As it has been announced in various media, we regretfully announce the passing of our beloved former Director and founder of Ritsumeikan Center for Game Studies, and a father of NES and SNES- Professor Masayuki Uemura.We were caught by surprise at the sudden and unfortunate news .
Even after he retired as the director of RCGS and became an advisor, he was always concerned about each researcher and the future of game research.
We would like to extend the deepest condolences to his families and relatives, and May God bless his soul.
As a scholar in video game studies and history, we would like to follow his example and continue to excel in our endeavors.(from Akinori Nakamura, Director, Ritsumeikan Center for Game Studies)
Public can try pulling faces to trick the technology, while critics highlight human rights concerns
From the Guardian story, Scientists create online games to show risks of AI emotion recognition, I discovered Emojify, a web site with some games to show how problematic emotion detection is. Researchers are worried by the booming business of emotion detection with artificial intelligence. For example, it is being used in education in China. See the CNN story about how In Hong Kong, this AI reads children’s emotions as they learn.
A Hong Kong company has developed facial expression-reading AI that monitors students’ emotions as they study. With many children currently learning from home, they say the technology could make the virtual classroom even better than the real thing.
With cameras all over, this should worry us. We are not only be identified by face recognition, but now they want to know our inner emotions too. What sort of theory of emotions licenses these systems?
Apparently Non-Fungible Tokens (NFTs) of game models are not going down well with fans according to a story, Dead By Daylight fans unhappy Hellraiser model is an NFT.
Even thought Behaviour isn’t selling the NFTs themselves, they are facilitating the sale of them by providing the models from the game. Gaming fans seem to view blockchain and NFTs as dubious and environmentally unsound technology. Behaviour’s response was,
We hear and understand the concerns you raised over NFTs. Absolutely zero blockchain tech exists in Dead by Daylight. Nor will it ever. Behaviour Interactive does not sell NFTs.
On a related note, Valve is banning blockchain and NFT games.
A new set of online games holds promise for helping identify and prevent harmful misinformation from going viral.
Instead of fighting misinformation after it’s already spread, some researchers have shifted their strategy: they’re trying to prevent it from going viral in the first place, an approach known as “prebunking.” Prebunking attempts to explain how people can resist persuasion by misinformation. Grounded in inoculation theory, the approach uses the analogy of biological immunization. Just as weakened exposure to a pathogen triggers antibody production, inoculation theory posits that pre-emptively exposing people to a weakened persuasive argument builds people’s resistance against future manipulation.
Prebunking is being touted as A New Way to Inoculate People Against Misinformation. The idea is that one can inoculate people against the manipulation of misinformation. This strikes me as similar to how we were taught to “read” advertising in order to inoculate us to corporate manipulation. Did it work?
That viruses and inoculation can be metaphors for patterns of psychological influence is worrisome. It suggests a lack of agency or reflection among people. How are memes not like viruses?
The Lab has been collaborating with Google’s Jigsaw on Inoculation Science which has developed the games and videos to explain misinformation.
Yesterday (Friday the 13th of August) we finished the 5th day of the Replaying Japan 2021 conference. The conference was organized by the AI for Society Signature Area, the Kule Institute for Advanced Study, and the Prince Takamado Japan Centre all at the University of Alberta.
At the conference I organized a roundtable about the Replaying Japan conference itself titled “Ten Years of Dialogue: Reflecting on Replaying Japan.” I moderated the discussion and started with a brief history that I quote from here:
The Replaying Japan conference will have been going now for ten years if you include its predecessor symposium that was held in 2012 in Edmonton, Canada.
The encounter around Japanese Game Culture came out of the willingness of Ritsumeikan University to host Geoffrey Rockwell as a Japan Foundation Japan Studies Fellow in Kyoto in 2011. While Rockwell worked closely with researchers like Prof. INABA at the Ritsumeikan Digital Humanities Centre for Japanese Arts and Culture, he also got to meet Professors Nakamura and Koichi at the Ritsumeikan Centre for Game Studies. Out of these conversations it became clear that game studies in the West and game studies in Japan were not in conversation. The research communities were siloes working in their own languages that didn’t intermingle much. We agreed that we needed to try to bridge the communities and organized a first small symposium in 2012 in Edmonton with support from the Prince Takamado Japan Centre at the University of Alberta. At a meeting right after the symposium we developed the idea for a conference that could go back and forth between Japan and the West called Replaying Japan. Initially the conference just went back and forth between Kyoto and Edmonton, but we soon started going to Europe and the USA which expanded the network.(From the abstract for the roundtable)
At the conference I was also part two papers that were presented others:
- Keiji Amano presented on “The Rise and Fall of Popular Amusement: Operation Invader Shoot Down.” This paper looked at Nagoya tabloids and how they described the explosion of Space Invaders as a threat to the pachinko industry.
- Mimi Okabe presented on “Moral Management in Japanese Game Companies” which discussed how certain Japanese game companies manager their ethical reputation. We looked as specific issues like forced labour in the supply chain, gender issues, and work-life balance.
You can see the conference Schedule here.
Meet the men and women responsible for creating the most iconic tunes in video game history.
We finished up the Replaying Japan 2021 conference today. The conference was online using Zoom and Gather Town where there was a hidden easter egg with a link to Diggin’ in the Carts: Japanese video game music history, a 5 part documentary from Red Bull that is quite good. The 5 15 minute episodes are part of the first season. Not sure if there will be other seasons, but there is a related radio show with multiple seasons. The documentary episodes nicely feature the composers and experts talking about the Japanese history along with other musicians commenting on the influence of the early music which would have been heard over and over in houses with Japanese consoles.
The creator of the show is Nick Dwyer who is interviewed here about the documentary and associated radio show..
What happens to pacifist soldiers stuck in a war video game? A history of military desertion with the aid of Battlefield V
Aeon has a very interesting 20+ minute short video on What happens when pacifist soldiers search for peace in a war video game. The video looks at how one might desert a war in a war video game. Of course, the games don’t let you, but there are work arounds.
This is the second smart video shot in game by folk associated with Total Refusal a “Digital Disarmament Movement”.
Volume 3 of the Journal of Replaying Japan is out and now available on the Ritsumeikan Research Repository – Replaying Japan, Vol. 3. I have an article with Keiji Amano and Mimi Okabe on “Ethics and Gaming: The Presentation of Ethics and Social Responsibility by the Japanese Game Industry” where we looked at how top Japanese video game companies present their ethics and social responsibilities. I should add that I’m the English Editor and helped put it together.
Computational propaganda is ubiquitous, researchers say. But the field of psychology aims to help.
Undark has a fascinating article by Teresa Carr about using games to inoculate people against trolling and mininformation, Psychology, Misinformation, and the Public Square (May 3, 2021). The game is Breaking Harmony Square and the idea is to troll a community.
What’s the game like? The game feels like a branching, choose-your-own-adventure under the hood where a manager walks you through what might do or not and then complements you when you are a good troll. There is a ticker so you can see the news about Harmony Square. It feels a bit pedantic when the managerial/editorial voice says things like “Kudos for paying attention to buzzwords. You ignored the stuff that isn’t emotionally manipulative.” Still, the point is to understand what can be done to manipulate a community so that you are inoculated against it.
An important point made by the article is that games, education and other interventions are not enough. Drvier’s education is only part of safe roads. Laws and infrastructure are also important.
I can’t help feeling that we are repeating a pattern of panic and then literacy proposals in the face of new media politics. McLuhan drew our attention to manipulation by media and advertising and I remember well intentioned classes on reading advertising like this more current one. Did they work? Will misinformation literacy work now? Or, is the situation more complex with people like Trump willing to perform convenient untruths?
Whatever the effectiveness of games or literacy training, it is interesting how “truth” has made a comeback. At the very moment when we seem to be witnessing the social and political construction of knowledge, we are hearing calls for truth.
Sky Bet, the most popular one in Britain, compiled extensive records about a user, tracking him in ways he never imagined.
The New York Times has a good story about What Sky Bet, The Gambling App, Knows About You. It talks about the profile that Sky Bet in the UK built on a customer who had an addiction problem with gambling.
The company, or one of the data providers it had hired to collect information about users, had access to banking records, mortgage details, location coordinates, and an intimate portrait of his habits wagering on slots and soccer matches.
We tend to focus on what the big guys have and forget all the lesser known information aggregators and middlemen who buy and sell data. This story also provides an example of how valuable data can be to a business like online gambling that wants to attract the clients who are likely to get addicted to gambling.