Listing entries tagged with video_games
sonogram of networked book in embryo (GAM3R 7H30RY part 3)
02.24.2006, 4:42 PM
It probably won't be until mid to late March that we finally roll out McKenzie Wark's GAM3R 7H30RY Version 10.1, but substantial progress is being made. Here's a snapshot:

After debating (part 1) our way to a final design concept (part 2), we're now focused (well, mainly Jesse at this point) on hammering the thing together. We're using all open source software and placing the book under a Creative Commons Attribution-NonCommercial-ShareAlike 2.0 license. Half the site will consist of a digital edition of the book in Word Press with a custom-built card shuffling interface. As mentioned earlier, Ken has given us an incredibly modular structure to work with (a designer's dream): nine chapters (so far), each consisting of 25 paragraphs. Each chapter will contain five five-paragraph stacks with comments popping up to the side for whichever card is on top. No scrolling is involved except in the comment field, and only then if there is a substantial number of replies.
The graphic above shows the color scale we're thinking of for the different chapters. As they progress, each five-card stack will move from light to dark within the color of its parent chapter. Floating below the color spectrum is the proud parent of the born-digital book: McKenzie Wark, Space Invader (an image that will appear in some fashion throughout the site). Right now he's a fairly mean-looking space invader -- on a bombing run or something. But we're thinking of shuffling a few pixels to give him a friendlier appearance.
You are also welcome to view an interactive mock-up of the card view (click on the image below):
The other half of the site will be a discussion forum set up in PHP Bulletin Board. Actually, it'll be a collection of nine discussion forums: one for each chapter of the book, each focusing (except for the first, which is more of an introduction) on a specific video game. Here's how it breaks down:
* Allegory (on The Sims)
* America (on Civilization III)
* Analog (on Katamari Damarcy)
* Atopia (on Vice City)
* Battle (on Rez)
* Boredom (on State of Emergency)
* Complex (on Deus Ex)
* Conclusions (on SimEarth)
The gateway to each forum will be a two-dimensional topic graph where forum threads float in an x-y matrix. Their position in the graph will be determined by the time they were posted and the number of comments they've accumulated so far. Thus, hot topics will rise toward the top while simultaneously being dragged to the left (and eventually off the chart) by the progression of time. Something like this:

At this point there's no way of knowing for sure which part of the site will be more successful. The book view is designed to gather commentary, and Ken is sincerely interested in reader feedback as he writes and rewrites. There will also be the option of syndicating the book to be digested serially in an RSS reader. We're very curious to see how readers interact with the text and hope we've designed a compelling environment in which to do so.
Excited as we are about the book interface, our hunch is that the discussion forum component has the potential to become the more vital half of the endeavor. The forum will be quite different from the thousands of gaming sites already active on the web in that it will be less utilitarian and more meditative in its focus. This won't be a place for posting cheats and walk-throughs but rather a reflective space for talking about the experience of gaming and what players take games to mean. Our hope is that people will have quite a bit to say about this -- some of which may end up finding its way into the book.
Although there's still a ways to go, the process of developing this site has been incredibly illuminating in our thinking about the role of the book in the network. We're coming to understand how the book might be reinvented as social software while still retaining its cohesion and authorial vision. Stay tuned for further developments.
Posted by ben vershbow at 04:42 PM
| Comments (0)
| TrackBack
tags: Blogosphere , blogging , book-blog_experiments , creative_commons , design , ebook , gaming , phpbb , video_games , word_press
GAM3R 7H30RY: a work in progress... in progress
02.02.2006, 12:35 PM

I'm pleased to report that the institute is gearing up for another book-blog experiment to run alongside Mitchell Stephens' ongoing endeavor at Without Gods -- this one a collaboration with McKenzie Wark, professor of cultural and media studies at the New School and author most recently of A Hacker Manifesto. Ken's next book, Gamer Theory, is an examination of single-player video games that comes out of the analytic tradition of the Frankfurt School (among other influences). Unlike Mitch's project (a history of atheism), Ken's book is already written -- or a draft of it anyway -- so in putting together a public portal, we are faced with a very different set of challenges.
As with Hacker Manifesto, Ken has written Gamer Theory in numbered paragraphs, a modular structure that makes the text highly adaptable to different formats and distribution schemes -- be it RSS syndication, ebook, or print copy. We thought the obvious thing to do, then, would be to release the book serially, chunk by chunk, and to gather commentary and feedback from readers as it progressed. The trouble is that if you do only this -- that is, syndicate the book and gather feedback -- you forfeit the possibility of a more free-flowing discussion, which could end up being just as valuable (or more) as the direct critique of the book. After all, the point of this experiment is to expose the book to the collective knowledge, experience and multiple viewpoints of the network. If new ideas are to be brought to light, then there ought to be ways for readers to contribute, not just in direct response to material the author has put forth, but in their own terms (this returns us to the tricky proprietary nature of blogs that Dan discussed on Monday).
So for the past couple of weeks, we've been hashing out a fairly ambitious design for a web site -- a blog, but a little more complicated -- that attempts to solve (or at least begin to solve) some of the problems outlined above. Our first aim was to infuse the single-author book/blog with the democratic, free-fire discussion of list servers -- a feat, of course, that is far easier said than done. Another concern, simply from an interface standpoint, was to find ways of organizing the real estate of the screen that are more intuitive for reading.
Another thing we've lamented about blogs, and web sites in general, is their overwhelming verticality. Vertical scrolling fields -- an artifact of supercomputer terminals and the long spools of code they spit out -- are taken for granted as the standard way to read online. But nowhere was this ordained as the ideal interface -- in fact it is designed more for machines than for humans, yet humans are the users on the front end. Text does admittedly flow down, but we read left to right, and its easier to move your eye across a text that is fixed than one that is constantly moving. A site we've often admired is The International Herald Tribune, which arranges its articles in elegant, fixed plates that flip horizontally from one to the next. With these things in mind, we set it as a challenge for ourselves to try for some kind of horizontally oriented design for Ken's blog.
There's been a fairly rigorous back and forth on email over the past two weeks in which we've wrestled with these questions, and in the interest of working in the open, we've posted the exchange below (most of it anyway) with the thought that it might actually shed some light on what happens -- from design and conceptual standpoints -- when you try to mash up two inherently different forms, the blog and the book. Jesse has been the main creative force behind the design, and he's put together a lovely annotated page explaining the various mockups we've developed over the past week. If you read the emails (which are can be found directly below this paragraph) you will see that we are still very much in the midst of figuring this out. Feedback would be much appreciated. (See also GAM3R 7H30RY: part 2).
This exchange began after a week of sketching and discussion following an initial brainstorm session with Ken in mid-January...
Thu, Jan 26, 2006 at 3:45 PM
Ben Vershbow
To: Ken Wark
Cc: Bob Stein, Jesse Wilbur
Subject: a start
Hi Ken,
So here's the challenge as we see it.
We need to create a single site that:
- combines the best of blogs with the best of list-servers
- is structured to progressively reveal the draft of a book and gather commentary
I'm pleased to report that we've cooked up something that comes pretty close -- a Word Press blog re-jiggered to solve all the world's ills. You can view an html mock-up here:

(wide screenshot of the initial HTML mockup - eventually rejected)
Rather than explain how it works, why don't you just take a look and see how clearly things come across. Not quite everything is there yet, and obviously, it hasn't been tied in to Word Press yet, which will be a bit tricky. But we're pretty confident we can get it to work (when I say we, I mean Jesse, who is the one responsible for building this and who put together the lovely mock-up).
Keep in mind that this is only a sketch and that everything is negotiable. But I think this is a good start.
Let us know how this strikes you fire away with questions.
Best,
Ben et al.
Thu, Jan 26, 2006 at 3:51 PM
Ken Wark
To: Ben Vershbow
Cc: Jesse Wilbur, Bob Stein
Subject: Re: a start
a really impressive start. I kinda imagined it going left to right,
rather than right to left. I think it should also have a sort of free
fire zone where people can comment and discuss without it being tied to particular parts of the book.
In place of the proprietary Mario image, may be a space invader.
(hence:
)
k
Thu, Jan 26, 2006 at 3:52 PM
Ken Wark
To: Ben Vershbow
Cc: Jesse Wilbur, Bob Stein
Subject: Re: a start
-- and if the columns could be a bit wider or the text a bit more
compressed (less leading, maybe) to try and get the whole paragraph on
the screen. The longest are 250 words (or if they're not, i'm cutting
them down).
... if i wanted to update the text, how could that work?
Thu, Jan 26, 2006 at 4:22 PM
Ben Vershbow
To: Ken Wark
Cc: Jesse Wilbur, Bob Stein
Subject: Re: a start
Ken said:
>I kinda imagined it going left to right, rather than right to left.
We debated the left-right right-left thing. The problem with left to right is that the more of the book you release, the further down (or over, I should say) the new paragraphs are. Our thought was that it's better to have the most recent first, as in a normal blog, in the interest of keeping the thing as a living exchange. You don't want readers to have to do tons of scrolling to get to the latest installment. It's reverse linear, I realize, but the book hieararchy to the side will allow readers to see an archive view of the book that goes 1-200 in the proper order. There are ways we could make that clearer, like inviting visitors to "read from the beginning" or something.
Ken said:
>I think it should also have a sort of free fire zone where people can comment and discuss without it being tied to particular parts of the book.
This is certainly something we should consider. You'll notice that the "binary thinking for humans" post was made by another user. This is our gesture toward the democracy of list-serves. We figure that there are three ways a user can interact with this site:
1. They simply read it (and later are moved to buy your book, or change the world)
2. They read it and sometimes post comments
3. They read it, sometimes post comments, and even sometimes post top-level threads (like the "binary thinking" one).
1 and 2 are obviously open and unrestricted (though we might need some moderation once the spammers find us). Number 3, however, would require a guest account, so we're working out a way to allow users to create logins. In the spirit of the game, they would be allowed to choose an icon from classic game culture (that's just something we're toying with, let us know what you think). Mario for you was a purely arbitrary choice. You can be a space invader, Metroid, Yoshi or whoever.
Anyway, this allows people to start threads of their own, though they are, as you point out, interspersed within the set structure of the book according to the time they were posted. If you want something that is freer of the book's structure, we would need something like a free fire zone.
Regarding your second comments:
>-- and if the columns could be a bit wider or the text a bit more
>compressed (less leading, maybe) to try and get the whole paragraph
>on the screen. The longest are 250 words (or if they're not, i'm
>cutting them down).
>
>... if i wanted to update the text, how could that work?
We can certainly tweak the formatting. Our goal is to have two full sections visible and a third cut off, giving the visual clue that there is more content to the side.
As for updating text, that's a very good question. Jesse, any ideas?
We could color code additions and deletions - like a track changes function. We could also work revised paragraphs into the main stream, though this could quickly get confusing. If you see 84, 83, some dude's post, 82, then 41 with all kinds of markings on it, then 81, it might be a little disorienting.
Anyway, let's keep talking this through. Remember to copy everyone so we're all part of the discussion.
- Ben
Thu, Jan 26, 2006 at 5:08 PM
Jesse Wilbur
To: Ben Vershbow
Cc: Ken Wark, Bob Stein
Subject: Re: a start
Ken,
I think coded additions and deletions are probably the best way to
handle, for the reasons that ben noted. Getting that info into the
stream of the posts does pose a little bit of a problem. My first
reaction is to have some area of the screen dedicated to the "latest
updates" which would be unrestricted to the flow of the chapters.
Possibly in the upper right corner, as a list of small text links.
To help get all of a paragraph on the screen, I can 1) reduce the
leading, 2) move the icon to the left hand side, return address style.
It will still serve the purpose of visually marking a post as belonging to a particular author, but reduce some of the stacking.
-jdw
Thu, Jan 26, 2006 at 5:28 PM
Ben Vershbow
To: Jesse Wilbur
Cc: Ken Wark, Bob Stein
Subject: Re: a start
The question of revisions is important and very tricky. Tracking changes would have to be done by hand, which could get burdensome. Ideally, each entry would have a revision history. But that's simply not something Word Press is built to do. We'll look into ways that we can mess with it, but we're pushing it nearly to breaking point as it is.
There's also the question of how soon we want to get this thing up. I say the sooner the better (initially I was thinking in the next two weeks), but if we want to get revisions right, it might take longer.
We're going to confer on this and weigh our options.
We'll be at a conference tomorrow so may have less time to work on this. But let's keep talking about anything and everything we want to add/remove/change on the current design.
- Ben
Thu, Jan 26, 2006 at 7:32 PM
Ken Wark
To: Ben Vershbow, Jesse Wilbur
Cc: Bob Stein
Subject: Re: a start
revisions need not be a big deal. It would be useful to be able to take a chunk of text out and put another one in. That the pars are numbered makes that easy.
k
We then hunkered down for the next few days and came up with some new mockups.
Wed, Feb 1, 2006 at 2:02 PM
Ben Vershbow
To: Ken Wark, Jesse Wilbur, Bob Stein
Subject: Site Draft(s) 2
Hi Ken,
So we've made a second stab at a design. Several stabs, actually, which leaves us a little more confused than before, but I think productively confused. I do believe we're getting somewhere.
Go to http://www.futureofthebook.org/mckenziewark and you will see a menu of three new mockups (just graphics, not interactive). Three and a half, to be precise (one of them has two views). These are rough, and are missing some important elements, but we wanted to keep you in on the discussion. So here they are, warts and all.
But before you look at these sketches, I'll briefly summarize how we got from what we had the other day to what we have today. So. The initial design had two major problems. One you pointed out, namely that the interspersing of visitor posts among book paragraphs (a bloggish gesture toward the democracy of list servers) did not meaningfully subtract from the primacy of the author in the flow of discussion. This was problem number one, and it led us to give up on trying to fully integrate free-fire discussion with the syndicated book. After all, this project is inescapably about the primacy of the author. Sure, we're poking at it, gently undermining it -- suggesting that a book is as much about process as product -- but it's still your book, your name. We decided that the design should embrace this fact, while also providing alternative venues for more equitable exchange.
The second problem was one we realized only after getting over the "oh, how cool this looks" stage of analysis, namely that horizontal scrolling, lovely as it is, runs into difficulties when you are working with such a large amount of content, much of it coming in at inpredictable intervals and in varying amounts (i.e. comments). It's a question of real estate. We have only so much space on the screen (keeping in mind the smallest standard browser window) and since we want comments to be visible in the main view, we've got an awful lot of material to get organized. If you look at the original mockup, you'll see how this necessitates a combination of vertical and horizontal scrolling. The result is that when you come to the page, instead of a clearly defined website, you see something that looks more like the upper-left corner of a map -- not well formatted for a browser. Seeing as the browser is the reading tool of choice, this won't do at all.
Having both horizontal and vertical scrolling emphasizes the disadvantages of both and the advantages of neither. The Herald Tribune site works nicely because it is dealing with set amounts of text that it can flow cleanly into successive horizontal plates. If we were dealing only with the book, sans comments or discussion, we could do something similarly elegant. But there are more variables in play here, and like it or not, a dynamic work such as this, given the tools currently available, strongly tends toward a vertical display.
Still, as you'll see in our first new mockup, we've still struggled to make the horizontal work. In this one, the paragraphs flow vertically, but the comments flow horizontally. In this case, the horizontal is more intuitive, since we naturally read left to right and the comments are ordered chronologically in the same way. But we still run into the real estate problem described earlier and the reader ends up having to scroll in multiple directions. You'll notice also a menu on the sidebar pointing to discussion topics in a free-fire forum. This is not at all the way this would look, it's just a crude marker. It would lead to a page of topics that anyone could post. We're also thinking of a way to allow readers to post a comment simultaneously under a paragraph and as its own forum thread.
The second mockup keeps the comments to the right, but arranges them vertically. This isn't so bad, except that when you have a lot of comments, and you open them up, it starts to seriously push the next post down, which looks awkward. But maybe this is not such a problem.
The third reflects our attempt to keep the free-fire discussion on the main page next to the book flow. The problem with this is that, though the two streams are clearly related, there is no mechanism provided with which to draw specific connection points. In other words, this design implicitly promises something it cannot deliver, and will come off seeming arbitrary and not well thought out.
The other big thing to throw into the mix, but which is not yet reflected in these sketches, is the question of versioning. We've figured out some reasonably simple ways to incorporate versioning into the design and feel that, given the goals of the project, this is one of the most important ingredients to include. The kind of versioning we're imagining would include a sort of "track changes" function and would automatically archive all past incarnations of a paragraph.
So to sum up, I think what we're moving toward is something that combines elements of all three sketches and throws in the element of versioning. We may have to let go of the idea of horizontal scrolling, but we're confident that we'll still be presenting comments in an interesting way. The free-fire discussion element will be there, but in a different space, yet we will advertise it prominently on the front page and try to find a simple but effective way to connect it to the book-centered comments.
And having said all that (sorry it was so long-winded), we'd like to hear from you which, among the elements we've laid out, you think are most important to include in the final design, and in what proportions. What works and what doesn't work? What are things we are obsessing about that need not be obsessed about? What are things we're still missing?
With a little more work, I think we can have something ready to go in the next week or two.
- Ben
Wed, Feb 1, 2006 at 2:19 PM
Ken Wark
To: Bob Stein, Ben Vershbow, Jesse Wilbur
Subject: Re: Site Draft(s) 2
wow, that's a lot to think about, but its an interesting set of
problems. I'll have a think about it, but maybe it would be best to meet
and kick it around. How's Friday?
k
Wed, Feb 1, 2006 at 2:48 PM
Ben Vershbow
To: Ken Wark, Jesse Wilbur, Bob Stein
Subject: Re: Site Draft(s) 2
Meeting face to face is a good idea and Friday works well.
Wed, Feb 1, 2006 at 3:26 PM
Subject: Re: Site Draft(s) 2
Ben Vershbow
To: Ken Wark
Cc: Jesse Wilbur, Bob Stein
Hey Ken,
One other thing...
Here at the institute we're generally trying to find ways we can do our work more in the open, and thinking about it, our email exchange about the site design have actually turned out to be pretty interesting, maybe even interesting enough for people to want to read them on our blog.
This project poses some big questions about the work of ideas in the network of ideas, and our little back-and-forth is turning into an intriguing little document at the intersection of theory and practice.
How would you feel about us posting it?
- Ben
Wed, Feb 1, 2006 at 4:16 PM
Ken Wark
To: Ben Vershbow
Cc: Jesse Wilbur, Bob Stein
Subject: Re: Site Draft(s) 2
sure, let's start a public thread on it
i'm starting to wonder if it ought not to feature the book too centrally at all. What if the front of the site was about the games that the book is about? (I've pasted in the contents below). The architecture for commenting on the book could be a layer, but in front of that could be a more conventional set of forums about particular games.
Allegory (on The Sims) 25
America (on Civilization III) 47
Analog (on Katamari Damarcy) 66
Atopia (on Vice City) 83
Battle (on Rez) 104
Boredom (on State of Emergency) 124
Complex (on Deus Ex) 147
Conclusions (on SimEarth) 162
see you fri
k
...which just about brings us up to the present moment. If you have any thoughts/questions/comments, we're all ears.
Posted by ben vershbow at 12:35 PM
| Comments (5)
tags: Games , blogging , blogs , book-blog_experiments , books , design , frankfurt_school , gaming , hacker , interface , marx , mckenzie_wark , philosophy , reading , video_games , writing
letters from second life
01.25.2006, 4:10 PM

Last week, Bob mentioned that Larry Lessig, law profressor and intellectual property scholar, was being interviewed in Second Life, the virtual world created by Linden Lab. Having heard a lot of Second Life before, I was pleased to have a reason and opportunity to create an account and explore it. Basically I quickly learned that it's Metaverse, as described in Neil Stephenson's Snowcrash, in operation today, and I'm now a part of it too.
I already covered the actual interview. Here are a few observations from my introduction to SL.
Second Life is a humbling place, especially for beginners. Everything ,even the simplest things, must be relearned. It took me 5 minutes to learn how to sit down, another 5 minutes to read something, and on and on. Traveling to the site of Lessig event was an even more daunting task. I was given the location of this event, a name and coordinates, without any idea of what to do with them. Second Life is a vast space, and it wasn't clear to me how to get from one point to another. I had no idea how to travel in SL, and had to ask around someone.
I presume it is evident that I'm very new to SL, by my constant trampling over people and inanimate objects. So, I continue walking into trees and rocks until I come across someone whose title contains "Mentor," and figure that this is a good person to ask for help. Not knowing how to strike up a private conversation, I start talking out loud, not even sure if anyone is even going to pay attention.
(I will come to learn that you travel from place to place via teleportation.)
"Hi."
"Hi Harold."
I am relieved to discover that people are basically nice in SL, maybe even nicer than in New York. This fellow avatar is happy to chat and answer questions. Second List has a feature called "Friends" which operates like Buddies in Instant Messaging. However, I'm not sure what the social protocol for making friends is, so I make no assumptions. As I was typing "can we be friends?" I sigh with the realization that I am, in fact, back in fourth grade.
People around me have much more sophisticated outfits than I do. So, I try out the free clothing features. I darken my pants to a deep blue and my shoes black. Then, my default shirt gets turned into a loose white t-shirt. Somehow I end up a bit like a GAP model crossed with Max Headroom. After making my first "friend," another complete stranger comes up to me and just starts giving me clothes. Apparently, my clothes still need a little work. I try on the cowboy boots and faded jeans. Happy that I've moved beyond the standard issue clothes, I thank my benefactor and begin to make my way to the event.
The builders of Second Life force people to rely on other people within the virtual world. However, assistance in the real world certainly helps too. Entering Second Life, the feeling of displacement is quite clear, as if I arrived to a new city in the real world with a single address, where I don't know anyone or how to navigate the city. The virtual world often mimics the real world, but my surprise each time I learn this fact is still ongoing. It definitely helps to know people, both in where to go that's interesting and how to do things.
After teleporting to the event, I found myself around people who had common interests, which was great and similar to attending a lecture in the real world. At different times, I struck up a conversation with an avatar who is a publisher on the West Coast and then talked to an academic who runs a media center. In both cases, I was talking to the person literally "next" to me.
When I first heard about the interview, I learned at there was limited spacing. Which seemed strange to me, as it was taking place in a viritual space. When I arrived at the event place, I saw the ampitheater with video screens, that would show a live web stream of Lessig. The limited seating made more sense, seeing the seat of the theater. I also believe that the SL servers also have a finite capacity for the number of people to be located within a small area, because movement was jerky around concentrated groups of people. I guess I'll have to wait for the Second Life Woodstock.
The space was crowded with people walking around, chatting, and getting up their free digital copy of Lessig's book, "Free Culture." (I've included a picture of me reading Free Culture in Second Life. You can actually read the text.)
The interview is about to begin, as an avatar with large red wings walks by me. I say out loud, "I know she was going to sit in front of me." Adding, "Just kidding," in case I might be offending someone, who knows who this person could be. Fortunately, she found a seat outside my sight line without incident, and the introductory remarks began.
There was a strange duality where I had to both learn what was being said, but also how to navigate the environment of a lecture as well. The interview proceeds within the social norms of a lecture. People are mostly quiet, clap and for the moderator runs the question and answer session. Afterwards, I line up to get Lessig to "sign" my virtual book at the virtual booksigning, as in my virtual public event. I finally stumble my way through the line, all the while asking many question on what I'm supposed to do. With my signed book in hand, I look at the sky, which is quite dark. I log out and return to the real world.
Posted by ray cha at 04:10 PM
| Comments (0)
tags: Copyright and Copyleft , Games , Mediated Existence , VR , free_culture , gaming , larry_lessig , metaverse , neal_stephenson , second_life , video_games , virtual , virtual_reality
line between the real and game space... a peek into the future?
12.19.2005, 12:13 PM
As Lisa noted in her comment to an previous post on class and gaming, the Economist reviewed the new book by Edward Castronova entitled, Synthetic Worlds : The Business and Culture of Online Games.
Castronova, also wrote an essay that was included in the Game Design Reader that was behind the "Making Games Matter" panel we attended. This essay marks the first analysis of the economics of people and their interactions in a virtual reality. Interesting to note, it has yet to be formally published in an academic economics journal.
In these studies, Castronova calculates the economics of the virtual by looking at what people are willing to pay in real currency for online gaming characters and their associated costs. As previously posted, people are making their livings in these virtual spaces by creating and selling their avatars. We are entering an era where the boundaries between the real and virtual are blurring.
Although some affluent gamers are buying their way into the higher echelons of game spaces such as EverQuest, there is still the opportunity for anyone with enough time and skill to create advanced characters. Where as in the real world, there are only a limited number of players in the NBA and CEO positions in the Fortune 500 companies. There is enough "room" in the game space to allow for many top tier characters, because the vast majority of the "normal" characters are bots run by the gaming engine.
Is the online game space the utopian society where everyone can be equal and rich and powerful? Is this a peek at the future of the real world when robots take over all the jobs that people don't want to perform?
Posted by ray cha at 12:13 PM
| Comments (1)
tags: Games , MMOG , castronova , everquest , gaming , video_games
last week: wikipedia, r kelly, gaming and google panels, and more...
12.18.2005, 4:27 PM
Here's an overview of what we've been posting over the last week. As well, a few of us having been talking about ways to graphically represent text, so I thought I would include a mind map of this overview.
As a follow up to the increasingly controversial wikipedia front, Daniel Brandt uncovered that Brian Chase posted false information about John Seignthaler that was reported here last week. To add fuel to the fire, Nature weighed in that Encyclopedia Britannica may not be as reliable as Wikipedia.
Business Week noted a possible future of pricing for data transfer. Currently, carries such as phone and cable companies are developing technology to identify and control what types of media (voice, images, text or video) are being uploaded. This ability opens the door to being able to charge for different uses of data transfer, which would have a huge impact on uploading content for personal creative use of the internet.
Liz Barry and Bill Wetzel shared some of their experiences from their "Talk to Me" Project. With their "talk to me" sign in tow, they travel around New York and the rest of the US looking for conversation. We were impressed at how they do not have a specific agenda besides talking to people. In the mediated age, they are not motivated by external political/ religious/ documentary intentions. What they do document is available on their website, and we look forward to see what they come up with next.
The Google Book Search debate continues as well, via a panel discussion hosted by the American Bar Association. Interestingly, publishers spoke as if the wide scale use of ebooks is imminent. More importantly and even if this particular case settles out of court, the courts have a pressing need to define copyright and fair use guidelines for these emerging uses.
With the protest of the WTO meetings in Hong Kong this past week, new journalism forms took one step forward. The website Curbside @ WTO covered the meetings with submissions from journalism students, bloggers and professional journalists.
McDonalds filed a patent which suggests that it intends to offer clips of movies instead of the traditional toys in their kids oriented Happy Meals. Lisa pondered if a video clip can successfully replace a toy, and if it does, what the effects on children's imaginations might be.
R. Kelly's experiments in form and the "serial song" through his Trapped in the Closet recordings. While R Kelly has varying success in this endeavor, Dan compared the experience of not only the serial novel, but also Julie Powell's foray into transferring her blog into book form and what she might have learned from R. Kelly (its hard to make unified pieces maintain an overall coherency.)
The world of academic publishing was challenged with a proposal calling to create an electronic academic press. This segment seems especially ripe for the shift to digital publishing as many journals with small circulations face raising printing and production costs.
Sol and others from the institute attended "Making Games Matter," a panel with contributors from The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman. The discussion covered among other things: involving the academy in creating a discourse for gaming and game design, obstacles in studying and creating games, and the game "industry" itself. The book and panel called out for games and gaming to undergo a formal study akin to the novel and the experience of reading. Also, in the gaming world, the class economics of the real and virtual began to emerge as a Chinese firm pays employees to build up characters in MMOGs to sell to affluent gamers.
Posted by ray cha at 04:27 PM
| Comments (0)
tags: Roundup , academia , broadband , e-publishing , fast_food , gaming , google , google_book_search , internet , mcdonalds , network_neutrality , publishing , r_kelly , video_games , wikipedia
off to seoul
12.17.2005, 7:02 AM
Over the next couple of weeks I will be traveling in South Korea, the land that invented moveable type (1234), and which to this day is cooking up the future of the book on a high flame: from massivly multiplayer online games, to Samsung's Ubiquitous Dream Hall, to the massively multiplayer citizen journalism site OhmyNews. It will take me about 20 hours to get there but I feel I'll be stepping a few years into the future. I expect... well, I have no idea what to expect. And all this futurama is only the tip of the iceberg. I have a camera and it shouldn't be too hard to find an internet connection, so expect a few postcards.
Posted by ben vershbow at 07:02 AM
| Comments (1)
tags: MMOG , citizen_journalism , conferences_and_excursions , future , korea , samsung , seoul , travel , video_games
gaming and the academy
11.28.2005, 10:36 AM
So, what happens when you put together a drama professor and a computer science one?
You get an entertainment technology program. In an article, in the NY Times, Seth Schiesel talks about the blossoming of academic programs devoted entirely to the study and development of video games, offering courses that range from basic game programming to contemporary culture studies.
Since first appearing about three decades ago, video games are well on their way to becoming the dominant medium of the 21st century. They are played across the world by people of all ages, from all walks of life. And in a time where everything is measured by the bottom line, they have in fact surpassed the movie industry in sales. The academy, therefore, no matter how conservative, cannot continue to ignore this phenomenon for long. So from The New School (which includes Parsons) to Carnegie Mellon, prestigious colleges and universities are beginning to offer programs in interactive media. In the last five years the number of universities offering game-related programs has gone from a mere handful to more than 100. This can hardly be described as widescale penetration of higher education, but the trend is unmistakable.
The video game industry has a stake in advancing these programs since they stand to benefit from a pool of smart, sophisticated young developers ready upon graduation to work on commercial games. Bing Gordon, CEO of Electronic Arts says that there is an over-production of cinema studies professionals but that the game industry still lacks the abundant in-flow of talent that the film industry enjoys. Considering the state of public education in this country, it seems that video game programs will continue flourishing only with the help of private funds.
The academy offers the possibility for multidisciplinary study to enrich students' technical and academic backgrounds, and to produce well-rounded talents for the professional world. In his article, Schiesel quotes Bing Gordon:
To create a video game project you need the art department and the computer science department and the design department and the literature or film department all contributing team members. And then there needs to be a leadership or faculty that can evaluate the work from the individual contributors but also evaluate the whole project.
These collaborations are possible now, in part, because technology has become an integral part of art production in the 21st century. It's no longer just for geeks. The contributions of new media artists are too prominent and sophisticated to be ignored. Therefore it seems quite natural that, for instance, an art department might collaborate with faculty in computer science.
Posted by sol gaitan at 10:36 AM
| Comments (0)
tags: Education , Games , academia , academy , digital , gaming , new_media_arts , video_games
everything bad continued -- the author strikes back
10.26.2005, 10:39 AM
Folks, enjoying the discussion here. I had a couple of responses to several points that have been raised.
1. The title. I think some of you are taking it a little too seriously -- it's meant to be funny, not a strict statement of my thesis. Calling it hyperbolic or misleading is like criticizing Neil Postman for calling his book "Amusing Ourselves To Death" when no one actually *died* from watching too much television in the early eighties.
2. IQ. As I say in the book, we don't really know if the increased complexity of the culture is partially behind the Flynn Effect, though I suspect it is (and Flynn, for what it's worth, suspects it is as well.) But I'm not just interested in IQ as a measure of the increased intelligence of the gaming/net generation. I focused on that because it was the one area where there was actually some good data, in the sense that we definitely know that IQ scores are rising. But I suspect that there are many other -- potentially more important -- ways in which we're getting smarter as well, most of which we don't test for. Probably the most important is what we sometimes call system thinking: analyzing a complex system with multiple interacting variables changing over time. IQ scores don't track this skill at all, but it's precisely the sort of thing you get extremely good at if you play a lot of SimCity-like games. It is not a trivial form of intelligence at all -- it's precisely the *lack* of skill at this kind of thinking that makes it hard for people to intuitively understand things like ecosystems or complex social problems.
3. The focus of the book itself. People seem to have a hard time accepting the fact that I really do think the content/values discussion about pop culture has its merits. I just chose to write a book that would focus on another angle, since it was an angle that was chronically ignored in the discussion of pop culture (or chronically misunderstood.) Everything Bad is not a unified field theory of pop culture; it's an attempt to look at one specific facet of the culture from a fresh perspective. If Bob (and others) end up responding by saying that the culture is both making us smarter on a cognitive level, but less wise on a social/historical level (because of the materialism, etc) that's a perfectly reasonable position to take, one that doesn't contradict anything I'm saying in the book. I happen to think that -- despite that limited perspective -- the Sleeper Curve hypothesis was worthy of a book because 1) increased cognitive complexity is hardly a trivial development, and 2) everyone seemed to think that the exact opposite was happening, that the culture was dumbing us all down. In a way, I wrote the book to encourage people to spend their time worrying about real problems -- instead of holding congressional hearings to decide if videogames were damaging the youth of American, maybe they could focus on, you know, poverty or global warming or untangling the Iraq mess.
As far as the materialistic values question goes, I think it's worth pointing out that the most significant challenge to the capitalist/private property model to come along in generations has emerged precisely out of the gaming/geek community: open source software, gift economy sharing, wikipedia, peer-to-peer file sharing, etc. If you're looking for evidence of people using their minds to imagine alternatives to the dominant economic structures of their time, you'll find far more experiments in this direction coming out of today's pop culture than you would have in the pop culture of the late seventies or eighties. Thanks to their immersion this networked culture, the "kids today" are much more likely to embrace collective projects that operate outside the traditional channels of commercial ownership. They're also much more likely to think of themselves as producers of media, sharing things for the love of it, than the passive TV generation that Postman chronicled. There's still plenty of mindless materialism out there, of course, but I think the trend is a positive one.
Steven
Posted by steven johnson at 10:39 AM
| Comments (2)
tags: Education , childhood , cognition , culture , everything_bad_is_good_for_you? , gaming , iq , neil_postman , video_games
some thoughts on katamari damacy:
everything bad is good for you, part 3.5
10.24.2005, 8:02 AM
Responding to Bob's "games provide much more than a cognitive workout"...
Growing up in the 80s, video games were much less sophisticated and probably less effective as a matrix for training consumption. TV performed that role. I remember watching on Nickelodeon competitions between children in a toy store in which each contestant had 60, or 120 seconds to fill a shopping cart with as many toys as they possibly could. The winner -- whoever had managed to grab the most -- got to keep the contents of their cart. The physical challenge of the game was obvious. You could even argue that it presented a cognitive challenge insofar as you had to strategize the most effective pattern through the aisles, balancing the desirability of toys with their geometric propensity to fly off the shelves quickly. But did that excuse the game ethically?
I've played a bit of Katamari lately and have enjoyed it. It's a world charged with static electricity, everything sticks. Each object has been lovingly rendered in its peculiarity and stubbornness. If your katamari picks up something long and narrow, say, a #2 pencil, and attaches to it in such a way that it sticks out far from the clump, it will impede your movement. Each time the pencil hits the ground, you have to kind of pole vault the entire ball. It's not hard to see how the game trains visual puzzle-solving skills, sensitivity to shape, spatial relationships (at least virtual ones), etc.
That being said, I agree with Bob and Rylish that there is an internal economy at work here that teaches children to be consumers. A deep acquisition anxiety runs through the game, bringing to mind another Japanese pop phenom: Pokémon. Pokémon (called "Pocket Monsters" in Japan) always struck me as particularly insidious, far more predatory than anything I grew up with, because its whole narrative universe is based on consumption. "Collect 'em all" is not just the marketing slogan for spinoff products, but the very essence of the game itself. The advertising is totally integrated with the story. Here's Wikipedia (not a bad source for things like this) on how it works:
"The Pokémon games are role-playing games with a strategy element which allow players to catch, collect, and train pets with various abilities, and battle them against each other to build their strength and evolve them into more powerful Pokémon. Pokémon battles are based on the non-lethal Eastern sport of fighting insects, but the Pokémon never bleed or die, only faint. The game's catchphrase used to be "Gotta catch 'em all!", although now it is no longer officially used."
Similarly, the Katamari backstory involves the lord of the universe getting drunk one night and shattering the solar system. Each level of the game is the reassembly of a star or planet. If you succeed, a heavenly body is restored to the firmament.

After an hour playing Katamari, having traversed a number of wildly imaginative landscapes (and having absorbed a soundtrack that can only be described as Japanese chipmunks on nitrous) I re-enter the actual world in a mildly fevered state. The cardinal rule in the game is that to succeed I must devour as much as possible. No time is afforded to savor the strange, psychedelic topography, to examine the wonderful array of objects (everything from thumbtacks to blue whales) scattered about in my path. Each stage is a terrain that must be gobbled up, emptied. A throbbing orb of light in the upper left corner of the screen, set within concentric rings representing target diameters, measures my progress toward the goal: a katamari "n" meters in size. The clock in the upper right corner pressures me to keep rolling.
Video games today may not be as blatant as the consumerist spectacle of the Nickelodeon game, and they may provide richly textured worlds posing greater problem-solving challenges than any electronic media that has preceded them. But it seems to me that many of them do not differ ideologically from that shopping cart contest.
Posted by ben vershbow at 08:02 AM
| Comments (4)
tags: Education , Games , capitalism , children , cognitive , everything_bad_is_good_for_you? , japan , katamari , katamari_damacy , nickelodeon , pokemon , steven_johnson , video_games
"everything bad is good for you" is really bad
10.11.2005, 10:31 AM
just finished the second book discussion at the institute. first was neil postman's building a bridge to the eighteenth century. second was steve johnson's everything bad is good for you in which johnson presents a contemporary refutation of postman.
johnson's basic premise seems harmless enough. games and tv drama are getting more layered, more complex. the mental exercise is likely making our brains more nimble, might even be improving our problem-solving skills. OK...
but how can you define good and bad simply in terms of whether one's brain is better at multi-tasking and problem-solving. i'll grant that this shift in raw brain power might make us more effective worker bees for our techno-capitalist society, but it doesn't mean that the substance of our lives or the social fabric is improved.
we don't need cheerleaders telling us everything is fine — especially when in our gut we're pretty sure it isn't. we need to look long and hard at the kind of world we are building with all this technology.
johnson's book has been widely praised, making it all the more important to hold it up to careful scrutiny. over the next several days we're going to launch a serious critique of "everything bad is good for you." please feel encouraged to join in.
Posted by bob stein at 10:31 AM
| Comments (4)
tags: Games , TV , book , books , culture , everything_bad_is_good_for_you? , film , future , gaming , iq , media , reading , steven_johnson , stevenjohnson , technology , television , video_games







