The High Concept

ETC LogoCarnegie Mellon is going global with their Masters in Entertainment Technology program. They have a campus in Adelaide, Australia and are adding new ones in Japan and Singapore. The High Concept is project based learning where people from an arts or technology background learn to work together and deepen their understanding of entertainment technology. It has the virtue of weaving arts and computing students together rather than segregating them.

The “high concept” behind both the Entertainment Technology Center and the Masters in Entertainment Technology degree is that we are based on the principle of having technologists and non-technologists work together on projects that produce artifacts that are intended to entertain, inform, inspire, or otherwise affect an audience/guest/player/participant. The masters degree is focused on extensive semester-long project courses. This focus allows us to tackle the much larger challenge of effectively bringing together students and researchers from different disciplines.

We do not intend to take artists and turn them into engineers, or vice-versa. While some students will be able to achieve mastery in both areas, it is not our intention to have our students master “the other side.” Instead, we intend for a typical student in this program to enter with mastery/training in a specific area and spend his or her two years at Carnegie Mellon learning the vocabulary, values, and working patterns of the other culture.

Is global programs simultaneously offered in different regions an answer to distance education? After all it is cheaper for instructors to move than students. Could faculty find they are part of multi-university programs instead of affiliated with one university?

The site also has a good list of similar programs elsewhere, which I think is generous. More programs should be honest about the alternatives.

2007 Video Game Report Card

The 2007 Video Game Report Card from MediaWise.org is out. It focuses primarily on ESRB ratings, whether parents understand them and how they are being used by retailers. The summary reports that,

this year, our findings suggest that the unacceptable negative impact of excessively violent video games on young people is a problem depicted in an ever expanding body of research. Increasingly, the companies which create and market the games, the retailers who sell them and the parents who buy them have become too comfortable with the voluntary standards they set for themselves in previous years.

Complacency, especially on the part of retailers and parents, appears to have caused a backslide in ratings awareness and enforcement.

The full report (which can be downloaded) has a fairly succinct review on the research about links between gaming and violence along with a bibliography. The report obviously takes the stand that children should not be playing ESRB M or AO rated games and that retailers and places that rent games need to train clerks better to enforce rules about who can buy games. There is some interesting stuff about blurred sequences in M (Mature) games. They go further and suggest that we need a common rating for all entertainment media:

A universal ratings system is needed now, more than ever, to increase ratings knowledge and reduce confusion. A majority of parents favor one rating system for all media.

Values At Play (VAP)

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Values At Play is a web site and research project to encourage the design of social values in computer games. The site has curricular materials, example games that registered users can download and research resources. It is led by Dr. Mary Flanagan of the Tiltfactor game research lab at Hunter College, and Dr. Helen Nissenbaum at NYU.

Our ambition is to harness the power of video games in the service of humanistic principles, or human values, knowing that their work can have a tremendous and wide-ranging impact on our world. The Values at Play (VAP) research project assists and encourages designers to create computer games that identify and promote human values.

Playing the Gallery

Playing the Gallery LogoI just gave a paper for the Playing the Gallery symposium organized by the McIntosh Gallery, The University of Western Ontario. My paper was on “The Problem with Serious Games” where I worked with definitions of play to work out the tensions between playing games and serious work.

Serious Games (not serious gaming) is a label being used to self identify and authorize games designed for non-entertainment purposes. In 2002 the Serious Games Initiative was founded at the Woodrow Wilson Center for International Scholars. The CMP Game Group has been running semi-academic Serious Game Summits and a web site Serious Game Source.

What if violence is good for you?

The Globe and Mail has a story about the virtues of playing computer games by Guy Dixon, What if violence is good for you? (Aug. 11, 2007, R1 and R7) Strangely the title and lead picture in the print edition is different (and more appropriate) than online. Online the title is about violence and the picture is the Terminator. In print there is a picture of a shadowed kid playing games and the title is “A healthy way to spend your summer?” followed by, “It sure is!”. The print version of the story also appears online, A healthy way to spend your summer? and is longer. The violent version was posted 40 minutes before and is shorter. Are G&M writers posting as different stories the same story as it evolves. Did Dixon decide to spin the story differently? Hmmmm.

Anyway, the story is worth noting as it points to evidence that game playing is good for problem solving skills.

Sweden upstaged by Maldives in virtual diplomacy

Sweden is the second country to open an embassy in Second Life according to this story from the Associated Press, Sweden upstaged by Maldives in virtual diplomacy. The Maldives beat them to it by a couple of weeks. What is interesting is that the embassay will feature an exhibit about Wallenberg.

It provides visitors with information about Swedish culture and history, as well as tips about places to visit and visa rules. It will also host exhibits, including a virtual version of the Budapest office of Swedish diplomat Raoul Wallenberg, who helped thousands of Jews escape Nazi-occupied Hungary during World War II.

Thanks to Jean-Claude Guedon, who told me about this yesterday.

Moulthrop: Learning, change and the utopia of play

Stuart Moulthrop has a delightful articles, Learning, change and the utopia of play in the recent and first issue of Learning Inquiry (Pages 51-7, Vol. 1, No. 1, April, 2007). He discusses how computer game play and learning could be rather than how they might be exploited. He starts by talking about open culture and how games encourage learning through modding and changing meaning in open works which is a more active way of learning. Mouthrop makes an interesting point about the difference between interacting with a game and reading. He goes out of his way to call attention to the ways academics are slipping into talking about “reading” games as if they were “texts”. This point can’tbe overemphasized.

Readers absorb and acquire. Browsers, surfers, interactors, adventurers, players – pathworkers all – explore and experiment. In pathwork, we do not process the symbol system to yield some ultimate, univocal meaning, but rather investigate and perhaps realize some of its possibilities: but always some, not all. Any contingent recognition extracted from the system is framed against a network of alternatives, experienced or imagined. Interactive systems make substantially different demands and inculcate ways of thinking about signs quite distinct from those enforced by writing … It seems very odd, then, to call this reading. (p. 55)

The reason we are tempted to talk about games as text goes back to our academic sense of authorship.

From the dissertation forward, most academic humanists are also trained, evaluated, and promoted as solo performers. So when a professor of literature or media studies works with a software designer, student, or professional, each goes home to a very different social space. The professor repairs to a private office, the designer most likely to a cubicle farm. It is interesting to consider this difference in scenery as the architectural correlative of open versus closed cultures. The professor is expected to reflect and write, a process that for humanists generally ends in some kind of monograph. The software designer either contributes components to a team project, or perhaps manages the team, and the product of these labors comes with many names attached. (p. 56)

Presumably learning through games encourages learners to understand themselves as part of larger projects rather than as Cartesian heroes meditating alone on thought.

What Moulthrop is worried about is how games could be exploited in learning. They could be used as rewards or used to drill skills. In any case we need to consider how a game is not a game when used for a purpose, especially that purpose children dread, learning.

Indeed, games probably appeal to children largely because they are excluded from the formal culture of school. If this distinction is neglected, games might be used simply as extracurricular rewards: learn your lessons, earn playtime. Much worse, they might be brought into the classroom only as delivery systems for reinforcement of narrowly defined goals, i.e., as drill-and-practice resources for standardized tests. Needless to say, both these approaches strip away the dimension of “open culture” or re-creativity, since they would necessarily limit, not realize, possibilities for change. (p. 54)

Interactive Matter Meeting

iMatter LogoThis weekend I participated in an Interactive Matter (iMatter) meeting at Montreal. The meeting was to figure out next steps on the project after our SSHRC proposal was unsuccessful.

Lynn Hughes and Jane Tingley of Concordia organized meetings at and tours of some of new media organizations in Montreal including:

  • Hexagram where we saw the textile labs, robot palace, machine shops, rapid prototyping lab, computer-controlled looms and so on. Very impressive facilities and research projects.
  • OBORO, a new media artists centre with great video and sound facilities.
  • Fondation Daniel Langlois where we got a tour of the Centre for Research and Documentation (CR+D) which collects materials (including grey matter) about new media art. I was dissappointed to learn that, on the issue of new media preservation, they haven’t really advanced past the The Variable Media Network discussion published in Permanence Through Change in 2003. They are just storing digital things in a cold dark room for the moment and concentrating on documentation.

One thing that is clear is the critical mass of artists, independent game developers, historians, philosophers, and organizations in Montreal. Montreal even have a Cit?© Mltim?©dia where the city is revitalizing an old industrial quarter to be a multimedia incubator. This public investment in multimedia arts, technology, and organizations stands in contrast to the lack of interest in cultural industries elsewhere.