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Relevant bibliographies by topics / PC games creation / Journal articles
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Author: Grafiati
Published: 4 June 2021
Last updated: 12 February 2022
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1
Willson, Michele. "Social Games as Partial Platforms for Identity Co-Creation." Media International Australia 154, no.1 (February 2015): 15–24. http://dx.doi.org/10.1177/1329878x1515400104.
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While social games such as Zynga's FarmVille are often positioned as poor gaming experiences or as disguised financial and data-extraction processes (Bogost, 2010; Rossi, 2009), this article considers social games as part of a wider regime of social interaction and creative identity work. By definition, social games are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network and the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console- and PC-based game players (Wohn, 2011: 199), and game-play mechanics, these broader contexts further a reading of social gameplay as part of the diverse millieux of everyday life. The article argues that social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without considering their broader contexts.
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Rabello, Bruno, Edson Mattos, Bruno Evangelista, and Esteban Clua. "Introdução ao XNA." Revista de Informática Teórica e Aplicada 15, no.1 (September24, 2008): 39–82. http://dx.doi.org/10.22456/2175-2745.6012.
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This tutorial explore the basic characteristics for the game development plataform developed by Microsoft, called XNA (XNA´s Not Acronymed). XNA allows the creation of PC games, for Windows plataform and XBOX 360, for a console plataform. XNA aims to substitute the DirectX Manager, a version of DirectX for a .NET plataform. All the applications made in XNA are compiled in a managed code. This code is executed at the Common Language Runtime (CLR), which is the virtual machine of the .NET plataform.
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Simon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies." Digital Policy, Regulation and Governance 20, no.5 (August13, 2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.
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Purpose This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models. Design/methodology/approach The paper is based on desk research, a review of literature and trade press and comments from experts and industry players. Findings The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies. Research limitations/implications The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem. Practical implications This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive. Social implications The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model. Originality/value Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.
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Mawalia, Khefti Al. "The impact of the Mobile Legend game in creating virtual reality." Indonesian Journal of Social Sciences 12, no.2 (October31, 2020): 49. http://dx.doi.org/10.20473/ijss.v12i2.22908.
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Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.
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Johnson,MarkR., and Tom Brock. "The ‘gambling turn’ in digital game monetization." Journal of Gaming & Virtual Worlds 12, no.2 (June1, 2020): 145–63. http://dx.doi.org/10.1386/jgvw_00011_1.
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This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, from slot machines to PC, console and mobile platforms, before considering the recent controversy over ‘loot boxes’ as an emblematic case study of the ongoing gamblification of digital play. We argue that (1) the rising costs of development and marketing for ‘blockbuster’ games, (2) an overcrowded marketplace and (3) significant shifts in the corporate culture of the games industry are creating cultural conditions which legitimize gambling as a form of digital game production and consumption. This is evidenced in developers’ capacity to innovate around legal challenges and player demand for further customization and rewards. What emerges is a question about the future direction of game development and the impact of a logic of money, rather than play, which now underwrites it.
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Jeppesen, Mette Møller. "Language in the technology subject at the Danish Higher Technical Examination Programme." Journal of Pragmatic Constructivism 11, no.1 (June8, 2021): 29–42. http://dx.doi.org/10.7146/jopracon.v11i1.127251.
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Working with problem-based learning (PBL) in the technology subject differentiates The Higher Technical Examination Programme (HTX) from other secondary school programs in Denmark. Challenges include interpretation of different elements which vary from teacher to teacher as the teachers have very different professional backgrounds. This has consequences for students and indicates that a solid disciplinary tradition has yet to be developed. It could possibly be argued that teachers’ communications on the subject, are only abstractions and not concepts. To solve these problems, it seems pertinent to apply the conceptualising method (Nørreklit 1973), to create useful and precise concepts free from possible ambiguities as a contribution to a coordinated language. In conclusion, it has been possible to use Pragmatic Constructivism (PC) to unfold the language games of the technology subject and enable the teachers to discuss their subject with each other thereby creating change in the subject and organisation.
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Rosca,Sebastian–.Daniel, and Monica Leba. "Design of a Brain-Controlled Video Game based on a BCI System." MATEC Web of Conferences 290 (2019): 01019. http://dx.doi.org/10.1051/matecconf/201929001019.
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The Computer Brain Interface (BCIs) is a new type of user interface designed to recognize real-time user-specific intentions based on user brain mapping. Gradual advancing technology behind the BCI interface has made it possible to develop gaming applications that use directly brain input instead of well-known traditional control methods. This paper presents the Mental Pool Game, a brain-controlled computer game powered by Unity3D, which uses a commercial BCI device based on a network of electroencephalography (EEG) sensors placed on the scalp capable of creating brain patterns only by capturing conscious thoughts from a user that can be easily reproduced as mental actions to control strength and speed on which the user can project on the white ball to hit any of the eight balls on the pool table. Mental PoolGame, powered by Unity3D, is a platform that provides all tools necessary for a developer to develop three-dimensional games that has been designed so that the end user no longer uses classical commands that depend on the use of well-known peripheral input devices present on any PC, such as a keyboard, mouse and more recently a joystick to control the movement of space in an object in a virtual environment.
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Volkova,TatianaG., and IrinaO.Talanova. "Hydrogen bond simulation in molecular crystals of tyrosine." Butlerov Communications 58, no.6 (June30, 2019): 73–77. http://dx.doi.org/10.37952/roi-jbc-01/19-58-6-73.
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The problem of the study of hydrogen bonds in biomolecules and living systems is important. Among the drugs, doctors emphasize substances of natural origin involved in metabolic processes. Such compounds include amino acids, peptides, vitamins, enzymes, macro- and microelements, and other biologically active substances, many of which are capable of forming hydrogen bonds. Amino acids and their derivatives are drugs of metabolic pharmacotherapy, characterized by low toxicity and severity of side effects. They also have virtually no allergenic effect, which makes them promising for the creation of drugs or their modifications. The instability of the hydrogen bond can significantly affect the state of pharmaceutical drug containing, for example, amino acids, during their storage, transportation or technological processing. One of the methods for studying the nature and determining the strength of hydrogen bonds is quantum chemical simulation. The calculation of the interaction energy in the studied molecular associate and its decomposition have been carried out according to Morocuma’s method (HF/6-31G (PC GAMESS). The evaluation of such energy components as electrostatic, exchange repulsion, polarization, charge transfer, mixing is given. The main contribution to the interaction energy comes from the electrostatic component. All the studied models have the same distribution of the components of the interaction energy in order of magnitude. Significant difference in the interaction energy in two model systems was noted, that could be explained by different geometry of hydrogen bonds. The comparison of received data made it possible to conclude that there are three types of hydrogen bonds in the molecular tyrosine crystal, which differ from each other in energy and geometry.
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Mongi,LourentS., ArieS.M.Lumenta, and AlwinM.Sambul. "Rancang Bangun Game Adventure of Unsrat Menggunakan Game Engine Unity." Jurnal Teknik Informatika 13, no.1 (February24, 2018). http://dx.doi.org/10.35793/jti.13.1.2018.20191.
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Abstrak – Setiap tahun Universitas Sam Ratulangi menerima mahasiswa baru, namun masih banyak hal yang belum diketahui oleh mahasiswa baru tentang kehidupan dalam kampus, seperti objek tempat, lokasi dan sarana-sarana dalam kampus yaitu lokasi jalan alternatif dalam kampus, gedung rektorat, gedung auditorium, gedung fakultas-fakultas, gedung pusat teknologi dan informasi, gedung pasca sarjana, gedung poliklinik serta sarana yang terkait pengurusan administrasi seperti bank yang beroperasi dalam kampus. Banyak juga yang belum mengetahui program kerja dari setiap tempat yang beroperasi dalam kampus Universitas Sam Ratulangi.Dalam game offline adalah sebuah aplikasi permainan yang tidak menggunakan koneksi internet. Game offline umumnya berupa file yang telah terinstal pada suatu sistem operasi. Game yang terinstal itu bisa dijalankan atau dimainkan walaupun perangkat yang digunakan tidak sedang terhubung dengan internet. Karena itu, game yang dimainkan tidak menggunakan koneksi internet yang disebut game offline.Unity 3D merupakan software open source pembuatan game 3D yang sangat banyak dikagumi oleh para game developer karena kelengkapan menu dan fungsinya yang mampu membuat game PC maupun game Mobile. dari game 2D maupun 3D semua bisa dibuat dalam unity 3D.Berdasarkan uruian diatas peneliti tertarik untuk membuat “Rancang Bangun Game Adventure of UNSRAT Menggunakan Game Engine Unity”. Dalam game ini memperkenalkan objek dan tempat-tempat yang ada di Universitas Sam Ratulangi sebagai lokasi dengan konsep game simulasi. Isi dari game ini untuk menyampaikan informasi edukasi dalam kehidupan kampus di Universitas Sam Ratulangi. Kata kunci: Game, Unity 3D, Extreme ProgrammingEvery year Sam Ratulangi University accepts new students, but there are still many things that new students do not know about campus life, such as place, locations and campus facilities such as alternative road location within campus, rectorate building, auditorium building, faculty building, technology and information center building, post-graduate building, polyclinic building as well as facilities related to administrative arrangements such as banks operating on campus. Many also do not know the work program of every place that operates in the campus of Sam Ratulangi University.Game offline is a game app that does not use internet connection. Offline games are generally files that have been installed on an operating system. Installed games can be run or played even if the device is not connected to the internet. Therefore, games that are played do not use an internet connection called offline games.Unity 3D is an open source 3D game creation software that is very much admired by game developers because the completeness of the menu and its function is able to make PC games or Mobile games. From 2D or 3D games can all be created in unity 3D.Based on the above explorations researchers are interested to make "Design of Adventure Game of UNSRAT Using Game Engine Unity". In this game introduces objects and places that exist in Sam Ratulangi University as a location with the concept of simulation games. The content of this game is to convey educational information in campus life at the University of Sam Ratulangi.Keywords: Game, Unity 3D, Extreme Programming
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.166.
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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no.2 (March1, 2004). http://dx.doi.org/10.5204/mcj.2346.
Full textAbstract:
Video games are predicated on representations of space, and those spaces are depicted and delimited by specialised visual markings that specify how the game can be played in those areas. For games to present a sense of space, they must display some sense of spatiality beyond that of merely virtualizing a simple game, in the way that puzzle and card games like Tetris and computerized Solitaire do. For games to present space, the games must contain immersive play environments. Many games present immersive environments for play and these spaces can come in many forms: from cityscapes to general play environments in games of various genres and game play styles like Grand Theft Auto 3 (GTA3), Warcraft III, and Super Mario Brothers. Given the many video game genres, this article focuses on games that present some type of virtualized environments. Although video games that present play spaces or environments can be divided into walls, ceilings, and floor or ‘turf’ sections, turf sections prove the most pivotal of the in-game elements to game play. The game turf sections are any part of the game space that the player can use as a basis for spatial exploration. In games like Resident Evil where movement is restricted to walking and running across the floor, only the floors are turf areas. In games like Spiderman—where the player can climb the walls and ceilings with equal ease—the walls, ceilings, and floors all merge into a heterogeneous turf. These game turfs often employ codes such as green for safe and red for danger and create a basic gaming rhetoric for spatial representation and a method for reading video game spaces. In this way, video game turfs serve to mark boundaries and borders for methods of exploration and play. The internal game spaces and delimitations and the external delimitations of the play spaces constitute game turfs. This article also argues that debates over violence in video games misunderstand these turf boundaries and maintains that the violence in video games can be perceived not as random desensitising violence, but as violence within a specific space—that of game play. Media theorists like Dave Grossman and Gloria DeGaetano (Stop Teaching Our Kids to Kill ) and educators like Jeanne B. Funk (“Violent Video Games: Who's at Risk?”) both argue that violent video games can lead to an increase in violent behaviour or desensitization towards violence. These debates over violence in video games ignore the rhetoric of gaming created through markings like turf, and they ignore the physical turf on which video games are most often played. The arguments against violence in video games assume a simple causal relationship between people playing video games and actual violence. These arguments neglect the rhetoric of gaming, which establishes borders and spaces of acceptable action as well as setting the moral turf for actions. Similarly, players rely on the game turfs to indicate game play methods and spatial usage. When the turfs are incorrectly represented, video game players suffer frustration during game play; games also purposely complicate these turfs at times to increase game play difficulty, or to intentionally frustrate players. The internal game space of a video game cannot be examined outside of the space of play because the space of play dictates how the game is played and how the game space is to be read. This interrelationship of game to play space can be seen through the concept of cheating. Johan Huizinga notes that The player who trespasses against the rules or ignores them is a ‘spoil-sport.’ The spoil-sport is not the same as the false player, the cheat; for the latter pretends to be playing the game... It is curious to note how much more lenient society is to the cheat than to the spoil-sport. This is because the spoil-sport shatters the play-world itself. (11) The significance of the play-world to the video game space still holds as true as with other games. While the games have internal rules for game play, the games are played within spaces of play which encompass more than just the rules within the game. The complex relationship of video game internal space as it exists within a field of play requires that any valid discussion of video games and violence must acknowledge the acts and functions within the game and within the play space. For constructing the internal game space, Mark Wolf notes in his article “Abstraction and the Video Game” that video game imagery can be discussed in terms of both appearance and function: “Since the substance of video games is both simultaneously imagery and events, their elements can be abstracted in both appearance and behavior” (49). Wolf’s comment illustrates the multiple levels of significance that accompany seemingly simple video game representations. The simplest level of video game representation is clearly illustrated with games like the Legend of Zelda series, which depicts roads and towns as safe (or safer), and wilderness areas, like forests, swamps, and mountains, as unsafe. The level of ‘safe’ for any area determines how many fights, also called random encounters, occur. The Final Fantasy game series also uses the same distinction with road areas as more secure than wild areas. In addition to security, the area types--desert, forest, swamp--indicate the type of monsters to be encountered. In similar ways, simulation and colonization games like SIMCITY and Warcraft III depict controlled and well developed areas in particular ways while depicting undeveloped areas with markings to indicate the resources or game space type for those areas. The game music also sets the score for the game space, with games like Resident Evil using one score only for the save rooms, a rare safe space in Resident Evil, where the player can save the game and store the items. These game space delimitations help players in reading the game spaces and how the game spaces will operate. These turf types also indicate the acceptable levels of play—that is, how to play appropriately in the game—which both children and adults learn in other types of organised play like sports, board games, card games, and other organised play activities – that is, how to play appropriately in the game. These turf types all indicate internal game space creation. Internal game space rules are also established through the game narrative. These space divisions are not always marked by the same visual language that marks the basic turfs of other games. Instead, these spaces are defined by the visual language as combined with the game narrative. In fact, the game that has sparked the most recent violence and video game controversy, Grand Theft Auto 3, has some of the most exacting narratively defined turfs. GTA3 presents an amoral world of gangsters, crooked cops, prostitutes, and others of similar character. GTA3 further delimits its game space by setting certain areas as turfs for the different criminal elements, including Chinatown for the Chinese gangs, Yakuza areas for the Japanese mafia, and a Mob area for the Italian mafia. Within these turfs, the violence–in-video-games controversy notes violence in terms of blood spilt, but it fails to recognise how the fighting is contextualised within the scope of the game narrative, a turf in itself. Fighting certainly constitutes violence, but in video games it primarily remains violence as self-defense and as violence against non-human creatures. The division between human and non-human may seem grossly arbitrary, but children’s cartoon regulations allow for violence against non-humans while violence against humans remains regulated. Violent turfs, then, also relate to the narrativised nature of the characters against whom the violence is directed. Game narratives also divide games into narrativised turfs with spaces of acceptable action. Within a game like Legend of Zelda or Diablo the player can interact with the villagers, but the player cannot hurt or kill the villagers. The village or town space is a safe place for the player and for the villagers, as are many areas outside of the towns and villages where villagers reside. This safe space also prevents the player from hurting the villagers when they demand inflated prices for goods that would help the player to save the town. This sort of enforced morality based on the game turf is neglected in the debate over violence in video games as with articles like Craig A. Anderson and Karen E. Gill’s, which seek to examine the game as divorced from the play space and from the game narrative even though it shows how video game violence is most often situated within a moral landscape (“Video Games and Aggressive Thoughts”). Distinctions within game spaces are evident in all games that present environments of play because games require borders of play to function. In addition to the visual and narrative turfs within them, video games are played within a physical play space. The game space is the space of the immersive game environment—the story space of Diablo II, for instance. The play space is the space in which the game is played – often a living room or bedroom in a home. The debate over violence in video games neglects the multiple landscapes over which they argue. Furthermore, although this debate focuses on the possibility of children playing video games and then becoming violent, it ignores the fact that the play space of video games is a physical and mental space of unreality and make-believe where players are most often heroes fighting against evil monsters. Arguments over violence in video games collapse these levels of game space and the play space within which the games are played. Although the internal game space may be filled with mobsters, blood, and killing, the play space is most often defined by patience, quiet attention, and sharing with other players as the games are played communally with siblings and friends. In confusing the game space by viewing it as solely defined by the narrative of the actual game, the debate over violence in video games also fails to recognise that the use of media varies with different play styles, which also influences the overall play space. While video games do often have violent narratives, video game spaces and play are composites of the actual game and the spaces in which the games are played, which are heavily controlled by how the players play. Video game spaces cannot be reduced to merely the game narratives or game spaces because video game play requires the interaction of play. Considering play requires considering both the internal game spaces and the exterior environment of where and how the players play. Thus, an awareness and examination of game turfs provides a different perspective on the debate over violence and video games that embraces the multiple spaces and multiple uses of space in video games. Works Cited Anderson, Craig A. and Karen E. Dill. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life.” Journal of Personality and Social Psychology. 78:4 (April 2000): 772-790. Blizzard Entertainment. Warcraft III: Reign of Chaos. (PC). Irvine, CA: Blizzard Entertainment, 2002. Funk, Jeanne B. “Violent Video Games: Who's at Risk?” Kid Stuff : Marketing Sex and Violence to America's Children. Eds. Diane Ravitch and Joseph P. Viteritti. Baltimore: Johns Hopkins University Press, 2003. 168-192. Grossman, Dave and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence. New York: Crown, 1999. Huizinga, Johan. hom*o Ludens: A Study of the Play Element in Culture. Boston: Beacon Press, 1955. Maxis (EA). SIMCITY 3000 Unlimited. (PC). Redwood City, CA: Maxis (EA), 2000. Nintendo. Super Mario Brothers. (Nintendo Entertainment System). Redmond, WA: Nintendo, 1985. Rockstar North. Grand Theft Auto 3 (GTA3). (Playstation2, PC) New York: Rockstar Games, 2001. Sucker Punch. Sly Cooper and the Thievius Raccoonus. (Playstation2). San Mateo, CA: SCEA, 2002. Wolf, Mark. “Abstraction and the Video Game.” Eds. Mark Wolf and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. 47-65. Citation reference for this article MLA Style Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/09-video.php>. APA Style Taylor, L. (2004, Mar17). Video Game Internal Turfs and Turfs of Play. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/09-video.php>
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Okkonen, Jussi, Sumita Sharma, Roope Raisamo, and Markku Turunen. "Kinesthetic Elementary Mathematics - Creating Flow with Gesture Modality." International Journal of Serious Games 3, no.2 (June28, 2016). http://dx.doi.org/10.17083/ijsg.v3i2.80.
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Educational games for young children have boomed with the growing abundance of easy to use interfaces, especially on smartphones and tablets. In addition, most major gaming consoles boast of multimodal interaction, including the more novel and immersive gesture-based or bodily interaction; a concept proved by masses of consumers including young children. In this paper, we examine an elementary mathematics learning application that aims to promote a state of flow for children aged between 6-8 years. The application is run on a PC and uses the Microsoft Kinect sensor for motion tracking. It provides gamified approaches to teach the number system between 0-20. Our underlying hypothesis is that kinesthetic learning methods supported by bodily interaction provide leverage to different types of learners.The paper describes the results of two sets (n1=23, n2=44) of pilot tests for exercise application for PC and Kinect. The tools utilized include a short and simplified survey for the children, and another survey and open-ended questionnaire for the teachers. Our key findings relate to the user experience of gesture-based interaction and show how the gesture modality promotes flow. Furthermore, we discuss our preliminary assessment on several learning related themes.
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Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.167.
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Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takesh*ta’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takesh*ta Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no.6 (November6, 2013). http://dx.doi.org/10.5204/mcj.729.
Full textAbstract:
Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.
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Gregson, Kimberly. "Bad Avatar!" M/C Journal 10, no.5 (October1, 2007). http://dx.doi.org/10.5204/mcj.2708.
Full textAbstract:
While exploring the virtual world Second Life one day, I received a group message across the in-world communication system – “there’s a griefer on the beach. Stay away from the beach till we catch him.” There was no need to explain; everyone receiving the message knew what a griefer was and had a general idea of the kinds of things that could be happening. We’d all seen griefers at work before – someone monopolising the chat channel so no one else can communicate, people being “caged” at random, or even weapons fire causing so much “overhead” that all activity in the area slows to a crawl. These kinds of attacks are not limited to virtual worlds. Most people have experienced griefing in their everyday lives, which might best be defined as having fun at someone else’s expense. More commonly seen examples of this in the real world include teasing, bullying, and harassment; playground bullies have long made other children’s free time miserable. More destructive griefing includes arson and theft. Griefing activities happen in all kinds of games and virtual worlds. Griefers who laugh at new users and “yell” (so that all players can hear) that they stink, have followed new users of Disney’s tween-popular ToonTown. Griefers pose as friendly, helpful players who offer to show new users a path through difficult parts of a game, but then who abandon the new user in a spot where he or she does not have the skills to proceed. In World of Warcraft, a popular massively multiplayer online role playing game (MMORPG) created by Blizzard with more than seven million registered, if not active, users, griefers engage in what is known as corpse camping; they sit by a corpse, killing it over and over every time the player tries to get back into the game. The griefer gets a small number of experience points; the player being killed gets aggravated and has to wait out the griefing to play the game again (Warner & Raiter). Griefing in World of Warcraft was featured in an award nominated episode of the television program South Park, in which one character killed every other player he met. This paper considers different types of griefing, both in online games and virtual worlds, and then looks at the actions other players, those being griefed, take against griefers. A variety of examples from Second Life are considered because of the open-structure of the world and its developing nature. Definitions and Types Griefing in online environments such as video games and virtual worlds has been defined as “purposefully engaging in activities to disrupt the gaming experience of other players” (Mulligan & Patrovsky 250). The “purposeful” part of the definition means that accidental bumping and pushing, behaviours often exhibited by new users, are not griefing (Warner & Raiter). Rossingol defines a griefer as, “a player of malign intentions. They will hurt, humiliate and dishevel the average gamer through bending and breaking the rules of online games. ...They want glory, gain or just to partake in a malignant joy at the misfortune of others.” Davis, who maintains a gaming blog, describes Second Life as being populated by “those who build things and those who like to tear them down,” with the latter being the griefers who may be drawn to the unstructured anything-goes nature of the virtual world (qtd. in Girard). Definitions of griefing differ based on context. For instance, griefing has been examined in a variety of multi-player online games. These games often feature missions where players have to kill other players (PvP), behaviour that in other contexts such as virtual worlds would be considered griefing. Putting a monster on the trail of a player considered rude or unskilled might be a way to teach a lesson, but also an example of griefing (Taylor). Foo and Koivisto define griefing in MMORPGs as “play styles that disrupt another player’s gaming experience, usually with specific intention. When the act is not specifically intended to disrupt and yet the actor is the sole beneficiary, it is greed play, a subtle form of grief play” (11). Greed play usually involves actions that disrupt the game play of others but without technically breaking any game rules. A different way of looking at griefing is that it is a sign that the player understands the game or virtual world deeply enough to take advantage of ambiguities in the rules by changing the game to something new (Koster). Many games have a follow option; griefers pick a victim, stand near them, get as naked as possible, and then just follow them around without talking or explaining their actions (Walker). Another example is the memorial service in World of Warcraft for a player who died in real life. The service was interrupted by an attack from another clan; everyone at the memorial service was killed. It is not clear cut who the griefers actually were in this case – the mourners who chose to have their peaceful service in an area marked for player combat or the attackers following the rules for that area and working to earn points and progress in the game. In the case of the mourners, they were changing the rules of the game to suit them, to create something unique – a shared space to mourn a common friend. But they were definitely not playing by the rules. The attackers, considered griefers by many both in and outside of the game, did nothing that broke any rules of the game, though perhaps they broke rules of common decency (“World”); what they did does not fit into the definition of griefing, as much as do the actions of the mourners (Kotaku). Reshaping the game can be done to embed a new, sometimes political, message into the game. A group named Velvet Strike formed to protest US military action. They went into Counter Strike to bring a “message of peace, love and happiness to online shooters by any means necessary” (King). They placed spray painted graphics containing anti-war messages into the game; when confronted with people from other teams the Velvet Strike members refused to shoot (King). The group website contains “recipes” for non-violent game play. One “recipe” involved the Velvet Strike member hiding at the beginning of a mission and not moving for the rest of the game. The other players would shoot each other and then be forced to spend the rest of the game looking for the last survivor in order to get credit for the win. Similar behaviour has been tried inside the game America’s Army. Beginning March, 2006, deLappe, an artist who opposes the U.S. government’s involvement in Iraq, engaged in griefing behaviour by filling (spamming) the in-game text channel with the names of the people killed in the war; no one else can communicate on that channel. Even his character name, dead-in-Iraq, is an anti-war protest (deLappe). “I do not participate in the proscribed mayhem. Rather, I stand in position and type until I am killed. After death, I hover over my dead avatar’s body and continue to type. Upon being re-incarnated in the next round, I continue the cycle” (deLappe n.p.). What about these games and virtual worlds might lead people to even consider griefing? For one thing, they seem anonymous, which can lead to irresponsible behaviour. Players use fake names. Characters on the screen do not seem real. Another reason may be that rules can be broken in videogames and virtual worlds with few consequences, and in fact the premise of the game often seems to encourage such rule breaking. The rules are not always clearly laid out. Each game or world has a Terms of Service agreement that set out basic acceptable behaviour. Second Life defines griefing in terms of the Terms of Service that all users agree to when opening accounts. Abuse is when someone consciously and with malicious intent violates those terms. On top of that limited set of guidelines, each landowner in a virtual world such as Second Life can also set rules for their own property, from dress code, to use of weapons, to allowable conversation topics. To better understand griefing, it is necessary to consider the motivations of the people involved. Early work on categorising player types was completed by Bartle, who studied users of virtual worlds, specifically MUDs, and identified four player types: killers, achievers, socialisers, and explorers. Killers and achievers seem most relevant in a discussion about griefing. Killers enjoy using other players to get ahead. They want to do things to other people (not for or with others), and they get the most pleasure if they can act without the consent of the other player. Knowing about a game or a virtual world gives no power unless that knowledge can be used to gain some advantage over others and to enhance your standing in the game. Achievers want power and dominance in a game so they can do things to the game and master it. Griefing could help them feel a sense of power if they got people to do their will to stop the griefing behavior. Yee studied the motivations of people who play MMORPGs. He found that people who engage in griefing actually scored high in being motivated to play by both achieving and competition (“Facets”). Griefers often want attention. They may want to show off their scripting skills in the hope of earning respect among other coders and possibly be hired to program for others. But many players are motivated by a desire to compete and to win; these categories do not seem to be adequate for understanding the different types of griefing (Yee, “Faces of Grief”). The research on griefing in games has also suggested ways to categorise griefers in virtual worlds. Suler divides griefers into two types (qtd. in Becker). The first is those who grief in order to make trouble for authority figures, including the people who create the worlds. A few of the more spectacular griefing incidents seem designed to cause trouble for Linden Lab, the creators of Second Life. Groups attacked the servers that run Second Life, known as the grid, in October of 2005; this became known as the “gray goo attack” (Second Life; Wallace). Servers were flooded with objects and Second Life had to be taken off line to be restored from backups. More organised groups, such as the W-hats, the SL Liberation Army, and Patriotic Nigas engage in more large scale and public griefing. Some groups hope to draw attention to the group’s goals. The SL Liberation Army wants Linden Lab to open up the governance of the virtual world so that users can vote on changes and policies being implemented and limit corporate movement into Second Life (MarketingVox). Patriotic Nigas, with about 35 active members, want to slow the entry of corporations into Second Life (Cabron, “Who are Second Life’s”). One often discussed griefer attack in Second Life included a flood of pink flying penises directed against land owner and the first person to have made a profit of more than one million United States dollars in a virtual world, Anshe Chung, during a well-publicised and attended interview in world with technology news outlet CNET (Walsh, “Second Life Millionaire” ). The second type proposed by Suler is the griefer who wants to hurt and victimise others (qtd. in Becker). Individual players often go naked into PG-rated areas to cause trouble. Weapons are used in areas where weapons are banned. Second Life publishes a police blotter, which lists examples of minor griefing and assigned punishment, including incidents of disturbing the peace and violating community standards for which warnings and short bans have been issued. These are the actions of individuals for the most part, as were the people who exploited security holes to enter the property uninvited during the grand opening of Endemol’s Big Brother island in Second Life; guests to the opening were firebombed and caged. One of the griefers explained her involvement: Well I’m from The Netherlands, and as you might know the tv concept of big brother was invented here, and it was in all the newspapers in Holland. So I thought It would be this huge event with lots of media. Then I kinda got the idea ‘hey I could ruin this and it might make the newspaper or tv. So that’s what set me off, lol. (qtd. in Sklar) Some groups do grief just to annoy. The Patriotic Nigas claim to have attacked the John Edwards headquarters inside SL wearing Bush ‘08 buttons (Cabron, “John Edwards Attackers”), but it was not a political attack. The group’s founder, Mudkips Acronym (the name of his avatar in SL) said, “I’m currently rooting for Obama, but that doesn’t mean we won’t raid him or anything. We’ll hit anyone if it’s funny, and if the guy I want to be president in 2008’s campaign provides the lulz, we’ll certainly not cross him off our list” (qtd. in Cabron, “John Edwards Attackers”). If they disrupt a high profile event or site, the attack will be covered by media that can amplify the thrill of the attack, enhance their reputation among other griefers, and add to their enjoyment of the griefing. Part of the definition of griefing is that the griefer enjoys causing other players pain and disrupting their game. One resident posted on the SL blog, “Griefers, for the most part, have no other agenda other than the thrill of sneaking one past and causing a big noise. Until a spokesperson comes forward with a manifesto, we can safely assume that this is the work of the “Jackass” generation, out to disrupt things to show that they can“ (Scarborough). Usually to have fun, griefers go after individuals, rather than the owners and administrators of the virtual world and so fit into Suler’s second type of griefing. These griefers enjoy seeing others get angry and frustrated. As one griefer said: Understanding the griefer mindset begins with this: We don’t take the game seriously at all. It continues with this: It’s fun because you react. Lastly: We do it because we’re jerks and like to laugh at you. I am the fly that kamikazes into your soup. I am the reason you can’t have nice things … . If I make you cry, you’ve made my day. (Drake) They have fun by making the other players mad. “Causing grief is the name of his game. His objective is simple: Make life hell for anyone unlucky enough to be playing with him. He’s a griefer. A griefer is a player bent on purposely frustrating others during a multiplayer game” (G4). “I’m a griefer. It’s what I do,” the griefer says. “And, man, people get so pissed off. It’s great” (G4). Taking Action against Griefers Understanding griefing from the griefer point of view leads us to examine the actions of those being griefed. Suler suggests several pairs of opposing actions that can be taken against griefers, based on his experience in an early social environment called Palace. Many of the steps still being used fit into these types. He first describes preventative versus remedial action. Preventative steps include design features to minimise griefing. The Second Life interface includes the ability to build 3D models and to create software; it also includes a menu for land owners to block those features at will, a design feature that helps prevent much griefing. Remedial actions are those taken by the administrators to deal with the effects of griefing; Linden Lab administrators can shut down whole islands to keep griefer activities from spreading to nearby islands. The second pair is interpersonal versus technical; interpersonal steps involve talking to the griefers to get them to stop ruining the game for others, while technical steps prevent griefers from re-entering the world. The elven community in Second Life strongly supports interpersonal steps; they have a category of members in their community known as guardians who receive special training in how to talk to people bent on destroying the peacefulness of the community or disturbing an event. The creators of Camp Darfur on Better World island also created a force of supporters to fend off griefer attacks after the island was destroyed twice in a week in 2006 (Kenzo). Linden Lab also makes use of technical methods; they cancel accounts so known griefers can not reenter. There were even reports that they had created a prison island where griefers whose antics were not bad enough to be totally banned would be sent via a one-way teleporter (Walsh, “Hidden Virtual World Prison”). Some users of Second Life favour technical steps; they believe that new users should be held a fixed amount of time on the Orientation island which would stop banned users from coming back into the world immediately. The third is to create tools for average users or super users (administrators); both involve software features, some of which are available to all users to help them make the game good for them while others are available only to people with administrator privileges. Average users who own land have a variety of tools available to limit griefing behaviour on their own property. In Second Life, the land owner is often blamed because he or she did not use the tools provided to landowners by Linden Lab; they can ban individual users, remove users from the land, mute their conversation, return items left on the property, and prevent people from building or running scripts. As one landowner said, “With the newbies coming in there, I’ve seen their properties just littered with crap because they don’t know protective measures you need to take as far as understanding land control and access rights” (qtd. in Girard). Super users, those who work for Linden Lab, can remove a player from the game for a various lengths of time based on their behaviour patterns. Responses to griefers can also be examined as either individual or joint actions. Individual actions include those that land owners can take against individual griefers. Individual users, regardless of account type, can file abuse reports against other individuals; Linden Lab investigates these reports and takes appropriate action. Quick and consistent reporting of all griefing, no matter how small, is advocated by most game companies and user groups as fairly successful. Strangely, some types of joint actions have been not so successful. Landowners have tried to form the Second Life Anti-Griefing Guild, but it folded because of lack of involvement. Groups providing security services have formed; many event organisers use this kind of service. (Hoffman). More successful efforts have included the creation of software, such as SLBanLink.com, Karma, and TrustNet that read lists of banned users into the banned list on all participating property. A last category of actions to be taken against griefers, and a category used by most residents of virtual worlds, is to leave them alone—to ignore them, to tolerate their actions. The thinking is that, as with many bullies in real life, griefers want attention; when deprived of that, they will move on to find other amusem*nts. Yelling and screaming at griefers just reinforces their bad behaviour. Users simply teleport to other locations or log off. They warn others of the griefing behaviour using the various in-world communication tools so they too can stay away from the griefers. Most of the actions described above are not useful against griefers for whom a bad reputation is part of their credibility in the griefer community. The users of Second Life who staged the Gray Goo denial of service attack in October, 2005 fit into that category. They did nothing to hide the fact that they wanted to cause massive trouble; they named the self-replicating object that they created Grief Spawn and discussed ways to bring down the world on griefer forums (Wallace) Conclusion The most effective griefing usually involves an individual or small group who are only looking to have fun at someone else’s expense. It’s a small goal, and as long as there are any other users, it is easy to obtain the desired effect. In fact, as word spreads of the griefing and users feel compelled to change their behaviour to stave off future griefer attacks, the griefers have fun and achieve their goal. The key point here is that everyone has the same goal – have fun. Unfortunately, for one group – the griefers – achieving their goal precludes other users from reaching theirs. Political griefers are less successful in achieving their goals. Political creative play as griefing, like other kinds of griefing, is not particularly effective, which is another aspect of griefing as error. Other players react with frustration and violence to the actions of griefers such as deLappe and Velvet-Strike. If griefing activity makes people upset, they are less open to considering the political or economic motives of the griefers. Some complaints are relatively mild; “I’m all for creative protest and what not, but this is stupid. It’s not meaningful art or speaking out or anything of the type, its just annoying people who are never going to change their minds about how awesome they think war is” (Borkingchikapa). Others are more negative: “Somebody really needs to go find where that asshole lives and beat the sh*t out of him. Yeah, it’s a free country and he can legally pull this crap, but that same freedom extends to some patriot kicking the living sh*t out of him” (Reynolds). In this type of griefing no one’s goals for using the game are satisfied. The regular users can not have fun, but neither do they seem to be open to or accepting of the political griefer’s message. This pattern of success and failure may explain why there are so many examples of griefing to disrupt rather then the politically motivated kind. It may also suggest why efforts to curb griefing have been so ineffective in the past. Griefers who seek to disrupt for fun would see it as a personal triumph if others organised against them. Even if they found themselves banned from one area, they could quickly move somewhere else to have their fun since whom or where they harass does not really matter. Perhaps not all griefing is in error, rather, only those griefing activities motivated by any other goal than have fun. People invest their time and energy in creating their characters and developing skills. The behaviour of people in these virtual environments has a definite bearing on the real world. And perhaps that explains why people in these virtual worlds react so strongly to the behaviour. So, remember, stay off the beach until they catch the griefers, and if you want to make up the game as you go along, be ready for the other players to point at you and say “Bad, Bad Avatar.” References Bartle, Richard. “Players Who Suit MUDs.” Journal of MUD Research 1.1 (June 1996). 10 Sep. 2007 http://www.mud.co.uk/richard/hcds.htm>. Becker, David. Inflicting Pain on “Griefers.” 13 Dec. 2004. 10 Oct. 2007 http://www.news.com/Inflicting-pain-on-griefers/2100-1043_3-5488403.html>. Borkingchikapa. Playing America’s Army. 30 May 2006. 10 Aug. 2007 http://www.metafilter.com/51938/playing-Americas-Army>. Cabron, Lou. John Edwards Attackers Unmasked. 5 Mar. 2007. 29 Apr. 2007 http://www.10zenmonkeys.com/2007/03/05/john-edwards-virtual-attackers-unmasked/>. Cabron, Lou. Who Are Second Life’s “Patriotic Nigas”? 8 Mar. 2007. 30 Apr. 2007 http://www.10zenmonkeys.com/2007/03/08/patriotic-nigras-interview-john-edwards-second-life/>. DeLappe, Joseph. Joseph deLappe. 2006. 10 Aug. 2007. http://www.unr.edu/art/DELAPPE/DeLappe%20Main%20Page/DeLappe%20Online%20MAIN.html>. Drake, Shannon. “Jerk on the Internet.” The Escapist Magazine 15 Nov. 2005: 31-32. 20 June 2007 http://www.escapistmagazine.com/issue/19/31>. Foo, Chek Yang. Redefining Grief Play. 2004. 10 Oct. 2007 http://64.233.167.104/search?q=cache:1mBYzWVqAsIJ:www.itu.dk/op/papers/ yang_foo.pdf+foo+koivisto&hl=en&ct=clnk&cd=7&gl=us&client=firefox-a>. Foo, Chek Yang, and Elina Koivisto. Grief Player Motivations. 2004. 15 Aug. 2007 http://www.itu.dk/op/papers/yang_foo_koivisto.pdf>. G4. Confessions of a Griefer. N.D. 21 June 2007 http://www.g4tv.com/xplay/features/42527/Confessions_of_a_Griefer.html>. Girard, Nicole. “Griefer Madness: Terrorizing Virtual Worlds.”_ Linux Insider_ 19 Sep. 2007. 3 Oct. 2007 http://www.linuxinsider.com/story/59401.html>. Hoffman, E. C. “Tip Sheet: When Griefers Attack.” Business Week. 2007. 21 June 2007 http://www.businessweek.com/playbook/07/0416_1.htm>. Kenzo, In. “Comment: Has Plastic Duck Migrated Back to SL?” Second Life Herald Apr. 2006. 10 Oct. 2007 http://www.secondlifeherald.com/slh/2006/04/has_plastic_duc.html>. King, Brad. “Make Love, Not War.” Wired June 2002. 10 Aug. 2007 http://www.wired.com/gaming/gamingreviews/news/2002/06/52894>. Koster, Raph. A Theory of Fun for Game Design. Scotsdale, AZ: Paraglyph, 2005. Kotaku. _WoW Funeral Party Gets Owned. _2006. 15 Aug. 2007 http://kotaku.com/gaming/wow/wow-funeral-party-gets-owned-167354.php>. MarketingVox. Second Life Liberation Army Targets Brands. 7. Dec. 2006. 10 Aug. 2007 http://www.marketingvox.com/archives/2006/12/07/second-life-liberation-army-targets-brands/>. Mulligan, Jessica, and Bridget Patrovsky. Developing Online Games: An Insider’s Guide. Indianapolis: New Riders, 2003. Reynolds, Ren. Terra Nova: dead-in-iraq. 7 May 2006. 15 Aug. 2007 http://terranova.blogs.com/terra_nova/2006/05/deadiniraq_.html>. Rossingnol, Jim. “A Deadly Dollar.” The Escapist Magazine 15 Nov. 2005: 23-27. 20 June 2007 http://www.escapistmagazine.com/issue/19/23>. Scarborough, Solivar. Mass Spam Issue Inworld Being Investigated. 13 Oct. 2006. 20 June 2007 http://blog.secondlife.com/2006/10/13/mass-spam-issue-inworld-being-investigated/>. Sklar, Urizenus. “Big Brother Opening Hypervent Griefed for 4 Hours.” Second Life Herald 12 Dec. 2006. 10 Aug. 2007 http://www.secondlifeherald.com/slh/2006/12/big_brother_ope.html>. Suler, John. The Bad Boys of Cyberspace. 1997. 10 Oct. 2007 http://www-usr.rider.edu/~suler/psycyber/badboys.html>. Taylor, T.L. Play between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT, 2006. Velvet Strike. Velvet-Strike. N.D. 10 Aug. 2007 http://www.opensorcery.net/velvet-strike/nonflame.html>. Walker, John. “How to Be a Complete Bastard.” PC Gamer 13 Mar. 2007. 10 Aug. 2007 http://www.computerandvideogames.com/article.php?id=159883&site=pcg>. Wallace, Mark. “The Day the Grid Disappeared.” Escapist Magazine 15 Nov. 2005: 11. 20 June 2007 http://www.escapistmagazine.com/issue/19/11>. Walsh, Tony. Hidden Virtual-World Prison Revealed. 3 Jan. 2006. 10 Oct. 2007 http://www.secretlair.com/index.php?/clickableculture/entry/hidden_virtual_world_prison_revealed/>. Walsh, Tony. Second Life Millionaire Interview Penis-Bombed. 20 Dec. 2006. 10 Oct. 2007 http://www.secretlair.com/index.php?/clickableculture/entry/second_life_millionaire_interview_penis_bombed/>. Warner, Dorothy, and Mike Raiter. _Social Context in Massively-Multiplayer Online Games. _2005. 20 Aug. 2007 http://www.i-r-i-e.net/inhalt/004/Warner-Raiter.pdf>. “World of Warcraft: Funeral Ambush.” 2006. YouTube. 15 Aug. 2007 http://www.youtube.com/watch?v=31MVOE2ak5w>. Yee, Nicholas. Facets: 5 Motivational Factors for Why People Play MMORPG’s. 2002. 10 Oct. 2007 http://www.nickyee.com/facets/home.html>. Yee, Nicholas. Faces of Grief. 2005. June 2007 http://www.nickyee.com/daedalus/archives/000893.php?page=1>. Citation reference for this article MLA Style Gregson, Kimberly. "Bad Avatar!: Griefing in Virtual Worlds." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/06-gregson.php>. APA Style Gregson, K. (Oct. 2007) "Bad Avatar!: Griefing in Virtual Worlds," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/06-gregson.php>.
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Caldwell, Nick. "Computer Emulation." M/C Journal 1, no.3 (October1, 1998). http://dx.doi.org/10.5204/mcj.1717.
Full textAbstract:
It is difficult to imagine, in this age of generic, impersonal computers and corporations, a time when individually-branded computer hardware attracted phenomenal and fanatical loyalty and devotion from their users. Sure, today you might see the occasional Windows95-vs-Linux flame war on the computing newsgroups, but that's just fighting over software, which is different. I won't explain how, it's complex. The 1980s were the age of the home computer. They were touted as complete computing solutions on which you could do an assignment, write a letter, experiment with BASIC programming, and play the occasional game if the mood took you. The first of these that achieved massive popularity in the early '80s was the Commodore 64, a machine with an 8-bit processor, a three voice mono sound chip, 16 colours and attitude to the hilt. Soon after (around 1984) came the Apple Macintosh, a simple machine that could only display two colours, but had a mouse and a rudimentary multitasking operating system, and, more through inspired marketing than anything else, its unique identity found it a niche that IBM couldn't touch. 1985 was the year when the home computer came of age with the introduction of Commodore's Amiga. If you pushed it, the Amiga could do 4096 colours at once, and it had stereo sound. It was designed by Californian surfers who loved the B-52s (the first motherboard was called the Rock Lobster, and when the machine crashed, up popped a sign saying "Guru Meditation Error"), and it was a dream in beige plastic. By today's standards, the games and programs available were unsophisticated, and so was the hardware. On the other hand the software was cheap and the hardware was expensive. But still, the limitations imposed forced the programmers of the time to create ingenious solutions, and push the hardware to the limit. Many of the games of the period still look reasonable today, and they certainly play a lot better. And so a generation grew up with these ingenious and creative machines. Part of the appeal was the idea of standing up against a dominant culture, typified by the monolithic IBM and its business-oriented, resolutely identity-less PC, a machine which proved so featureless as to be mimicked, or cloned, by countless other manufacturers. By the mid-1990s, however, things weren't looking so good for the home computer. Commodore had gone bankrupt (although its curse lives on, bankrupting any company that tries to buy the brand) and the Amiga was far behind the curve in technical specifications (rumours persist that the engineers had lost the machine's blueprints, forcing them to "hack", or reverse-engineer the hardware). The majority of casual users slowly left the platform (although many dedicated acolytes remain), migrating to IBM PC clones, with the temptations of lower costs, standardised software -- and the problem of having the worst operating system ever devised for a computer. The late 1990s, and computer processor power had advanced to the level that it was possible to produce software that could create a virtual computer inside a real computer's memory. The program would emulate the hardware, instruction set and operating environment of the original machine, and allow the software especially written for the machine to be used on an entirely different computer. The first steps were to emulate the simple computers and video game consoles of the early eighties. Once we saw a Commodore 64 screen running on a PC, it was obvious that anything was possible. The discourse of technology is inexorably linked with a modernist notion of evolution, progress and advancement. Why then would computer users with the most powerful domestic computing hardware available choose to cripple these machines by using them to run a ten-year-old operating system and software. One answer is that this old software could do things that would be impossible on even today's machines. But perhaps these things fill a more abstract, less pragmatic need. An identification with a coherent subculture. A return to rebellion against the mainstream. One thing is sure: humans will colonise and give life to anything, even something as seemingly cold and lifeless as a computer. Citation reference for this article MLA style: Nick Caldwell. "Computer Emulation: A Digital Masquerade." M/C: A Journal of Media and Culture 1.3 (1998). [your date of access] <http://www.uq.edu.au/mc/9810/emul.php>. Chicago style: Nick Caldwell, "Computer Emulation: A Digital Masquerade," M/C: A Journal of Media and Culture 1, no. 3 (1998), <http://www.uq.edu.au/mc/9810/emul.php> ([your date of access]). APA style: Nick Caldwell. (199x) Computer emulation: a digital masquerade. M/C: A Journal of Media and Culture 1(3). <http://www.uq.edu.au/mc/9810/emul.php> ([your date of access])
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Bender, Stuart Marshall. "You Are Not Expected to Survive: Affective Friction in the Combat Shooter Game Battlefield 1." M/C Journal 20, no.1 (March15, 2017). http://dx.doi.org/10.5204/mcj.1207.
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IntroductionI stumble to my feet breathing heavily and, over the roar of a tank, a nearby soldier yells right into my face: “We’re surrounded! We have to hold this line!” I follow him, moving past burning debris and wounded men being helped walk back in the opposite direction. Shells explode around me, a whistle sounds, and then the Hun attack; shadowy figures that I fire upon as they approach through the battlefield fog and smoke. I shoot some. I take cover behind walls as others fire back. I reload the weapon. I am hit by incoming fire, and a red damage indicator appears onscreen, so I move to a better cover position. As I am hit again and again, the image becomes blurry and appears as if in slow-motion, the sound also becoming muffled. As an enemy wielding a flame-thrower appears and blasts me with thick fire, my avatar gasps and collapses. The screen fades to black.So far, so very normal in the World War One themed first-person shooter Battlefield 1 (Electronic Arts 2016). But then the game does something unanticipated. I expect to reappear—or respawn—in the same scenario to play better, to stay in the fight longer. Instead, the camera view switches to an external position, craning upwards cinematically from my character’s dying body. Text superimposed over the view indicates the minimalist epitaph: “Harvey Nottoway 1889-1918.” The camera view then races backwards, high over the battlefield and finally settles into position behind a mounted machine-gun further back from the frontline as the enemy advances closer. Immediately I commence shooting, mowing down German troops as they enter our trenches. Soon I am hit and knocked away from the machine-gun. Picking up a shotgun I start shooting the enemy at close-quarters, until I am once again overrun and my character collapses. Now the onscreen text states I was playing as “Dean Stevenson 1899-1918.”I have attempted this prologue to the Battlefield 1 campaign a number of times. No matter how skilfully I play, or how effectively I simply run away and hide from the combat, this pattern continues: the structure of the game forces the player’s avatar to be repeatedly killed in order for the narrative to progress. Over a series of player deaths, respawning as an entirely new character each time, the combat grows in ferocity and the music also becomes increasingly frenetic. The fighting turns to hand-to-hand combat, or shovel-to-head combat to be more precise, and eventually an artillery barrage wipes everybody out (Figure 1). At this point, the prologue is complete and the gamer may continue in a variety of single-player episodes in different theatres of WW1, each of which is structured according to the normal rules of combat games: when your avatar is killed, you respawn at the most recent checkpoint for a follow-up attempt.What are we to make of this alternative narrative structure deployed by the opening episode of Battlefield 1? In contrast to the normal video-game affordances of re-playability until completion, this narrative necessitation of death is in some ways motivated by the onscreen text that introduces the prologue: “What follows is frontline combat. You are not expected to survive.” Certainly it is true that the rest of the game (either single-player or in its online multiplayer deathmatch mode) follows the predictable pattern of dying, replaying, completing. And also we would not expect Battlefield 1 to be motivated primarily by a kind of historical fidelity given that an earlier instalment in the series, Battlefield 1942 (2002) was described by one reviewer as:a comic book version of WWII. The fact that any player can casually hop into a tank, drive around, hop out and pick off an enemy soldier with a sniper rifle, hop into a plane, parachute out, and then call in artillery fire (within the span of a few minutes) should tell you a lot about the game. (Osborne)However what is happening in this will-to-die structure of the game’s prologue represents an alternative and affectively unsettling game experience both in its ludological structure as well as its affective impact. Defamiliarization and Humanization Drawing upon a phenomenology of game-play, whereby the scholar examines the game “as played” (see Atkins and Kryzwinska; Keogh; Wilson) to consider how the text reveals itself to the player, I argue that the introductory single-player episode of Battlefield 1 functions to create a defamiliarizing effect on the player. Defamiliarization, the Russian Formalist term for the effect created by art when some unusual aspect of a text challenges accepted perceptions and/or representations (Schklovski; Thompson), is a remarkably common effect created by the techniques used in combat cinema and video-games. This is unsurprising. After all, warfare is one of the very examples Schklovski uses as something that audiences have developed habituated responses to and which artworks must defamiliarize. The effect may be created by many techniques in a text, and in certain cases a work may defamiliarize even its own form. For instance, recent work on the violence in Saving Private Ryan shows that during the lengthy Omaha Beach sequence, the most vivid instances of violence—including the famous shot of a soldier picking up his dismembered arm—occur well after the audience has potentially become inured to the onslaught of the earlier frequent, but less graphic, carnage (Bender Film Style and WW2). To make these moments stand out with equivalent horrific impact against the background of the Normandy beach bloodbath Spielberg also treats them with a stuttered frame effect and accompanying audio distortion, motivated (to use a related Formalist term) by the character’s apparent concussion and temporary disorientation. Effectively a sequence of point of view shots then, this moment in Private Ryan has become a model for many other war texts, and indeed the player’s death in the opening sequence of Battlefield 1 is portrayed using a very similar (though not identical) audio-visual treatment (Figure 2).Although the Formalists never played videogames, recent scholarship has approached the medium from a similar perspective. For example, Brendan Keogh has focused on the challenges to traditional videogame pleasure generated by the 2012 dystopian shooter Spec Ops: The Line. Keogh notes that the game developers intended to create displeasure and “[forcing] the player to consider what is obscured in the pixilation of war” by, for instance, having them kill fellow American troops in order for the game narrative to continue (Keogh 9). In addition, the game openly taunts the player’s expectations of entertainment based, uncritical run-and-gun gameplay with onscreen text during level loading periods such as “Do you feel like a hero yet?” (8).These kinds of challenges to the expectations of entertainment in combat shooters are found also in one sequence from the 2009 game Call of Duty: Modern Warfare 2 in which the player—as an undercover operative—is forced to participate in a terrorist attack in which civilians are killed (Figure 3). While playing that level, titled “No Russian,” Timothy Welsh argues: “The player may shoot the unarmed civilians or not; the level still creeps slowly forward regardless” (Welsh 409). In Welsh’s analysis, this level emerges as an unusual attempt by a popular video game to “humanize” the non-playing characters that are ordinarily gunned down without any critical and self-reflective thought by the player in most shooter games. The player is forced into a scenario in which they must make a highly difficult ethical choice, but the game will show civilians being killed either way.In contrast to the usual criticisms of violent video games—eg., that they may be held responsible for school shootings, increased adolescent aggression and so on —the “No Russian” sequence drew dramatic complaints of being a “terrorist simulator” (Welsh 389). But for Welsh this ethical choice facing the player, to shoot or not to shoot civilians, raises the game to a textual experience offering self-inspection. As in the fictional theme park of Westworld (HBO 2016), it does not really matter to the digital victim if a player kills them, but it should—and does—matter to the player. There are no external consequences to killing a computer game character composed only of pixels, or killing/raping a robot in the Westworld theme park, however there are internal consequences: it makes you a killer, or a rapist (see Harris and Bloom).Thus, from the perspective of defamiliarization, the game can be regarded as creating the effect that Matthew Payne has labelled “critical displeasure.” Writing about the way this is created by Spec Ops, Payne argues that:the result is a game that wields its affective distance as a critique of the necessary illusion that all military shooters trade in, but one that so few acknowledge. In particular, the game’s brutal mise-en-scène, its intertextual references to other war media, and its real and imagined opportunities for player choice, create a discordant feeling that lays bare the ease with which most video war games indulge in their power fantasies. (Payne 270)There is then, a minor tradition of alternative military-themed video game works that attempt to invite or enable the player to conduct a kind of ethical self-examination around their engagement with interactive representations of war via particular incursions of realism. The critical displeasure invoked by texts such as Spec Ops and the “No Russian” level of Call of Duty is particularly interesting in light of another military game that was ultimately cancelled by the publisher after it received public criticism. Titled Six Days in Fallujah, the game was developed with the participation of Marines who had fought in that real life battle and aimed to depict the events as they unfolded in 2004 during the campaign in Iraq. As Justin Rashid argues:the controversy that arose around Six Days in Fallujah was, of course, a result of the view that commercial video games can only ever be pure entertainment; games do not have the authority or credibility to be part of a serious debate. (Rashid 17)On this basis, perhaps a criterial attribute of an acceptable alternative military game is that there is enough familiarity to evoke some critical distance, but not too much familiarity that the player must think about legitimately real-life consequences and impact. After all, Call of Duty was a successful release, even amid the controversy of “No Russian.” This makes sense as the level does not really challenge the overall enjoyment of the game. The novelty of the level, on the one hand, is that it is merely one part of the general narrative and cannot be regarded as representative of the whole game experience. On the other hand, because none of the events and scenarios have a clear indexical relationship to real-world terrorist attacks (at least prior to the Brussels attack in 2016) it is easy to play the ethical choice of shooting or not shooting civilians as a mental exercise rather than a reflection on something that really happened. This is the same lesson learned by the developers of the 2010 game Medal of Honor who ultimately changed the name of the enemy soldiers from “The Taliban” to “OPFOR” (standing in for a generic “Opposing Forces”) after facing pressure from the US and UK Military who claimed that the multiplayer capacities of the game enabled players to play as the Taliban (see Rashid). Conclusion: Affective Friction in Battlefield 1In important ways then, these game experiences are precursors to Battlefield 1’s single player prologue. However, the latter does not attempt a wholesale deconstruction of the genre—as does Spec Ops—or represent an attempt to humanise (or perhaps re-humanise) the non-playable victim characters as Welsh suggests “No Russian” attempts to do. Battlefield 1’s opening structure of death-and-respawn-as-different-character can be read as humanizing the player’s avatar. But most importantly, I take Battlefield’s initially unusual gameplay as an aesthetic attempt to set a particular tone to the game. Motivated by the general cultural attitude of deferential respect for the Great War, Battlefield 1 takes an almost austere stance toward the violence depicted, paradoxically even as this impact is muted in the later gameplay structured according to normal multiplayer deathmatch rules of run-and-gun killing. The futility implied by the player’s constant dying is clearly motivated by an attempt at realism as one of the cultural memories of World War One is the sheer likelihood of being killed, whether as a frontline soldier or a citizen of a country engaged in combat (see Kramer). For Battlefield 1, the repeated dying is really part of the text’s aesthetic engagement. For this reason I prefer the term affective friction rather than critical displeasure. The austere tone of the game is indicated early, just prior to the prologue gameplay with onscreen text that reads:Battlefield 1 is based on events that unfolded over 100 years agoMore than 60 million soldiers fought in “The War to End All Wars”It ended nothing.Yet it changed the world forever. At a simple level, the player’s experience of being killed in order for the next part of the narrative to progress evokes this sense of futility. There have been real responses indicating this, for instance one reviewer argues that the structure is “a powerful treatment” (Howley). But there is potential for increased engagement with the game itself as the structure breaks the replay-cycle of usual games. For instance, another reviewer responds to the overall single-player campaign by suggesting “It is not something you can sit down and play through and not experience on a higher level than just clicking a mouse and tapping a keyboard” (Simpson). This affective friction amplifies, and draws attention to, the other advances in violent stylistics presented in the game. For instance, although the standard onscreen visual distortions are used to show character damage and the direction from which the attack came, the game does use slow-motion to draw out the character’s death. In addition, the game features incidental battlefield details of shell-shock, such as soldiers simply holding the head in their hands, frozen as the battle rages around them (Figure 4). The presence of flame-thrower troops, and subsequently the depictions of characters running as they burn to death are also significant developments in violent aesthetics from earlier games. These elements of violence are constitutive of the affective friction. We may marvel at the technical achievement of such real-time rendering of dynamic fire and the artistic care given to animate deaths and shell-shock depictions. But simultaneously, these “violent delights”—to borrow from Westworld’s citation of Shakespeare—are innovations upon the depictions of earlier games, even contemporary, combat games. Indeed, one critic has almost ashamedly noted: “For a game about one of the most horrific wars in human history, it sure is pretty” (Kain).These violent depictions show a continuation in the tradition of increased detail which has been linked to a model of “reported realism” as a means of understanding audience’s claims of realism in combat films and modern videogames as a result primarily of their hypersaturated audio-visual texture (Bender "Blood Splats"). Here, saturation refers not to the specific technical quality of colour saturation but to the densely layered audio-visual structure often found in contemporary films and videogames. For example, thick mixing of soundtracks, details of gore, and nuanced movements (particularly of dying characters) all contribute to a hypersaturated aesthetic which tends to prompt audiences to make claims of realism for a combat text regardless of whether or not these viewers/players have any real world referent for comparison. Of course, there are likely to be players who will simply blast through any shooter game, giving no regard to the critical displeasure offered by Spec Ops narrative choices or the ethical dilemma of “No Russian.” There are also likely to be players who bypass the single-player campaign altogether and only bother with the multiplayer deathmatch experience, which functions in the same way as it does in other shooter games, including the previous Battlefield games. But perhaps the value of this game’s attempt at alternative storytelling, with its emphasis on tone and affect, is that even the “kill-em-all” player may experience a momentary impact from the violence depicted. This is particularly important given that, to borrow from Stephanie Fisher’s argument in regard to WW2 games, many young people encounter the history of warfare through such popular videogames (Fisher). In the centenary period of World War One, especially in Australia amid the present Anzac commemorative moment, the opportunity for young audiences to engage with the significance of the events. As a side-note, the later part of the single-player campaign even has a Gallipoli sequence, though the narrative of this component is designed as an action-hero adventure. Indeed, this is one example of how the alternative dying-to-continue structure of the prologue creates an affective friction against the normal gameplay and narratives that feature in the rest of the text. The ambivalent ways in which this unsettling opening scenario impacts on the remainder of the game-play, including for instance its depiction of PTSD, is illustrated by some industry reviewers. As one reviewer argues, the game does generate the feeling that “war isn’t fun — except when it is” (Plante). From this view, the cognitive challenge created by the will to die in the prologue creates an affective friction with the normalised entertainment inherent in the game’s multiplayer run-and-gun components that dominate the rest of Battlefield 1’s experience. Therefore, although Battlefield 1 ultimately proves to be an entertainment-oriented combat shooter, it is significant that the developers of this major commercial production decided to include an experimental structure to the prologue as a way of generating tone and affect in a fresh way. ReferencesAtkins, Barry, and Tanya Kryzwinska. "Introduction: Videogame, Player, Text." Videogame, Player, Text. Eds. Atkins, Barry and Tanya Kryzwinska. Manchester: Manchester University Press, 2007.Bender, Stuart Marshall. "Blood Splats and Bodily Collapse: Reported Realism and the Perception of Violence in Combat Films and Videogames." Projections 8.2 (2014): 1-25.Bender, Stuart Marshall. Film Style and the World War II Combat Film. Newcastle, UK: Cambridge Scholars Publishing, 2013.Fisher, Stephanie. "The Best Possible Story? Learning about WWII from FPS Video Games." Guns, Grenades, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh Call and Katie Whitlock. New York: Continuum, 2012. 299-318.Harris, Sam, and Paul Bloom. "Waking Up with Sam Harris #56 – Abusing Dolores." Sam Harris 12 Dec. 2016. Howley, Daniel. "Review: Beautiful Battlefield 1 Gives the War to End All Wars Its Due Respect." Yahoo! 2016. Kain, Erik. "'Battlefield 1' Is Stunningly Beautiful on PC." Forbes 2016.Keogh, Brendan. Spec Ops: The Line's Conventional Subversion of the Military Shooter. Paper presented at DiGRA 2013: Defragging Game Studies.Kramer, Alan. Dynamic of Destruction: Culture and Mass Killing in the First World War. UK: Oxford University Press, 2007. Osborne, Scott. "Battlefield 1942 Review." Gamesport 2002. Payne, Matthew Thomas. "War Bytes: The Critique of Militainment in Spec Ops: The Line." Critical Studies in Media Communication 31.4 (2014): 265-82. Plante, Chris. "Battlefield 1 Is Excellent Because the Series Has Stopped Trying to Be Call of Duty." The Verge 2016. Rashid, Justin. Terrorism in Video Games and the Storytelling War against Extremism. Paper presented at Hawaii International Conference on Arts and Humanities, 9-12 Jan. 2011.Schklovski, Viktor. "Sterne's Tristram Shandy: Stylistic Commentary." Trans. Lee T. Lemon and Marion J. Reis. Russian Formalist Criticism: Four Essays. Lincoln: University of Nebraska Press, 1965. 25-60.Simpson, Campbell. "Battlefield 1 Isn't a Game: It's a History Lesson." Kotaku 2016. Thompson, Kristin. Breaking the Glass Armor: Neoformalist Film Analysis. New Jersey: Princeton University Press, 1988. Welsh, Timothy. "Face to Face: Humanizing the Digital Display in Call of Duty: Modern Warfare 2." Guns, Grenade, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh. Call, and Katie Whitlock. New York: Continuum, 2012. 389-414. Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." PhD diss. Brisbane: Griffith University, 2007.
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Kangas, Sonja. "From Haptic Interfaces to Man-Machine Symbiosis." M/C Journal 2, no.6 (September1, 1999). http://dx.doi.org/10.5204/mcj.1787.
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Until the 1980s research into computer technology was developing outside of a context of media culture. Until the 1970s the computer was seen as a highly effective calculator and a tool for the use in government, military and economic life. Its popular image from the 1940s to 1950s was that of a calculator. At that time the computer was a large machine which only white lab-coated engineers could understand. The computer was studied as a technical instrument, not from the viewpoint of the user. The peculiar communication between the user -- engineers at this point -- and the machine was described in caricatures like those in Electric Media (Brown & Marks 100). Many comics handled the issue of understanding. In one cartoon one engineer asks another: "Do you ever feel that it is trying to tell us something?" And in Robert Sherman Townes's novel "Problem of Emmy", the computer (Emmy) acts out of control and prints the words: "WHO AM I WHO AM I WHO AM I?". In these examples the man-machine relationship was taken under consideration, but the attitude towards the relationship was that of a master-tool way. The user was pronouncedly in control and the machine just a passive tool. After the 1980s the image of the computer was turning into that of a playful toy and a game machine, thanks to the game houses' and marketing departments' efforts. Suddenly the player was playing with the computer, and even fairly often got beaten by it. That definitely raises feelings towards the machine! The playing situation was so intensive that the player did not often pay any attention to the interface, and the roles were not so clear anymore. This was a step towards the idea of natural communication between human and machine. Later science fiction influenced depictions of virtual reality, and haptic interfaces mediated the ideas into reality. In this paper I will discuss the man-machine relationship from the viewpoint of interface design. My expertise is in electronic games, and thus I will use examples from the game industry. This paper is a sidetrack of RAID -- Research of Adaptive User Interface Design, which was going on at the University of Lapland, Finland in 1995-1999. The RAID project was about research into adaptive interface design from the viewpoint of media archaeology, electronic games, toys and media art. Early Visions Already in the 1960s, MIT professor J.C.R. Licklider wrote about man-machine symbiosis. He saw that "man machine symbiosis is an expected development in cooperative interaction between men and electronic computers". He believed that it would lead to a new kind of cooperative partnership between man and machine (9). Licklider's visions are important, because the relationship between man and machine was seen generally differently at those days. At the time of the first mainframe computers in the 1940s, man and machine were seen as separate entities from the viewpoint of data processing. The operator put in data to the machine, which processed it by its own language which only the machine and very few engineers could understand. Fear -- a fearful affection -- has affected the development of machines and the idea of man-machine relationships throughout the decades. One reason for this is that the ordinary person had no contact to the computer. That has led to fears that when cooperating with the machine, the user will become enslaved by it, or sucked into it, as in Charlie Chaplin's film Modern Times (1936). The machine captivates its user's body, punishes it and makes its movement impossible at the end. Or the machine will keep the body's freedom, but adapt its functions to work by the automatic rhythm: the human body will be subordinated to the machine or made a part of it. What Is the Interface? In reality there still is a mediator between the user and the machine: the interface. It is a connector -- a boundary surface -- that enables the user to control the machine. There has been no doubt who is in charge of whom, but the public image of the machine is changing from "computer as a tool" to "computer as an entertainment medium". That is also changing the somewhat fearful relationship to the computer, because such applications place the player much more intensively immersed in the game world. The machine as a tool does not lose its meaning but its functionality and usability are being developed towards more entertainment-like attributes. The interface is an environment and a structural system that consists of the physical machine, a virtual programming environment, and the user. The system becomes perfect when all its parts will unite as a functional, interactive whole. Significant thresholds will arise through the hapticity of the interface, on one hand questioning the bodily relationship between user and machine and on the other hand creating new ways of being with the machine. New haptic (wearable computing) and spatial (sensors in a reactive space) interfaces raise the question of man-machine symbiosis from a new perspective. Interfaces in a Game World In games the man-machine relationship is seen with much less emotion than when using medical applications, for example. The strength of electronic games is in the goal-oriented interaction. The passivity of older machines has been replaced by the information platform where the player's actions have an immediate effect in the virtual world. The player is already surrounded by the computer: at home sitting by the computer holding a joystick and in the arcades sometimes sitting inside the computer or even being tied up with the computer (as in gyroscope VR applications). The symbiosis in game environments is essential and simple. During the 1980s and 1990s a lot of different virtual reality gear variants were developed in the "VR boom". Some systems were more or less masked arcade game machines that did not offer any real virtuality. Virtuality was seen as a new way of working with a machine, but most of the applications did not support the idea far enough. Neither did the developers pay attention to interface design nor to new ways of experiencing and feeling pleasure through the machine. At that time the most important thing was to build a plausible "virtual reality system". Under the futuristic cover of the machine there was usually a PC and a joystick or mouse. Usually a system could easily be labelled as a virtual theater, a dome or a cabin, which all refer to entertainment simulators. At the beginning of the 1990s, data glasses and gloves were the most widely used interfaces within the new interaction systems. Later the development turned from haptic interfaces towards more spatial ideas -- from wearable systems to interaction environments. Still there are only few innovative applications available. One good example is Vivid Group's old Mandala VR system which was later in the 1990s developed further to the Holopod system. It has been promoted as the interface of the future and new way of being with the computer. As in the film Modern Times so also with Holopod the player is in a way sucked inside the game world. But this time with the user's consent. Behind the Holopod is Vivid Group's Mandala VGC (Video Gesture Control) technology which they have been developing since 1986. The Mandala VGC system combines real time video images of the player with the game scene. The player in the real world is the protagonist in the game world. So the real world and the game world are united. That makes it possible to sense the real time movement as well as interaction between the platform and the player. Also other manufacturers like American Holoplex has developed similar systems. Their system is called ThunderCam. Like Konami's Dance Dance Revolution, it asks heavy physical involvement in the Street Fighter combat game. Man-Man and Man-Machine Cooperation One of the most important elements in electronic games has been reaction ability. Now the playing is turning closer to a new sport. Different force feedback systems combined with haptic interfaces will create much more diverse examples of action. For example, the Japanese Konami corporation has developed a haptic version of a popular Playstation dance game where karaoke and an electronic version of the Twister game are combined. Besides new man-machine cooperative applications, there are also under development some multi-user environments where the user interacts with the computer-generated world as well as with other players. The Land of Snow and Ice has been under development for about a year now in the University of Lapland, Finland. It is a tourism project that is supposed to be able to create a sensation of the arctic environment throughout the year. Temperature and atmosphere are created with the help of refrigerating equipment. In the space there are virtual theatre and enhanced ski-doo as interfaces. The 3-D software makes the sensation very intense, and a hydraulic platform extends the experience. The Land of Snow and Ice is interesting from the point of view of the man-machine relationship in the way that it brings a new idea to the interface design: the use of everyday objects as interfaces. The machine is "hidden" inside an everyday object and one is interacting and using the machine in a more natural way. For example, the Norwegian media artist Stahl Stenslie has developed "an 'intelligent' couch through which you communicate using your body through tactile and visual stimuli". Besides art works he has also talked about new everyday communication environments, where the table in a café could be a communication tool. One step towards Stenslie's idea has already become reality in Lasipalatsi café in Helsinki, Finland. The tables are good for their primary purpose, but you can also surf the Internet and read your e-mail with them, while drinking your tea. These kind of ideas have also been presented within 'intelligent home' speculations. Intelligent homes have gained acceptance and there are already several intelligent homes in the world. Naturally there will always be opposition, because the surface between man and machine is still a very delicate issue. In spite of this, I see such hom*ogeneous countries as Finland, for example, to be a good testing ground for a further development of new man-machine interaction systems. Pleasure seems to be one of the key words of the future, and with the new technology, one can make everyday routines easier, pleasure more intense and the Internet a part of social communication: within the virtual as well as in real world communities. In brief, I have introduced two ideas: using games as a testing ground, and embedding haptic and spatial interfaces inside everyday objects. It is always difficult to predict the future and there are always at least technology, marketing forces, popular culture and users that will affect what the man-machine relationship of the future will be like. I see games and game interfaces as the new developing ground for a new kind of man-machine relationship. References Barfield, W., and T.A. Furness. Virtual Environments and Advanced Interface Design. New York: Oxford UP, 1995. Brown, Les, and Sema Marks. Electric Media. New York: Hargrove Brace Jovanovich, 1974. Burdea, G., and P. Coiffet. Virtual Reality Technology. New York: John Wiley and Sons, 1994. Greelish, David. "Hictorically Brewed Magazine. A Retrospective." Classic Computing. 1 Sep. 1999 <http://www.classiccomputing.com/mag.php>. Huhtamo, Erkki. "Odottavasta Operaattorista Kärsimättömäksi Käyttäjäksi. Interaktiivisuuden Arkeologiaa." Mediaevoluutiota. Eds. Kari Hintikka and Seppo Kuivakari. Rovaniemi: U of Lapland P, 1997. Jones, Steve, ed. Virtual Culture: Identity and Communication in Cybersociety. Thousand Oaks, Calif.: Sage, 1997. Kuivakari, Seppo, ed. Keholliset Käyttöliittymät. Helsinki: TEKES, 1999. 1 Sep. 1999 <http://media.urova.fi/~raid>. Licklider, J.C.R. "Man-Computer Symbiosis." 1960. 1 Sep. 1999 <http://memex.org/licklider.pdf>. Picard, Rosalind W. Affective Computing. Cambridge, Mass.: MIT P, 1997. "Return of the Luddites". Interview with Kirkpatrick Sale. Wired Magazine June 1995. Stenslie, Stahl. Artworks. 1 Sep. 1999 <http://sirene.nta.no/stahl/>. Citation reference for this article MLA style: Sonja Kangas. "From Haptic Interfaces to Man-Machine Symbiosis." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/haptic.php>. Chicago style: Sonja Kangas, "From Haptic Interfaces to Man-Machine Symbiosis," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]). APA style: Sonja Kangas. (1999) From haptic interfaces to man-machine symbiosis. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]).
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Bruns, Axel. "The Knowledge Adventure." M/C Journal 3, no.5 (October1, 2000). http://dx.doi.org/10.5204/mcj.1873.
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In his recent re-evaluation of McLuhanite theories for the information age, Digital McLuhan, Paul Levinson makes what at first glance appears to be a curious statement: he says that on the Web "the common denominator ... is the written word, as it is and has been with all things having to do with computers -- and will likely continue to be until such time, if ever, that the spoken word replaces the written as the vehicle of computer commands" (38). This, however, seems to directly contradict what any Web user has been able to experience for several years now: Web content has increasingly come to rely on graphics, at first still, now also often animated, and continues to include more and more audiovisual elements of various kinds. We don't even have to look at the current (and, hopefully, passing) phase of interminable Shockwave splash pages, which users have to endure while they wait to be transferred to the 'real' content of a site: even on as print-focussed a page as the one you're currently reading, you'll see graphical buttons to the left and at the bottom, for example. Other sites far surpass this for graphical content: it is hard to imagine what the official Olympics site or that of EXPO 2000 would look like in text-only versions. The drive towards more and more graphics has long been, well, visible. Already in 1997 (at a time when 33.6k modems were considered fast) Marshall considered the Internet to have entered its "graphic stage, a transitional media form that has made surfing the net feel like flipping through a glossy magazine or the interlinkages of a multimedia game or encyclopedia CD-ROMs"; to him this stage "relies on a construction that is textual and graphically enhanced through software overlays ... and highlighted by sample images, sound bites and occasionally short, moving images" (51). This historicised view mirrors a distinction made around the same time by Lovink, who divided users into "IBM-PC-modernists" still running text-based interfaces, and those enjoying the "Apple-Windows 95-postmodernism" of their graphical user interfaces (Lovink and Winkler 15). In the age of GUIs, in fact, 'text' in itself does not really exist on screen any more: everything from textual to graphical information consists of individual pixels in the same way, which is precisely what makes Levinson's initial statement appear so anachronistic. The move from 'text' to 'graphics and text' could thus be seen as a sign of the overall shift from the industrial to the information age -- a view not without precedent, since the transition from modernist to postmodernist times is similarly contemporaneous with the rise of graphic design as a form of communication as well as art. Beyond such broad strokes, we can also identify some of the finer details presented by the current state of graphics on the Web, however. Marshall's 'graphic stage', after all, was a 'transitional' one, and by now it seems that we might have passed it already, entering into a new aesthetic paradigm which appears to have borrowed many of its approaches from the realm of computer games: the new Web vision is shiny, colourful, animated, and increasingly also accompanied by sound effects. This is no surprise since the mass acceptance of personal computers themselves was largely driven by their use as a source of entertainment. Gaming and computers are inseparably interconnected, and the development of home computers' graphical capabilities in particular has long been driven almost exclusively by players' needs for better, faster, more realistic graphics. Of course, the way we interact with computers also owes a significant debt to games. Engagement in a dialogue with the machine, in which the computer displays both our own actions and its responses, representing us and itself simultaneously on screen, is the predominant mode of computing, and such a mode of engagement (dissolving the barriers between human mind and machinic computation) can now also be found in our interaction with the Web. Here, too, individual knowledge blends with the information available on the network as we immerse ourselves in hypertextual connectivity. As Talbott writes, "clearly, a generation raised on Adventure and video games -- where every door conceals a treasure or a monster worth pursuing in frenetic style -- has its own way of appreciating the hypertext interface" (13); not only has the Web taken on the aesthetics of computer gaming, then, but using the Web itself exhibits aspects of participation in a global 'knowledge game'. Talbott means to criticise this when he writes that thus "the doctrines of endless Enlightenment and Progress become the compelling subtext of a universal video game few can resist playing" (196), but however we may choose to evaluate this game, the observation itself is sound. One possible reason for taking a critical view of this development is that computer and video games rarely present more than the appearance of participation; while players may have a feeling of control over features of the game, the game itself usually remains entirely unaffected and ready for a restart at any moment. Web users might similarly feel empowered by the wealth of information to which they have gained access online, without actually making use of that information to form new knowledge for themselves. This is a matter for the individual user, however; where they have a true interest in the information they seek, we can have every confidence that they will process it to their advantage, too. Beyond this, the skills of information seeking learnt from Web use might also have overall benefits for users, as a kind of 'mind-eye coordination' similar to the 'hand-eye coordination' benefits often attributed to the playing of action games. The ability to figure out unknown problems, the desire to understand and gain control of a situation, which they can learn from computer games, is likely to help them better understand the complexity and interconnectedness of anything they might learn: "it could ... well be true that the cross-linking inherent in hypertext encourages people to see the connections among different aspects of the world so that they will get less fragmented knowledge" (Nielsen 190). The increasingly graphical nature of Web content could appear to work against this, however: "extensions of traditional hyperTEXT systems to encompass hyperMEDIA introduces [sic] a new dimension. ... The picture that 'speaks a thousand words' may say a thousand different words to different viewers. Pictures or graphics lend themselves much more than does text to multiple interpretations", as McAleese claims (12-13) -- but perhaps this overrates significantly the ability of text to anchor down meaning to any one point. Rather, it is questionable whether text and images really are that different from one another -- viewed from a historical perspective, certainly, opinions are divided, it seems: "the medieval church feared the power of the visual image because of the way it appeared to licence the imagination and the consideration of alternatives. Obversely, contemporary cultural critics fear that the abandonment of the written word in favour of graphics is stifling critical and creative powers" (Moody 60) -- take, for example, the commonly held view that movies made from novels limit the reader's imagination to the particular portrayal of events chosen for the film. In fact, there are good reasons to believe that both text and images (especially when they are increasingly easy to manipulate by digital means, thus losing once and for all their claim to photographic 'realism') can 'say a thousand different words to different viewers' -- indeed, traditional photography has also been described as 'writing with light'. As Levinson notes, therefore, "once the photograph is converted to a digital format, it is as amenable to manipulation, as divorced from the reality it purports to represent, as the words which appear on the same screen. On that score, the Internet's co-option of photography -- the rendering of the formerly analogue image as its content -- is at least as profound as the Internet's promotion of written communication" (43), and this, then, may perhaps begin to provide a resolution to his overall preference for writing as the predominant Internet communication form, as quoted above: online writing now includes in almost equal measure 'print' text and graphical images, both of which are of course graphically rendered on screen by the computer anyway; they combine into a new form of writing not unlike ancient hieroglyphics. On the Web, writing has come full circle: from the iconographic representations of the earliest civilisations through their simplification and solidification into the various alphabets back to a new online iconography. This also demonstrates the strong Western bias of this technology, of course: had computers emerged from Chinese or Japanese culture, for example -- where alphabets in the literal sense don't exist -- chances are they would never have existed in a text-only form. Now that we have passed the alphabetic stage to re-enter an era of iconography, then, it remains to be seen how this change along with our overall "'immersion' in hypertext will affect the way that we mentally structure our world. Linear argumentation is more a consequence of alphabetic writing than of printed books and it remains to be seen if hypertext presentation will significantly erode this predominant convention for mentally ordering our world" (McKnight et al. 41). Perhaps the computer game experience (where a blending of text and graphics had begun some time before the Web) can provide some early pointers already, then. The game-like nature of information search and usage online might help to undermine some of the more heavily encrusted structures of information dissemination that are still dominant: "we are promised, on the information 'library' side, less of the dogmatic and more of the ludic, less of the canonical and more of the festive. Fewer arguments from authority, through more juxtaposition of authorities" (Debray 146). This is also supported by the fact that there usually exists no one central authority, no one central site, in any field of information covered by the Web, but that there rather is a multiplicity of sources and viewpoints with varying claims to 'authority' and 'objectivity'; rather than rely on authorities to determine what is accepted knowledge, Web users must, and do, distil their own knowledge from the information they find in their searches. Kumon and Aizu's notion that from the industrial-age "wealth game" we have now moved into the "wisdom game" (320) sums up this view. However, for all the ludic exuberance of this game, we should also be concerned that, as in any game, we are also likely to see winners and losers. Those unaware of the rules of the game, and people who are prevented from playing for personal or socioeconomic reasons (the increased use of graphics will make it much more difficult for certain disabled readers to use the Web, for example) must not be left out of it. In gaming terminology, perhaps the formation of teams including such disadvantaged people is the answer? References Debray, Régis. "The Book as Symbolic Object." The Future of the Book. Ed. Geoffrey Nunberg. Berkeley: U of California P, 1996. 139-51. Kumon, Shumpei, and Izumi Aizu. "Co-Emulation: The Case for a Global Hypernetwork Society." Global Networks: Computers and International Communication. Ed. Linda M. Harasim. Cambridge, Mass.: MIT P, 1994. 311-26. Levinson, Paul. Digital McLuhan: A Guide to the Information Millennium. London: Routledge, 1999. Lovink, Geert, and Hartmut Winkler. "The Computer: Medium or Calculating Machine." Convergence 3.2 (1997): 10-18. Marshall, P. David. "The Commodity and the Internet: Interactivity and the Generation of Audience Commodity." Media International Australia 83 (Feb. 1997): 51-62. McAleese, Ray. "Navigation and Browsing in Hypertext." Hypertext: Theory into Practice. Ed. Ray McAleese. Oxford: Intellect, 1993. 5- 38. McKnight, Cliff, Andrew Dillon, and John Richardson. Hypertext in Context. Cambridge: Cambridge UP, 1991. Moody, Nickianne. "Interacting with the Divine Comedy." Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 59-77. Nielsen, Jakob. Hypertext and Hypermedia. Boston: Academic P, 1990. Talbott, Stephen L. The Future Does Not Compute: Transcending the Machines in Our Midst. Sebastopol, Calif.: O'Reilly and Associates, 1995. Citation reference for this article MLA style: Axel Bruns. "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/adventure.php>. Chicago style: Axel Bruns, "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/adventure.php> ([your date of access]). APA style: AxeM/C: A Journal of Media and Culture l Bruns. (2000) The knowledge adventure: game aesthetics and Web hieroglyphics. 3(5). <http://www.api-network.com/mc/0010/adventure.php> ([your date of access]).
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Cesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no.3 (July1, 2004). http://dx.doi.org/10.5204/mcj.2371.
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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies What constitutes a computer, as we have come to expect it? Are they necessarily monolithic “beige boxes”, connected to computer monitors, sitting on computer desks, located in computer rooms or computer labs? In order for a device to be considered a true computer, does it need to have a keyboard and mouse? If this were 1991 or earlier, our collective perception of what computers are and are not would largely be framed by this “beige box” model: computers are stationary, slab-like, and heavy, and their natural habitats must be in rooms specifically designated for that purpose. In 1992, when Apple introduced the first PowerBook, our perception began to change. Certainly there had been other portable computers prior to that, such as the Osborne 1, but these were more luggable than portable, weighing just slightly less than a typical sewing machine. The PowerBook and subsequent waves of laptops, personal digital assistants (PDAs), and so-called smart phones from numerous other companies have steadily forced us to rethink and redefine what a computer is and is not, how we interact with them, and the manner in which these tools might be used in the classroom. However, this reconceptualization of computers is far from over, and is in fact steadily evolving as new devices are introduced, adopted, and subsequently adapted for uses beyond of their original purpose. Pat Crowe’s Book Reader project, for example, has morphed Nintendo’s GameBoy and GameBoy Advance into a viable electronic book platform, complete with images, sound, and multi-language support. (Crowe, 2003) His goal was to take this existing technology previously framed only within the context of proprietary adolescent entertainment, and repurpose it for open, flexible uses typically associated with learning and literacy. Similar efforts are underway to repurpose Microsoft’s Xbox, perhaps the ultimate symbol of “closed” technology given Microsoft’s propensity for proprietary code, in order to make it a viable platform for Open Source Software (OSS). However, these efforts are not forgone conclusions, and are in fact typical of the ongoing battle over who controls the technology we own in our homes, and how open source solutions are often at odds with a largely proprietary world. In late 2001, Microsoft launched the Xbox with a multimillion dollar publicity drive featuring events, commercials, live models, and statements claiming this new console gaming platform would “change video games the way MTV changed music”. (Chan, 2001) The Xbox launched with the following technical specifications: 733mhz Pentium III 64mb RAM, 8 or 10gb internal hard disk drive CD/DVD ROM drive (speed unknown) Nvidia graphics processor, with HDTV support 4 USB 1.1 ports (adapter required), AC3 audio 10/100 ethernet port, Optional 56k modem (TechTV, 2001) While current computers dwarf these specifications in virtually all areas now, for 2001 these were roughly on par with many desktop systems. The retail price at the time was $299, but steadily dropped to nearly half that with additional price cuts anticipated. Based on these features, the preponderance of “off the shelf” parts and components used, and the relatively reasonable price, numerous programmers quickly became interested in seeing it if was possible to run Linux and additional OSS on the Xbox. In each case, the goal has been similar: exceed the original purpose of the Xbox, to determine if and how well it might be used for basic computing tasks. If these attempts prove to be successful, the Xbox could allow institutions to dramatically increase the student-to-computer ratio in select environments, or allow individuals who could not otherwise afford a computer to instead buy and Xbox, download and install Linux, and use this new device to write, create, and innovate . This drive to literally and metaphorically “open” the Xbox comes from many directions. Such efforts include Andrew Huang’s self-published “Hacking the Xbox” book in which, under the auspices of reverse engineering, Huang analyzes the architecture of the Xbox, detailing step-by-step instructions for flashing the ROM, upgrading the hard drive and/or RAM, and generally prepping the device for use as an information appliance. Additional initiatives include Lindows CEO Michael Robertson’s $200,000 prize to encourage Linux development on the Xbox, and the Xbox Linux Project at SourceForge. What is Linux? Linux is an alternative operating system initially developed in 1991 by Linus Benedict Torvalds. Linux was based off a derivative of the MINIX operating system, which in turn was a derivative of UNIX. (Hasan 2003) Linux is currently available for Intel-based systems that would normally run versions of Windows, PowerPC-based systems that would normally run Apple’s Mac OS, and a host of other handheld, cell phone, or so-called “embedded” systems. Linux distributions are based almost exclusively on open source software, graphic user interfaces, and middleware components. While there are commercial Linux distributions available, these mainly just package the freely available operating system with bundled technical support, manuals, some exclusive or proprietary commercial applications, and related services. Anyone can still download and install numerous Linux distributions at no cost, provided they do not need technical support beyond the community / enthusiast level. Typical Linux distributions come with open source web browsers, word processors and related productivity applications (such as those found in OpenOffice.org), and related tools for accessing email, organizing schedules and contacts, etc. Certain Linux distributions are more or less designed for network administrators, system engineers, and similar “power users” somewhat distanced from that of our students. However, several distributions including Lycoris, Mandrake, LindowsOS, and other are specifically tailored as regular, desktop operating systems, with regular, everyday computer users in mind. As Linux has no draconian “product activation key” method of authentication, or digital rights management-laden features associated with installation and implementation on typical desktop and laptop systems, Linux is becoming an ideal choice both individually and institutionally. It still faces an uphill battle in terms of achieving widespread acceptance as a desktop operating system. As Finnie points out in Desktop Linux Edges Into The Mainstream: “to attract users, you need ease of installation, ease of device configuration, and intuitive, full-featured desktop user controls. It’s all coming, but slowly. With each new version, desktop Linux comes closer to entering the mainstream. It’s anyone’s guess as to when critical mass will be reached, but you can feel the inevitability: There’s pent-up demand for something different.” (Finnie 2003) Linux is already spreading rapidly in numerous capacities, in numerous countries. Linux has “taken hold wherever computer users desire freedom, and wherever there is demand for inexpensive software.” Reports from technology research company IDG indicate that roughly a third of computers in Central and South America run Linux. Several countries, including Mexico, Brazil, and Argentina, have all but mandated that state-owned institutions adopt open source software whenever possible to “give their people the tools and education to compete with the rest of the world.” (Hills 2001) The Goal Less than a year after Microsoft introduced the The Xbox, the Xbox Linux project formed. The Xbox Linux Project has a goal of developing and distributing Linux for the Xbox gaming console, “so that it can be used for many tasks that Microsoft don’t want you to be able to do. ...as a desktop computer, for email and browsing the web from your TV, as a (web) server” (Xbox Linux Project 2002). Since the Linux operating system is open source, meaning it can freely be tinkered with and distributed, those who opt to download and install Linux on their Xbox can do so with relatively little overhead in terms of cost or time. Additionally, Linux itself looks very “windows-like”, making for fairly low learning curve. To help increase overall awareness of this project and assist in diffusing it, the Xbox Linux Project offers step-by-step installation instructions, with the end result being a system capable of using common peripherals such as a keyboard and mouse, scanner, printer, a “webcam and a DVD burner, connected to a VGA monitor; 100% compatible with a standard Linux PC, all PC (USB) hardware and PC software that works with Linux.” (Xbox Linux Project 2002) Such a system could have tremendous potential for technology literacy. Pairing an Xbox with Linux and OpenOffice.org, for example, would provide our students essentially the same capability any of them would expect from a regular desktop computer. They could send and receive email, communicate using instant messaging IRC, or newsgroup clients, and browse Internet sites just as they normally would. In fact, the overall browsing experience for Linux users is substantially better than that for most Windows users. Internet Explorer, the default browser on all systems running Windows-base operating systems, lacks basic features standard in virtually all competing browsers. Native blocking of “pop-up” advertisem*nts is still not yet possible in Internet Explorer without the aid of a third-party utility. Tabbed browsing, which involves the ability to easily open and sort through multiple Web pages in the same window, often with a single mouse click, is also missing from Internet Explorer. The same can be said for a robust download manager, “find as you type”, and a variety of additional features. Mozilla, Netscape, Firefox, Konqueror, and essentially all other OSS browsers for Linux have these features. Of course, most of these browsers are also available for Windows, but Internet Explorer is still considered the standard browser for the platform. If the Xbox Linux Project becomes widely diffused, our students could edit and save Microsoft Word files in OpenOffice.org’s Writer program, and do the same with PowerPoint and Excel files in similar OpenOffice.org components. They could access instructor comments originally created in Microsoft Word documents, and in turn could add their own comments and send the documents back to their instructors. They could even perform many functions not yet capable in Microsoft Office, including saving files in PDF or Flash format without needing Adobe’s Acrobat product or Macromedia’s Flash Studio MX. Additionally, by way of this project, the Xbox can also serve as “a Linux server for HTTP/FTP/SMB/NFS, serving data such as MP3/MPEG4/DivX, or a router, or both; without a monitor or keyboard or mouse connected.” (Xbox Linux Project 2003) In a very real sense, our students could use these inexpensive systems previously framed only within the context of entertainment, for educational purposes typically associated with computer-mediated learning. Problems: Control and Access The existing rhetoric of technological control surrounding current and emerging technologies appears to be stifling many of these efforts before they can even be brought to the public. This rhetoric of control is largely typified by overly-restrictive digital rights management (DRM) schemes antithetical to education, and the Digital Millennium Copyright Act (DMCA). Combined,both are currently being used as technical and legal clubs against these efforts. Microsoft, for example, has taken a dim view of any efforts to adapt the Xbox to Linux. Microsoft CEO Steve Ballmer, who has repeatedly referred to Linux as a cancer and has equated OSS as being un-American, stated, “Given the way the economic model works - and that is a subsidy followed, essentially, by fees for every piece of software sold - our license framework has to do that.” (Becker 2003) Since the Xbox is based on a subsidy model, meaning that Microsoft actually sells the hardware at a loss and instead generates revenue off software sales, Ballmer launched a series of concerted legal attacks against the Xbox Linux Project and similar efforts. In 2002, Nintendo, Sony, and Microsoft simultaneously sued Lik Sang, Inc., a Hong Kong-based company that produces programmable cartridges and “mod chips” for the PlayStation II, Xbox, and Game Cube. Nintendo states that its company alone loses over $650 million each year due to piracy of their console gaming titles, which typically originate in China, Paraguay, and Mexico. (GameIndustry.biz) Currently, many attempts to “mod” the Xbox required the use of such chips. As Lik Sang is one of the only suppliers, initial efforts to adapt the Xbox to Linux slowed considerably. Despite that fact that such chips can still be ordered and shipped here by less conventional means, it does not change that fact that the chips themselves would be illegal in the U.S. due to the anticircumvention clause in the DMCA itself, which is designed specifically to protect any DRM-wrapped content, regardless of context. The Xbox Linux Project then attempted to get Microsoft to officially sanction their efforts. They were not only rebuffed, but Microsoft then opted to hire programmers specifically to create technological countermeasures for the Xbox, to defeat additional attempts at installing OSS on it. Undeterred, the Xbox Linux Project eventually arrived at a method of installing and booting Linux without the use of mod chips, and have taken a more defiant tone now with Microsoft regarding their circumvention efforts. (Lettice 2002) They state that “Microsoft does not want you to use the Xbox as a Linux computer, therefore it has some anti-Linux-protection built in, but it can be circumvented easily, so that an Xbox can be used as what it is: an IBM PC.” (Xbox Linux Project 2003) Problems: Learning Curves and Usability In spite of the difficulties imposed by the combined technological and legal attacks on this project, it has succeeded at infiltrating this closed system with OSS. It has done so beyond the mere prototype level, too, as evidenced by the Xbox Linux Project now having both complete, step-by-step instructions available for users to modify their own Xbox systems, and an alternate plan catering to those who have the interest in modifying their systems, but not the time or technical inclinations. Specifically, this option involves users mailing their Xbox systems to community volunteers within the Xbox Linux Project, and basically having these volunteers perform the necessary software preparation or actually do the full Linux installation for them, free of charge (presumably not including shipping). This particular aspect of the project, dubbed “Users Help Users”, appears to be fairly new. Yet, it already lists over sixty volunteers capable and willing to perform this service, since “Many users don’t have the possibility, expertise or hardware” to perform these modifications. Amazingly enough, in some cases these volunteers are barely out of junior high school. One such volunteer stipulates that those seeking his assistance keep in mind that he is “just 14” and that when performing these modifications he “...will not always be finished by the next day”. (Steil 2003) In addition to this interesting if somewhat unusual level of community-driven support, there are currently several Linux-based options available for the Xbox. The two that are perhaps the most developed are GentooX, which is based of the popular Gentoo Linux distribution, and Ed’s Debian, based off the Debian GNU / Linux distribution. Both Gentoo and Debian are “seasoned” distributions that have been available for some time now, though Daniel Robbins, Chief Architect of Gentoo, refers to the product as actually being a “metadistribution” of Linux, due to its high degree of adaptability and configurability. (Gentoo 2004) Specifically, the Robbins asserts that Gentoo is capable of being “customized for just about any application or need. ...an ideal secure server, development workstation, professional desktop, gaming system, embedded solution or something else—whatever you need it to be.” (Robbins 2004) He further states that the whole point of Gentoo is to provide a better, more usable Linux experience than that found in many other distributions. Robbins states that: “The goal of Gentoo is to design tools and systems that allow a user to do their work pleasantly and efficiently as possible, as they see fit. Our tools should be a joy to use, and should help the user to appreciate the richness of the Linux and free software community, and the flexibility of free software. ...Put another way, the Gentoo philosophy is to create better tools. When a tool is doing its job perfectly, you might not even be very aware of its presence, because it does not interfere and make its presence known, nor does it force you to interact with it when you don’t want it to. The tool serves the user rather than the user serving the tool.” (Robbins 2004) There is also a so-called “live CD” Linux distribution suitable for the Xbox, called dyne:bolic, and an in-progress release of Slackware Linux, as well. According to the Xbox Linux Project, the only difference between the standard releases of these distributions and their Xbox counterparts is that “...the install process – and naturally the bootloader, the kernel and the kernel modules – are all customized for the Xbox.” (Xbox Linux Project, 2003) Of course, even if Gentoo is as user-friendly as Robbins purports, even if the Linux kernel itself has become significantly more robust and efficient, and even if Microsoft again drops the retail price of the Xbox, is this really a feasible solution in the classroom? Does the Xbox Linux Project have an army of 14 year olds willing to modify dozens, perhaps hundreds of these systems for use in secondary schools and higher education? Of course not. If such an institutional rollout were to be undertaken, it would require significant support from not only faculty, but Department Chairs, Deans, IT staff, and quite possible Chief Information Officers. Disk images would need to be customized for each institution to reflect their respective needs, ranging from setting specific home pages on web browsers, to bookmarks, to custom back-up and / or disk re-imaging scripts, to network authentication. This would be no small task. Yet, the steps mentioned above are essentially no different than what would be required of any IT staff when creating a new disk image for a computer lab, be it one for a Windows-based system or a Mac OS X-based one. The primary difference would be Linux itself—nothing more, nothing less. The institutional difficulties in undertaking such an effort would likely be encountered prior to even purchasing a single Xbox, in that they would involve the same difficulties associated with any new hardware or software initiative: staffing, budget, and support. If the institutional in question is either unwilling or unable to address these three factors, it would not matter if the Xbox itself was as free as Linux. An Open Future, or a Closed one? It is unclear how far the Xbox Linux Project will be allowed to go in their efforts to invade an essentially a proprietary system with OSS. Unlike Sony, which has made deliberate steps to commercialize similar efforts for their PlayStation 2 console, Microsoft appears resolute in fighting OSS on the Xbox by any means necessary. They will continue to crack down on any companies selling so-called mod chips, and will continue to employ technological protections to keep the Xbox “closed”. Despite clear evidence to the contrary, in all likelihood Microsoft continue to equate any OSS efforts directed at the Xbox with piracy-related motivations. Additionally, Microsoft’s successor to the Xbox would likely include additional anticircumvention technologies incorporated into it that could set the Xbox Linux Project back by months, years, or could stop it cold. Of course, it is difficult to say with any degree of certainty how this “Xbox 2” (perhaps a more appropriate name might be “Nextbox”) will impact this project. Regardless of how this device evolves, there can be little doubt of the value of Linux, OpenOffice.org, and other OSS to teaching and learning with technology. This value exists not only in terms of price, but in increased freedom from policies and technologies of control. New Linux distributions from Gentoo, Mandrake, Lycoris, Lindows, and other companies are just now starting to focus their efforts on Linux as user-friendly, easy to use desktop operating systems, rather than just server or “techno-geek” environments suitable for advanced programmers and computer operators. While metaphorically opening the Xbox may not be for everyone, and may not be a suitable computing solution for all, I believe we as educators must promote and encourage such efforts whenever possible. I suggest this because I believe we need to exercise our professional influence and ultimately shape the future of technology literacy, either individually as faculty and collectively as departments, colleges, or institutions. Moran and Fitzsimmons-Hunter argue this very point in Writing Teachers, Schools, Access, and Change. One of their fundamental provisions they use to define “access” asserts that there must be a willingness for teachers and students to “fight for the technologies that they need to pursue their goals for their own teaching and learning.” (Taylor / Ward 160) Regardless of whether or not this debate is grounded in the “beige boxes” of the past, or the Xboxes of the present, much is at stake. Private corporations should not be in a position to control the manner in which we use legally-purchased technologies, regardless of whether or not these technologies are then repurposed for literacy uses. I believe the exigency associated with this control, and the ongoing evolution of what is and is not a computer, dictates that we assert ourselves more actively into this discussion. We must take steps to provide our students with the best possible computer-mediated learning experience, however seemingly unorthodox the technological means might be, so that they may think critically, communicate effectively, and participate actively in society and in their future careers. About the Author Paul Cesarini is an Assistant Professor in the Department of Visual Communication & Technology Education, Bowling Green State University, Ohio Email: pcesari@bgnet.bgsu.edu Works Cited http://xbox-linux.sourceforge.net/docs/debian.php>.Baron, Denis. “From Pencils to Pixels: The Stages of Literacy Technologies.” Passions Pedagogies and 21st Century Technologies. Hawisher, Gail E., and Cynthia L. Selfe, Eds. Utah: Utah State University Press, 1999. 15 – 33. Becker, David. “Ballmer: Mod Chips Threaten Xbox”. News.com. 21 Oct 2002. http://news.com.com/2100-1040-962797.php>. http://news.com.com/2100-1040-978957.html?tag=nl>. http://archive.infoworld.com/articles/hn/xml/02/08/13/020813hnchina.xml>. http://www.neoseeker.com/news/story/1062/>. http://www.bookreader.co.uk>.Finni, Scott. “Desktop Linux Edges Into The Mainstream”. TechWeb. 8 Apr 2003. http://www.techweb.com/tech/software/20030408_software. http://www.theregister.co.uk/content/archive/29439.html http://gentoox.shallax.com/. http://ragib.hypermart.net/linux/. http://www.itworld.com/Comp/2362/LWD010424latinlinux/pfindex.html. http://www.xbox-linux.sourceforge.net. http://www.theregister.co.uk/content/archive/27487.html. http://www.theregister.co.uk/content/archive/26078.html. http://www.us.playstation.com/peripherals.aspx?id=SCPH-97047. http://www.techtv.com/extendedplay/reviews/story/0,24330,3356862,00.html. http://www.wired.com/news/business/0,1367,61984,00.html. http://www.gentoo.org/main/en/about.xml http://www.gentoo.org/main/en/philosophy.xml http://techupdate.zdnet.com/techupdate/stories/main/0,14179,2869075,00.html. http://xbox-linux.sourceforge.net/docs/usershelpusers.html http://www.cnn.com/2002/TECH/fun.games/12/16/gamers.liksang/. Citation reference for this article MLA Style Cesarini, Paul. "“Opening” the Xbox" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0406/08_Cesarini.php>. APA Style Cesarini, P. (2004, Jul1). “Opening” the Xbox. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0406/08_Cesarini.php>
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21
Wasser, Frederick. "Media Is Driving Work." M/C Journal 4, no.5 (November1, 2001). http://dx.doi.org/10.5204/mcj.1935.
Full textAbstract:
My thesis is that new media, starting with analog broadcast and going through digital convergence, blur the line between work time and free time. The technology that we are adopting has transformed free time into potential and actual labour time. At the dawn of the modern age, work shifted from tasked time to measured time. Previously, tasked time intermingled work and leisure according to the vagaries of nature. All this was banished when industrial capitalism instituted the work clock (Mumford 12-8). But now, many have noticed how post-industrial capitalism features a new intermingling captured in such expressions as "24/7" and "multi-tasking." Yet, we are only beginning to understand that media are driving a return to the pre-modern where the hour and the space are both ambiguous, available for either work or leisure. This may be the unfortunate side effect of the much vaunted "interactivity." Do you remember the old American TV show Dobie Gillis (1959-63) which featured the character Maynard G. Krebs? He always shuddered at the mention of the four-letter word "work." Now, American television shows makes it a point that everyone works (even if just barely). Seinfeld was a bold exception in featuring the work-free Kramer; a deliberate homage to the 1940s team of Abbott and Costello. Today, as welfare is turned into workfare, The New York Times scolds even the idle rich to adopt the work ethic (Yazigi). The Forms of Broadcast and Digital Media Are Driving the Merger of Work and Leisure More than the Content It is not just the content of television and other media that is undermining the leisured life; it is the social structure within which we use the media. Broadcast advertisem*nts were the first mode/media combinations that began to recolonise free time for the new consumer economy. There had been a previous buildup in the volume and the ubiquity of advertising particularly in billboards and print. However, the attention of the reader to the printed commercial message could not be controlled and measured. Radio was the first to appropriate and measure its audience's time for the purposes of advertising. Nineteenth century media had promoted a middle class lifestyle based on spending money on home to create a refuge from work. Twentieth century broadcasting was now planting commercial messages within that refuge in the sacred moments of repose. Subsequent to broadcast, home video and cable facilitated flexible work by offering entertainment on a 24 hour basis. Finally, the computer, which juxtaposes image/sound/text within a single machine, offers the user the same proto-interactive blend of entertainment and commercial messages that broadcasting pioneered. It also fulfills the earlier promise of interactive TV by allowing us to work and to shop, in all parts of the day and night. We need to theorise this movement. The theory of media as work needs an institutional perspective. Therefore, I begin with Dallas Smythe's blindspot argument, which gave scholarly gravitas to the structural relationship of work and media (263-299). Horkheimer and Adorno had already noticed that capitalism was extending work into free time (137). Dallas Smythe went on to dissect the precise means by which late capitalism was extending work. Smythe restates the Marxist definition of capitalist labour as that human activity which creates exchange value. Then he considered the advertising industry, which currently approaches200 billion in the USA and realised that a great deal of exchange value has been created. The audience is one element of the labour that creates this exchange value. The appropriation of people's time creates advertising value. The time we spend listening to commercials on radio or viewing them on TV can be measured and is the unit of production for the value of advertising. Our viewing time ipso facto has been changed into work time. We may not experience it subjectively as work time although pundits such as Marie Winn and Jerry Mander suggest that TV viewing contributes to the same physical stresses as actual work. Nonetheless, Smythe sees commercial broadcasting as expanding the realm of capitalism into time that was otherwise set aside for private uses. Smythe's essay created a certain degree of excitement among political economists of media. Sut Jhally used Smythe to explain aspects of US broadcast history such as the innovations of William Paley in creating the CBS network (Jhally 70-9). In 1927, as Paley contemplated winning market share from his rival NBC, he realised that selling audience time was far more profitable than selling programs. Therefore, he paid affiliated stations to air his network's programs while NBC was still charging them for the privilege. It was more lucrative to Paley to turn around and sell the stations' guaranteed time to advertisers, than to collect direct payments for supplying programs. NBC switched to his business model within a year. Smythe/Jhally's model explains the superiority of Paley's model and is a historical proof of Smythe's thesis. Nonetheless, many economists and media theorists have responded with a "so what?" to Smythe's thesis that watching TV as work. Everyone knows that the basis of network television is the sale of "eyeballs" to the advertisers. However, Smythe's thesis remains suggestive. Perhaps he arrived at it after working at the U.S. Federal Communications Commission from 1943 to 1948 (Smythe 2). He was part of a team that made one last futile attempt to force radio to embrace public interest programming. This effort failed because the tide of consumerism was too strong. Radio and television were the leading edge of recapturing the home for work, setting the stage for the Internet and a postmodern replication of the cottage industries of pre and proto-industrial worlds. The consequences have been immense. The Depression and the crisis of over-production Cultural studies recognises that social values have shifted from production to consumption (Lash and Urry). The shift has a crystallising moment in the Great Depression of 1929 through 1940. One proposal at the time was to reduce individual work hours in order to create more jobs (see Hunnicut). This proposal of "share the work" was not adopted. From the point of view of the producer, sharing the work would make little difference to productivity. However, from the retailer's perspective each individual worker would accumulate less money to buy products. Overall sales would stagnate or decline. Prominent American economists at the time argued that sharing the work would mean sharing the unemployment. They warned the US government this was a fundamental threat to an economy based on consumption. Only a fully employed laborer could have enough money to buy down the national inventory. In 1932, N. A. Weston told the American Economic Association that: " ...[the labourers'] function in society as a consumer is of equal importance as the part he plays as a producer." (Weston 11). If the defeat of the share the work movement is the negative manifestation of consumerism, then the invasion by broadcast of our leisure time is its positive materialisation. We can trace this understanding by looking at Herbert Hoover. When he was the Secretary of Commerce in 1924 he warned station executives that: "I have never believed that it was possible to advertise through broadcasting without ruining the [radio] industry" (Radio's Big Issue). He had not recognised that broadcast advertising would be qualitatively more powerful for the economy than print advertising. By 1929, Hoover, now President Hoover, approved an economics committee recommendation in the traumatic year of 1929 that leisure time be made "consumable " (Committee on Recent Economic Changes xvi). His administration supported the growth of commercial radio because broadcasting was a new efficient answer to the economists' question of how to motivate consumption. Not so coincidentally network radio became a profitable industry during the great Depression. The economic power that pre-war radio hinted at flourished in the proliferation of post-war television. Advertisers switched their dollars from magazines to TV, causing the demise of such general interest magazines as Life, The Saturday Evening Postet al. Western Europe quickly followed the American broadcasting model. Great Britain was the first, allowing television to advertise the consumer revolution in 1955. Japan and many others started to permit advertising on television. During the era of television, the nature of work changed from manufacturing to servicing (Preston 148-9). Two working parents also became the norm as a greater percentage of the population took salaried employment, mostly women (International Labour Office). Many of the service jobs are to monitor the new global division of labour that allows industrialised nations to consume while emerging nations produce. (Chapter seven of Preston is the most current discussion of the shift of jobs within information economies and between industrialised and emerging nations.) Flexible Time/ Flexible Media Film and television has responded by depicting these shifts. The Mary Tyler Moore Show debuted in September of 1970 (see http://www.transparencynow.com/mary.htm). In this show nurturing and emotional attachments were centered in the work place, not in an actual biological family. It started a trend that continues to this day. However, media representations of the changing nature of work are merely symptomatic of the relationship between media and work. Broadcast advertising has a more causal relationship. As people worked more to buy more, they found that they wanted time-saving media. It is in this time period that the Internet started (1968), that the video cassette recorder was introduced (1975) and that the cable industry grew. Each of these ultimately enhanced the flexibility of work time. The VCR allowed time shifting programs. This is the media answer to the work concept of flexible time. The tired worker can now see her/his favourite TV show according to his/her own flex schedule (Wasser 2001). Cable programming, with its repeats and staggered starting times, also accommodates the new 24/7 work day. These machines, offering greater choice of programming and scheduling, are the first prototypes of interactivity. The Internet goes further in expanding flexible time by adding actual shopping to the vicarious enjoyment of consumerist products on television. The Internet user continues to perform the labour of watching advertising and, in addition, now has the opportunity to do actual work tasks at any time of the day or night. The computer enters the home as an all-purpose machine. Its purchase is motivated by several simultaneous factors. The rhetoric often stresses the recreational and work aspects of the computer in the same breath (Reed 173, Friedrich 16-7). Games drove the early computer programmers to find more "user-friendly" interfaces in order to entice young consumers. Entertainment continues to be the main driving force behind visual and audio improvements. This has been true ever since the introduction of the Apple II, Radio Shack's TRS 80 and Atari 400 personal computers in the 1977-1978 time frame (see http://www.atari-history.com/computers/8bits/400.html). The current ubiquity of colour monitors, and the standard package of speakers with PC computers are strong indications that entertainment and leisure pursuits continue to drive the marketing of computers. However, once the computer is in place in the study or bedroom, its uses fully integrates the user with world of work in both the sense of consuming and creating value. This is a specific instance of what Philip Graham calls the analytical convergence of production, consumption and circulation in hypercapitalism. The streaming video and audio not only captures the action of the game, they lend sensual appeal to the banner advertising and the power point downloads from work. In one regard, the advent of Internet advertising is a regression to the pre-broadcast era. The passive web site ad runs the same risk of being ignored as does print advertising. The measure of a successful web ad is interactivity that most often necessitates a click through on the part of the viewer. Ads often show up on separate windows that necessitate a click from the viewer if only to close down the program. In the words of Bolter and Grusin, click-through advertising is a hypermediation of television. In other words, it makes apparent the transparent relationship television forged between work and leisure. We do not sit passively through Internet advertising, we click to either eliminate them or to go on and buy the advertised products. Just as broadcasting facilitated consumable leisure, new media combines consumable leisure with flexible portable work. The new media landscape has had consequences, although the price of consumable leisure took awhile to become visible. The average work week declined from 1945 to 1982. After that point in the US, it has been edging up, continuously (United States Bureau of Labor Statistics). There is some question whether the computer has improved productivity (Kim), there is little question that the computer is colonising leisure time for multi-tasking. In a population that goes online from home almost twice as much as those who go online from work, almost half use their online time for work based activities other than email. Undoubtedly, email activity would account for even more work time (Horrigan). On the other side of the blur between work and leisure, the Pew Institute estimates that fifty percent use work Internet time for personal pleasure ("Wired Workers"). Media theory has to reengage the problem that Horkheimer/Adorno/Smythe raised. The contemporary problem of leisure is not so much the lack of leisure, but its fractured, non-contemplative, unfulfilling nature. A media critique will demonstrate the contribution of the TV and the Internet to this erosion of free time. References Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge, MA: MIT Press, 2000. Committee on Recent Economic Changes. Recent Economic Changes. Vol. 1. New York: no publisher listed, 1929. Friedrich, Otto. "The Computer Moves In." Time 3 Jan. 1983: 14-24. Graham, Philip. Hypercapitalism: A Political Economy of Informational Idealism. In press for New Media and Society2.2 (2000). Horkheimer, Max, and Theodor W. Adorno. Dialectic of Enlightenment. New York: Continuum Publishing, 1944/1987. Horrigan, John B. "New Internet Users: What They Do Online, What They Don't and Implications for the 'Net's Future." Pew Internet and American Life Project. 25 Sep. 2000. 24 Oct. 2001 <http://www.pewinternet.org/reports/toc.asp?Report=22>. Hunnicutt, Benjamin Kline. Work without End: Abandoning Shorter Hours for the Right to Work. Philadelphia: Temple UP, 1988. International Labour Office. Economically Active Populations: Estimates and Projections 1950-2025. Geneva: ILO, 1995. Jhally, Sut. The Codes of Advertising. New York: St. Martin's Press, 1987. Kim, Jane. "Computers and the Digital Economy." Digital Economy 1999. 8 June 1999. October 24, 2001 <http://www.digitaleconomy.gov/powerpoint/triplett/index.htm>. Lash, Scott, and John Urry. Economies of Signs and Space. London: Sage Publications, 1994. Mander, Jerry. Four Arguments for the Elimination of Television. New York: Morrow Press, 1978. Mumford, Lewis. Technics and Civilization. New York: Harcourt Brace, 1934. Preston, Paschal. Reshaping Communication: Technology, Information and Social Change. London: Sage, 2001. "Radio's Big Issue Who Is to Pay the Artist?" The New York Times 18 May 1924: Section 8, 3. Reed, Lori. "Domesticating the Personal Computer." Critical Studies in Media Communication17 (2000): 159-85. Smythe, Dallas. Counterclockwise: Perspectives on Communication. Boulder, CO: Westview Press, 1993. United States Bureau of Labor Statistics. Unpublished Data from the Current Population Survey. 2001. Wasser, Frederick A. Veni, Vidi, Video: The Hollywood Empire and the VCR. Austin, TX: U of Texas P, 2001. Weston, N.A., T.N. Carver, J.P. Frey, E.H. Johnson, T.R. Snavely and F.D. Tyson. "Shorter Working Time and Unemployment." American Economic Review Supplement 22.1 (March 1932): 8-15. <http://links.jstor.org/sici?sici=0002-8282%28193203%2922%3C8%3ASWTAU%3E2.0.CO%3B2-3>. Winn, Marie. The Plug-in Drug. New York: Viking Press, 1977. "Wired Workers: Who They Are, What They're Doing Online." Pew Internet Life Report 3 Sep. 2000. 24 Oct. 2000 <http://www.pewinternet.org/reports/toc.asp?Report=20>. Yazigi, Monique P. "Shocking Visits to the Real World." The New York Times 21 Feb. 1990. Page unknown. Links http://www.pewinternet.org/reports/toc.asp?Report=20 http://www.pewinternet.org/reports/toc.asp?Report=22 http://www.atari-history.com/computers/8bits/400.html http://www.transparencynow.com/mary.htm http://www.digitaleconomy.gov/powerpoint/triplett/index.htm http://links.jstor.org/sici?sici=0002-8282%28193203%2922%3C8%3ASWTAU%3 E2.0.CO%3B2-3 Citation reference for this article MLA Style Wasser, Frederick. "Media Is Driving Work" M/C: A Journal of Media and Culture 4.5 (2001). [your date of access] < http://www.media-culture.org.au/0111/Wasser.xml >. Chicago Style Wasser, Frederick, "Media Is Driving Work" M/C: A Journal of Media and Culture 4, no. 5 (2001), < http://www.media-culture.org.au/0111/Wasser.xml > ([your date of access]). APA Style Wasser, Frederick. (2001) Media Is Driving Work. M/C: A Journal of Media and Culture 4(5). < http://www.media-culture.org.au/0111/Wasser.xml > ([your date of access]).
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