How To Talk About Video Games Today:
Part 4 - So What Do We Do About It?
Andrew Phelps

Professor of Human Interface Tech., University of Canterbury, Christchurch NZ
Professor of Art & Design, Rochester Institute of Technology
Games Scholar in Residence, School of Communications, American University, Spring 2019
President, Higher Education Video Game AllianceFounder, RIT MAGIC Center & MAGIC Spell Studios
Founder, RIT School of Interactive Games & Media

Lets start with apersonal story● My friend Constance steps downfrom HEVGA, and she and theboard ask me to take over, Nov
2017...
● Take it slow, learn the ropes.
● Good advice from the Biden years.

Everything Old is New Again, Again● But what was different was the number ofpeople saying ‘eh, this will just blow over’● And it did. THROUGH ADVOCACY.
● Academics and industry gave a lot ofinterviews, issued statements, attended
meetings, etc.

How Does This Affect You?
● That’s why games was written out of theschool safety commission report, whereas
the MPAA was not.
● How does this affect you? Because the 1A
case decision by the Supreme Court could bechallenged or thwarted. And that’s just theUSA.

Then Games & Addiction & WHO●

HEVGA issues a very similar statement,
calling out research that was suspect,
meta-analysis of potentially flawedstudies, etc.
And yet I watched academics who on
violence wanted careful research andstudy toss around terms like ‘addiction’and ‘I’ve seen it’ and ‘games are designed
for that’●

Great panel discussion at G4C 2018●

There are Big Generational Divides
Regarding Attitudes About Games
Lots of people playgames, but lots ofpeople play very
different kinds ofgames

SO WHAT CAN WE DO / WHATCOMES NEXT?
● First, let’s remember that even today in

2019, there isn’t really a good public
narrative about how games get made or bywhom.

IDEA
PERSON!

MAGICPIXIESTUFFYAY AGAME!

We’ve Talked About Big Nationaland International Examples●●●

But this applies to stateand local levels
This matters at a school
near youThis is an issue in local
and state politics

If we profess to care about this medium, toaspire to games as art, and to hold ourselvesto the highest academic and professional
standards, then that also means using ourknowledge and expertise to help the public
better understand these issues and makeinformed decisions.
SOME RESOURCES:

AND LETS REMEMBER SOME AWESOME
THINGS GAMES HAVE DONE ALONG THE WAY

Both for Education & Entertainment

Conclusions Part I●

Beware the ‘media rumor’●

Remember that we have been here
before●Beware of unpublished or‘preliminary’ research or ‘sponsored’studies●Seek empathy with motivations ofparents●

Remember that you are an expert on
the creation of games – most people
have no idea how games are planned,
made, marketed, or soldConclusions Part II●●●●SUPPLEMENTARY MATERIALSFOR YOU TO USE! REACH
OUT TO IGDA, HEVGA, GGJ,AND OTHERS FOR HELP!

●Our relationship with games is complex, just aswith any form of media
A lot of times the research is less clear in any
direction than headlines will allow
A lot of what we know about other media is not
used comparatively when discussing games
The way we talk about games influences a lot ofwhat is said about them, and where future
research is targeted
YOU make a difference when you speak as agames creator, research, or professional

THANKS & Q&A WITH OUR PANELISTS

Roger Altizer
University of Utahroger.altizer@utah.edu@real_rahjur

Mia Consalvo
Concordia University
mconsalvo@gmail.com@miac

Lindsay Grace Andy Phelps

University of Miami
Rochester Institute of Tech.
learnvideogames@gmail.com
andy@mail.rit.edu@mindtoggle@RITIGM1