Rhetoric: November 2007 Archive Page

Uh, no, it doesn't.

Interesting rhetoric, via YouTube. It re-mediates an animation that takes far too long to load, which is credited to Vishal Agarwala, who is apparently an undergraduate at the University of Florida.

The presentation is a useful tool for informing young people exactly why Facebook works so hard to get young people to love Facebook. A call for action, it is naive (right up there with the perennial freshman comp thesis statement, "Advertisers should stop hurting women's self-esteem by publishing images of idealized women"), and when judged by the standards of journalism, it is alarmist and one-sided.

Yes, young people should know why corporations want their personal information.

Sorry, but you can't put the real you on Facebook if you want to protect your privacy.
Categories: , , , , , ,
On Gamasutra, John Hopson says academics should not bother trying to get game designers to listen to any research that doesn't translate into more money for game companies.
When a researcher presents a product team with a set of research findings and recommendations, they are asking the team to invest time and money implementing their proposal. In order to convince the audience to spend that time and money, the researcher has to show clearly how that investment is going to pay off. This needs to be something beyond "this will help players identify more strongly with the main character".

The researcher must lay out the entire impact of the idea, from the cost of implementing the proposal to the resulting changes in player experience and the metrics for measuring that impact. Getting players to identify with the main character is great, but researchers have to finish the rest of the sentence: "This will help players identify more strongly with the main character which will result in an improvement in measures of overall player satisfaction and an increase in total playing time."

By the way, if the research doesn't include specific practical recommendations or a measurable impact on the final product, don't bother trying to sell it to the industry. From the average industry professional's perspective, there are only two things of value being said in a research presentation: the recommendations and their predicted effects. Everything else, the background research, the brilliant theoretical breakthrough, the clever development of the ideas, falls on industry ears like the "wah wah" noises made by Charlie Brown's teacher.
This is, of course, very practical. Game developers have to explain to their bosses why they should attend your academic talk on the history and social value of computer games instead of the one across the hall that tests a new formula for pixel shading or introduces a new technique for creating the reflections of flickering torchlight in fountains of blood gushing from an enemy's skin. (Okay, I'm exaggerating -- but not by much.) 

In the humanities, small groups of people (often grad students who are trying to find a footing for themselves) will organize a regional conference on a particular subject, and they will do it for the practical experience of learning how to run such a conference; they will do it in order to make a name for themselves in a small, emerging field; or they will do it to call attention to a subject they themselves are passionate about.  But industry conferences are, like industry itself, about money. I don't mean that in a pejorative way. I learn quite a bit when I attend industry conferences  but I confess when I walk into an interesting session and find only a sales pitch for a product or company, I'm very disappointed. In my line of work, I most value the theory and background and insights, exactly what Hopson dismisses as "Wah wah."
Categories: , , , ,
Dana Gioia, chairman of the National Endowment for the Arts, spoke at Stanford last June:
Entertainment promises us a predictable pleasure--humor, thrills, emotional titillation, or even the odd delight of being vicariously terrified. It exploits and manipulates who we are rather than challenges us with a vision of who we might become. A child who spends a month mastering Halo or NBA Live on Xbox has not been awakened and transformed the way that child would be spending the time rehearsing a play or learning to draw.

If you don't believe me, you should read the statistical studies that are now coming out about American civic participation. Our country is dividing into two distinct behavioral groups. One group spends most of its free time sitting at home as passive consumers of electronic entertainment. Even family communication is breaking down as members increasingly spend their time alone, staring at their individual screens.

The other group also uses and enjoys the new technology, but these individuals balance it with a broader range of activities. They go out--to exercise, play sports, volunteer and do charity work at about three times the level of the first group. By every measure they are vastly more active and socially engaged than the first group.
Hmm... multiplayer online games do involve social skills, teamwork, leadership, and many other things that I would consider a social activity, rather than passive entertainment.  The culture of gaming is a spectrum, like all cultures.  It includes those who sit slack-jawed before the screen for hours, mesmerized by bits; but it also includes those who trade tips and write reviews online, and those who write fan fiction, remix videos, or teach themselves 3D design so that they can build their own game levels. The child who, inspired by an encounter with a computer game, spends a month learning how to draw with a 3D design tool can be awakened and transformed as much as a child who spends a month drawing with pen and pencil. 

But I do share Gioia's humanistic assumption that technology is best understood and most welcome as one element of a rich and diverse society, rather than a replacement for human interaction.

Thanks, Mike, for the e-mail.
Categories: , , , , , , , ,

Clive Thompson, from Wired:

I know I'm the underdog; I know I'm probably going to get killed anyway. I am never going to advance up the Halo 3 rankings, because in the political economy of Halo, I'm poor.

Specifically, I'm poor in time. The best players have dozens of free hours a week to hone their talents, and I don't have that luxury. This changes the relative meaning of death for the two of us. For me, dying will not penalize me in the way it penalizes them, because I have almost no chance of improving my state. I might as well take people down with me.

Or to put it another way: The structure of Xbox Live creates a world composed of two classes -- haves and have-nots. And, just as in the real world, some of the disgruntled have-nots are all too willing to toss their lives away -- just for the satisfaction of momentarily halting the progress of the haves. Since the game instantly resurrects me, I have no real dread of death in Halo 3.

I do not mean, of course, to trivialize the ghastly, horrific impact of real-life suicide bombing. Nor do I mean to gloss over the incredible complexity of the real-life personal, geopolitical and spiritual reasons why suicide bombers are willing to kill themselves. These are all impossibly more nuanced and perverse than what's happening inside a trifling, low-stakes videogame.

But the fact remains that something quite interesting happened to me because of Halo. Even though I've read scores of articles, white papers and books on the psychology of terrorists in recent years, and even though I have (I think) a strong intellectual grasp of the roots of suicide terrorism, something about playing the game gave me an "aha" moment that I'd never had before: an ability to feel, in whatever tiny fashion, the strategic logic and emotional calculus behind the act.


Categories: , , , , , , ,
Categories: , , , , , ,

About this Archive

This page is a archive of entries in the Rhetoric category from November 2007.

Rhetoric: October 2007 is the previous archive.

Rhetoric: December 2007 is the next archive.

Find recent content on the main index or look in the archives to find all content.

Powered by Movable Type 4.23-en