels, and demos of the latest and greatest out of the video game industry. Although events like PAX and E3 draw larger audiences and media coverage, GDC has become another site for industry outsiders, like Disney and Warner Bros., to become more involved. Highlights include Activision’s uncanny valley-crossing graphics demo and independent game Journey taking home several awards including being the first independent to win Game of the Year.

7) Upfront season is really heating up, starting with News Corps cable network FX announcing the launch of a new sister channel, FXX (The extra X is for… I don’t know). FXX (launching in September) will specifically target a younger demographic, 18-34, and will be bolstered by moving current FX comedies It’s Always Sunny in Philadelphia and The League, as well as new comedy programming and reruns of popular shows like Sports Night and Arrested Development. Back on the FX front, network president John Landgraf also announced the acquisition of a 10-episode adaptation of the Coen Brothers’ Fargo, a bid they hope puts them in competition with more premiere cable fare like HBO and AMC.

8) More from the upfront front, Participant Media announced the creation of ‘pivot’ (stylized in lower-case), a new cable network formed from their purchase of the Documentary Channel. The new channel will mostly be filled with non-fiction programming aimed at Millenials, with shows from Joseph Gordon-Levitt and Meghan McCain already lined up. Participant Media is exploring options for offering the channel via broadband, trying to hook this young generation with both relevant technology and content.

9) A new report out this week from UCLA and the Writers Guild of America (WGA) revealed women and minorities are still underrepresented on television writing staffs as well as in producer roles. UCLA sociologist and the report’s author Darnell Hunt revealed that while some progress was made, it was at such a slow rate, the effects are marginal or nearly nonexistent.

10) Variety isn’t gone, but it won’t be the same. The 80-year-old Hollywood daily trade magazine published its last print edition on March 19. Variety will live on, both online in its revamped (paywall-free) website and in a new weekly magazine that debuted March 26.

And we return to The Silly Side, looking at the inherent weirdness that comes from entertainment industries:

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