Dead or Alive and otaku culture: why sensitivity is not the same as censorship

Jeremie alerted me to a strange debate raging about Dead or Alive Xtreme 3, a sexist beach volleyball game that Koei Tecmo decided not to release in the West, apparently because of concerns about a feminist backlash according to an employee’s comments on Facebook:

Do you know many issues happening in video game industry with regard to how to treat female in video game industry? We do not want to talk those things here. But certainly we have gone through in last year or two to come to our decision. Thank you.

The Guardian has a nice article about the issue with background on adult genres common in Japan, Dead or Alive and otaku culture: why sensitivity is not the same as censorship. Ars Technical has an article too with an update, Dead or Alive publisher denies game is too sexist for Western audiences, that mentions how the publisher Koei Techmo has released an official statement that sort of backtracks on the comments that triggered the issue. Gamespot also has an updated story Dead or Alive Xtreme 3 Won’t Ship Worldwide Due to Sexism Backlash Fears.

Needless to say, this has animated the SJW (Social Justice Warrior) discussion around the representation of women in games and censorship of games. (I should note that it isn’t censorship if a publisher decides to not publish something.) Interestingly, this is not the first time we have had this debate about Japanese adult games across cultures. Brian Ashcraft has an article in Kotaku on Why Is CNN Talking About Rapelay? which documented how the Japanese publishers of adult games were adapting to attention from the West by changing titles and not localizing titles. What has changed is how the West is arguing with itself through Japan. The Japanese seem to be trying desperately not to be part of our culture war.

The Storage Engine from the Computer History Museum

The Storage Engine is a timeline of computer storage from the Computer History Museum. It is easy to navigate and goes back to Pliny and various analogue storage systems. The items are well documented with multiple images, contemporary documents, and current information. Lots of good historical information here.

The Computer History Museum seems to be doing a number of these technology history sites including one called The Silicon Engine with a timeline of semiconductors in computers.

Canadian video game industry catching up to TV & film production

The CBC has a story on how the Canadian video game industry catching up to TV & film production. The story is based on the annual report of the Entertainment Software Association of Canada (ESAC). You can download the PDF from here. Some of the interesting facts from the report include:

  • The video game industry employs 20,400 people (up 24% from 2013) with an average salary of $71,300.
  • The currecnt skills most lacking in the talent pool include programming, artist and animation, data analysis, and game design.
  • Quebec has 29.4% of the companies or 10,850 full-time employees (53% of all direct employment).
  • Revenues from console games are down and mobile games are up.

ReFig 2015

I’ve just left the ReFig 2015 workshop. I kept my workshop notes at Re-Figuring Innovation in Games (ReFig) 2015. Important research with an awesome team that I hope to follow. Last night we were treated to a conversation with Anita Sarkeesian that was fascinating. She has had more of an effect and probably done more good research in preparing the videos than most of the rest of us. There are lessons to be learned about how to address a broader audience, how to have an impact, and how to stay focused on social justice.

Literary Analysis and the Wolfram Language

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Lately I’ve been trying Wolfram Mathematica more an more for analytics. I was introduced to Mathematica by Bill Turkel and Ian Graham who have done some impressive stuff with it. Bill Turkel has now created a open access, open content, and open source textbook Digital Research Methods with Mathematica. The text is a Mathematica notebook itself so, if you have Mathematica you can actually use the text to do analytics on the spot.

Wolfram has also posted an interesting blog entry on Literary Analysis and the Wolfram Language: Jumping Down a Reading Rabbit Hole. They show how you can generate word clouds and sentiment analysis graphs easily.

While I am still learning Mathematica, some of the features that make it attractive include:

  • It uses a “literate programming” model where you write notebooks meant to be read by humans with embedded code rather than writing code with awkward comments embedded.
  • It has a lot of convenient Web, Language, and Visualization functions that let you do things we want to do in the digital humanities.
  • You can call on Wolfram Alpha in a notebook to get real world knowledge like capital cities or maps or language information.