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Ed Webb

M/C Journal: "Artificial Intelligence" - 0 views

  • Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source.
  • The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists.
  • a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play.
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  • elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal.
  • The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property.
  • lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions.
  • To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses.
  • “oral tradition”
  • hroughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order.
  • The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era.
  • In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.”
  • The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries.
  • In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.”
  • Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see.
Rebecca Davis

Techne » Virtual Programming Addresses Technology for Teaching Global Cultures - 0 views

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    mentions several games used for teaching global cultures
Bryan Alexander

US Department of State launches educational game about 'American English' language and ... - 2 views

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    Interesting political/cultural game concept.
Bryan Alexander

Teaching international relations through popular games, culture and simulations (Part 1) - 4 views

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    PAXsims is pleased to feature a number of blog posts from David Romano (Missouri State University) on teaching International Relations through popular games, culture and simulations. Today he introduces the topic. Stay tuned for parts two, three, four, and five in the near future. * * * Introduction Politics as "the struggle for power" surrounds us.
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    Nice, just sent the general paxsims site to Mike Fratanuano last week.
Bryan Alexander

"'Never Alone', a Video Game That Immerses Players in Traditional Iñupiat Cul... - 0 views

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    Fascinating idea for a cultural game.
Bryan Alexander

A Father's Video Game About His Son's Terminal Cancer - The New Yorker - 1 views

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    The film " Thank You for Playing," which premièred at this year's Tribeca Film Festival, follows a young father who is making a video game about his terminally ill child. Joel Green was diagnosed with terminal cancer in 2010, at the age of one.
Ed Webb

Ian Bogost - Against Aca-Fandom - 2 views

  • Scholars need to make more kinds of things
  • I also question whether traditional academic distance may not often be as lazy, as simple-minded, as the kind of "vulgar aca-fandom" you are critiquing. It seems to me that it often comes from a refusal to engage with texts and the people who consume them. It often starts from an easy dismissal of the value of the work, a disdain for its fans and creators, and a desire to signal one's distance from anything commercial or popular. It often does not ask the kinds of hard questions you are claiming for the virtue of skepticism. For me, then, there is no special virtue from either starting place -- only the need to be honest about where you are starting from and your own stakes in the analytic process and to be unsettled and multivalient in constantly questioning the texts in which you are engaged. To me, this represents the virtues of the best fan criticism and it represents the virtues of the best outsider criticism.
  • I'm not suggesting that fans of pop culture artifact X (for any X) are wasting their time and ought to read Chaucer instead. Rather, I'm just not sure I agree that intense fans are sharp critics. I think they are pedantically detailed and vehement investigators, but I don't know that such digging leads to criticism. Let's take this further: it's a criticism I would extend to most academics too... many "careful readers" of whatever (Chaucer, even!) aren't really any better. In that respect, I agree with you that traditional academic distance isn't a salve (as I begin to suggest above, most "traditional" academics suffer from the same negative fandom that concerns me).
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    I like the distinction between criticism and investigation. Cf the devoted readers of Tolkien, Austen, etc. I wonder how often liberal arts folks interested in gaming get accused of being (just) fans?
Bryan Alexander

Learning the art of creating computer games can boot student skills - 2 views

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    Computer games have a broad appeal that transcends gender, culture, age and socioeconomic status. Now, computer scientists think that creating computer games, rather than just playing them could boost students' critical and creative thinking skills as well as broaden their participation in computing." id="metasummary
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    I totally agree. But from my experience having students write interactive fiction in a senior seminar, this is a very time- and resource-intensive way to impart those skills. Not sure it is doable as part of a broader course. Perhaps a full course in game design is yet another thing to add to the stack of basic literacies in the general curriculum...
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    Perhaps thinner and/or lighter projects would work better. Thinner: spread the work even further across a class. Individual projects ->groups, groups ->whole class. Lighter: even easier to use tools. Inform is pretty easy, though...
Brett Boessen

What Will They Do? Transmedia Producers as Narrative Architects « Asmedia - 5 views

  • The transmedia producer thus holds a different type of skill set, one that draws connections across media forms and one that involves conceptualizing, analyzing, and designing experiences at the macro-level. It is a person that does not just dive into the transmedia realm with a laundry list of media to explore, but actually has a deep understanding of the relationship between content, context, and culture.
  • transmedia producers must understand the unique storytelling potential behind each media platform. Certain stories lend themselves to particular media and vice versa. And as more narrative complexities threaten to impede comprehension , transmedia producers guard against blatant inconsistencies and contradictions. The narrative structure they design must be durable and organized, all while allowing room for future construction and additions.
  • the transmedia producer will have an incredible knack for activating communities and rewarding collective intelligence.
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  • Transmedia producers possess storytelling talent, yes, but they should also appreciate the complex relationship between story and game, author and audience, openness and closure, art and commodity. They are as well versed in any sector of the entertainment industry as they are in popular culture and fandom as a whole.
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    Is there a better description of the concrete skills a liberal arts education offers than the description of what transmedia producers do outlined here?
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    Brett - Aaron's my former student, so I'll take your compliment once removed! He's a very smart fellow...
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    You know, that just makes complete sense now that you say that: it would be hard to imagine someone who was not the product of a solid liberal arts education making such a coherent and persuasive argument for its value in this way.
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    Brett, the liberal arts connection really sings in passages like this: "The best architects draw on a range of influences, disciplines, and perspectives, taking into account history, theory, and criticism to develop innovating concepts. Likewise, I see a similar approach to the emerging field of transmedia studies..."
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    Agreed, Bryan. Media Studies has always been deeply interdisciplinary, and transmedia strikes me as pushing it even further in that direction (or perhaps pulling into itself the most interdisciplinary facets of MS).
Ed Webb

Gamification has issues, but they aren't the ones everyone focuses on - O'Reilly Radar - 1 views

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    Via James Schirmer on Buzz. As I commented there:  This is quite sensible. Since I do want to dismantle capitalism, I don't agree with that bit. More subtly, I am concerned about the entrenchment of simplistic binary thinking in western, particularly US, culture, so "Game designers often like to see an epic battle between good and evil - even where there isn't one - but that's part of the charm" - for me that's a significant drawback. To the extent that a game includes an argument about how the world is or how the world should be, then reinforcing oversimplification (rather than the simplification necessary in any model of the/a world, be it a book, movie, academic article or game) is problematic. I like my myths/theories/stories multifaceted.
Rebecca Davis

Videogame preservation and massively multiplayer online role-playing games: A review of... - 0 views

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    Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are they digital and hence very difficult to preserve but they also are software systems that have significant hardware, peripheral, and network dependencies, which are difficult to collect and formally represent. This article reviews the literature related to videogame preservation. In addition to covering the traditional technology-related issues inherent in all digital preservation endeavors, this review also attempts to describe the complexities and relationships between the traditional acts of technology preservation, representation, and collection development. Future work should include the identification of important user groups, an examination of games' context of use, and the development of representational models to describe interaction of players with the game and the interactions between players playing the game.
Ed Webb

Alan Kay, Systems, and Textbooks « Theatrical Smoke - 3 views

  • I discuss his key idea: that systemic thinking is a liberal art, and I explain a corollary idea, that textbooks suck
  • if you don’t have a category for an idea, it’s very difficult to receive that idea
  • the story of the last few hundred years is that we’ve quickly developed important ideas, which society needs to have to improve and perhaps even to continue to exist, and for which there are no pre-existing, genetically created categories. So there’s an idea-receiving capacity gap.
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  • Education’s job should be, says Kay, to bridge this gap. To help, that is, people form these necessary new idea-receiving categories–teaching them the capacity for ideas–early on in their lives, so that as they grow they are ready to embrace the things we need them to know. Let me say that in a better way: so that as they grow they are ready to know in the ways we need them to know.
  • cultivate the ability to conceive of, work with, create, understand, manipulate, tinker with, disrupt, and, generally, appreciate the beauty of systems
  • The point is to be able to see connections between the silos. Says Kay, the liberal arts have done a bad job at “adding in epistemology” among the “smokestacks” (i.e. disciplines)
  • a game, or a simulation, thought of as a thing we might create (rather than a thing we only act within), is a visceral example of systems thinking
  • It’s the Flatland story–that we need to train our 2D minds to see in a kind of 3D–and Kay’s genius is that he recognizes we have to bake this ability into the species, through education, as close to birth as possible.
  • Systems thinking is to be conceived of as a platform skill or an increased capacity on top of which we will be able to construct new sorts of ideas and ways of knowing, of more complex natures still. The step beyond seeing a single system is of course the ability to see interacting systems – a kind of meta-systemic thinking – and this is what I think Kay is really interested in, because it’s what he does. At one point he showed a slide of multiple systems–the human body, the environment, the internet, and he said in a kind of aside, “they’re all one system . . .”
  • Seeing systems is an epistemology, a way of knowing, a mindset
  • What happens when you’re stuck in a system? You don’t understand the world and yourself and others as existing in constant development, as being in process; you think you are a fixed essence or part within a system (instead of a system influencing systems) and you inadvertently trap yourself in a kind of tautological loop where you can only think about things you’re thinking about and do the things you do and you thus limit yourself to a kind of non-nutritive regurgitation of factoids, or the robotic meaningless actions of an automaton, or what Kay calls living in a pop culture
  • A downside of being epistemologically limited to thinking within a system is that you overemphasize the importance of the content and facts as that system orders them
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    Seems like, among other things, a call for learning with games.
Brett Boessen

Press Start to Continue: Toward a New Video Game Studies | HASTAC - 3 views

  • being a gamer is less an inherent attribute—either you are or you aren’t—than it is a malleable description of practices that change throughout one’s lifetime, whether from “hardcore” to “casual,” single-player to “social,” or genre to genre
  • one could argue that part of the origin story of game studies was the struggle to establish the idea that games are not narratives--that they were a radically "new" textuality, but this just delayed the needful discussions of how games related to the inherited media ecology, how they used narrative, music, video, etc. to new effects
  • students tend not to be "well-played," on an analogy to "well-read," but knowledgeable in one or a few genres
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  • what about our students' physical abilities and skill sets? How does skill play into their experiences of games?
  • Can or should one philosophize about a medium one has not embraced to the point of design?  I vote:  no.
  • In an academic paper, I don't think that I would feel legitimate in citing something from a designer. It doesn't feel credible, even though the designer may be someone like Ron Gilbert
  • a senior-level seminar in “Digital Games and Culture”
  • Betty Hayes and I have been teaching an undergrad games studies course uniting new media reading/writing, academic readings across disciplines, and gameplay across genres for two years now
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    HASTAC has started a forum (a blog post with lots o' comments) to discuss video game studies.
Ed Webb

Video games are the answer to the New Boring | Technology | guardian.co.uk - 0 views

  • And then there's Saint's Row 3, an open-world crime shooter, that seems to have been concocted entirely by hyperactive 14-year-olds force fed on a diet of sherbet, Red Bull and Korean gangster movies. This is a game in which the player can, entirely at random, bludgeon passers-by with a giant dildo. To the best of my knowledge, Downton Abbey features nothing even remotely comparable – although, to be fair, I skipped most of season two, and may have missed a key scene in which Hugh Bonneville attacks his butler with some nightmarish Edwardian device intended for the cure of female hysteria.
  • Please, if you are a parent and you want something to do with your kids on a wet Sunday afternoon, don't rent the latest heavily marketed CGI bore-fest from a Hollywood studio more interested in selling you merchandise and the moral agenda of its self-serving financers, buy Zelda. Buy Zelda and share a genuinely thrilling, heart-warming escapist fantasy with your children. Certainly, it's not as 'good' as taking them to a museum or getting them to play footie in the park, but if the only alternative is Horrid Henry, it is spectacular – and they will never forget it.
  • Interactivity is a blunt but effective tool to ensure attention and alertness. And as such, video games have never sought to stultify or repress. Video games are not interested in teaching us to make the most out of our tired soft furnishings.
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  • Forget mainstream TV, forget it. It's over – at least in terms of water cooler discussion. Apprentice and X-Factor may reliably trend on Twitter, but it's all ironic chatter mixed with barely-disguised collective embarrassment and culpability. There's nothing enriching there.
  • games demand immersion and investment. Traditionally, this has formed a stereotype of dead-eyed zombies slumped in front of monitors, but of course, through XBox Live and PSN, gamers now constantly communicate with each other, as well as share creative tasks in titles like Little Big Planet and Minecraft. New research from Michigan State University suggests that gamers are more imaginative story-tellers – the findings are far from conclusive, but they don't surprise me. The game worlds in Zelda, Uncharted and Dark Souls are rich and deep. They are cluttered with possibilities.
  • Games get to us on some primal level, they speak to the machine code of the human id – and that can be a good thing.
  • You have your doubts and so do I. But the very least mainstream games do is give us a platform to discuss amazing things. When you talk about Zelda or Uncharted 3, you can talk about beauty, art, mythology and adventure; when you talk about the forthcoming Bioshock: Infinite, you can cover architecture, paranoia and politics and it all makes perfect sense. These elements aren't hidden away, to be teased out by cultural studies students desperate to apply their knowledge of Derrida and Saussure. They're there in the very form, the very function of the games. Modern Warfare 3 and Battlefield 3 are idiotic and politically suspect, but give them five minutes and they'll show you more about the computerised lunacy of contemporary conflict than most of those MOD-arranged shaky cam war reports beamed into your living rooms by over-stretched 24-hour news channels
Bryan Alexander

Ivanhoe | A Praxis Program Project - 2 views

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    Connect * Create * Inspire The Ivanhoe Game is about making connections, bridging disciplines, highlighting subjectivity, and engaging students with an alternative pedagogical approach. This WP Theme allows teachers to convert WordPress, already often used in the classroom, into an exciting environment where students can manipulate and play with a cultural object.
Todd Bryant

How a Civilization V mod makes corruption the least of FIFA's Problems - Kill Screen - ... - 1 views

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    Civ V mod as Fifa critique. World Cup is used as a "wonder"
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    Excellent. Very clever and funny. Flyvbjerg does some interesting work.
Todd Bryant

Iconic 20th century art is being turned into a series of experimental videogames - Kill... - 0 views

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    When Russian artist El Lissitzky printed his 1920 Soviet propaganda poster "Beat the Whites with the Red Wedge," he had no idea it would become iconic. It was its bold symbolism that did the trick. The Russian civil war was reduced to a potent display of shape and space. The Bolsheviks were represented by a violent-red triangle that had stabbed ...
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    Fun idea. Can we play it with a keyboard?
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