Cyberculture: January 2008 Archive Page
Growing up online: what we learned
The majority of teenagers we talked to expressed good-natured exasperation that their parents "didn't know how to work a computer" or barely understood text messaging. I was confident that because I'm completely comfortable using a computer, e-mail and a cell phone, I'd relate pretty quickly to how the kids we met communicate online. This was not the case.
Writing an e-mail for a lot of the kids we talked to is equivalent to sitting down and hand-writing a letter for me. They described e-mail as a slow, archaic way to keep in touch with your aunt halfway across the country or apply for a summer internship. Even the most articulate kids who aced all their English classes could switch effortlessly into IM or text-speak; quick, pithy, shorthand Internet language was second nature to almost all the kids we met. They're bilingual, and they intuitively understand an entire culture generated by the Internet, with customs and vocabulary that we had to learn step-by-step.
Maybe even more striking to me was how social networking sites have become fully integrated into kids' lives. I didn't build my first profile until after college; it felt underground and novel, like being in on a joke. I'd never even heard the term "social networking." Having a profile on the Internet was ancillary to my "real" life, while for the kids we met, it has become a fundamental element of what they do each day and how they represent who they are.
Fed Up With MySpace? Join the Club and Delete Your Account
Wednesday is International Delete Your MySpace Account Day, an online protest geared at uniting users eager to ditch the popular social networking site.
Confessions of an Aca/Fan: Reconsidering Digital Immigrants...
Talking about digital natives and digital immigrants tends to exagerate the gaps between adults, seen as fumbling and hopelessly out of touch, and youth, seen as masterful. It invites us to see contemporary youth as feral, cut off from all adult influences, inhabiting a world where adults sound like the parents in the old Peanuts cartoons -- whah, whah, whah, whah -- rather than having anything meaningful to say to their offspring. In the process, it disempowers adults, encouraging them to feel helpless, and thus justifying their decision not to know and not to care what happens to young people as they move into the on-line world.
In reality, whether we are talking about games or fan culture or any of the other forms of expression which most often get associated with digital natives, we are talking about forms of cultural expression that involve at least as many adults as youth. Fan culture can trace its history back to the early part of the 20th century; the average gamer is in their twenties and thirties. These are spaces where adults and young people interact with each other in ways that are radically different from the fixed generational hierarchies affiliated with school, church, or the family.
School Cop Investigated for Porn Link on Friend's MySpace Profile
Gulf Middle School resource officer John Nohejl didn't have porn on his MySpace profile, and he didn't link to porn. But one of the 170-odd people on his friends list, which seems mostly populated by students at his school, had a link to a legal adult site. Now the New Port Richey Police Department and the Florida attorney general's elite cyber crimes unit are investigating him for making adult content available to underage children.
Friend Game
Teen-age identities mutate so quickly online, and can be masked so easily, that by the morning after Megan was pronounced dead Josh Evans had vanished from MySpace. It wasn't until a month after her death that a neighbor named Michele Mulford told the Meiers that Curt and Lori Drew, who lived four houses down, had created "Josh" in concert with their thirteen-year-old daughter, a longtime friend of Megan's. (An eighteen-year-old girl who worked for the Drews was also involved.) The two thirteen-year-olds had recently quarrelled. Mulford's own daughter, also thirteen, had been given the password to the account, and had sent at least one unkind message to Megan in Josh's name. Megan had accompanied the Drews on several vacations, and they knew that she was taking medication. For nearly a year, on the advice of the police, the Meiers had kept quiet about the Drews' involvement in Megan's death.
Continue reading Friend Game.
Blog Comments and Peer Review Go Head to Head to See Which Makes a Book Better - Chronicle.com
The idea was to tap the wisdom of his crowd. Visitors to the blog might not read the whole manuscript, as traditional reviewers do, but they might weigh in on a section in which they have some expertise.... "We are a peer-review press--we're always going to want to have an honest peer review," says Mr. Sery, senior editor for new media and game studies. "The reputation of MIT Press, or any good academic press, is based on a peer-review model."
So the experiment will provide a side-by-side comparison of reviewing--old school versus new blog. Mr. Wardrip-Fruin calls the new method "blog-based peer review." Each day he will post a new chunk of his draft to the blog, and readers will be invited to comment. That should open the floodgates of input, possibly generating thousands of responses by the time all 300-plus pages of the book are posted. "My plan is to respond to everything that seems substantial," says the author.
This is fun? (Question posed to a text-adventure newsgroup.)
On Jan 21, 3:47 pm, Conrad <conradc...@gmail.com> wrote:Play Adventure it to appreciate the big jump from Hunt the Wumpus and mainframe Trek.
> I'm supposed to not know what direction I can walk in?
>
> This is fun?
Play it, not merely seeking conformation for your own definition of "fun," but rather to understand why computer users across the early 'net who (according to one humorous estimate) lost about two weeks of work because they were obsessed by the their first encounter with the game. They must have thought it was fun... why? How did their expectations differ from ours? How was their world differ from ours?
Play it to reach back more than 30 years in time, in order to understand where were are today.
Play it to expand your mind, to refresh your imagination, to challenge your assumptions.
Play it to appreciate what Crowther and Woods created out of thin air -- all the more wonderful because they built it for love and shared it for free.
Play it to exercise that part of your mind that will recognize next ground-breaking, genre-defining innovation.
Play Adventure so that, one day when you stumble across something new, you can be the one who says, "Look at this, guys... here's why I think it changes everything!"
Is *this* fun?
I think so!
[Conrad did end his note by saying " Well, I'll give it another shot...," and the above is my attempt to give him a bit of historical context for Colossal Cave Adventure.]
'The Aberrant Gamer': Abstinence Makes The Heart Grow Fonder
What I did learn - and this was the primary aim - was just a little bit more about why I play, and what gaming means to me, does for me. I thought that without games, the world might open up just a little; that I'd divert that gaming energy into learning new things, visiting new places, developing more relationships. But, even given only a few days to experiment, I realized I felt then, at least for that moment, content with the size of my world and the people in it as they are.In the passage I quoted above she said her days without games were no less fulfilling than her days with games, but the crisis in her experiment comes when she is lying in bed, feeling sick, and cannot think of anything to do in order to make her happy again, other than give up her pledge to take a break from gaming. (She also apparently hangs around with gamers, watching them play.)
On the other hand, the absence of games left a distinct sense of feeling stranded, as if bridges I had made from my imagination into worlds made by others had been closed for repairs. I didn't have a bad couple of days; more ordinary than I would have expected, and neither more nor less fulfilling.
But it did feel like my world was a bit smaller; there were emotions, impulses and dreams that had nowhere to travel to, that languished amid the everyday. It's true that I learned perhaps gaming has cultivated in me a lack of long-term patience, a need for more regular stimulation, a poorer attention span. It's also very possible that I zone out with games to avoid dealing directly with things that cause me frustration or sadness. But I'm now certain there is a singular fashion in which games engage both mind and emotion - not only for the purpose of play, but for personal reasons both creative and therapeutic - that no other form of media approaches. It's a quality unique to gaming, it speaks to the power and responsibility game developers have assumed, and it makes sense out of the intense, often perplexing personalization we feel toward the games they make.
I'm lying sick on the couch in the basement (which is where my wife banishes me when I'm ill). Playing a game won't make me happy. Regaining enough mental capacity so I can evaluate the homework students submitted Friday -- THAT will make me happy. Feeling well enough that I'm willing to crawl out of bed to find out which child is dragging something heavy across the kitchen floor (and why) -- THAT wouldn't exactly make me happy, but it would make me less anxious.
Every so often I wish I had access to the unbroken swaths of time -- 12, 16, 20 hours at a time -- when I could do whatever the heck I wanted. But then I read this article and I realize how fortunate I am to have a rich life (with the attendant responsibilities) that mean my life still has meaning even though I have to go through long game-less dry spells (and can only sip at the casual games, rather than delve into RPGs or figure out how the heck to get out of the canal where I've been stuck in Half-Life 2 since June 2005).
Fatworld Review
Fatworld presents a series of interconnected systems, such as a socio-economic model, a political model, and (the most complex in the game) a nutrition and health model. Playing Fatworld is a matter of figuring out how the game depicts connections between these systems.
The release of Fatworld seems perfectly timed, after McDonalds UK CEO Steve Easterbrook, ruminating on the causes of childhood obesity, noted last week that "there's fewer green spaces and kids are sat home playing computer games on the TV when in the past they'd have been burning off energy outside."
Bogost is an accomplished games scholar and proponent of what the field in general calls "serious games." His studio produced the Howard Dean for Iowa game, and has provided editorial material to the New York Times in the form of "newsgames" (a cross between a game and a political cartoon) such as Food Import Folly.
His book Unit Operations introduces a universal method for analyzing texts from literary works to video games, and this week students in my Video Game Theory and Culture class are reading his book Persuasive Games: The Expressive Power of Videogames.
Knowing Ian was behind Fatworld, I had high hopes. I really, really wanted to like it much better than I do.
I wanted to say I loved the isometric cuteness of the game world, and that the puffy menu bars and the bloated cartoon hand that serves as the mouse pointer fit wonderfully with the theme of the game. I wanted to praise the Govern O Mat, where you can select food-related legislation and click the "Bribe" button to influence a politician. I wanted to try to work restaurant review clichés into my review.
I did not want to do what I'm about to do instead -- bellyache about a confusing interface that violates basic UI principles; puzzle over displays with unexplained readouts that never change and clocks that count up by increments of four and down by increments of two (why?); grumble about design flaws that make mini-games unnecessarily confusing; and grouse about bugs that make minigames cut off abruptly for no reason.
Continue reading Fatworld Review.
Video Game Industry Seeks Political Clout
"If I can walk into the office of a member of Congress and tell them we have 20,000 voters in their state who are already signed up to write letters and act based on game-related issues that concern them, that's powerful," he said.
The industry's new round of muscle-flexing comes as the political and cultural environment for video games has improved significantly.
MySpace agrees to social-networking safety plan
Under the agreement, MySpace has pledged to work with the attorneys general on a set of principles to combat harmful material on social-networking sites (pornography, harassment, cyberbullying, and identity theft, among other issues), better educate parents and schools about online threats, cooperate with law enforcement officials around the country, as well as develop new technology for age and identity verification on social-networking sites.
On an afternoon this fall, nearly all of the 15 computers were in use, and students stared in concentration -- some gunning down bad guys in Counter-Strike, others strumming along with Guitar Hero. No one was doing any classwork. But the goal of the lab is very much college-related. It is to entice students to take game-design and other IT courses, says John Min, dean of business technologies on the college's campus here. Mr. Min decided to create the Game Pit, as the lab is called, because he noticed that IT enrollment had been falling since 1999. "We need to find ways to get more students," he says. Posters and fliers in the gaming lab list the many computer courses offered, and professors sometimes stop in to tout their courses.
New Software to Monitor Athletes' Web Sites Troubles Legal Experts
Billed as a "social-network monitoring service" and marketed exclusively to college athletics departments, YouDiligence was on display at a trade show here during the National Collegiate Athletic Association's annual convention. The program is designed to conduct real-time searches of Facebook and MySpace for up to 500 objectionable words and phrases ranging from profanity to slang used to describe drugs. If it finds anything, it sends an e-mail alert to a designated athletics official containing a link to the offending page.Hmm... software searching for keywords, or coaches actually getting themselves involved with their players' social lives?
[...]At Florida State, coaches and administrators have taken a top-down approach to educating students about the risks of being too carefree on their Facebook and MySpace pages. Mr. Lata and his staff have meetings with every team to talk about those risks. One coach requires all of her athletes to have her as a "friend" on Facebook, so that if they post questionable material, she will know about it.
Screw the Grue: Mediality, Metalepsis, Recapture
Common threshold structures of the world - closed doors or windows, elevators, magical portals - often fulfil this dual function. Segmenting spaces of the world in a way that is easily accepted by the player, they may also mask computational latencies (the rendering engine must be given time to catch up, a new portion of code must be loaded into memory) or limits of the game's database (transporting her avatar to a new "level," an elevator also redirects the player's attention away from the fact that there is no inter-level space beyond the elevator's compartment, as nothing there is computationally-defined). Crucially, the threshold matches the program trait to the gameworld trait concurrently, or with such close approximation that their difference is not noticed much. In this and similar moments of play, the user's attention is primarily on the gameworld rather than its software and hardware correlates; there is entanglement, but its expression tends toward a reification of one plane of gameplay. We may say that by some mechanism, which may vary from game to game and in the degree of its openness, the gameworld recaptures traits of hardware or software, repurposing them to its own ends and masking their potential disruption of the world with information that is notionally distinct from it. The back-directed orientation implicit in the term "recapture" is appropriate to the concept because, as I understand it, recapture takes place on the cusp of a sort of crisis in representation: exactly at the moment where entanglement threatens to bring forward the game's determinism by its definite technical situation, that determinism is turned back into the gameworld, so as to seem to be another of its (arbitrary but consistent) rules.
I love reading year-end summaries and lists. Even if the judgments can seem arbitrary, such lists let me know about things I missed and remind me of what matters. Here I offer my own impressions of significant goings-on in and around digital humanities in 2007. Since a lot happened this year, I'll divide these musings into 3 posts. Post 1 will focus specifically on digital humanities initiatives; post 2 on mass digitization, reading, and scholarly communications; and post 3 will examine databases, virtual reality, social networking, and "green" digital humanities, as well as present some simple stats on the ideas that generated the most buzz. Please see http://del.icio.us/lms4w/DH2007 for links to all of the papers and web sites mentioned here (links are also embedded in the post, of course).
Escape the room - Wikipedia, the free encyclopedia
The game which popularized the term "escape the room" is said to be MOTAS (2001), though there are many older examples of the point-and-click variation. The genre was further popularized by the Japanese "Crimson Room" game (2004) by Toshimitsu Takagi, which has spread throughout the internet and can be seen on many gaming websites. Strictly speaking, MOTAS is not strictly an "escape-the-room" game, as it includes many levels, some of which include more than one location.The basic idea of collecting and manipulating objects is a core element of text adventure games (interactive fiction). Colossal Cave Adventure (1976-77) featured a grate that requires a key to unlock and a rusty door that must be oiled, and Zork (1977-79) featured a trap door under a rug and a puzzle involving slipping paper under a door to retrieve a key (a puzzle which reappears in MOTAS). While these classic text games were not limited to one location, John Wilson's Behind Closed Doors is an early example of a commercial game in the genre, and Laura Knauth's Trapped in a One Room Dilly shows the genre was well-established in the text-adventure hobbyist community in 1998. While a single-location game may not be set inside a room, and while the player's goal may not necessarily be escape, in 2002 the interactive fiction community first hosted a One Room Game Competition (attracting six entries, all in Italian), and in 2006 Riff Conner wrote Another Goddamn Escape the Locked Room Game, indicating that the genre is well known in the contemporary interactive fiction hobbyist community. Often, a game that features many different locations will begin with a prologue of sorts, in which the player must escape a cell or simply leave the player's apartment in order to get the main plot started.
A few months ago, Jeremy Douglass posted a thread on rec.arts.int-fiction that asked for early examples of the "My Apartment" genre, which is a common programming exercise (along with "My Dorm Room" or "My Office") created by people who are teaching themselves how to write a text game, generally with the intention of sharing it with their friends (so there are typically lots of in-jokes and not much else).
