Almost Augmented Reality

Augmented reality is almost real according to a BBC story by Michael Fitzpatrick, Mobile phones get cyborg vision. Developers like Layar have made it possible to get realtime information about your surroundings overlayed over what your camera sees.

Launched this June in Amsterdam, residents and visitors can now see houses for sale, popular bars and shops, jobs on offer in the area, and a list of local doctors and ATMs by scanning the landscape with the software.

The social media implications are tremendous – imagine having a myPlace site where I can add meaning to locations that others can view. Historical tours, ghost stories, contextual music, political rants and so on could be added to real locations.

Thanks to Sean for this.

Top Gun – CBC News: the fifth estate

Image from web site

CBC: The Fifth Estate has a story, Top Gun: When a video game obsession turns to addiction and tragedy about the death of Brandon Crisp. They overstate the case against video games. Brandon died not from gaming but from a fall from a tree. Yes, he ran away from home angry that his parents wanted him to stop playing, but running away from home is not new to gaming. Nor is climbing trees. The story then gives us a tour through teenage addiction and peer pressure. The worst part is the porn of showing players concentrating on their playing. Why not show readers reading or people watching the TV? Is 7 hours a day of television a balanced life?

A more balanced view would argue that the problem was not the game but the social commitments that Brandon made to other online players. He got into conflict with his parents because of who he was hanging out with, what they were doing, when they were doing it and his commitments to his gaming buddies. In short he was hanging around with the wrong crowd and his parents tried to separate him from the social scene of the game.

DAEDALUS PROJECT: MMORPG Research, Cyberculture, MMORPG Psychology

A student in my Computers and Culture class drew our attention to the DAEDALUS PROJECT which is led by Nick Yee at PARC. The Daedalus Project is a blog about MMORG research with longish entries written like short articles that are gathered into issues. There is also The Daedalus Gateway that organizes the articles in a more thematic fashion.

Graph from Daedalus

The articles are fascinating. The graph immediately above was taken from a study on Game Choices that looks at what sorts of characters players choose.

Many of the articles on The Daedalus Project are based on voluntary surveys (see his methodology). It is impressive that Yee is getting between 2000 and 4000 respondents and there is something to be learned by how he returns results, informs people of the survey and so on. I feel that The Daedalus Project represents some sort of new paradigm that crosses method, publication, and outreach.

LRB: John Lanchester: Is it Art?

Willard McCarty in Humanist (Vol. 22, No. 410) pointed us to the London Review of Books essay, Is it Art? by John Lanchester about videogames. The essay starts by pointing out how videogames have been ignored and segregated despite their economic effect. He then goes on to ask why that is that case leading to thoughts about what might make games art. He makes an interesting connection between the conventions of games (which drive people new to games wild) to ways games are becoming like work. The repetitive worklike aspect of games is something he draws from Steven Poole (see Working for the Man.) Here are some quotes,

From the economic point of view, this was the year video games overtook music and video, combined, in the UK. The industries’ respective share of the take is forecast to be £4.64 billion and £4.46 billion. (For purposes of comparison, UK book publishers’ total turnover in 2007 was £4.1 billion.) As a rule, economic shifts of this kind take a while to register on the cultural seismometer; and indeed, from the broader cultural point of view, video games barely exist. …

There is no other medium that produces so pure a cultural segregation as video games, so clean-cut a division between the audience and the non-audience. Books, films, TV, dance, theatre, music, painting, photography, sculpture, all have publics which either are or aren’t interested in them, but at least know that these forms exist, that things happen in them in which people who are interested in them are interested. They are all part of our current cultural discourse. Video games aren’t. …

Northrop Frye once observed that all conventions, as conventions, are more or less insane; Stanley Cavell once pointed out that the conventions of cinema are just as arbitrary as those of opera. Both those observations are brought to mind by video games, which are full, overfull, of exactly that kind of arbitrary convention. Many of these conventions make the game more difficult. Gaming is a much more resistant, frustrating medium than its cultural competitors. Older media have largely abandoned the idea that difficulty is a virtue; if I had to name one high-cultural notion that had died in my adult lifetime, it would be the idea that difficulty is artistically desirable. …

They have a tightly designed structure in which the player has to earn points to win specific rewards, on the way to completing levels which earn him the right to play on other levels, earn more points to win other rewards, and so on, all of it repetitive, quantified and structured. The trouble with these games – the majority of them – isn’t that they are maladapted to the real world, it’s that they’re all too well adapted. The people who play them move from an education, much of it spent in front of a computer screen, full of competitive, repetitive, quantifiable, measured progress towards goals determined by others, to a work life, much of it spent in front of a computer screen, full of competitive, repetitive, quantifiable, measured progress towards goals determined by others, and for recreation sit in front of a computer screen and play games full of competitive, repetitive, quantifiable, measured progress towards goals determined by others. Most video games aren’t nearly irresponsible enough.

There is a strong sense in Wright’s work that the most interesting thing about his games is what is done with them by the user; that the user’s experiences and reactions and creativity are the most important thing about the game. …

The other way in which games might converge on art is through the beauty and detail of their imagined worlds, combined with the freedom they give the player to wander around in them. Already quite a few games offer what’s known as ‘sandbox’ potential, to allow the player to ignore specific missions and tasks and just to roam around. …

Pushing Play: Dr. Mom Reviews Grand Theft Auto 4

Pushing Play, a gaming blog and review site set up by a student of mine has introduced a neat feature – reviews by Jacob’s Mom. The first is, Dr. Mom Reviews – Grand Theft Auto 4 and she nicely describes her reaction to the language in and around certain games:

I wondered aloud why such homophobic, and sexist language was considered acceptable. Most alarmingly, my son’s reaction suggested that this was white noise to a generation of players. “I’m glad you’re not playing online” he said. Apparently online gamers indulge in exchanging even more extreme obscenities.

As far as I can tell, this is the only such Dr. Mom review, but more are promised. Lets lobby Jacob to encourage Dr. Mom to do some more.

Ante Up, Human: The Adventures of Polaris, the Poker-Playing Robot

Snippet of Comic

The current issue of Wired has another use (similar to Google’s) of comics to explain research advances in AI and gaming. In this case they feature Polaris by the U of Alberta Computer Poker Research Group led by Michael Bowling. The comic booklet, Ante Up, Human: The Adventures of Polaris, the Poker-Playing Robot features Michael in a smoking jacket and blue bunny slippers. I’m guessing the bunnies are a reference to the arctic hares that we have here in Edmonton, though it should be said that I have never seen Michael in such garb.

The interesting point is how Polaris chooses personalities for extended play.

News Overview Inline Listing – MacArthur Foundation

Poking around the MacArthur Foundation site I found an interesting recent study on Teens, Video Games and Civics by the Pew Internet & American Life Project. The full report has too much to summarize in a blog entry. Here is their list of “Summary Findings at a Glance”:

  • Almost all teens play games.
  • Gender and age are key factors in describing teens’ video gaming.
  • Youth play many different kinds of video games.
  • The most popular games played by teens today span a variety of genres and ratings.
  • Gaming is often a social experience for teens.
  • Close to half of teens who play online games do so with people they know in their offline lives.
  • Teens encounter both pro-social and anti-social behavior while gaming.
  • The most popular game genres include games with violent and nonviolent content.
  • Parental monitoring of game play varies.
  • There are civic dimensions to video game play.
  • The quantity of game play is not strongly related to teens’ interest or engagement in civic and political activity.
  • The characteristics of game play and the contexts in which teens play games are strongly related to teens’
    interest and engagement in civic and political activities.
  • Playing games with others in person was related to civic and political outcomes, but playing with others online
    was not.
  • Teens who take part in social interaction related to the game, such as commenting on websites or contributing
    to discussion boards), re more engaged civically and politically.
  • Civic gaming experiences are more equally distributed than many other civic learning opportunities. (p. viii)

This study brought in the Mills College Civic Engagement Research Group (CERG) who have released a White Paper on The Civic Potential of Video Games (PDF) which discusses the social and civic aspects of gaming. One interesting result (also found in the Pew summary) is that it seems that teens who play games socially in person “are more likely to be civically and politically engaged than teens who play games primarily alone.” (p. 18) Online gaming seems to be “a weak form of social interaction” (p. 20) compared to in person social gaming. Another finding that contradicts the accepted (parental) wisdom that gaming is bad for youth is that,

The stereotype of the antisocial gamer is not reflected in our data. Youth who play games frequently are just as civically and politically active as those who play games infrequently. (p. 24)

Pew Study: Teens, Video Games, and Civics

The Globe and Mail had a story today on Mamas, don’t let your babies grow up to be Luddites by Patrick White (Nov. 25, 2008) that reports on a MacArthur Foundation funded study on, Living and Learning with New Media. This study looked at how youth participate in “the new media ecology.” (p. 1 of the PDF Summary of Findings from the Digital Youth Project.) The report describes the “always on” connectivity of youth and their “friendshi-driven” practices. I was intrigued by the description of a subset who “geek out.”

Some youth “geek out” and dive into a topic or talent. Contrary to popular images, geeking out is highly social and engaged, although usually not driven primarily by local friendships. Youth turn instead to specialized knowledge groups of both teens and adults from around the country or world, with the goal of improving their craft and gaining reputation among expert peers. While adults participate, they are not automatically the resident experts by virtue of their age. Geeking out in many respects erases the traditional markers of status and authority. (p. 2 of the Two Page Summary)

The Digital Youth Project led by Mizuko Ito brought together researchers at USC and Berkeley. They have a book forthcoming from MIT Press called Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media that is online at the site.