I had read somewhere that Monopoly had originally been developed to teach the evils of monopolies, but hadn’t realized how interesting the story of the creation of Monopoly was. The New York Times tells the story in, Monopoly’s Inventor: The Progressive Who Didn’t Pass ‘Go’. This excerpted from a book titled, The Monopolists: Obsession, Fury, and the Scandal Behind the World’s Favorite Board Game. The article tells the story of Elizabeth Magie who developed a game called the Landlord’s Game which had two sets of rules to teach about the alternatives to monopoly capitalism. You play the game with a rule set where the monopolists get richer and then with a rule set where wealth is distributed more fairly. Alas, when Darrow adapted the game and sold it to Parker Brothers he left out the progressive side.
It strikes me as an interesting example where a game designed for a serious purpose gets adapted to be more fun and in the process loses its progressive purpose. A change in the rules and you don’t have a game that teaches.
The convention was depressing. Long line ups for overhyped commercial titles. Music too loud. Too many hucksters getting us cheering for crap. The creative side of gaming seemed to be overwhelmed by the commercialization. A church of gaming indeed.
The best area was the retrogaming area which a great mix of systems you could play and exhibits. The indie game area also had some brilliant games including Awkward Ellie, where you play an awkward elephant at a tea party. There was also a one-d game called Line Wobbler where you controlled a dot travelling up a LED strip. Playful fun in one dimension.
Last week I was at Replaying Japan 2016 which was held in Leipzig and organized by Martin Roth and Martin Picard of the jGames Research Initiative at University of Leipzig. You can see my Replaying Japan 2016 Conference Report here. The conference is the fifth such conference that I have helped organize to look at Japanese and Asian videogame culture. We had terrific keynotes from Namco game and game music designers from the 1980s including Iwatani (Pac-Man) and Junko Ozawa (music for many Namco arcade and videogames). We also had a terrific talk about the history of localization from Minako O’Hagan.
The conference continued a tradition of bringing Western and Japanese game studies researchers together in a friendly environment. The quality of papers was really quite high and the conversation even better. The time has come to develop a community of research.
From Twitter I learned about dhQuest – a game of digital humanities. In the game I played (with just one player) I had three characters (a researcher, a librarian, and a technologist) that I deployed to complete quests as I built a digital humanities centre. Very nicely done.
The Hamburg Museum of Arts and Crafts has a well designed exhibit called Hokusai x Manga that looks at the history of comics from the first kibyōshi to current manga and videogames. The exhibit draws on an extensive collection of woodblock books and prints from the Edo period. They mix a historical approach with themes like the depiction of demons (Yokai) in print and the franchise Yo-kai Watch.
One of the earliest comic picture books that they have is Kyōden’s Playboy, Roasted à la Edo (1785). Harvard has put up a Flash version of this in English and Japanese. (Second book here, third here.) They also have a copies of Hokusai Manga (or Hokusai’s Sketches) published starting in 1814 which was a sort of manual on how to draw with lots of examples. Note that “manga” at the time didn’t mean what it means now.
There is an excellent catalogue with useful essays including one at the end on “Manga in Transition” by Jaqueline Berndt.
Shulze, S., et al. (2016). Hokusai X Manga: Japanese Pop Culture since 1680. Munich, Hirmer.
From Slashtdot, Mattel has released a Barbie® Careers Game Developer Doll. She has “[b]right red hair and eyeglasses are fashion-forward with techie style!” This time Mattel has been careful not to be patronizing.
A laptop (with real game code graphics), tablet (with the game she is working on) and silvery headset expand the storytelling possibilities and career opportunities.
Inspire young gamers with this doll who is at the top of her game!
The New York Times has a video series called the Retro Report. One story is about Dungeons & Dragons: Satanic Panic. It looks at the media fed moral panic that eventually lost steam. It ends by praising all the “leadership” and “moral” skills learned. Now experts are recommending “free play” and … ironically … role playing games are now the solution!
My conference notes cover mostly the Canadian Society for Digital Humanities, but also DHSI at Congress, where I presented CWRC for Susan Brown, and the last day of the Canadian Game Studies Association. Here are some general reflections.
I am impressed by how the CGSA is growing and how vital it is. It has as many attendees as CSDH, but younger and enthusiastic attendees rather than tired. Much of the credit goes to the long term leadership of people like Jen Jensen.
CSDH has some terrific keynotes this year starting with Ian Milligan, then Tara McPherson, and finally Diane Jakacki.
It was great to see people coming up from the USA as CSDH/SCHN gets a reputation for being a welcoming conference in North America.
Programs of research, which are by nature exploratory, may require faculty members to take up modes of research that depart from methods they have previously used, therefore the form the resulting scholarship takes should not prejudice its evaluation. Original works in new media forms, whether digital or other, should be evaluated as scholarship following best practices if so presented. Likewise, researchers should be encouraged to experiment with new forms when disseminating knowledge, confident that their experiments will be fairly evaluated.
The Guidelines have a final section on Documented Deposit:
Digital media have not only expanded the forms that research can take, but research practices are also changing in the face of digital distribution and open access publishing. In particular we are being called on to preserve research data and to share new knowledge openly. Universities that have the infrastructure should encourage faculty to deposit not only digital works, but also curated datasets and preprint versions of papers/monographs with documentation in an open access form. These can be deposited with an embargo in digital archives as part of good practice around research dissemination and preservation. The deposit of work, including online published work, even if it is available elsewhere, ensures the long-term preservation by ensuring that there are copies in more than one place. Further, libraries can then ensure that the work is not only preserved, but is discoverable in the long term as publications come and go.
The involvement of the two justices in digital educational games underscores a growing belief among educators that interactive tools may improve students’ engagement in their own learning. In January, Microsoft introduced an educational version of Minecraft, the hit game in which players use blocks to construct elaborate virtual worlds. Last fall, Google unveiled Expeditions, a virtual reality system for classroom use that takes students on simulated field trips around the world.