The last few days I have been in Nottingham, land of Robin Hood, at Replaying Japan 2018 (PDF) conference in the National Videogame Arcade. You can see my conference notes on Replaying Japan 2018 here. The quality of the papers was excellent. The community is gelling and the research is getting more and more interesting. Some highlights:
- The theme was music and we had a number of excellent papers on Japanese game music. We now have a Replaying Japan journal, thanks to Ritsumeikan. I’m the English editor so stay tuned for a CFP.
- As per tradition, Keiji Amano and I gave a paper on pachinko. This time we talked about the line between gambling and gaming.
- The keynotes were fabulous. The first was Masaya Matsuura who developed PaRappa the Rapper and other music games. He reflected philosophically about music, play and sound. The second was David Wise who has composed music for games including Nintendo’s Donkey Kong Country series.
It struck a number of us that the community is becoming sufficiently developed that it may be time to form an association in order to properly involve people. Until now it has been loosely organized by a network of us. It may be time to formalize.
Last week I was at the conference of the Consortium of Humanities Centers and Institutes (CHCI 2018) at the University of Virginia. I kept conference notes here. Before the conference proper, we had a day for the Public Engagement network. We heard about Humanities Festivals like the Pittsburgh Humanities Festival. Another neat example is the Dwell in Other Futures festival held in St. Louis.
We also heard about graduate education and community engagement. One example was the Humanities Without Walls summer workshop at the Illinois Program for Research in the Humanities.
Finally we talked about the need for ways of assessing public engagement work. How can academics get credit for public engagement? Is is scholarship?
Four decades ago, Tomohiro Nishikado created the title that became shorthand for video games themselves. He recalls how he wanted to tap into players’ competitive instincts
The Guardian has a story on Space Invaders at 40: ‘I tried soldiers, but shooting people was frowned upon’. Space Invaders is now four decades old having been released by Taito in 1978.
Space Invaders was created by Tomohiro Nishikado, who I met when he the opening keynote for Replaying Japan 2014. He brought some of his notebooks and showed the images he drew of aliens and how he bitmapped them.
Coincidentally I also just got in the mail and started reading, the book by Florent Gorges on Nishikado, Space Invaders: Comment Tomohiro Nishikado a donné naissance au jeu vidéo japonais! (in French) The book has lots of illustrations but the print is small and hard to read. Like other books by Gorges, it is good on the history, but not that critical.
On Humanist there was an announcement from the Hagley Museum and Library that they had put up a 1969 Sperry-UNIVAC short film An Introduction to Digital Computers. The 22 minute short is a dated, but interesting introduction to how a digital computer works. The short was sponsored by Sperry-UNIVAC which had its origins in the Eckert-Mauchly Computer Corporation founded by Eckert and Mauchly of ENIAC fame.
The museum is in Delaware at the site of E.I. du Pont gunpowder works from 1802. The Hagley library is dedicated to American enterprise and has archival material from Sperry-UNIVAC:
Hagley’s library furthers the study of business and technology in America. The collections include individuals’ papers and companies’ records ranging from eighteenth-century merchants to modern telecommunications and illustrate the impact of the business system on society.
At this year’s MLA meeting, many sessions will focus on fake news, both in the present and in the literary past. Can scholars of fiction change our understanding of current events?
From Humanist a link to an article by Scott Jaschik about fake news and the MLA. The article is in Inside Higher Ed and is titled, ‘All Ladies Cheat… Sad!’:At this year’s MLA, many sessions focus on fake news in present and in literary past. The article talks about sessions at the MLA taking on the issue of truth. It points out that poststructuralist scholars like the late Derrida have appeared to undermine our notions of truth leaving us with the idea that truth is constructed.
One irony is that, in many of those discussions, conservative commentators accused humanities scholars of the left of ignoring issues of truth. And Ben-Merre acknowledged that some may say poststructuralists such as the late theorist Jacques Derrida may have contributed to the current situation by questioning then-prevailing attitudes about what constituted truth.
If the truth is ideologically constructed then what’s wrong with Trump’s base constructing their own truth? Are we doomed to our silos? These MLA talks seem to be a rich set of ways of understanding the issues of fake news in terms of fiction and truth, but I think we also need to think of ways of bridging the truths which is why I liked In Conversation: Robert Reich and Arlie Hochschild (video of conversation from 3quarksdaily.) Hochschild talks about her new book, Strangers In Their Own Land which listens to a Tea Party community in Alabama. Hochschild also talks about how one can build bridges by stretching values so they can be shared and provide a ground for dialogue. Yet another way of making truths.
From Alan Liu I learned about the Transverse Reading Gallery , a project mapping interactive narratives from the Demian Katz Gamebook Collection led by Jeremy Douglass. In an background paper on the project titled, Graphing Branching Narrative Douglass starts by asking,
What are the different forms of interactive stories? Which are the biggest and smallest, the simplest and most complex? What are the most typical and the most unusual? When we consider the structures of interactive narratives, are there local features or overall shapes that correspond to particular genres, authors, languages, time periods, or media forms?
The project web site is simple and informative. It includes a blog with short essays by research assistants. What you can see is the different topologies of these gamebooks from the tall ones with lots of choices but little narrative to the wide ones with lots of story, but little branching.
One of the oddest Ethereum projects in operation, CryptoKitties is a three-way cross between Tamagotchis, Beanie Babies and animal husbandry. Users can buy, sell and breed the eponymous cats, with traits inherited down the generations.
The Guardian has a nice story on Missed the bitcoin boom? Five more baffling cryptocurrencies to blow your savings on. The article talks about CryptoKitties, a form of collectible pet (kitty) game that is built on blockchain technology. If you invest you get a kitty or two and then you can breed them to evolve new kitties. The kitties can then be sold as collectibles to others to breed. Apparently 11% of Traffic on the Ethereum Blockchain Is Being Used to Breed Digital Cats (CryptoKitties). If you missed investing in bitcoin, now is the change to buy a kitty or two.
The question is whether this is gambling or a game?
It is abundantly clear why we see so much bad process with this item: because the fix was already in. There is no real mention of the thousands of net neutrality complaints filed by consumers. Why? The majority has refused to put them in the record while maintaining the rhetoric that there have been no real violations. Record evidence of the massive incentives and abilities of broadband providers to act in anti-competitive ways are missing from the docket? Why? Because they have refused to use the data and knowledge the agency does have, and has relied upon in the past to inform our merger reviews. As the majority has shown again and again, the views of individuals do not matter, including the views of those who care deeply about the substance, but are not Washington insiders.
The Verge has a moving collection of dissenting statements from FCC commissioners regarding net neutrality. Read the dissenting statements of the Democratic FCC commissioners slamming net neutrality repeal. This is powerful stuff. It is appalling how this decision has ignored complaints and data.
This directory contains 450 novels that appeared between 1770 and 1930 in German, French and English. It is designed for us in teaching and research.
Andrew Piper mentioned a corpus that he put together, txtlab Multilingual Novels. This corpus is of some 450 novels from the late 18th century to the early 20th (1920s). It has a gender mix and is not only English novels. This corpus was supported by SSHRC through the Text Mining the Novel project.
From a Humanist note I came across the fine essay on virtual reality, The Promise and Disappointment of Virtual Reality. It starts and ends with Plato’s cave and the responsibility of those freed from the cave to go back in and help others. Alas the state of VR technology doesn’t yet seem good enough to free us from reality and in this case the reality of VR is the commercialism of it.
But Plato’s Cave presupposes that those freeing the prisoner from their chains to reveal the true nature of “reality” are altruistic in their intent—that the world being shown the freed prisoners is indeed the truth. It is an allegory that does not allow for the world as it is today, or the pervasive desire to escape it.
The continued commercial failure of VR may represent an unconscious resistance to jettisoning our connection to the real. Maybe we are waiting for that blockbuster game to drive mass-market appeal. Perhaps the technology simply is not good enough yet to simulate a truly authentic—and profitable—experience. In this sense we are trapped. We crave authenticity of experience but, despite the efforts of philosophers, authors and auteurs, our imaginations appear limited to what we can individually consume and identify with. While capitalism lumbers on, we cannot see anything but the shadows on the wall.
What is nice about this essay by Mark Riboldi is the tour of the history of virtual reality technologies and dreams. What he doesn’t talk about is the sense of disappointment when the first generation of VR didn’t live up to the hype. I remember in the 1990s believing in VR (and lecturing on it.) When it proved clunky and nausea-inducing I felt let down by technology. Perhaps I and others had dreamed too much into VR led on by novels like Neuromancer. I was convinced VR was the logical next thing after the GUI. We had gone from a one-dimensional calligraphic screen to a two-dimensional desktop … wasn’t the three-dimensional virtual world next?
It is also worth mentioning that there have been a number of people writing about gender differences in how VR technology affects us. See Closing the Gender Gap in Virtual Reality. The technology seems to have been designed for men and calibrated to the male experience of reality.