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.

Society for Textual Scholarship Presentation

Last Thursday I gave a paper on “The Text of Tools” at the Society for Textual Scholarship annual conference in New York. I was part of a session on Digital Textuality with Steven E. Jones and Matthew Kirschenbaum. Steven gave a fascinating paper on “The Meaning of Video Games: A Textual Studies Approach” which looked at games as texts whose history of production and criticism can be studied, just as textual scholars study manuscripts and editions. He is proposing an alternative to the ludology vs. narrativity approaches to games – one that looks at their material production and reception.

Matt Kirschenbaum presented a paper titled “Shall These Bits Live?” (See the trip report with the same title.) that looked at preservation and access to games. He talked about his experience studying the Michael Joyce archives at the Harry Ransom Humanities Research Centre. He made the argument that what we should be preserving are the conditions of playing games, not necessarily the game code (the ROMs), or the machines. He pointed to projects like MANS (Media Art Notation System) – an attempt to document a game the way a score documents the conditions for recreating a performance. This reminds me of HyTime, the now defunct attempt to develop an SGML standard for hypermedia.

In my paper, “The Text of Tools” I presented a tour through the textuality of TAPoR that tried to show the ways texts are tools and tools are texts so that interpretation is always an analysis of what went before that produces a new text/tool.

Update. Matt has sent me a clarification regarding preserving the game code or machines,

I’d actually make a sharp distinction between preserving the code and the machines. The former is always necessary (though never sufficient); the latter is always desirable (at least in my view, though others at the Berkeley meeting would differ), but not always feasible and is expendable more often than we might think. I realize I may not have been as clear as I needed to be in my remarks, but the essential point was that the built materiality of a Turing computer is precisely that it is a machine engineered to render its own
artifactual dimension irrelevant. We do no favors to materiality of computation by ignoring this (which is what one of the questioners seemed to want).

Zone of Influence

Zones of Influence IconZone of Influence is a new game studies blog by Matthew Kirschenbaum who has been writing about the digital humanities and electronic literature. The blog brings boardgames, which I used to play a lot, back into focus as important to game studies.

The blog is also a space where I can combine my interest in boardgames (especially board wargames) as a hobbyist and enthusiast with my academic interests in games, simulation, and technologies of representation.

Bill O’Reilly Slams PS3 Launch, Gamers, iPods, Digital Tech (not in that order)

BOR.jpgBill O’Reilly Slams PS3 Launch, Gamers, iPods, Digital Tech (not in that order) is a story with partial transcript on a recent O’Reilly (of the “no spin zone”) rant about technology prompted by the PS3.

American society is changing for the worse because of the machines… In the past to flee the real world people usually chose drugs or alcohol… now you don’t have to do that, Now all you have to do is have enough money to buy a machine…

I wonder if TV shows (like the O’Reilly Factor) or books qualify as technologies that are used to flee the real world?
The story is in a blog GamePolitics.com that I just found. Lots of posts on the PS3 launch and related violence.

Eddo Stern: Landlord Vigilante and other Machinema

cabvideo.jpgKCET Online has an interview with Eddo Stern on Landlord Vigilante that has links to three of his machinema art films, Landlord Vigilante, Vietnam Romance and Waco Resurrection. Landlord is a longer narrated story of a woman taxi driver/landlord. Vietnam takes period music and games recreating the period stitching together vignettes that recall popular culture on the war. Waco defies description, or resurrection. All use game engines to render the story.

I’ve blogged Eddo Stern’s work on art and games before.