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Introduction ......................................................................................................................... 3 Our Communication & Progress with FMIC .................................................................. 4
Applied Theoretical Approach ............................................................................................ 6 Preject ................................................................................................................................. 8
Our Own Experience with Guitars .................................................................................. 9 Research Areas.............................................................................................................. 10 Condensation of Research............................................................................................. 12 Choice of Direction ....................................................................................................... 12 The Origin of Ideas, Concepts & Research .................................................................. 14 Concept Idea ................................................................................................................. 15 Working Title ................................................................................................................ 15 Concept Purpose ........................................................................................................... 16 Technological Foundation ............................................................................................ 16
New Arenas ....................................................................................................................... 17 The Arena Map ............................................................................................................. 18
The Guitar Arena .............................................................................................................. 21 Description of the Electric Guitar ................................................................................. 21 Types of Guitars ............................................................................................................ 22 The Overall Electric Guitar Sound ............................................................................... 23 The “hands-on” Equipment Issue ................................................................................. 23 Distribution of Electric Guitars & Equipment .............................................................. 24 Companies & Brands .................................................................................................... 26 Fender Musical Instruments Corporation ..................................................................... 26 Squier ............................................................................................................................ 27 Young Players and Beginners ....................................................................................... 27 Fender Amplification .................................................................................................... 28 G-DEC and B-DEC....................................................................................................... 28 Fender’s Storytelling & Branding ................................................................................. 29 Storytelling as a Means of Positioning ......................................................................... 30 Fender & Users ............................................................................................................. 30 Futuristic Fender ........................................................................................................... 31 CASE: Make History – The New American Standard ................................................. 32
Rock U Guitar Arena Potential ......................................................................................... 33 Selling More Guitars – Skill vs. Money Spent ............................................................. 33 Exposure of Existing Products & Brands ..................................................................... 33
Critical Guitar Arena Issues .............................................................................................. 34 What Music does Rock U include? ............................................................................... 34 Rock U & Sound ........................................................................................................... 34 Fender & Branding ....................................................................................................... 35
The Game Arena ............................................................................................................... 36 Research Sources .......................................................................................................... 36 Investment & Criteria for Success ................................................................................ 37 Characteristics of Consoles vs. PC’s as Game Platforms ............................................. 37 Economy Discussion ..................................................................................................... 38 Gaming & Entertainment .............................................................................................. 38 Translation in Game Controllers ................................................................................... 39
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Translation of Game Content ........................................................................................ 40 Music & Games ............................................................................................................ 41
Rock U Game Arena Potential .......................................................................................... 41 Critical Game Arena Issues .............................................................................................. 43 Software Tool Arena ......................................................................................................... 45
Use Patterns .................................................................................................................. 46 Domestication of Software Tools ................................................................................. 47 Plug-ins ......................................................................................................................... 47
Rock U Software Tool Arena Potential ............................................................................ 47 Critical Software Tool Arena Issues ................................................................................. 48 Education & Learning Arena ............................................................................................ 50
Guitarist Definition ....................................................................................................... 50 Playing with other People ................................................................................................. 51
Rehearsing on Your Own.............................................................................................. 52 Progress ......................................................................................................................... 53 Accomplished Guitarists’ Skills ................................................................................... 53 Notation......................................................................................................................... 53 Defining Music ............................................................................................................. 54 Motivation & Flow ....................................................................................................... 55
Rock U Education & Learning Arena Potential ............................................................... 56 Critical Education & Learning Arena Issues .................................................................... 57 Scenarios & a Critical Dialog ........................................................................................... 62
The Premise of a Dialog ............................................................................................... 62 The Content of the Dialog............................................................................................. 62 The Structure of the Dialog & Involved Actors............................................................ 63 Content & Structure of the Scenarios ........................................................................... 63 The Expected Outcome of the Dialog ........................................................................... 64
Reflections on our Work ................................................................................................... 65
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Introduction Rock U is a conceptual design for an interactive guitar learning system1 that we have
developed for Fender (Part of and backbone in the concern FMIC- Fender Musical
Instrument Corporation), the world's leading brand in electric guitars. This report will
describe and discuss the development process and the concept. We will take our point of
departure in the preject phase and discuss how and why we came up with and chose the
Rock U concept. Then we will describe the initial concept idea and discuss how we used
it to approach further research. We will then explore the arenas and networks related to
Rock U and discuss how they relate to each other, to Fender and our concept. Finally we
will sum up our findings and their implications for further development in relation to the
Rock U concept.
In our section on the preject phase, we will discuss how we used an open ended approach,
research and creative and cooperative design methods to find an interesting problem or
idea. We will recount the methods we used, who we interviewed, where we went and
how we worked and discuss how we worked our way to a focus, creating and discarding
ideas along the way.
We will then describe and discuss the Rock U concept as an idea and how that became a
guiding tool and driving force for our further work. We will discuss our initial evaluation
and describe the concept using the idea with and in method. Here we will establish the
concept as an overall frame and identify technical and contextual problems and
challenges.
1 See Presentation02 Appendix Rock U Options, this is a document recently sent to Fender’s Scandinavian management.
4
With our concept as a guide we have identified 5 different arenas and networks within
them that are relevant to Rock U. The arenas we will analyze have been selected by us on
the basis of either being concerned with delivering one or more of the same type of
values as we think Rock U could benefit from or because they contain skills and/or
resources critical to developing the concept. Each analysis will yield points and come to
its own partial conclusions expressed as potentials and critical issues.
Following up on the analysis of the arenas we will re-evaluate Rock U in greater detail
using 4 different variations of the concept to illustrate important choices and
vulnerabilities. This will serve as the conclusion of the report and discuss the interplay
between the arenas in relation to the concept. This is not a part of this report, but
presented in the oral presentation and defense. These concepts will be discussed in a
scenario context, where we hope they are going to be the launch and center of discussion
in a critical dialog aimed at realization, with FMIC representatives and experts from the
arenas. If this dialog ever becomes a reality, it will take place after the delivery of this
project.
We will attempt to let the iterative nature of the process be evident throughout the report,
however, in the interest of clarity we have chosen a fairly linear structure for the report,
going along a single axis from “no idea” towards a “concept in context.”
Our Communication & Progress with FMIC2
From the very beginning we have had a close, informal and open connection with Knud
Damgaard (KD) the Scandinavian Sales Manager located in Roskilde, Denmark. We
have communicated with him through two main interviews at his home, through emails
and over the phone. He has been our source on FMIC issues providing us with equipment
and information from him or through him to other actors in the concern. He has been
enthusiastic about working with us from the beginning, but has also given us useful,
critical feedback.
2 Examples of communication with Fender can be found in Appendices 23, 60, 65 and Presentation02
5
Through KD we have introduced our work and ideas to the Scandinavian General
Manager Tony Axelson located in Sweden. He too has shown interest and enthusiasm,
and he has also given us feedback. On request we have created an abstract outlining the
concept idea and potentials. Alongside this we have, also on request, sent a presentation
of DTU, a presentation of our department Design & Innovation and our individual
résumés. We have also on request sent a follow up to the abstract, going further into
detail about FMIC’s role in the development, business potential and the concept’s
relation to the existing product MTV-Games RockBand in which FMIC is involved.
Furthermore we mailed a powerpoint presentation containing a more visual version of the
abstract with additional possible detail-design features of the concept. TA will on June
23rd 2008 be presenting our concept proposal for the international (US) management on
an already scheduled meeting and here we expect three scenarios (based on statements
from KD): 1) They will find it interesting enough to start looking further into the
development themselves and maybe ask us to join and continue our work 2) they will like
the idea but ask us to further develop it before deciding whether they want to devote any
further resources of their own. 3) they will refuse the project. We are of course very
excited about the outcome of this meeting but it is far from certain that it will ever
become a reality. Possible reasons for this outcome is presented in the report. Our hopes
of success in the sense of realizing the concept lies with our own beliefs about the
concept’s potential alongside the so far quite positive feedback from the Scandinavian
regional management.
6
Applied Theoretical Approach During our time of studying Design & Innovation at DTU, we have been trained in a
theoretical understanding and practical use of theories from fields structured around
engineering, innovation and product and product/service-system development.
In particular we have been following a socio-technical approach. This is because we
believe that problem identification and solving concerning product development has a
value in the use and contextual conditions that make up the product, its purpose and
performance. The theory suggests extensive contextual research and makes us able to
comprehend, condense and structure a large amount of data and observations in a
meaningful way. The following theory apparatus have been used, and we have explained
our understanding of the terminology in appendix3.
In our research we have partly been inspired by SCOT (Social Construction Of
Technology) 4 5 and used methods like ‘roll a snowball’ and ‘follow the actor’6 and tools
like interpretative flexibility, meningstilordninger and stabilization7 in order to get a
better understanding of the observations we have made.
Contextual research analyses have been structured via ANT (Actor-Network Theory) 8 9.
We apply network theory and translations to understand how elements or actors like
human actors, products, services, media, companies and phenomena such as use patterns,
communication, needs, wishes, opinions, discourse, domestication10 11 and stabilization
3 See Appendix54 Our Use of Theoretic Terminology worksheet 4 Hanne Lindegaard &Yutaka Yoshinoka (2004) ‘Aktører I designprocessen – introduktion til Social Construction Of Technology’ Lyngby: IPL 5 Bijker W.E. (1995): ‘Of Bicycles, Bakelites and Bulps – Toward a theory of Sociotechnical Change’. Cambridge Massachusetts: The MIT Press 6 Both from Hanne Lindegaard (2005) ’Brug af feltarbejde i en socioteknisk designproces’. Lyngby: IPL 7 Also covering ‘closure’, see Our Use of Theoretic Terminology worksheet 8 Bruno Latour (2005): ‘Reassembling The Social: An Introduction to Actor-Network Theory’; Oxford University Press. Page 1-17 9 Michel Callon (1986) ‘The Sociology of an Actor-Network: The Case of the Electric Vehicle’ chapter from ‘Mapping the Dynamics of Science and Technology’; London; Houndmills. Page 19-34 10 Hanne Lindegaard &Yutaka Yoshinoka (2004) ’Brugskontekst og brugspraksis – domesticering af produkter og teknologi i dagliglivet’ Lyngby: IPL
7
are related to each other. The translations are used alongside punctualizations, and helps
us to see how networks are structured and how they change and new relations are formed.
We will also use development arena12 theory to grasp different actor-networks, their
established interrelation and how they can be connected. Actor-worlds13 help us define
how problem understanding and changes are structured when viewed from different
points in the networks. We also use path-dependency as a way of describing stabilized
corporate development frames within the arenas.14
For conceptualization, idea generation, idea structuring and idea development we use
certain approaches. The idea-with/idea-in method, morphology, the research-ideas-
concept process structure combined with iterative process understanding.15 16 17 18
In order to evaluate concepts we will use scenarios where the methods of back tracing
and road mapping are applied. On the one side we can use them to see the potential and
span of the concept. On the other side we can use them in a critical dialogue, where
relevant actors from the different arenas can discuss and impact the concepts in order to
end up with a concept that is strong in many dimensions.19 20 21
11 Magrethe Aune (2002): ’Users versus Utilities – The Domestication of an Energy Controlling Technology’ München. Page 383-405 12 Ulrik Jørgensen & Ole Sørensen (2002): ‘Arenas of Development – A Space Populated by Actor-Worlds, Artefacts and Surprices’. Chapter 7 in Knut Sørensen & Robin Williams “Shaping Technology, Guiding Policy: Concepts, Spaces and Tools’; Cheltenham: Edward Elger Page 197-222 13 Et. Al. 14 Ulrik Jørgensen (1997): ‘The LEGO Brick system under reconstruction’. Article for the workshop “Path Creation and Dependency” CISTEMA 15 Claus Thorp Hansen & Mogens Myrup Andreasen (2003): ‘A Proposal for Enhanced design concept Understanding’. Proceedings from the conference ‘International Conference on engineering design’, Stockholm. 16 Claus Thorp Hansen & Mogens Myrup Andreasen (2002): ‘The content and Nature of a Design Concept’. Proceedings from the conference ‘NordDesign’, Trondheim. Page 101-110 17 Claus Thorp Hansen & Mogens Myrup Andreasen (2005): ‘The content and Product Idea’. Proceedings from the conference ‘ICED 05’, Melbourne. 18 Claus Thorp Hansen & Mogens Myrup Andreasen (2006): ‘The content and Product Idea’. Proceedings from the conference ‘NordDesign, Reykjavik. Page 32-41 19 Kees Van Der Hejden (1998) ‘Scenario Development’ chapter from ‘Scenarios – The Art of Strategic Conversation’ John Weiley and Sons page 219-272 20 Phillip van Notten (2005): ‘The Future Shocks: On Discontinuity and Scenario Development’ article in ‘technological Forecasting and Social change’ page 175-194
8
Preject
Our process started by choosing to do something with guitars. We both have an interest in
guitars and thought that creating a guitar concept would be an exciting way to spend a
semester. We were very eager to apply our skills to something we both loved. So we
contacted a guitar shop in Copenhagen called Aage Jensen, who we knew had a line of
low cost guitars produced in China, hoping that we might get to design a guitar that
would be put into production and sold in Denmark. As it turned out, they were too busy
and declined the cooperation but instead referred us to the Scandinavian regional sales
manager of Fender Knud Damgaard (“KD”). Much to our surprise KD was very
enthusiastic about working with us and we were extremely excited to be working with
Fender, the world’s leading brand in electric guitars and basses.
Now we did not have any specific idea of what to work with and so we expanded our
focus to the guitar arena in general. Conversely, Fender did not have any specific tasks
they wished us to deal with. The result was a totally open ended approach to a project
relevant to the guitar arena, where we could identify possible concept areas that would be
a potential business for Fender. At our introductory meeting with KD in his home one
sentence stood out:
» Fender’s biggest wish is to create a new icon as big as the Strat22
.. or the Tele23
.
Or just even the Jazz-bass or P-bass24”«
This became our goal, to create an icon. As described later, much to our own surprise, our
concept would not turn out to be a guitar design. We entered into a creative and intuitive
state where we through our experience, internet search and interviews tried to discover
21 Kees Van Der Hejden (1998) ‘Scenario Development’ chapter from ‘Scenarios – The Art of Strategic Conversation’ John Weiley and Sons 22 Stratocaster, guitar model by Fender - the best selling and best known guitar ever produced 23 Telecaster, guitar model by Fender – the first mass-produced electric guitar, also very famous. 24 Bass models by Fender – the first electric basses ever build. Both of them “Stratocasters” of electric basses, and actually has a longer distance to competitors as there are not many other bass icons, and the competitors in fact don’t sell nearly as many.
9
interesting directions to investigate. What we were looking for was ideas, problems to
solve, something that felt potentially iconic, innovative and realistic.
Our Own Experience with Guitars
Before we go further into describing our research, we will explain our own experience
with the world of guitars which has been a key element in the project. Both of us have
been playing guitar for several years (11 and 16) and have owned several different
guitars. We both have experience with composing, playing in bands, live performance,
recording, mixing and editing. We have also both been taking guitar lessons at music
schools for some years. Kristoffer is a recording artist with his band Mavourneen, who
currently own more than $60.000 worth of music equipment.
In addition to the understanding we have obtained from our own experience, we have
been part of a network of friends, band mates, learning guitarists and so on. From this we
have naturally observed many use patterns and phenomena and identified many
problems, needs and solutions to these. We submit that it is fair to say that our initial
knowledge is relatively high and has in many cases been able to substitute knowledge we
in other projects would only be able to by obtain by fieldwork and research. When treated
with caution and verification this has been a very giving element to our research and
means that we have been able to accumulate and understand new knowledge faster than
normal.
The caution about this experience is a potentially negative effect on the innovative
process, because of our pre-established thoughts and ideas about the guitar. Of course we,
as experienced users ourselves, are subject to a degree of domestication and stabilization
of use and ideas of the guitar. We have tried to be aware of this from the very beginning
of the project and have put a lot of effort into trying to think radically, to not trivialize
and to not take anything for granted. Therefore, our own knowledge has been used
mainly for factual research and we have made every effort to be open and neutral when
dealing with users’ needs, wishes, behavior and opinions. This caution is hopefully
verified in the light of our research and use of it.
10
Research Areas25
Our starting point was a brainstorm over areas to be investigated. The research and
interview process continued throughout the project and the transition from preject to
project is in this case a fluid one. We used the roll a snowball method to keep digging in
promising directions and establish new network nodes around us to supply input to the
project. We used the follow the actor method and as often as possible also tried to “be”
the actor. When outlining research areas we used three main methods as displayed in
these examples:
Freeform list or Conceptual approach:
Guitars & Girls, computer game sales, distribution, shops, custom guitars, trends,
learning in general, boys’ games vs. girls’ games, games and learning, idol worship,
guitar entertainment and boredom, guitar use in the home, guitars and genres, branding,
the guitar as an identity forming artifact…
Titular or Headline Approach:
Guitars - design, functionality, materials, manufacture, history, models, distribution…
Fender - history, organization, brands, products, impact, identity, business…
Guitar culture – bands, idols, guitarist icons, genres…
Channels – live concerts, television, internet, albums, singles, radio, events…
Guitar playing – techniques, theory, defining skill…
Guitar Learning – instructional material, classes, teachers, institutions…
Interviews with Relevant Actors:
Knud Damgaard / Fender
Females who play guitar
Males who play guitar
25 See Appendices 26, 31, 51, 52 for a small selection of successful and unsuccessfull examples of research
11
People who stopped playing guitar
People who play Guitar Hero (a popular video game that uses a guitar shaped controller)
People who develop computer games
Guitar stores; sales people, managers
Teachers in music schools
Students in music schools
Musicians for whom the guitar is a secondary or tertiary instrument…
Much of our work is based on interviews taken from informal and often spontaneous
conversations. A lot of the information we deal with is not about hard data but about
casual observations, opinions and feelings (meningstilordninger). Therefore we will use
quotes and excerpts extensively in an effort to reflect and preserve the nature of the
statements. Naturally there is a slight barrier in the sense that all quotes are translated
from Danish into English, which somewhat decreases the quality of this reflection.
Basically there will be three types of quotes as exemplified below:
“I used to take lessons a couple of years when I was in my early teens. In the beginning I
followed the lessons quite carefully, trying to get a good start […] But as time went by, I
did less and less homework. I think I’d rather play my own stuff, instead of learning the
theory all the time […] I wanted to play real music faster […] The teacher was very nice
and patient, but I always felt bad when I had not prepared for the lessons.” –KNLB
(Kristoffer Buch, Author)
“Taking guitar lessons is useful […] [but] you need to pay so much attention […] it’s
expensive […] the transportation […] the scheduling […] all those things make it more
boring.” –Rep. (repeated in multiple interviews from multiple sources in many
variations)
“You are not just buying a guitar you are buying a dream […] the desire for a lifestyle,
the desire to resemble your idols. That is what sells guitars.” –KD (single source, in this
case Knud Damgaard)
12
Condensation of Research
The open-ended approach speaks for a broad research and analysis from which ideas are
born and concept proposals are shaped. During the initial research and brainstorming, the
following possible promising work areas were forming and getting our interest:
‘videogames and guitars’; ‘girls’; ‘education and learning’; ‘guitar icon’; ‘customization’;
‘alternate functionality’26. This classification and condensation was gradual and was not
present from the onset of the project but rather emerged as the amount of research
became unmanageable and/or new broad research areas presented themselves as a result
of interviews, research or ideas. Our chosen focus ended up being a mix of Computer
Games and Education & Learning, but the investigation of and brainstorming over the
other areas still have had value in the rest of the project.27
Choice of Direction
Based on a qualitative suggestion, we believed there was a lot of potential in ideas that
basically involved a computer or video game that facilitated learning to play a real guitar.
We believed the game could offer a combination of existing means of learning guitar,
which would result in something totally new. The game offers privacy in the home
environment, but also feedback that does not come from the student him/herself.
Additionally, we felt the game element could provide a motivating entertainment value.
26 See Appendix58 Possible Work Areas 27 Appendices 01, 03, 06, 07, 08, 11, 12, 13, 17, 18, 20, 21, 26, 27, 36, 38, 42, 48, 50, 52, 53, 56, 70 all contain concept development oriented sketches, work sessions, texts and research.
13
The idea had been suggested in several interviews and
users enthusiastically confirmed interest in the concept,
whether they were male, female, active guitarists, ex-
guitarists or non-guitarists. The notion that it might be
interesting to investigate making a game/guitar mix of
some sort seemed especially obvious when talking to
users of Guitar Hero (especially those who also play
music). In fact the notion is so prevalent that bloggers have been and still are complaining
about people asking why gamers who play Rock Band and Guitar Hero do not devote
themselves to real instruments.28
We have also seen trends on the gaming development arena that show tendencies towards
such a “game.” Previous research and work with signal analysis29 indicated that in a
technical sense everything about it looked doable. Our research on Fender showed us that
they had already moved into fields of education and gaming, and that they nurture a
brand of being a company bound by tradition to innovate and not be afraid to break new
ground. Last but not least we saw a strong access to empiric research and felt that we had
the ability to establish the necessary network of people around us to explore a project of
this kind with satisfactory depth and validity.30
It was not just a question of ticking off boxes. It was a gradual process and we often use
the term resonance when we discuss why we chose this conceptual direction. We
encountered a convergence of meningstilordninger in many different nuances. The idea
itself seemed obvious but at the same time new and exciting to virtually all the people we
talked to.
28 http://blog.wired.com/games/2007/11/people-i-hate-w.html -11/05/2008 http://czircon.livejournal.com/984058.html -17/06/2008 29 http://people.bu.edu/edlarson/KZOO_05_Wavelets.pdf This is a document we used in connection with the mentioned previous project (which is in a sense still ongoing but currently on pause). 30 See Appendix43 Interviewee List
14
The Origin of Ideas, Concepts & Research
Before we go further in our reporting, we will go deeper into describing why we so far
have not described the actor-networks or development arenas very carefully, but will do
so later on when we move on from the preject.
We argue that our work, approaches and analysis cannot be described efficiently using
linear chronology. When an area was investigated, the new knowledge is reflected back
on which new areas and actors we then had to investigate or known ones that we needed
to investigate further. The approach is illustrated in the figure below:
Focused
Research Content &
Fit Idea
Concept
Idea
PROJECT
15
For our process it holds true that ideas are born both before, during and after research and
they almost inevitably give rise to more research. The need for deeper research in both
specific areas connected to the idea and broad research that can lead to further innovation
and lift the idea up to a stronger concept. The idea might come out of an understanding of
needs that the idea can propose solutions to. But additionally, as the idea grows and
condenses, one sees even more potentials it can support (content on the figure), which
strengthens and verify the idea. This approach is illustrated in the lower section of the
figure.
As mentioned, the approaches illustrated in this two section model are equally weighted
in the conducted work. And therefore they should be viewed not only parallel, but
completely tangled together. This is especially the case because the ideas change their
nature over time and often melt together with other ideas to form new ideas or concepts.
Concept Idea
In the following we will describe our concept idea. We are using a modified and
simplified version of the Idea With & Idea In model to do so because the concept at the
“conclusion” of the preject phase was not clearly detailed enough that we feel it properly
fits the model’s duality. The purpose of our model, which we will call Concept Purpose
& Technological Foundation is aimed at identifying relevant development arenas and
introduce our arena-based context analysis rather than identifying vulnerabilities.
Working Title
We chose to dub our concept ROCK U as a reference to being a university of rock. Also
we liked the aggressive sound of the name being close to F*** You – proper rock’n’roll –
and the association to the song We Will Rock You by Queen which is very pompous, a
rock classic and frequently used to build expectations and create drama at sporting
events.
16
Concept Purpose
The purpose of our concept is to teach people to play and enjoy the guitar in the privacy
of their own home in a new and exciting way. We want to reach a large audience. We
want to create a concept that revolutionizes the way people learn how to play guitar. We
want to develop a concept that is able to deliver the kind of feedback and interaction that
make repetitive games like Guitar Hero entertaining. We want to create a flexible
practicing tool that will allow experienced guitarists to create their own exercises and
focus their training. We want to create something that can teach beginners to play the
guitar. We want to create something that can be profitable. We want to create something
that will strengthen the Fender brand and increase guitar sales.
Technological Foundation
We want to use a game console or PC. We want to use basically any fairly standard
electric guitar. We want to use a screen and speakers or headphones. We want to use
computing hardware or software to interpret input from the guitar, and give feedback via
signals of sound and graphics.
17
New Arenas We choose to think about our concept as not having an existing arena on the basis that
nothing like it has been realized and marketed yet. Instead we have chosen to depict the
emerging Rock U development arena as a composite of 5 different arenas: the Music
Arena, Guitar Arena, Education & Learning Arena, Game Arena and the Software Tool
Arena. They will be described in detail later. We aim at describing how the concept could
perform on each of the arenas. As outcome of this process we will construct a new
composite arena, at least in abstract, on which we can place and evaluate different shapes
of the concept. Here we arrive at the problem formulation for this report:
“If we attempt to put ourselves in Fender’s place and were to create a product based
on the Rock U concept idea, what problems and potentials would we need to pay
special attention to as seen in an arena perspective?”
In the following we will treat the purposes and foundations of our concept idea as
hypotheses that we will analyze in different arena contexts. The approach is illustrated in
the figure below:
18
The Arena Map
In our investigation and analysis of the arenas, we have tried to demarcate them and see
established network relations, stabilized phenomena and translations. We have used
products, services and actors (and their actor-worlds) like users, companies and experts as
the main elements in this network outlining because they are surrounded by characteristic
behavior and relations. Also populating the arenas are standards, laws, physical spaces,
business, money and knowledge. These elements are selected, related to each other and
analyzed in their relation and importance towards the concept frame of Rock U. This way
we can see the potential strengthening of relations that the concept could establish
through translation. Also, critical issues and limitations for the concept will be emerging
from this analysis.
Another and equally important use of the arena map and analysis is the identification of
already established relations between elements present on more than one arena. This way
we can see how the arenas already relate to each other and therefore also get a clearer
view on where they are initiate different and incompatible. On the arena map we have
graphically applied a circle to each arena wherein the elements are placed. The arenas
overlap and create cross fields that represent how they interrelate. This has been very
useful in our work and has had the effect that we have chosen to describe certain guitar
related phenomena and elements in the other arenas in which they have equal inclusion.
In addition, we have chosen to describe the General Music arena through the other four
arenas because we are mainly interested in its relations to them. Furthermore, the
concept’s inclusion of “pure” Music Arena elements is very open and so we felt that
devoting an independent section to it was less important than exploring the other 4 arenas
more in depth.
Rock U as a concept frame is in definition related to all arenas and is therefore centrally
positioned. It stands alone as we have not identified any sufficiently similar products
besides GuitarRising, a product that has not yet been launched. Although similar in some
ways we don’t consider it to be the same As Rock U.31 It is also again mentionable that
31 Appendix 37
19
Rock U will not necessarily end up including all arenas as we will describe in the section
about a scenarios and critical dialog.
On the following page we show the arena map. The areas that are of most concern to us
are the intersections right around Rock U and the Guitar Arena where Fender are located.
In some cases we will go beyond these areas if we have found especially important
networks or translations.
21
The Guitar Arena
Description of the Electric Guitar
An electric guitar is a type of guitar that uses inductive pickups32 to convert the vibration
of its steel-cored strings into electrical current. The strings’ resonance is affected by the
frame - the body and neck33 – as the vibration caused by the strings plants back into the
strings. The signal that comes from the guitar is sometimes electronically altered to
achieve various tonal effects34 prior to being fed into an amplifier35, which produces the
final sound in a live situation or for recording.
Mark Knopfler Jimi Hendrix Strat Eric Clapton
32 See Appendix16 Description of the Electric Guitar 34 See Appendix16 Description of the Electric Guitar and Appendix09 35 See Appendix02 Amplification
22
This diagram gives an overview of how guitar sound is translated, through which media and to whom.
Types of Guitars
The electric guitar is a covering a heterogeneous array of different types of guitars36 with
different types of functionalities and configurations of materials37 and components. This
36 See Appendix16 Description of the Electric Guitar 37 See Appendix16 Description of the Electric Guitar
23
makes users able to choose between different base sounds created by the guitars’
construction and modification of the sound via simple electronics38 placed in the guitar. It
also relates to playability in the sense that some guitars are good for different styles of
playing. Guitars also differ in prize range which reflects in the quality of craftsmanship
and/or rarity which are often interrelated39. Guitar designs are fairly stabilized and
archetypical designs are widely copied.40
The Overall Electric Guitar Sound
A very important issue of the guitar is the sound, and the way people expect the guitar to
sound41. The amp and speaker’s coloring of the signal are crucial in the understanding of
the guitar sound, and this is also where guitar amps differ from e.g. Hi-Fi amplifier for
music playback or head phones. These medias
are made from different types of components
and are fit to a more full range sound, and this
can conflict with what the understanding of
the raw electric guitar sound is.
The “hands-on” Equipment Issue
There is more to guitar playing than the playing itself. As the sound is important, the
equipment that creates it is also important. Choice of guitars, effects and amps is for
many guitarists translated into a hobby. Of course, the sound is central for the hobby, but
there are also the patterns of collectors and identification tendencies.
38 See Appendix16 Description of the Electric Guitar 39 The first relates to the visual appearance, sound and feel of play. The latter relates to specially manufactured guitars, limited editions, custom made guitars and rare vintage (old, ‘good’ batches related to decades characterized by different means of design and production). 40 See Appendix Preject Phase Guitar Focus 41 The electric guitar sound has a relatively narrow frequency range – compared to the drums and bass – very midrange. This has stabilized and has been domesticated to be the “normal”. An acoustic guitar like the western has a different, more full formant sound spectrum because of its increased acoustic resonance, where the electric guitar has a very thin acoustic sound. The guitars’ role in matter of frequency range e.g. a rockband has also stabilized, of course with exceptions where the guitar sound is “special” e.g. very “bassy” or very “bright”. The rockband sound is an institution that differs a lot from e.g. a classical orchestra. – Interview with KD, AT, SD.
24
There is a vast amount of gear in all kinds of price range, and a part of this is original
vintage gear or reissues of this. It falls back on the stabilizations towards sound, and
many people will seek the original. There is a great puzzle in managing amps, stomp
pedals42 and so on and as this is original it might look and feel cooler than taking “the
easy way out” of digitalization by using software emulation.
Guitar Rig is a good example on how this analog-digital matter is translated in a
successful way43. In this product the analog and hands on functionality and user behavior
are incorporated into a digitalized product gaining the qualities of this world.
Distribution of Electric Guitars & Equipment
The most common way of buying an electric guitar is through instrument stores, varying
in size, some are parts of chains. Normally the stores have either specialized in one type
of instruments or cover a more broad selection of products used in playing music. This
include electric and acoustic guitars, basses, keyboards, pianos, amplifiers, drums,
PA/Live equipment, studio equipment, violins and alike, brass and woodwind
instruments and the vast selection of accessories uses in these areas. Normally when you
buy a guitar, especially when you buy your first guitar you will be offered a package
deal44 or a discount on some extra equipment. Sometimes you will just be made aware of
the extra equipment and the salesperson will recommend the essentials.45 In contrary to
these specialized vendors, supermarkets sometimes sell guitars46.
42 See Appendix22 Effects and Digitalization 43 See Appendix22 Effects and Digitalization 44 See Appendix04 Buying an Electric Guitar 45 See Appendix04 Buying an Electric Guitar and Presentation01 Appendix User Scenarios, Equipment and Relations 46 See Appendix04 Buying an Electric Guitar and Appendix05 The ALDI Case
25
Guitar package Instrument shop
The internet has founded for online instrument sales. On websites, people can view and
read about the instruments. Additionally, they can search more information about the
guitars, read reviews from users and professionals and participate in debate forums.
www.aage.dk – leading Danish instrument shop
26
Companies & Brands
Fender or FMIC (Fender Musical Instruments Corporation) as the company is called is
the largest player on the market, and their total business is 3 times larger than the closest
competitor Gibson. These two companies are characterized by being inventors and
manufactures of the worlds most famous, sold and used guitar models – in this area they
are not so far from each other and they both have a fair share of classics, but Fender has a
broader range of products. Besides having their individual brands, Gibson and especially
Fender have bought up other established brands47 through the years, even going beyond
guitars. The company also manufactures different other instruments and types of
equipment48.
Still, other brands have survived. Though not the most successful models, other brands
too have their classics. And smaller brands, including those bought by Gibson and
Fender, often produce niche guitars49. Some buyers do not want to buy well-known and
widely used guitars, they want something special. So, there is still competition on the
market.
Fender Musical Instruments Corporation
Fender was founded in California 1946 by Leo Fender. Fender offered the first mass-
produced solid-body Spanish-style electric guitar50, the Telecaster; invented the first
mass-produced electric bass, the Precision Bass (P-Bass); and popular Stratocaster (Strat)
guitar. The company manufactures51 different electric guitars and basses, but also other
47 See Appendix28 FMIC Icons, Brands & Products 48 See Appendix28 FMIC Icons, Brands & Products
49 See description later in this section 50 While Fender was not the first to manufacture electric guitars, as other companies and individuals had produced electric guitars since the late 1920s, none was as commercially successful as Fender's 51 See Appendix28 FMIC Icons, Brands & Products
27
instruments52. In addition, they have bought several other established brands of guitars
and equipment53.
Squier
The Squier brand has been used by Fender since 1982 to market inexpensive variants54 of
Fender guitars. The Squier name adorns many inexpensive guitars based on Fender
designs but with generally cheaper materials, hardware and less careful craftsmanship.
Squier guitar package, note the slogan “Stop Dreaming, Start Playing!”
Young Players and Beginners
Because the cost price is so much lower, Fender uses Squier as their “beginner’s guitar”
brand, often included in package deals. As beginners, most people do not want to invest
largely in equipment because they might loose interest and therefore get stuck with this.
Additionally, a beginner will probably not be able to recognize the better quality and not
be able to use it to its full potential. Besides cheap guitars, the young buyers are met with
signature artists they relate to55, and even Hello Kitty models56. As a product of its own,
52 See Appendix28 FMIC Icons, Brands & Products 53 See Appendix28 FMIC Icons, Brands & Products 54 Intended to compete with the rise of Stratocaster copies, as the Stratocaster was becoming more popular. 55 See description of signature artists in general in Guitarist icons worksheet. Se specific Squier signature artist described in Squier Signature artist worksheet.
28
Squier guitars are a profitable asset for Fender. But it is also a way of capturing guitar
players from the beginning, spreading the word of the classic models, making people get
used to Fender guitars. When the beginner advances and starts searching for a better
guitar, Fender wants them to want to buy a real Fender. Fender has established:
Squier > Mexican Fender > American Fender > Custom Shop.
“Besides making people buy FMIC products in all price
ranges, we want them to buy the American built guitars
because we make the most profits on those.57
”
Fender Amplification
Like with guitars, Fender have created some of the most used and acknowledged
amplifiers like the Tweed Amp and Twin Reverb. Their sound and appearance are among
the most copied and they are in the big classics league with Vox AC30, Marshall JMP.
G-DEC and B-DEC
In the same way as with Squier guitars, this small amp which can
back up rehearsing with drumbeats, bass lines and guitar
effects58, places Fender in the role as supporting beginners. As it
covers many products, it is relatively cheap, easy to use and practical. As with Squier,
beginners do not to the same degree as experienced need, know of or appreciate the value
of more expensive and complicated gear. But G-Dec is actually relating to all guitarist
that need a quick and compact training device. KD who is also a professional and active
guitarist said that “I actually use the G-Dec when I warm up for rehearsals and when I
need to refresh my scales”.
56 See Appendix40 Hello Kitty 57 According to KD, FMIC daily produces estimate 600 American build guitars, 1200 Mexican build and 10.000 Asian build. Roughly 50 % of the profits come from sales of the American instruments. 58 See Appendix28 FMIC Icons, Brands & Products
29
Fender’s Storytelling & Branding
Objectively viewed, facts are that Fender has created some of the most significant and
ground braking products and inventions. Their instruments have been used by some of
the biggest artists, used to create some of the most famous recordings, concerts and
sounds ever. These stars have become icons59, that people want
to resemble in every way. They even get custom made guitars60
made and are associated with them and vice versa. Fender
produce what is widely accepted among the best in quality and
has been able to produce some of the instruments with most
value for the money paid. Fender uses these facts to brand
themselves as the mediators of rock’n’roll music, the premise
for the existence of this whole movement.
“Fender – the spirit of rock’n’roll”61
As the producer of icons the value of Fender as a corporation is much more than their
production facilities, their connections, their knowledge and their know-how. Their most
lucrative asset is their name and their brand.
“The Fender brand, the name and the designs, is worth more than the entire
corporation.”62
This brand represents certain products that they offer, but most of all, it represents a
dream and a lifestyle. This contains the vision of rock’n’roll, artistic expression and the
idea of electric guitars. The popular dream of becoming a star.63
59 See Appendix24 Fender Bass Performers; See Appendix25 Fender Guitar Performers; Appendix32 Gibson Guitar Performers
60 See Appendix28 FMIC Icons, Brands & Products 61 www.fender.com 62 Interview KD 63 See Appendix01
30
“You are not buying a guitar, you are buying a dream […] the long for seeking
an identity, the long for resembling your idols. That is what sells guitars.” KD
Storytelling as a Means of Positioning
“History is a matter of interpretations”
We have spoken about facts and storytelling that nurtures on these facts. But another fact
is that Fender has not been alone. Other brands have also made guitars that have a
significant sound, has been used by famous artists, has a recognized top quality, that are
economical and so on. They too have created designs and inventions that have
contributed to the shaping of rock’n’roll and everything that has emerged from this. Users
know of this side of the story too, and this is exactly why Fender uses so much energy
into their storytelling, constantly reminding people of their name. Fact is that they have a
leading position, so the stories are successful.
Fender & Users
In extension of the nurturing of the historic relic and value, Fender is putting effort into
activating the users, an approach is written into the companies
strategic goals and values64. A great example can be demonstrated by:
“Your Heroes have made sonic history on our instruments for
years – now it’s your turn. Are you ready?”65
This is a slogan from their MAKE HISTORY campaign on the Fender
homepage. The campaign is directing attention towards the New
64 See Appendix28 FMIC Icons, Brands & Products
65 www.fender.com/makehistory
31
American Standard 2008 product line. Also, there is an established online community
with forums where the Fender identity is nurtured. Another initiative is the Fender
University where people can learn to play guitar, see the Fender facilities and get fully
enrolled in the Fender identity.
Other aspects of this user activation is the mentioned Squier entry level campaign, using
slogans like
“There’s Magic in the Breed”66
and “Stop Dreaming, Start Playing!”
Futuristic Fender
And there are more things that show Fender is not and cannot only look backwards,
leaning on old inventions. They are strongly trying to be up front and innovative on the
one side, and to brand themselves as such on the other side. Although Fender is subject of
heavy path-dependency, they are in a special position because they operate on such a
stabilized and back striving arena that on the other side demands what every other arena
or market demands: development, innovation, improvement.
And therefore they develop new amplifiers, design the VG Strat, enters Rock Band, tried
to introduce the Toronado guitar67, produces cheaper guitars, establish Fender University
and so on. But the new guitars are tough to introduce, people still want the old stuff:
“You cannot alter a Strat or a Tele […] people want the flaws of the original
models […] the vibrato system on the Strat is kind of poor, but you cannot sell
Strats with new systems […] you can’t put humbuckers on them […] what you
can alter has to be invisible, and even in this case, innovation is extremely
difficult.”68
66 http://www.squierguitars.com/ 67 An almost unknown electric guitar model aimed at competing with the Gibson Les Paul. KD told us that it was hardly selling, and was quickly taken off the market. 68 Interview KD and Interview Aage Jensen sales assistent
32
So how can they make the task of expanding sales, creating growth on the guitar sales? KD
puts it this way:
“Some new guitar design are long shots. We don’t necessarily expect them to sell, but
just to create some fuzz, making people remember what the “real” Fender models
were all about.”69
Fender does however create new products like the VG Strat70 and new amplifiers like the G-
DEC
CASE: Make History – The New American Standard
In 2008 Fender launched an extensive campaign to promote the “New American Standard”
where the greatest top models are presented once again: The Stratocaster, the Telecaster, the
P-Bass and the Jazz Bass. What is stunning is that they have almost not changed. The
improvements are limited to a slightly thinner finish on the body and neck, a new case and a
slightly altered bridge. The Pickups on the Strat can be chosen to be a humbucker, but this has
been an option before.
“The New American Standard guitars are more or less the same” KD
69 Interview KD 70 A Stratocaster with built-in emulation and hexaphonic PU, which allows it to interface well with computers as a MIDI instrument and emulate vintage Stratocaster sounds.
33
What Fender does accomplish is drawing attention, and still, in the matter of innovating their
flagship models, even small changes are remarkable. The changed features were pre-tested on
small batches of guitars, especially the Mexican models.
Rock U Guitar Arena Potential Our intention is to create a new frame for guitar playing, translating elements from this
network and configuring them in new relations to obtain new results and meanings.
Rock U in the estimated form would be able to act as substitute equipment associated
with playing guitar. Devices like the metronome and tuner are built into the product, and
there is no principal need for an amplifier, effects or cabinet to generate the sound. This is
done via software or hardware processing and played through the user’s already acquired
equipment like the home stereo, television set or headphones. There is a possibility in
distributing Rock alongside the sale of a guitar, maybe in bundled packages, with cheap
guitars, with more expensive guitars or other equipment. Conversely a cheap guitar could
also be bundled in a game package.
Imagining Fender as the main associate with Rock Band, there lies a potential for Fender
to create new business on the product/service Rock U delivers. Here we present the
directly guitar related potentials.
Selling More Guitars – Skill vs. Money Spent
Simply by making people better at playing guitar, there is a greater chance they will buy
more guitars that increase in price which is a goal in the Fender products strategy.
Exposure of Existing Products & Brands
As is the case for Fender guitars in Rock Band and for Gibson Guitars in Guitar Hero,
Fender will have a platform for exposing the guitars, amps, famous Fender artist, etc.
With on-line connection, it will be possible to link to Fender shops/Showrooms, Fender
artists, Fender news etc.
34
Fender have already entered the beginners and educational areas with products and
services like G-Dec, Fender University, Squier-beginners. This brand could be expanded
and interrelate with the Rock U concept
Critical Guitar Arena Issues
What Music does Rock U include?
We have distinguished two issues in this matter:
1) What kind of music is compatible with the concept
We need to understand which genres fit the concept, or closer; what elements
from the genres are we able to support? What do the users want to play via the
concept?
2) What genres does Fender wish to promote?
Fender guitars are used in a broad array of genres. But Squier is their beginners’
brand, and the concept is partly related to beginners. Jackson is their metal and
high-tech brand, and the concept could also address this audience.71
Rock U & Sound
In order to make successful translations, we must relate to the existing world of guitars so
that users can relate to it and use it in their network and to support their established needs.
So, we are also very much supporting domesticated behavioral patterns, processes and
contextual conditions surrounding guitar playing.
71 See Appendix28 FMIC Icons, Brands & Products
35
This is a reason to be aware of the sound issue. There lies a danger in punctualizing the
sound, e.g. in the scope of making technical analogies with SingStar that makes a simple
A/D conversion. This punctualization does not necessarily encompass the users
understanding of how the guitar should sound, and care should be put into creating the
frames for the sound generating. Taking this view further, the quality of the Hi-Fi
equipment the user has already got could vary in quality, making some existing setups
inadequate. Or maybe the user could even be stuck with obsolete guitar equipment.
We also substitute a lot of elements like amplifier and effects with processing on a
computer and use a home stereo system or a television set. The use process concerning
dealing with equipment, the feeling of using “real” gear is an issue that we must consider
important.
Fender & Branding
If the product turns out not to be good or fulfill a certain goal of quality, the branding effect
for Fender could work in a negative direction. Their development investments would be in
vain, and the name, brand and identity could be degraded if it shows that they have making a
too drastic breakout of their corporate path-dependency.
Technically, we cannot restrict the guitar as controller to be only guitars from Fender – any
electric guitar can be used. A possible negative effect of this could be that players become
interested in guitars but are not necessarily interested in Fender products. Also, there could be
complications if the virtual guitar universe in the game would only contain Fender guitars.
Fender would risk coming off as being domineering and corporate which does not really gel
with the whole rock and roll attitude and would thus hurt the brand. This caution builds upon
our description, that the real life music universe is a more heterogeneous compilation of
brands, artists and users.
36
The Game Arena In this section of the report we are going to deal with the video game arena. We will examine
different types of platforms in order to make a choice on where Rock U could fit. We will
give insight into the knowledge base and financial nature of the video game arena and discuss
this in relation to our concept. In game arena terms, our concept uses an electric guitar as a
controller. We will discuss stabilizations and developments in entertainment value, game
controllers, hardware and game contents. This gives a picture of translations that indicate
contextual support for a concept like Rock U and can strengthen it. We will then sum up by
commenting on and discussing critical issues and potentials.
Research Sources
To gain insight into the game arena our main sources have been two industry professionals
from Denmark’s leading game developer IO-Interactive. Thor Frølich is the lead level
designer and has been with the company from before the release of their first title, Hitman. He
has seen the company grow from a staff off less than 14
to more than 150. He is also an inactive guitarist. He does
not play Guitar Hero or Rock Band.72 Jesper Donnis is a
programmer and game designer and is a more recent
addition to the company. He is an avid Guitar Hero
player and a non-musician. In both cases we have
focused on discussing the concept in detail through
prolonged informal meetings in an effort to ensure we
had a mutual understanding of perspectives. We have
played Guitar Hero73 and other games together and
discussed the concept on several occasions. We consider
them both to be highly qualified and relevant
72 Appendix 64 73 Appendix 34, 44, 49, 63 for notes and examples of work with JD
37
interviewees. The second installment in the iconic Hitman series74, Hitman 2: Silent Assassin,
has sold over a million copies for both PS2 (2.73) and X-box (1.13).75 The Hitman series also
spawned a Hollywood movie of the same name.
For additional insight we have consulted Emanuel Greisen76 who is the chief developer and
co-founder of Gamalocus Aps, he is a skilled programmer and mathematician.77 He is a non-
musician and does not play GH or RB.78
Investment & Criteria for Success
The game arena is characterized by being a high risk, big budget economy and an expanding
market79. It is knowledge based and labor intensive. Titles can run for years in development
and then more often than not sell the vast majority of the copies they are ever going to sell
within the first few moths following their release. A prevalent
goal is to create a successful game that can translate into a
series80 e.g. Mario. Series often allow developers to save time
and costs as they can recycle code and creative content. Today
there are slightly less than 900 titles that have sold more than a
million copies for a given platform.
Characteristics of Consoles vs. PC’s as Game Platforms
The console is likely to be placed in the living room or
other relaxation area. PC's are often on desks and in
work areas. When programming for a console you know
the exact platform your software needs to run on.
Consoles have a fairly strong price to performance ratio
74 For a quick and fun look at Hitman as being iconic see Appendix41 Hitman, a Modern Gaming Icon 75 http://vgchartz.com/worldtotals.php?name=hitman&console=&publisher=&sort=Total -17/06/2008 76 Appendix 46 77 It is quite common for game programmers, especially if they deal with graphics, to be highly skilled at mathematics. 78 Gamalocus are working on the second installment of their massively multi online browser based PC strategy series Call of the Warlords, titled Call of the Kings. He is also MR’s former employer. 79 See Appendix61 Radio debate 80 E.g. Mario, The Sims, SingStar, GuitarHero, Command and Conquer,
38
when it comes to sound and graphics compared to a PC, mainly because it is easier to reliably
push the performance envelope with consoles.81 Typically a console will be connected to a
color TV, which means sound and color can usually be displayed in a decent quality82. A
major difference in scripts is that the vast majority of PC titles require installation and
sometimes they do not work, whereas console games require no installation and always work.
“Consoles simply have a more fun and relaxed vibe” –TF
Economy Discussion
Financially consoles and PC’s are also quite different. One important difference is that
pirating is significantly less of a problem for consoles. Programming for consoles like the Wii
and especially PS2 and 3 is a more specialized skill set and so it is generally more expensive,
however, the X360 is basically a PC and so it requires fairly little time and effort for a skilled
PC programmer to be able to make the switch.83 PC's vary greatly in hardware setup and it is
costly and time consuming to develop software so it will work with an acceptable variety of
setups.84
In general it is fair to say that in the modern world of game development big titles require big
budgets, regardless of platform, running up into many millions of dollars.85 For many games
this means that it is solely because it is fairly easy to translate the X360 version to PC that it is
feasible to release a given title for PC, as the sales for consoles are much higher.86
Gaming & Entertainment
The main reason people play games is to have fun. Games deliver this as they on the one side
enroll the player in a certain universe87 of his or hers interest and on the other side set up tasks
81 Interview JD, TF, EG 82 Interview JD – Gamedesigner IO-Interactive; Interview TF – Lead Level Designer IO-interactive 83 Interview EG – Programmer, Chief Developer Gamalocus 84 Interview JD – Gamedesigner IO-Interactive; Interview TF – Lead Level Designer IO-interactive 85 Interview JD– Gamedesigner IO-Interactive 86 See Appendix55 Platform Sales Comparison 87 Sports, knights and dragons, modern warfare, space wars against aliens, Mario fantasy land, Sims artificial ‘real world’ etc.
39
and problems that the user must solve. Generally it presupposes repetitive behavior and
attention about a more or less visible goal or story.
This combination speaks to the user’s imagination and basic desire for being good at
something, mastering it, completing it – winning. An essential quality of the game is the
evaluation of the user’s actions, the feedback on whether or not the tasks are completed
according to the rules of the game. This is important, because the player needs this to mirror
his or her actions in and in many cases compare this with the performance of other players.
So, the social element is driven in part by common enthusiasm for the universe and in part by
the task solving competition. What is characteristic about this description is that it is
connected with male behavior that reflects in certain types of games that speak mainly to a
male audience.88
A more female look at the entertainment and social value of gaming is that people have fun
together. There are still elements of competition present and the common enthusiasm about
the universe is equally important. But the main purpose is not winning, but participating. A
game like The Sims89 has no clear definition of completion but rather unending evolution and
is popular among female audience. SingStar is placed in homes often in a fun and party
related situation where the participation is in focus.90
Translation in Game Controllers
The Nintendo Wii is representative of an important and fairly recent translation within the
game arena, namely a break from the trend of focusing on increased hardware performance in
terms of speed and graphics and a destabilization of game controller use and design.91 The
Wii console focuses on providing new gaming experiences by changing how players interact
with the games. Instead of a conventional switch or potentiometer based controller the Wii
88 See Appendix33 Girls’ and Boys’ Computer Games 89 The best selling PC title of all time. The installments of the series on the million sellers list total 46.6 million copies. http://vgchartz.com/worldtotals.php?name=sims&console=PC&publisher=&sort=Total 90 VK observes that especially with Sing Star the girls tend to focus on what song is being chosen, whereas the boys are only concerned with how high the score is. This he call position play and function play respectively. Also See Appendix14 Console Games for Girls 91 For a look at traditional game controllers see Appendix29 Game Controllers
40
has an accelerometer based wireless controller system able to detect movement in three
dimensions. Musical games like Guitar Hero, Rock Band and Sing Star also use special
controllers to deliver a new gaming experience. The Wii Fit exercise “game” takes on a
special relevance in relation to Rock U, because it is extremely successful, uses expensive
specialized hardware. 92 Common to almost all successful game controllers is that they are
reliable and accurate.93
Translation of Game Content
What characterizes the destabilization of game controllers is their relation to objects and
actions from the real world which they simulate. This is happening in a parallel translation of
the game content, where the boundaries of what games are meant to do are pushed. In order to
be good at traditional games, the construction of fictive knowledge94 and skills95 and
performing fictive actions96 are accomplished. The outcome of a game is fictional in the sense
that when the game is turned off, the accomplishments disappear97, at least until you turn on
that game or similar games again. However, there are valuable outcomes in the real world, the
main one of course being pure entertainment for the user. There is also valuable social activity
around the game, but still concerning the fictive world98. Finally, many games provide
fragments of knowledge usable in the real world99 but are not connected with any physical
activity.
The translation is a new focus on the user obtaining entertainment through usable knowledge
and the performing of (somewhat) real world actions or activities100 through long term use.
This could be called ‘skill learning games’ that differs from traditional learning games101 by
92 For a more detailed look at new trends in game controllers see Appendix30 Game Controllers the New Generation. 93 A guitar coupled with a pitch and timing detector may not be. E.g. cheap guitars tend to lose their tuning, signal ambiguity. 94 How the game works; physics, opponents behavior, consequence of actions. 95 Controlling the gamepad 96 Actions are performed within the game on the screen, through activation of buttons on the gamepad. 97 Winning, killing opponents, clearing areas, collecting coins etc. 98 Playing with friends, playing online, communities and debate forums. A common activity. 99 Sports strategies, manager role, historical facts, 100 GuitarHero, SingStar, Wii games 101 Used in schools for learning math, language, etc
41
having the physical actions involved. In spite of a relatively strong discourse within the
teaching academia that supports learning games,102 mass market, true skill learning games are
still rare and we have only identified Wii Fit.103 This “game” is activated by doing a real
workout and the user actually gets physical training and understanding.104
Music & Games
Another interesting translation is to describe how games like Sing Star, Guitar Hero, Rock
Band, PianoHero etc. connect music and playing music with games very closely. This world
is portrayed through a limited theoretical understanding and skill development105, but also the
feel from aspects like live shows, artist looks and movement etc.
Games have long been associated with music but the tie is becoming continually stronger as
music based games have really taken off and the games have had a positive effect on music
sales. By translating music into a game the music as a product benefits by having its value
renewed and increased because users can enjoy the music in a new and interactive format.
Music games have thus become the second largest platform for online music sales second
only to iTunes service.
Rock U Game Arena Potential Jesper Donnis of IO Interactive expressed that a learning product like Rock U could likely
have a longer shelf life106 than conventional games and calmly stated that he would not at all
be afraid of losing money on the investment with a budget of DKK50 million (roughly $10
million) .107
102 Madeleine Rygner Holm, teaching student, music major. 103 GuitarHero provides a very limited training of real guitar skills, but has been widely criticized for not simulating real guitar playing, and even degrading and complicating the acquisition of real guitar skills – Nishiki. Sing Star requires real vocal skills, but has no educational approach, and is not concerned about necessarily doing things right, even allowing for fairly decent results by cheating. 104 See Appendix30 Game Controllers the New Generation 105 Rhythm, pitch, playing together, instrument roles 106 In this context “shelf life” means how long the game will keep selling. JD’s argument is that he sees Rock U as having the potential to create a strong niche and that it is not central to its value that the graphics engine be “all new and shiny.” 107 Then again it is not his money ☺
42
We consider game fundamentals like making repetition entertaining and feedback on input
measured against preset rules beneficial for the entertainment and educational purposes of
Rock U. Translation of the guitar as a game controller is made more easily understandable by
the domestication of music in games, skill building in games and use of artifact controllers
already present in the arena.108
Since it is possible to convert an X360 version to a PC release, we believe the consoles are the
most attractive platforms but that the PC is a possible later option if Rock U manages to sell
well and we can implement satisfactory anti-piracy measures and possibly value increasing
on-line based content. E.g. the implementation of specialized hardware like the guitar-to-
platform interface which will be needed may translate well into an anti-piracy measure.
Like all of the above mentioned products Rock U stands
out by using a new type of controller and delivering a
new “gaming” experience. While Rock U does rely on
good graphics, conceptually it does not rely on latest
generation graphics - meaning it is likely to work well
with Wii and perhaps even PS2.109 If it is technically
possible a PS2 release might be attractive as this has been
the platform for which most copies of Guitar Hero III
were sold in spite of the disparity between the age of the
console and the game.110
108 Like Sing Star it allows users to employ already learned real world skills. Like Wii Fit it breaks the
boundaries of traditional gaming and builds real world skills in the privacy of your own home. Like Rock Band and Guitar Hero it relates to and immerses you in a music filled universe where you are at the center. Furthermore it introduces you to and lets you take part in the already established guitarist community. 109 The commonality between Wii and PS2 is that they are slower than X360 and PS3. Furthermore, a PS2 has no hard drive which may be very problematic in relation to music depending on the structure of soundbanks and pre-recorded content. 110 See Appendix67 Sales, Pricing and Penetration
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The game could be sold alongside a guitar in the instrument distribution context, but it could
also be imagined that the a guitar could be bundled with a game in the videogame distribution
context. We recognize that Rock U bundled with an electric guitar may be expensive in a
game context even if the guitar is a cheap one. Guitar Center does, however, sell a fairly
impressive Squier bundle for $200 complete with guitar, amp, an instrument cable, electronic
tuner, instructional DVD, guitar stand, gig bag, and picks.111 It seems realistic to us that Rock
U should be possible to market with a fair margin for $200 per unit and of course or less to
those who already own a guitar. Furthermore, an electric guitar unlike most controllers has its
own value that translates outside the game arena.112
Critical Game Arena Issues Using an electric guitar as a game controller is not entirely unproblematic, especially using
any electric guitar. Compared to the controllers described above an electric guitar has a very
ambiguous and messy output113. Through testing and research we have determined that single
note pitch detection on a real time scale is not a problem, so what we have left is chords and
double-stops.
The importance of the issue of detection and signal processing will be discussed further in the
section about learning. Where we discuss exactly what nuances of guitar playing we will
reasonably need to be able to detect reliably and how fast it really needs to be.114
Guitars were never intended to be game controllers. In video games it is pivotal that users can
get started right away. Everything should be intuitive and more or less self explanatory.115 To
many non-guitarists a guitar is not as intuitive or familiar as a game controller or even a
piano. There is a high entry level connected with guitar playing, and for complete beginners
even ringing out a single note can be a challenge. This will be explored further in the learning
arena.
111 http://www.guitarcenter.com/Squier-by-Fender-Stop-Dreaming-Start-Playing-SE-Special-Strat-Pack-With-Squier-SP-10-Amp-104486238-i1177837.gc 11/06/2008 112 For an example of a guitar starter bundle see Appendix: Guitar Starter Bundle 113 As described in the Guitar Arena 114 Also See Appendix57 Possible Solutions to Real Time Domain Pitch Detection 115 Interview(s) – JD, TF, EG, VK, TD
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Rock Band and Guitar Hero have sparked quite a bit of controversy because of the association
with playing instruments. Some people show great animosity towards the games and even go
so far as to say that they cheapen and threaten the art of playing a real instrument.116
Therefore if Fender were to release a “game” like Rock U it – and consequently the Fender
brand - may run the risk of falling victim to a similar critique if it is not evident and obvious
that users actually learn to play the guitar by using the finished product.
116 http://blog.wired.com/games/2007/11/people-i-hate-w.html -11/05/2008
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Software Tool Arena Basically we are talking about arranging and modifying music, so we explored the part of
the software tool arena that allows you to do that. The way we define a software tool is
that it is a piece of software that helps the user perform a certain task.117 The goal of a
software tool is to deliver functionality in a problem solving capacity. It is mentionable
that the computer has become one of the dominant devices for playing, storing, sharing
and otherwise handling music collections118 and the internet has a great role to play in
this development. Recording guitars and music is nowadays mainly done on computers
that are used to capture the recordings, and subsequently used for various kinds of
editing. This is all done by software tools.
As part of our work we have consulted Peter Hove119, Søren Deleuran120, Anders
Trolle121, Emil Høiriis122 and Sune Jorn123. We have participated in recording sessions,
discussed the nature of the arena and used musical software tools to experimentally create
and structure exercises specifically
for Rock U.124
We are not aiming at developing
high end software tool. In addition,
the tool functionalities we are
looking for, based on our research
117 In some ways a tool is the opposite of a game. Tools solve tasks for users where games make users solve taks. 118 iTunes, windows media player. 119 Peter Hove guitarist 120 Søren Deleuran – part time professional composer, experienced Cubase user. 121 Anders Trolle – Experienced musician, has attended musical school since early childhood, studying music for 10 hours or more every week since age 9, plays multiple instruments, Cubase user. 122 Emil Høiriis 123 Sune Jorn – Guitarist, Cubase user, Pro Tools user. 124 During May MR and SD worked in SD’s home studio. There will be a finished audio example of an A-minor pentatonic exercise available for listening at the exam, the purpose of which is to illustrate how scale exercises may be made to sound more like real music.
46
and interviews, is found in computer games in the form of level editors,125 and therefore
development resources, means of distribution and user interaction is closely related to
that found in games.
Use Patterns
Many software tools are developed for professionals and experts and relate to an already
existing field of work126. Most tools have a similar specific point of departure, language
and an audience that understands the point of departure. Our findings were that the tools
in the music related genre are fairly complex to use and understand.
Two of the dominant actors on this arena
are Pro Tools which takes its point of
departure in a tape recorder and Cubase
which is translated from sheet music
notation.127 Both are means of recording
music, and they do share a lot of common
functionalities and use scripts. But they
are still very different128 and their
appliance relates to different use patterns.
A choice of one over another is somewhat qualitative and user-lock-in related.129
125 Level editors are sometimes included in games and stem from tools that game developers create themselves in order to edit the content of their games. 126 MS Word is a software tool familiar to most that has been translated from the typewriter and is now a modern text editing tool with functionalities never even dreamt of in typewriters. 127 Super Sound clerk, Aage Jensen clerk, SD 128 This is reflected in Cubase and Pro Tools having different interfaces but offering extremely similar functionalities. Graphically they now both superficially resemble a studio mixing table for multi track recording and editing but their differing origins are reflected more clearly in their workflow scripts. The number one challenge in software tools is to construct an interface and workflow script that grants the user freedom to use the functionality as he or she pleases while the user is allowed to access the functionality of the tool in an intuitive and practical manner. 129 Depends on what the user is first introduced to and what people in the users network are using, suggesting and able to support.
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Domestication of Software Tools
The similarities between some tools allow users to learn new tools easier. On the contrary
because tools are complex and often have a very broad and deep functionality the
interfaces and workflow scripts translate to a lock-in of the user-base as certain patterns
have domesticated. The amount of learning that needs to take place in order to use the
tools to their full potential is a considerable investment for the user and by changing the
tool the user forfeits some of his or hers investment.
Plug-ins
Software tools rarely exist completely independently of other tools and for large
platform-tools it is common to have plug-ins. Plug-ins most often specialized tools that
can be used within a larger tool. Guitar Rig130 is a tool that allows you to modify your
guitar and bass sound and can be used as a plug-in in both Cubase and Pro Tools. This
kind of compatibility may be crucial to take into account if the tool in Rock U needs to be
integrated with e.g. Rock Band.
Rock U Software Tool Arena Potential The task of structuring a musical exercise within the confines of an already set frame like
Rock U is in many ways a far simpler task than recording, editing and mixing music for
publication. This limited degree of freedom means we should have an opportunity to
create a much simpler interface and deliver a much more limited functionality without
compromising the goal of delivering value to the user.
What we would be looking to do in Rock U is an implementation of a tool that creates
value for guitarists who want to focus their efforts either with regard to certain techniques
or specific pieces of music. Technically this should be entirely possible.
It appears very plausible that the tool could be structured in such a way as to compliment
and increase the learning value of Rock U, especially with regard to notation and theory.
130 See Appendix22 Effects and Digitalization
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It could greatly increase the overall appeal and longevity of Rock U by implementing a
virtually endless supply of exercises, especially if users are able to share them.131
Critical Software Tool Arena Issues With Rock U we do not have a clear point that is familiar to the users from which to
translate the tool use situation. To a certain extent we are asking musical students to
become their own teachers, and de-scription of the use of the game can in the worst case
scenario make users acquire bad habits. Therefore we will need to either teach users to
structure exercises or relate the tool use to a sufficiently similar and simultaneously
familiar tool use situation. The vast majority of software tools run on PCs and uses a
mouse and keyboard setup. Thus it may be difficult to successfully translate common
interfaces from this arena to a controller based setup.
Professional software tools for editing music are generally expensive if viewed in a game
arena context. However, given a tool of a limited scope, in game and development terms
this could translate as a refined version of a level editor which will likely need to be
created for developer use.132 This should significantly reduce the cost of implementation
of a tool like this, though all other things being equal it should increase the overall cost of
development.
One of the most critical points in relation to the implementation of a tool of this nature is
the handling of copyrighted material. If users are able to structure their own exercises
they will inevitably, perhaps even predominately, use the tool to structure exercises that
allow them to rehearse songs that are protected by copyright. This is especially important
if a file sharing service is included in Rock U. On the other hand publishing Rock U
exercises of existing material is a potential source of revenue for music publishers, so
they may have a positive interest in the venture. Translations of copyrighted music
131 If the tool is structured in a MIDI-like fashion the individual exercises potentially take up very little storage space. 132 TF, JD
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material are tricky but are handled routinely e.g. song books, mobile phone ring tones,
etc.
What is likely to become one of the main issues in the development of Rock U for Fender
is Fenders pre-established relation to RockBand. At this point, we have not been able to
thorough information about their relationship, but we know they are developing guitar
prop controllers for the game and Fender guitars are used by the avatars. What we do
know is that Rock U naturally must not conflict with RockBand. A good outcome would
be if there could be a synergetic effect, e.g. Rock U becomes an extension of the already
successful RockBand, drawing on the pre-established publishing, distribution and
marketing platform. A bad outcome (for us and Rock U) would be if Fender do not want
to gamble the success of RockBand or that they do not want to perform with two products
simultaneously on a - for them - foreign arena of games. Again, their corporate path-
dependency shows to be crucial for us to understand and Rock U to comprehend.
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Education & Learning Arena
In relation to the education and learning arena we are going to discuss musical education
and learning in relation to guitars and interactive media. We are going to concern
ourselves with users, newbies and learning flow. We will present two working definitions
of music and discuss how Rock U may teach and evaluate according to these. We will
also further discuss input detection and feedback in relation to learning.
In our exploration of the education and learning arena we have interviewed and consulted
Nishiki Sano133, Thomas Duus-Henriksen, Valdemar Kølle134, Sune Jorn, Nina Johansen,
Madeleine Holm and Anders Trolle135. We have tried teaching guitar to children, who
had never played before in direct relation to the project136 and have watched many hours
of instructional videos aimed at various skill levels and genres pertaining not only to
guitar but also to bass and drums.137 Furthermore we have listened to many hours of
audio instruction and exercises pertaining to ear training and singing.138
Guitarist Definition
Before we describe educational situations and context, we want to make a definition of
how we structure the heterogeneous actor group of guitarists. The first punctualization is
to differentiate guitarists and non-guitarists. The first know the basics139 of the guitar,
know how to fret chords, coordinate hand movement etc. The latter do not know these
things and are therefore a special group. We choose to differentiate guitarists who know
the basics into three categories: Beginners, experienced and experts.140 Those are still
133 Appendix 47 134 Appendix 49 135 Appendix 45 136 See Appendix72 Teaching a Guitar Lesson, an experiment 137 See Appendices 35 & 73 138 See Appendix 20 Ear Training Research & Thoughts 139 DEFINITION: Barred chords A-shape and E-shape, pentatonic scale in at least 1 position and some open chords. 140 Beginners have very limited knowledge of theory and practical issues like techniques, chords etc. They have difficulty coordinating hands and playing in rhythm. Experienced can play guitar really well and knows a great deal of techniques, chords, riffs. Some will know theory as well. They will most often have
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heterogeneous groups of actors in many ways. Also note that they are differentiated via
fictive boundaries as there is a truly fluid transition between the groups.
Playing with other People Music can be a private matter and held privately. But in many cases it is in fact a truly social
thing. Examples are numerous; bands, choirs, live concerts, karaoke, parties with music,
dancing etc. So, the social part relates to many aspects, also learning. This is because of
feedback, motivation and push141 similar to that acquired when in relation with a teacher.
A band creates an environment that supports the guitarist skill development in many ways.
The band partly depends on the guitar player, and can give feedback on the inputs and
performance of the guitar player. From the guitarist’s point of view the band provides backing
music that shows what works and what does not for the guitar role and this backing music is
again affected by the input from the guitar.
“Many guitarists receive little instruction and instead learn by doing. The most common
setting for this way of learning is playing in a band. This is one of the strongest (if not the
strongest) factors that keep people playing and developing because it is voluntary, socially
enjoyable and obligating at the same time.” – Rep.
When taking guitar lessons, you are in contact with other people and also when playing in a
band, music is a social activity. This makes the learning guitarist and his social network
interdependent, which includes physical transportation, scheduling and a demand from people
to deliver a certain amount of participation.
Other actors that are not necessarily a direct part of the music are friends, parents, neighbors
etc. They too can provide feedback in another perspective than people who know more about
band experience, and know the basics of other instruments. They can be professionals in spite of their limited skills. Still have many things to learn, but also acquired skills that needs to be learned. Experts have extraordinary skill level, and master many aspects of guitar playing. They will often have a thorough understanding of theory in one way or another. Will not need to learn new things but rather rehearse and perfection known stuff. 141 In order not to disappoint other band members, musicians are often “forced” to take on more difficult music. Songs do not necessarily have a homogenous difficulty level, meaning that e.g. while the bass, drums and vocal parts are easy the guitar part might be really difficult and vice versa.
52
different kinds of music terminology and theory. It can be a more qualitative feedback on
whether the guitar player is evolving or whether the music played is sounding good or bad.
“I rehearsed every day, and my mom would tell me it sounded great.
My 50 year old neighbor who we shared a wall with would
occasionally tell me that “last night I could hear that you played that
Stairways To Heaven much better than last week” – she actually
thought I’d put on a record which of course made me proud”
But as with taking guitar lessons142, there are also viewpoints and situations from where there
are drawbacks with other people entering the evolving guitarist’s process. The band has the
same “negative” practical (time consuming, transportation, money on rehearsal room etc.) and
committing (obligatory preparation, expectations) factors.
“The Next-door-neighbor phenomenon is what I call it when someone
is afraid of being loud and holds themselves back because they don’t
want other people to hear and judge – like when they don’t want to go
nuts because the neighbors can hear them”
Rehearsing on Your Own
This is a very common phenomenon; people buying a guitar, sitting at home, playing songs,
maybe singing as well. It is part of any guitarist’s learning experience however on its own it
can for some people be ineffective with regard to progress as it relies heavily on self
motivation, self evaluation and often lacks structure. For some beginners it can be completely
fruitless if they do not know where to start. For beginners the guitar can be a complex
instrument and the basic task of tuning and stringing a guitar can seem daunting. There have
even been cases of people trying to return a guitar with a broken string because they had no
clue how to fix it143 (for experienced guitarists tuning and stringing is completely routine).
142 Appendix 71 143 Interview KD;
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Progress
In a learning situation progress is a very important factor. Many people have a desire to
express themselves musically, they may lack the skill to do so, thus if the skill progress stops
or moves too slowly, they feel they are not getting any closer to their goal of expression and
stop playing.144
“The motivation of simply getting better, seeing that light at the end of the tunnel is what
drives students to keep up practicing […] but if that process is too slow, you will probably
stop or need to find motivation elsewhere, e.g. in a band”145
Accomplished Guitarists’ Skills
In order to train people to become real world guitar heroes146 we have investigated exactly
what defines the accomplished guitarist. This is a qualitative definition gathered from
interviews with guitarists, music teachers and theorists. There are many viewpoints to what
music and guitar playing is, depending on people’s beliefs, genres etc. Therefore we have
focused on retrieving as much of a common definition as possible.147 What is characteristic is
that guitar skills – when first basically understood - are not a matter of having or not, it is very
much a matter of how well you master them. The overall ability of a guitarist cannot be
expressed as a single value. Being a good guitarist has several facets to it and being good at
one aspect of guitar playing does not necessarily mean being good at others. 148
Notation
Physical media to translate the information within the music to the guitar player is in general
notations printed on paper;149 notes, tabs, scale- and chord notations. These media contain
144 Interview TDH; 145 Interview TDH; 146 Also See Appendix39 Hallmarks of the Accomplished Guitarist 147 Appendix10 148 See Appendix66 Rock U User Parameters 149 Or on a monitor, black/white board depending on the situation
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most of the information needed to play the music in the desired way.150 Most people will not
be able to sit down and play along smoothly. The many different signs and their variations can
be very complex to read and the task of translating them from symbols into movement of the
hands and fingers is difficult. Each type of notation contains different qualities that make
them good at some parts of learning or rather relate to certain users’ behavior151.
Many students find these difficulties so severe that it takes away the joy of learning.
Especially because learning notations can make progress slow in the beginning compared to
playing the music that you want the way you want to. In this case the media are transformed
into actors that destabilize or suppress the initial learning curve. This is because many
students react by quitting and also because beginners often do not have the musical
understanding required to see the advantages of notation.
Defining Music152
During an interview with music theorist Nishiki Sano153 we asked him to define music,
and he answered: “The right note at the right time.” Seen in the context of a piano and
classical teaching this definition works quite well and means that you play clean,
harmonic notes from the chromatic scale in time with the beat. As Nishiki also expressed,
music is a craft and an art and it is normally taught as such with a master and an
apprentice. NS also explains that there are fairly few books on the subject of teaching
music to others.
With guitars, where control of the string is very direct, it is entirely possible to play the
same piece in time and on pitch in many different ways. Therefore we should have a
150 E.g. note pitch, length of notes, vibratos, bends, hammer on / pull off, slides, scales, chord structure 151 E.g. the traditional notes can provide a very detailed description of the music, is very domesticated and widespread. But they are also quite abstract and difficult to learn. Tabs provide a graphically closer connection to the actual guitar, but have a limited level of detail and may not be as efficient as notes when the player has reached a higher level. 152 Appendix15 153 Nishiki Sano is a trained classical conductor with 20 years of experience as a music teacher (mainly piano) and is currently writing a master thesis at ITU on musical learning in Guitar Hero and understands and practices programming himself. He is working on a analysis on musical skill development when playing GuitarHero with a thesis that states this is degrading the actual musical and instrument oriented skills.
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second definition that is: “The desired sound at the desired time” which refers more to
what the guitarist wants to play rather than what he should be able to play. It is within
this definition that we can more easily address concepts such as vibrato, bends,
improvisation, overtones, use of effects, performance etc. Many qualities within this
sphere may be impossible for the console to evaluate in a constructive fashion. This is
especially true in rock, where expression often involves “breaking” the rules of pitch and
timing.
“You can make Joey Satriani154
lick off scales.. that just haven’t got any feeling or
soul […]I like to play things backwards, to play them wrong.”
Motivation & Flow
According to psychologist Thomas Duus-Henriksen who works professionally with
edutainment and learning software, there is a flow involved both in learning and in games
that must be paid careful attention to. This “flow” is a metaphor for the rate at which the
user is presented with, allowed to and expected to employ new concepts and tools. The
term flow is used as a reminder that while it is most interesting if there are shifts and
variation in content it must also be smooth and continuous enough so that it “carries” the
user through. If the flow changes too suddenly in difficulty it may well result in the user
becoming frustrated or bored and giving up.
Musicians and music teachers generally agree that the only way to get really good is to
play a lot. This means that Rock U should captivate and motivate users to play and to
keep on playing, to keep them hanging on. With all current methods the user is required
to muster a lot of self motivation and discipline with regard to practice. A guitar teacher
will give students homework and an instruction video will tell users to pause and practice
until they are “confident” in both cases leaving the user more or less to his own devices.
This is problematic because many exercises, like practicing scales, do not sound very
much like real music at all and can be boring and repetitive. The really positive thing
154 Famous extremely technical guitarist.
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about the Rock U setup is that it can do a large number of the exercises with the user
while at the same time providing a clear cut evaluation. There need not be a break or
pause and the user need not be alone in the sense that Rock U will react to what the
player is doing and provide backing music, rhythm and visuals. In the Game Arena we
were very set on having a near instant reaction from Rock U but in relation to learning
this is actually not all that important. Real people do not react in tens of milliseconds, so
as a teacher Rock U could be able to get by with a reaction time of perhaps 500ms or
more as long as it is accurate in its evaluation.155
In relation to structuring a good flow for learning how to play the guitar as opposed to
many more narrowly focused games there is an additional challenge. With many learning
games, Thomas Duus-Henriksen explains, as a developer you cannot expect the majority
of users to go through all the content. Users come to the game with different
backgrounds, ambitions and motives - guitars and Rock U is not going to be an exception
in this regard – and thus they value various parts and levels of the content differently.
Rock U Education & Learning Arena Potential
The Rock U platform could make it possible for users to evaluate themselves by
recording and replaying their music while showing what notes were used and how the
timing relates to the rhythm. The fact that playback supported by analysis for self
evaluation is a constant option in Rock U is of great value and can really set Rock U
apart from other teaching products.
For very clear cut and repetitive exercises Rock U can act as a constant guide, provide a
sense of completion and delineate clear boundaries. This is one of the areas where we
believe Rock U can benefit from employing game elements156. Balance and synthesis
between entertainment and learning value in this respect will be crucial to Rock U157.
155 DSP and detection is discussed in Appendices 19 and 57 156 Many games are thoroughly enjoyable even though they, on the players' side, have only minor variations on a theme. The game format allows us to explore many exercises in a new perspective. Scores, in-game
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The goal of our concept is not to replace playing in a band or taking lessons, rather
establish a synergy. It can be a supplement to playing in a band or taking lessons. It
should provide users with the skill and confidence to play in a band and motivate to go
further into education through lessons.
One solution to the problem of difficulties with notation is to come up with a system of
communication that is intuitive to beginners but does not hamper the development of learning
conventional notation. A natural place to start would be to use the interactive platform to
emulate a real teacher or fellow guitarist explaining the music verbally and demonstratively.
Critical Education & Learning Arena Issues
Based on genre alone, content can become wholly uninteresting if not presented in the
right context158. This means that it may be a good idea to embed a branching structure
within the difficulty structures that allow for choice between genres. Alternatively a
genre focus could be chosen for all of Rock U. This will narrow the user appeal but gives
a more manageable curriculum and opens for a variety of genre based editions of the
product.
One of the biggest challenges may be the entirely uninitiated users, who have never
played guitar before. So, basic knowledge can be an entry level precondition.
Using the definition 'The right note at the right time' there is no doubt Rock U can help
users develop their guitar skills in a beneficial direction both on a practical and
theoretical level. The first definition is good at getting at the basis of the craft aspect
reactions, animation, sound, progress bars, level completion, intensity and difficulty shifts, granting and restricting access to content are all tools that game makers routinely use to create excitement and give users a sense of progression. 157 It is entirely possible that a more entertaining exercise will be more effective in the long run than an educationally more direct one, as the user will be more likely to keep repeating the entertaining one. 158 If a user wants to learn to play metal he will likely need to know the E-minor pentatonic scale intimately in order to do so effectively. However, he may not realize the value of the E-minor pentatonic exercises if he is not made aware that they will help him play metal and can see and hear them clearly in a metal context.
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however pitch, volume and timing do not cover it all. In relation to the artistic aspect it
can also help with understanding composition and harmony. However, when it comes to
rock music and to playing the guitar in general, we may need to also employ the “The
desired sound at the desired time” that allows for more personal and qualitative freedom.
We consider this is one of the strongest issues in the concepts credibility. It is very
important that the final product is communicating what it can and cannot teach, both in
promotion and during use, users must be aware if what they learn is tools or guidelines
for “full” guitar playing which is constituted by personal style, message and performance.
In relation to the artistic aspect there is at least one major vulnerability, namely that a
guitar played through a TV/console/headphones setup like Rock U may not react and
sound like playing the same guitar through a real guitar amplifier, as mentioned in the
guitar arena section. Here though, we are more concerned with the issue of the users
evaluating themselves and practicing nuances like intonation based on input to output
reactions that will not sound exactly the same once they switch to e.g. an amplifier and
pedal setup.
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Conclusion
Conceptual results from the arena analysis
Gathering together the conclusions from the different arena analyses we need to explore
how potentials and critical issues from the different arenas relate to each other.
The guitar arena moves at an entirely different pace than the game arena. This means
Fender will have to assess what skills and resources they will need to acquire and how
they need to acquire them in order to be able to cope with this new type of product and
product development. The Rock U concept is based on an obvious idea and similar
products seems to be emerging, which means time may be limited if Fender is to try to
secure a first mover advantage as the first on the console market.
There are strong indications that the game arena is ready for new types of content. Fender
already have some experience with the game arena through Rock Band but more
importantly in relation to the game arena Fender have a major advantage in that the brand
is so strong on the guitar arena. Guitarists buy games too and we find it highly unlikely
that guitarists will be quick to dismiss a title that claims to deal with real guitar learning if
it bears the Fender brand. Furthermore, Fender can open up new distribution channels
that most actors on the game arena may not have access to. As we have learned
throughout the project, Fender’s participation in RockBand is a crucial issue to be dealt
with. Because this is where they enter the game arena - and with success – Rock U must
fit RockBand. And it could be welcomed as an extension of this path in one end of the
spectrum or being discarded in the other, this is all up to Fender. As we have had two
different time plans – one for the bachelor project, one with Fender – we still do not
know the answer to this question.
The less serious image of video games may reflect poorly on the Fender brand as a
dedicated and serious guitar manufacturer. Turning music into a game may signal that
one does not take music seriously. Computers are notoriously bad at handling soft
boundaries and the rigid frames that game worlds often pose may gel poorly with the
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expression oriented, artistic aspects of music. A limited software tool made for creating
exercises, if interpreted as an attempt to make a fully fledged recording and/or composing
tool, may support this rigidity and lack of appreciation for nuance.
The benefits of the combination of free self evaluation and rigid computer evaluation
may turn out to be a genuinely good guitar teaching method. If the art and craft duality of
music is effectively communicated to the user it is entirely possible that - as most
musicians already accept - you should know something about the rules so you decide
when to bend and break them according to taste and not due to lack of ability. When
evaluated by people the distinction between personal taste and technical appreciation may
not be as clearly translated. Furthermore, rigidity need not equal condemnation. The
privacy and impersonal nature associated with software evaluation and the less serious
nature of game evaluation hold several advantages compared to personal evaluation.
Also, even the possibility of rigid feedback coupled with the endless patience of a
machine should hold value to guitarists who find themselves at a skill level where a
willing audience is hard to come by.
Creating a successful game is a challenge in and of itself. Creating a successful learning
game may be even more difficult. The relationship between what makes a learning game
entertaining and what makes the same game educational must be in perfect alignment.
Not only will Fender with Rock U be entering further into a highly competitive arena of
games, they may also be doing it the hard way as learning games are not always very
successful and therefore profitable.
Conversely the ability of games to translate fairly repetitive activities into something
voluntary, entertaining and captivating holds great potential in relation to guitar practice.
As we see Rock U it is possible to have the educational and entertainment aspects in
alignment, which leads us to believe that the edutainment nature of the concept, could
translate into an advantage. There are millions of guitarists who already enjoy playing
and learning with their guitar at home and they may well enjoy doing so in a new way.
Unlike many teaching subjects that have been unsuccessfully translated into learning
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games, playing and learning music is already a hobby, so in many respects it does not
require a great deal of translation in order to be entertaining.
Licensing music for use in games is potentially difficult. Features that allow users to
create their own content and share it may be a legally tricky affair. However, contracts
that can clear things up a great deal may be established if Fender is able to translate their
connections to the music arena into bargaining power. On the other hand there is a great
potential for the music industry to re-launch their main product – the music – with added
value as the Rock U functionality delivers if used with popular music. There is also the
potential of creating a new platform for creating and promoting music in a new form.
All in all there is no real doubt as to whether or not it is technically possible or not. The
critical questions in that regard are how fast and how expensive it is going to be.
However, there are questions of nuance that may be equally important. There exists the
question of how well the use of different techniques can be detected and how well sounds
and effects can be reproduced by software and consoles, all of which can probably only
be resolved through testing and the involvement of DSP experts. If critical points are
found with nuance it should be possible to establish testing parameters and clear up
uncertainties.
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Scenarios & a Critical Dialog
As we will describe in last section Reflections, we have been eager to make detailed
conceptualization from the point where we founded the idea of Rock U. However, the
amount of work related to investigating several arenas has proven to be a very big task
for us and because of our desire to make this thorough we have not had neither time nor
space to do thorough detailed conceptualization also. We see this as a strength of our
work. In this section we will describe how we want to proceed in the developing towards
a final, realizable concept. This will also be presented in the oral defense of this project.
The Premise of a Dialog
Our task as design-engineers is to make the foundation of a new product for our
‘employers’ FMIC. Part of this task is to facilitate a development process that can help
FMIC to get an overview of the concept and process. We aim at having already created
enough interest of our concept to make the international management initiate a
realization-strategy. A first purpose of the dialog is to give FMIC a better insight in the
potentials of the concept. FMIC as a corporation does not have the necessary knowledge
resources and competence to create a product like the one the Rock U concept suggests
because of the merging of elements from different arenas in which Fender is not or only
vaguely included. We want to initiate a solution oriented and critical dialog concerning
choice of, weighting of and coupling of elements from the arenas we have analyzed. We
will construct scenarios to be used as pivot points of this dialog.
The Content of the Dialog
The central issue we wish the scenarios to deal with is how feel and weighting of the
content is structured. The question is: What is the balance between game elements, tool
functionality, education and Fender’s own role159 as representative of their branding
strategies, participation in Rock Band and the world of guitars?
159 It is plausible to consider that Fender through its established network, internal and external, have the competence and resources to e.g. develop hardware. Another aspect could be the already established brand
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The Structure of the Dialog & Involved Actors
We apply the back tracing method to construct the scenarios, as this allows us to directly
incorporate the level of ambition of the concept by taking our point of departure in the
end result. Because we later want this to result in a trustworthy road map (or set of these)
we find it useful to initiate the dialog with an array of fictive results, concepts, and the
road leading to them.
The credibility of the concept as a success in a realization scope does not alone depend on
the “right” weighting of content but also as a mobilization of the “right” people in the
“right” configuration with the “right” resources available. Ideally the dialog would kick
off with a meeting with representatives from the FMIC management, marketing and/or
development departments along with gaming-, hardware-, software and educational
experts who are interested in and know about the project.160 This way the scenarios could
be discussed in a qualified forum.
Content & Structure of the Scenarios
We want to create 3-4 scenarios each containing the description of a concept. These
concepts are products of our research analysis and conceptualization, and are therefore all
serious and plausible in this scope. The individual concept will vary in a list of
parameters that relates to each of the arenas. They will also contain specific variations
towards the interrelation with RockBand.
The concepts are presented as scenarios where the back tracing and road mapping allows
the dialog attendees to see what is necessary in order to realize the individual concepts.
This is mobilization and structure of resources; human, corporate companies, knowledge,
financial, marketing, etc.
of supporting beginners, rehearsing and education through assets like Fender University, Squier, G-DEC, which could be represented in or extended through the concept.
160 A natural constellation could be the Scandinavian management and a selected panel of the people we have already engaged in dialog like NS, JD, TF, EG and TDH.
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The Expected Outcome of the Dialog
Through the dialog, the issue of what the role of FMIC could and should be will be
addressed: How do they perform in the process of developing the concept? In the creation
of the product? In the management of the product like ownership and related services?
One goal is to find out how Fender should organize, acquire knowledge and competence
within the company and make use of external competences in cooperation with other
actors. Realistically speaking Fender will probably have a pretty clear picture of what
they want to do going in to the dialog. Still, another very important effect lies in the
introduction of representatives from the difficult actor worlds present on the arenas.
Hopefully the participants will understand each other’s arenas and the markets,
development traditions, infrastructure, cautions and criteria of success. This will
potentially have – although maybe limited – an influence on the choice of strategic
descicions FMIC make.
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Reflections on our Work Even though we started the project with clear intentions of deliberately and consciously
using our academic tools (which we have done) we found it hard to manage the duality
between reporting to a company and reporting to a university. Especially in the final
writing of the report we found that much of the writing we had done under way, while it
was highly relevant to the project, had become very practically oriented, detailed and to a
certain extent more aimed providing a basis for realizing Rock U for Fender. As a result
we experienced difficulties in detaching ourselves from the process of actually doing the
project and reverting to a theoretical, analytical perspective.
Initially this was extremely annoying and it felt like we were no longer doing anything of
value. It felt like we were no longer designing, engineering and innovating, which was
slightly frustrating. It was only further along in the process of writing in a purely
analytical perspective that the feeling of frustration subsided and the value of taking a
step back became clear. Essentially we had gotten a bit lost in all the technical details, the
complexity of contextual relationships, design ideas and uncertainties that needed to be
eliminated.
As students working with a large multinational corporation, experts and highly qualified
professionals from different industries it is easy to be overwhelmed and drawn into a fast
paced world, where people make decisions, extrapolate thoughts and ask very specific
questions very quickly. When working in such an environment it sometimes appears as if
expertise and routine to a certain extent shortens if not completely replaces reflection on
the big picture. “Yeah, yeah, we get it, we like it so far, now what about this detail? How
can this be done? Can you put a number on that?”
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As our concept was well received in by the Scandinavian management and we learned it
would be brought to the attention of Fender’s American corporate management, things
took on an air of urgency that lead us down a path of frantically adding details and
striving for an ever more finished concept. In hindsight we feel that our appreciation of
the academic work has grown as the reflective analysis has led to much more clear and
precise definitions of conceptual potentials, problems and challenges. The backpedaling
we were forced to do in order to get our nose out of the concept development details and
into an academic perspective has yielded an overview we would otherwise not have had.
If this report has made sense to you, we feel we may have gotten the best of both worlds.
All in all no matter what the outcome it has been a truly exciting project to work on.