Femminist Frequency has another thought provoking video with a difference, it is by men and about how we have to take responsibility for game culture. Check out the 25 Invisible Benefits of Gaming While Male.
Archive for the ‘Computer Games’ Category
Useful research is finally emerging about trolling in its different forms. The Guardian had a nice overview article by a professor of business psychologies titled Behind the online comments: the psychology of internet trolls. Researchers at the University of Manitoba and UBC have published an article with the title Trolls just want to have fun (PDF preprint) that found evidence that sadists like to troll. They conclude,
The Internet is an anonymous environment where it is easy to seek out and explore one’s niche, however idiosyncratic. Consequently, antisocial individuals have greater opportunities to connect with similar others, and to pursue their personal brand of ‘‘self expression’’ than they did before the advent of the Internet. Online identity construction may be important to examine in research on trolling, especially in terms of antisocial identity and its role in trolling behavior. The troll persona appears to be a malicious case of a virtual avatar, reflecting both actual personality and one’s ideal self . Our research suggests that, for those with sadistic personalities, that ideal self may be a villain of chaos and mayhem – the online Trickster we fear, envy, and love to hate: the cybertroll. (Buckels, E. E., et al. Trolls just want to have fun. Personality and Individual Differences (2014), http://dx.doi.org/10.1016/j.paid.2014.01.016)
By contrast, McGill professor Gabriella Coleman recently published a book about Anonymous, Hacker, Hoaxer, Whistleblower, Spy: The Many Faces of Anonymous. Coleman also compares the trolling of Anonymous to traditions of the trickster, but is far more sympathetic as she tracks the politicization of Anonymous. About trolling she writes,
Trolls enjoy desecrating anything remotely sacred, as cultural theorist Whitney Phillips conveys in her astute characterization of trolls as “agents of cultural digestion [who] scavenge the landscape, re-purpose the most offensive material, then shove the resulting monstrosities into the faces of an unsuspecting populace.” In short: any information thought to be personal, secure, or sacred is a prime target for sharing or defilement in a multitude of ways. Lulz-oriented actions puncture the consensus around our politics and ethics, our social lives, and our aesthetic sensibilities. Any presumption of our world’s inviolability becomes a weapon; trolls invalidate that world by gesturing toward the possibility for Internet geeks to destroy it—to pull the carpet from under us whenever they feel the urge. (Location 491)
She sees anonymous hacking as one of the ways we can resist the blanket surveillance that Snowden revealed. Anonymous may be the future of resistance even as it emerges from the nasty side of trolling. I can’t say that I’m convinced the ends justify the means, at least when you aren’t willing to take responsibility for the means you employ, but, she is right that it has become a form of resistance for the surveillance age.
Anonymous is emblematic of a particular geography of resistance. Composed of multiple competing groups, short-term power is achievable for brief durations, while long-term dominance by any single group or person is virtually impossible. In such a dynamic landscape, it may be “easy to co-opt, but impossible to keep co-opted,” … (Location 5691)
Hashtagify.me is a neat site that tracks hashtags in Twitter. For example, here is what they have on #GameGate. They show the other hashtags that your hashtag connects to (like #NotYourShield) and you can get a trend line.
The trend makes it look like #GamerGate is going down, but I don’t trust their projection.
All of this is free. They also have a Pro account, but I haven’t tried that.
Thanks to Brett for this.
The Red Bull Music Academy has a nice documentary series on Japanese video game music Digging in the Carts. They introduce the composers and they have remixes by people who were influenced by game music.
Thanks to Sandra for the pointer to this.
In all the GamerGate stories, an interesting move by Newsweek as to commission a study of GamerGate tweets. Taylor Wofford reported about the results in an article from October 25th, 2014 that is titled, Is GamerGate About Media Ethics or Harassing Women? Harassment, the Data Shows. The study was run by BrandWatch and they looked at who was the target of tweets with #gamegate. Low and behold the GamerGate community seemed more concerned with female game designers than journalists which calls into question the claim that GamerGate is really about ethics and games journalism.
We are now gathering tweets too and we will see if we can reproduce the results. At first glance the number of GamerGate tweets seems really low – they seem to be sampling. It will also be interesting to see if there has been a shift in emphasis in the discussion.
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From Slashdot I learned about The Cutting Room Floor, a wiki “dedicated to unearthing and researching unused and cut content from video games.” For example, they have information about Donkey Kong (Arcade) that includes unused music, unused graphics, hidden text (see above), and regional difference. Yet another example of how the fan community is doing history of videogames in innovative ways.
The Guardian has a good story summarizing the Gamergate controversy. This follows an essay about How to attack a woman who works in video gaming that outlined the attacks on Anita Sarkeesian of Feminist Frequency and Zoe Quinn. A hard-core of gamers seem concerned that game journalists are falling for political correctness and that so they are abusing and threatening women designers and critics.
The abuse mirrors the violence against women that Sarkeesian points out in the video essay above. Abuse of women is used as background plot decoration. The abuse provides a “quick emotional punch to the player” making it quickly clear who are the bad guys players can kill so they can save the women (or watch them be abused first). Now that the abuse is happening for real in the gaming community we should ask if some trolls have started to behave in imitation of game worlds they take as normative. Life imitates arts when we take an art too seriously. It is time to study the homosocial environments that have evolved around gaming and in gaming to understand the ideas of masculinity that have become currency.
And the abuse should stop.
The Nikkei Asian Review has a good article on how Nintendo still unable to solve smartphone puzzle. At the recent Replaying Japan 2014 conference I had a talk with some of the folks at Ritsumeikan who have insight into Nintendo. We talked about how Pokemon is controlled by Nintendo so the announcement of a Pokemon Trading Card Game for iOS is significant. It shows Nintendo is experimenting with tablets in a way that still protects the heartland (consoles and core franchises.) If the experiment works they might try some of the other franchises. If it doesn’t they can pretend Nintendo never bowed to app pressure.
George Magnus has written two insightful articles in the Nikkei Asian Review on the impact of an aging population on Asian countries. The first, The clock is ticking for an aging Asia goes beyond the usual stories on Japan to look at other countries including India. The second, Strategies for winning the demographic battle looks at what is being done and what could be done.
What does this mean for the games industry in Japan and, more generally Asia? First of all, we need to remember that the Asian games industry is growing dramatically as the large countries like India and China get wired and videogame-capable systems (smartphones and tablets) become accessible. It will be interesting to see what happens as this audience ages. Second, we in the West are not necessarily the obvious export audience for Japanese games – Japanese companies may turn to focus more on South Korea and China than North America and Europe. There are cultural continuities that make certain types of Japanese games more likely to appeal in Asia than in the west. For example, warring state games – ie. games that have as a background the shared mythology of medieval warring states (whether the period of civil war in Japan or that of China.) Third, we could see Japanese companies developing games for the west in the Philippines as they move development offshore the way they have moved ship building.
To be honest, I am just guessing. I feel we need to understand the Asian game market to understand Japan (rather than thinking of Japan as our other), but I’m not sure where things are going. Magnus’ articles are the best news I’ve read on the issue of aging populations for some time.