Queer places are, by definition, sites of accretion, where stories, memories, and experiences are gathered. Queer place, in particular, is reliant on ephemeral histories, personal moments and memories. GoQueer intends to integrate these personal archives with places for you to discover.
I recently downloaded and started playing the iOS version of GoQueer from the App Store. It is a locative game from my colleague Dr. Maureen Engel.
Engel reflected about this project in a talk on YouTube titled Go Queer: A Ludic, Locative Media Experiment. Engel nicely theorizes her game not once, but in a doubled set of reflections show how theorizing isn’t a step in project design, but continuous thinking-through.
You can also see an article reflecting on this game by the title, Perverting Play: Theorizing a Queer Game Mechanic.
Today I had the honour to introduce Professor Aki Nakamura from Ritsumeikan University who talked about Transmedia Storytelling within the Media Mix system in Japanese Pop Culture at the JSAC 2018 conference in Edmonton.
He began by introducing us to transmedia storytelling. He talked about how transmedia franchises can extend the fictional world through space and time.
Continue reading Nakamura: Transmedia Storytelling within the Media Mix system in Japanese Pop Culture
I just learned about a new project called EaaSI | The Software Preservation Network. Stanford will be one of the nodes. They are looking at how to provide emulation as a service. They are using technology from Freiburg called bwFLA Emulation as Service.
Emulation as a strategy for digital preservation is about to become an accepted technology for memory institutions as a method for coping a large variety of complex digital objects. Hence, the demand for ready-made and especially easy-to-use emulation services will grow. In order to provide user-friendly emulation services a scalable, distributed system model is required to be run on heterogeneous Grid or Cluster infrastructure.
The Emulation-as-a-Service architecture simplifies access to preserved digital assets allowing end users to interact with the original environments running on different emulators. Ready-made emulation components provide a flexible web service API allowing for development of individual and tailored digital preservation workflows.
Emulation is going to be important to game preservation. Already the Internet Archive is making games and other software available with emulation. There is also the MAME (Multiple Arcade Machine Emulator) project that is a community project that has traditionally allowed people to play older games right from the bit sequence off cartridges.
Last week I was at the DIGRA 2018 Conference in Turin, Italy. The conference was well organized and the quality of papers was high. As always, I kept conference notes here.
I was struck how game studies is less and less about games. Of course, games are the subject of research, but game studies is less about the appreciation of games and more and more about what we can learn about other things through games. Games, like literature, have become a lens for looking at other things making the field richer and better aligned with other fields like media studies or literary criticism.
Next year the conference will be held in Japan and linked up with Replaying Japan. I look forward to the encounter between these different game studies cultures.
I’ve been meaning to write for while about Kompu Gacha (or Complete Gacha), a game mechanic that was popular in Japanese mobile games until it was banned in 2012 (see this story too). Kompu gacha is an extreme (or complete) form of the gacha game mechanic which was in turn inspired by the ubiquitous gachapon vending machines you find in Japan where for a couple of coins you get a small loot box (sphere) with a random gift in some theme or series. Children collect items by buying the loot boxes with the hopes of getting new trinkets in series that they collect and trade. Mobile games in Japan borrowed this well known play mode and began to include virtual loot boxes that you could buy in-game. Developers fine tuned the system to the point where millions of yen were being spent on vanishingly rare items. This led to a public controversy after there were cases of youth spending thousands of dollars that then led to banning the loot boxes.
There are a number of reasons why this mechanic and its banning are interesting:
- It is an example of the grey area between gaming and gambling. In fact, Belgium has also outlawed video game loot boxes as gambling.
- Gacha mechanics in general are economically important to Japanese mobile/social game design.
- They are an interesting mechanic in and of themselves and show how an element of randomness that has consequences can be fun. Philosophers and historians of gambling have noted the importance of the element of real risk to the intesity of gambling. It gives everyone a chance to be heroic.
I should mention that it was Mark Johnson and Tom Brock who drew my attention to loot boxes. They have been doing important research on loot boxes and giving papers on the subject.
Recently the World Health Organization included “gaming disorder” in the International Classification of Diseases (ICD) 11.
Gaming disorder is defined in the draft 11th Revision of the International Classification of Diseases (ICD-11) as a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.
For gaming disorder to be diagnosed, the behaviour pattern must be of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months.
Needless to say, this has raised hackles in the gaming world. One balanced article in The Truth About ‘Video Game Addiction’ in Kotaku.
The Artists is the story of the creators that were at the forefront of the early video game revolution. It explores the first three decades of video game history.
I just finished watching the CBC TV series, The Artists – Season 1. This is a series of short (9 – 12 minute) video essays that you can watch off the web. The series focuses on the issue of game designers as artists and starts and ends with an early and influential ad, We see farther, that EA (Electronic Arts) ran that showcased their developers, something other companies (like Atari) didn’t do.
The CBC series is well done, though I find the shorts too short. I wish they lingered a bit more over the clips of games and other historic materials. The kinetic style of the shorts may suit the medium, but not the history.
My other gripe is their choice of game designers to feature. There are no Japanese game designers. In fact, it is as if no one outside of the US and Canada designed games at all. They could have also covered some influential women designers like Brenda Laurel.
What is great, is episode 9 on Bioware (and Edmonton!) I didn’t realize that Greg Zeschuk, one of the founders of Bioware, started the Blind Enthusiasm Brewing Company which has a beer brewery and restaurant near my house.
c ya laterrrr is text “game” by Dan Hett to document his experience after the Manchester terror attack when he lost his brother. “c ya laterrrr” was the last message he got from his brother. I found the game through an interview with the Guardian that talks about the games he is making. Another games that is less narration and more 8-bit graphics is the Loss Levels made with Pico-8.
As both games deal with the same event they make an interesting comparison of genres. I find the text adventure game much more effective for this subject as you feel the event unfold and the decisions give you a feeling for the experience.
Google has announced some cool text projects. See Google AI experiment has you talking to books. One of them, Talk to Books, lets you ask questions or type statements and get answers that are passages from books. This strikes me as a useful research tool as it allows you to see some (book) references that might be useful for defining an issue. The project is somewhat similar to the Veliza tool that we built into Voyant. Veliza is given a particular text and then uses an Eliza-like algorithm to answer you with passages from the text. Needless to say, Talking to Books is far more sophisticated and is not based simply on word searches. Veliza, on the other hand can be reprogrammed and you can specify the text to converse with.
Continue reading Google AI experiment has you talking to books
The problem isn’t that poor children don’t have access to computers. It’s that they spend too much time in front of them.
The New York Times has an important Opinion about America’s Real Digital Divide by Naomi S. Riley from Feb. 11, 2018. She argues that TV and video game screen time is bad for children and there is no evidence that computer screen time is helpful. The digital divide is not one of access to screens but one of attitude and education on screen time.
But no one is telling poorer parents about the dangers of screen time. For instance, according to a 2012 Pew survey, just 39 percent of parents with incomes of less than $30,000 a year say they are “very concerned” about this issue, compared with about six in 10 parents in higher-earning households.