Moderated by Peter Dreyer, the panel was made up of CCP’s Andie Nordgren (IS), Bossa Studio’s Roberta Lucca (UK) and Erling Björgvinsson (SWE). The session began with the question of what kind of responsibility do each of the panelists have in each of their respective realms.
Roberta says she has a mission to create more jobs that allow people to be more creative and transform their skills into something offered to a lot of people around the world, and in her role as a games creator and producer, to connect people.
Andie immediately saw a problem with the question, asking who are the “we” and also the inherent paradox and privilege of discussing the issue in an expensive building in a first world city. Admitting her day job was “making the technology that powers the toys for 30-year-old white guys in the western world,” she also pointed out positives such as replacing more passive media habits like television, and how games can be a “medium of meaningfulness”.
Erling, a researcher at Medea – The Collaborative Media Initiative and an Associate Professor in Interaction design at The School of Arts and Communication, Malmö University, enjoyed the idea of Eve Online’s community management and suggested seeing this in the real political world. He emphasised the restrictions of responsibility for designers and how that should be accepted that governments should accept their own share of this responsibility.
The audience put some questions to the panel, such as how can the community-empowered technology be translated into what governments are doing and influence real lives in our societies? As Erling pointed out, although IT and media are quick, “government is slow and it should be. democracy is about checks and balances…”
More socially-concerened questions included would the games producers be willing to throw it all away in order to make the world a better place instead, and have the games producers thought about the effects of their games on the life of individuals. The answer? Yes, the reputation of social gaming can be bad but it is often misunderstood. Games like Merlin (created by Bossa Studios) and Eve Online (CCP) are actually based much more on collaboration and cooperation than many might think.
Andie ended the panel with an ultimately positive sentence about gamification: “Game is the best way today, in terms of a media format, to tell people that you are supposed to do something.”