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Framtidens Datorspel.Pdf F r am tidens da Datorspelsmarknaden har fullkomligt exploderat under slutet av nittiotalet, men många menar att detta bara är början. Datorspel som medieform har t traditionellt varit förknippat med lek och orspel ungdomar, men alltfl er medieföretag inser att det fi nns mycket pengar att tjäna inom datorspel. Gigantiska medieföretag producerar spel för fantasisummor och miljontals människor spelar med varandra över Internet. Studenter på civilingenjörsprogrammet i Medieteknik vid KTH har under våren 2005 inom ramen för kursen »Innehåll och uttryck i media« utforskat framtidens datorspel, såväl som datorspelens framtid. FRAMTIDENS DATORSPEL Deltagarna i kursen »Innehåll och uttryck i media« Medieteknik KTH Vårterminen 2005 © 2005 Deltagarna i kursen »Innehåll och uttryck i media«, Medieteknik, KTH, Vårterminen 2005 Redaktör: Alfred Mosskin Sammanställning, redigering och layout: Anna Gra ind, Mathias Sautermeister, Christina Strandänger, Lina Mattsson Omslag: Mathias Sautermeister, Alfred Mosskin Omslagsfoto: Mathias Sautermeister Omslagspojke: Dante Sautermeister Tryck: Elanders Infologistics Väst AB ISBN 91-631-7116-3 Innehåll DATORSPEL – SVERIGES STÖRSTA SPORT s. 13 Datorspelandet har tidigare setts enbart som ett något obskyrt tidsfördriv, men uppfattas idag i många delar av världen som en sport på samma sätt som fotboll eller pingis. Vi undersöker tävlingsscenen idag och ser på vilka faktorer som driver denna utveckling framåt. ATT SPELA ELLER INTE SPELA – BARNS DATORSPELSVANOR IDAG OCH I FRAMTIDEN s. 33 I yngre år spelar ickor och pojkar lika mycket och samma typ av datorspel. Bilden ser dock helt annorlunda ut bland tonåringar. Någonstans på vägen slutar majoriteten av ickorna att spela. Varför? Kommer det att se annorlunda ut i framtiden? DATORSPEL – FRAMTIDENS LÄROMEDEL? s. 55 Kan man lära sig något och ha kul samtidigt? Datorspel kan utnyttjas för att lära ut olika former av kunskap och att använda datorspel inom skolundervisningen kan ha en rad positiva inverkningar på elevernas inlärning, men det är inte helt oproblematiskt. SÄLLSKAPSSPEL MED DATORKRAFT s. 83 Vad kan tekniken komma att tillföra sällskapsspel? Kommer digital teknik och sällskapsspel aldrig att höra ihop? Var går gränsen mellan sällskapsspel med datorkraft och datorspel? Genom diskussioner, studier av spelforskning, samtal med spelutvecklare, test av en haptisk prototyp och andra metoder söker vi svar på våra frågor kring teknik och sällskapsspel. PERVASIVE GAMING – MED VERKLIGHETEN SOM SPELPLAN s. 107 Pervasive gaming är en ny datorspelsgenre som utmanar den traditionella synen på datorspel. Genom att med teknikens hjälp integrera fantasins värld i verkligheten öppnar dessa spel upp för helt nya spelformer där spelaren inte längre är begränsad till stationära spelplattformar. FRAMTIDENS GAMBLING I SVERIGE s. 137 Nätgambling ökar i Sverige i en rasande takt. Svenska Spel besitter ett statligt monopol, men utländska aktörer etablerar sig snabbt via Internet på den svenska marknaden. Hur ser ett framtida scenario ut i Sverige? Vilka nya spelformer kan tänkas uppstå genom teknisk utveckling? FRAMTIDENS PSW-SPEL – GENREBREDDNING OCH TEKNIKUTVECKLING s. 163 Hur kan PSW-spel (Persistent State World) utvecklas vidare från dagens rådande fantasyrollspels hegemoni? Hur kan den tekniska utvecklingen bidra till branschens vidare utveckling? SOCIALA OCH EKONOMISKA ASPEKTER I VIRTUELLA VÄRLDAR s. 191 I kapitlet studeras de sociala och ekonomiska faktorer som existerar i PSW- genren. Hur ser situationen för PSW-spel ut idag? Hur ser framtidens sociala och ekonomiska möjligheter ut i dessa virtuella världar? INDEPENDENTSPEL – ATT SKAPA STÖRRE MÅNGFALD GENOM MINDRE PRODUKTIONER s. 219 Datorspelsmarknaden är tråkig och konservativ. Vi tror att en independentscen, liknande den inom lm och musik, skulle öka utbudet och mångfalden. Förord Denna bok är resultatet av en projektkurs, »Innehåll och uttryck i media«, på civilingenjörsprogrammet i medieteknik på KTH. MEDIETEKNIK Medier och tekniken bakom dessa får en allt större betydelse i samhället och i människors vardag. Sedan 1999 har KTH därför erbjudit ett civilingenjörsprogram i medieteknik. I sin bredaste formulering står medieteknik för teknik och metoder för att stödja kommunikation mellan människor över avstånd i tid och rum. De två första åren på utbildningsprogrammet läser studenterna obligatoriska basämnen som matematik och informations- och medie tekniska ämnen. Det tredje och fjärde året fördjupar sig student erna inom olika specialiseringar för att slutligen stråla samman och samarbeta i denna kurs. INNEHÅLL OCH UTTRYCK I MEDIA I projektkursen »Innehåll och uttryck i media« utforskar studenterna på civilingenjörsprogrammet i medieteknik sambandet mellan tek- nik, ekonomi och sociala faktorer i den tekniska innovations- och utvecklingsprocessen. Kursen är på sex poäng och löper under hela vårterminen. Efter kursen återstår bara examensarbetet innan studenterna är färdiga civilingenjörer. För mer information om »Innehåll och uttryck i media«, se www.nada.kth.se/kurser/kth/2D1577. ÅRETS TEMA – DATORSPEL Varje år väljs ett nytt tema och tidigare teman för kursen har varit »bio« (2003) och »bok« (2004). Årets tema (våren 2005) för kursen är »datorspel«. Det betyder att studenterna under hela vårterminen jobbat med att analysera, re ektera över, ompröva och vidare utveckla – ja, helt enkelt med att utforska och kanske också med att upp nna – datorspelens framtid och framtidens datorspel. ARBETSFÖRLOPP Under en intensiv uppstartsdel på sju veckor har kursen gästats av ett tjugotal gästföreläsare från näringslivet och akademin. Under denna period har studenterna även läst om datorspel, tänkt på datorspel, pratat om datorspel, tittat på datorspel etc. Efter denna period har deltagarna – utifrån egna intressen – delat upp sig i nio grupper för att utforska olika aspekter av framtidens datorspel. 9 RESULTAT Resultatet av varje grupps arbete är ett förslag eller scenario om hur (en aspekt av) framtidens datorspel och datorspelens framtid kan komma att te sig. Resultatet redovisas dels i form av ett kapitel i denna bok samt även i form av en större presentation som är öppen för allmänheten. Denna presentation gick av stapeln tisdagen den 24 maj 2005. Daniel Pargman (universitetslektor i medieteknik) – kursansvarig Mats B Andersson (doktorand i medieteknik) – kursassistent 1 0 Framtidens datorspel – Datorspelens framtid Hur kan framtidens datorspel tänkas se ut? Kommer spelandet för yttas ut i det verkliga livet och sudda ut gränsen mellan ktion och verklighet? Eller kommer kanske det verkliga livet utspela sig alltmer i onlinevärlden? Det är några av de frågor vi i de följande nio kapitlen tänker försöka besvara. Datorspel är så mycket mer än det vi ser i massmedierna idag och vår ambition med denna bok är att betrakta området ur en rad olika perspektiv. Ett av detta är marknadsmässigt. Datorspelsmarknaden har fullkomligt exploderat under slutet av 90-talet men många menar att detta bara är början. Datorspel som medieform har traditionellt varit förknippat med lek och ungdomar men allt er medieföretag inser att det nns mycket pengar att tjäna inom datorspel. Gigantiska medieföretag producerar spel för fantasisummor och miljontals människor spelar med varandra över Internet. Finns det utrymme för något alternativ till de stora mediekonglomeraten? En annan aspekt som kommer att belysas är datorspel som läromedel och hur man kan göra datorspelande attraktivt för en bredare målgrupp än idag. Hur kan man utnyttja lekfullheten och motivationen att lösa problem i datorspelandet till att lära olika människor nya saker? Vi som skrivit detta förord har under kursens gång jobbat parallellt mellan de olika projektgrupperna som en form av exekutiv grupp. Vår ambition har varit att försöka behålla en röd tråd genom kursens gång och även i denna bok. En annan uppgift var att producera den gemensamma presentationen av gruppernas arbete som ägde rum i maj 2005. Vår förhoppning är att vi i denna antologi genom att utforska sambandet mellan teknik, ekonomi och sociala faktorer i datorspel ska närma oss svaret på frågan hur framtidens datorspel såväl som datorspelens framtid kommer att se ut. Anna Gra ind, Lina Mattsson, Johan Mohlin, Alfred Mosskin, Mathias Sautermeister, Christina Strandänger, Pelle Tamleht 1 1 David Almer, Thomas Danemar, Robert Gustafsson, Hanna Tang, Anna Wiklund, Andreas Wiss, Wilhelm Österberg Datorspel – Sveriges största sport Några i publiken skriker ut sitt missnöje över att skottet missade. Det är en uppjagad stämning på arenan, anhängare till det röda laget hålls avskilda från anhängare till det blå laget av väktare iklädda orange västar. Kommentatorerna pratar snabbt och i munnen på varandra. Lag röd är nära ett avgörande igen, den här gången sitter skottet. Halva publiken jublar och reser sig upp, skränar; vi vann, vi vann. På storbildsskärmarna kan man se »dusty«, den sista ur lag blå, ligga död på marken, i en pöl av sitt eget blod. Bild 1.1 – E-sporten spås locka en allt större publik framöver. Bilder som denna från e-sportevenemang tillhör en framtid som inte alls är så avlägsen som man kan tro. 1 3 Detta hade varit synnerligen otrevligt om det handlat om en fotbollsmatch som spårat ur, men nu var det istället en nal i spelet Counter-Strike som beskrevs. I Sverige är vi ännu långt från att visa datorspelstävlingar på arenor, men det är redan vanligt i till exempel Korea. Vi undersöker tävlingsscenen idag och diskuterar möjligheterna för tävlingsspelande i Sverige idag och i framtiden. Vi har
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