September 18, 2009

The Magic of Magic

MagicCard

Recognize this? Of course you do.

I started playing Magic: The Gathering when I was in 5th grade.  Like all things from that age, it was a fad, and quickly faded behind the next hot toy.  However, I have been amazed with the frequent resurgence of the game in my life.  Multiple times, I have witnessed people with little in common admit that they were fans of the game, usually reluctantly or in jest, only to see enthusiasm snowball until a community has formed around the game, happily dishing out large sums of money for the latest cards.

September 17, 2009

Reverse Engineering the Brain and the ELIZA Effect: Is Believability Ethical?

believability

Pet Society, Tamagotchi, Milo

Over winter break this past year, I went to a conference in Chicago for Graduate and Faculty Christians. I found myself having to choose between the Engineering track and the Math track (I went with Engineering). At the conference were some well known researchers, such as Fred Brooks and Francis Collins.  It seemed, to me (at least), that this conference would be quite the unique experience (…and I can now say that I’ve sung hymns with a room full of engineers). I mean, how often do we encounter a large gathering of the intersection between Christians and Professors? … I digress; however, within the community of Christian “intellectuals,” there were some interesting presentations on non-religious research. In particular, was a talk titled, “Discerning Technology or Hippocratic Engineering.”

Tenure Track Position: Assistant Professor of Visual Arts

from Post Position
by @ 9:45 am

My colleagues in the Visual Art Program are looking for an artist (and particularly inviting new media artists) to join the faculty and teach in the program. MIT, of course, offers the opportunity for artists to work in a diverse and high-powered technical context, but the campus also has incredible arts dimension. A nicely-formatted announcement is on the Web and available in PDF. Here’s the text of it:

September 15, 2009

Tenured Faculty Position in Comparative Media Studies

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by @ 1:43 pm

I’m delighted to announce that MIT’s CMS program, where I’ve done much of my teaching and advising, is hiring:

MIT’s Program in Comparative Media Studies seeks applications for a tenured position beginning in September 2010. A PhD and an extensive record of publication, research activity and leadership are expected. We encourage applicants from a wide array of disciplinary backgrounds. The successful candidate will teach and guide research in one or more of the Program’s dimensions of comparativity (historical, methodological, cultural) across media forms. Expertise in the cultural and social implications of established media forms (film, television, audio and visual cultures, print) is as important as scholarship in one or more emerging areas such as games, social media, new media literacies, participatory culture, software studies, IPTV, and transmedia storytelling.

September 12, 2009

tiltfactor 2009-09-12 20:11:37

from tiltfactor
by @ 8:11 pm

Google book search, on track to become the world’s largest digital library, is discussed in this important Chronicle article. This is an important discussion about rights, access, searching, and metadata. The article points to the mislableling of metadata and other issues in searching Google books.

September 11, 2009

I’m Glad I’m Not the Only One Who Does This

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by @ 2:21 pm

September 10, 2009

Science and Humanities Unite!

from tiltfactor
by @ 1:27 pm

There is a nifty new study by cultural anthropologist Jamie Tehrani at Durham University which looks at the evolution and transmission of traditional folktales around the world. His research team used biological mapping techniques that are used to make “the tree of life” project, which shows how organisms evolve from shared ancestors. Using scientific techniques outside of scientific domains is on the mind for Tiltfactor researchers as we relate games to other intellectual domains. The London Telegraph has a good summary of the work.

September 9, 2009

Interactive Fiction Suggestions, Fall 2009

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by @ 9:29 pm

People who are interested in interactive fiction but who haven’t played much or any of it ask me for suggestions from time to time — not as often as I’d like, of course, but, luckily, once in a while. I’ve had a page of recommendations up on my site since 2005. The games on that list remain good ones, but I’m now updating those recommendations to take into account games from recent years, and, I’m posting the new ones here. Note that many of the people who ask me about IF are of a literary bent, as am I, and my suggestions reflect that.

September 8, 2009

Purple Blurb – Digital Writing, Fall 2009

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by @ 2:17 pm

Once again, Purple Blurb offers readings and presentations on digital writing by practitioners of digital writing. All events are at MIT in room 14E-310, Mondays at 6pm. All events are free and open to the public. The Purple Blurb series is supported by the Angus N. MacDonald fund and Writing and Humanistic Studies.

Noah Wardrip-Fruin.

September 14 — Noah Wardrip-Fruin is author of Expressive Processing: Digital Fictions, Computer Games, and Software Studies (MIT Press, 2009), co-creator of Screen (among other works of digital writing), and assistant professor in the Department of Computer Science at the University of California, Santa Cruz.

“The Most Important Video Game Yet Made” – The Beatles: Rock Band, Debated

thesongs

First, if you haven’t heard about it, come tomorrow (9-9-09), The Beatles: Rock Band is released.  In preparation for its receptions, the game has instigated a lively inter-generational debate.  The lines are not so clearly drawn as to which communities or generations rest on which side, which makes it quite a unique situation.

06schi2

September 7, 2009

Comics Are Great when Your Life Sucks

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by @ 9:55 pm

Comics are written by people whose lives suck, for people whose lives suck. Obviously, that’s not entirely true. Alternative comics do seem to be highly in touch with the lameness of life, though, whether they’re chronicling lynchings in the American South, exploring the emotional suffering of outcasts, or taking us through people’s decisions and indecision.

Since this blog is about digital media sorts of things as well as “other stuff [I] like,” I thought I’d note and briefly comment on a few graphic novels that I’ve read recently, even if nothing here feeds directly into computer conversations.

Games corrupt the youth and cure the old

The front page of Lakeland, Florida’s The Ledger for November 10, 1982 has a remarkable juxtaposition of Associated Press articles about the effects of videogames.

A short blurb about a nursing home experimenting with Ms. Pac-Man explains that it helps residents “develop their motor skills”, as well as aiming at a loftier goal: “encourage creativeness, inventiveness, decision-making … and strengthen self-confidence”. It’s accompanied by an excellent photograph of three elderly nursing-home residents crowded around a cocktail-style Ms. Pac-Man cabinet.

September 5, 2009

It’s The Bat!

Batman and the Joker

Batman and the Joker

We can talk about the production values, the voice actors, the longevity, the setting, maybe we could talk about some procedural logic or game studies du jour operational logic, but all there really is to say is that Batman: Arkham Asylum is a fantastic game. The reason why: you get to be Batman. Crazy, no?

September 3, 2009

A Tiny Poetry Generator with Blinkenlights

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by @ 12:31 pm

ppg256-4 on a shelf

[As I wrote on netpoetic.com:] My latest Perl Poetry Generator in 256 Characters, ppg256-4, is my first one created specifically for a gallery setting. Although shown here in my office, it’s now on display at the Axiom Gallery for New and Experimental Media in Boston in the show Pulling Back the Curtain, which runs through September 27.

Since 2007, I have been developing Perl poetry generators that are 256 characters long. These programs constitute the ppg256 series. They are simply 256 characters of Perl code; they use no external data sources, online or local, and they do not make use of any special libraries or invoke any other programs. Here’s the code for ppg256-4:

September 1, 2009

1/2 of GTxA Gather at DiGRA 2009

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by @ 8:50 am

nullMichael Mateas, Noah Wardrip Fruin, and Mary Flanagan, half of the art-theory collaboration Grand Text Auto, gathered at the Digital Games Research Association’s 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory in Uxbridge, UK. Mateas is speaking on “Operational Logics,” Wardrip Fruin’s paper is “Agency Reconsidered,” and Flanagan is presenting the co-written paper, “Anxiety, Openness and Activist Games: A Case Study for Critical Play,” and speaking in an interactive workshop called ““Some Assembly Required”: Starting and Growing a Game Lab.” In between these presentations, both of Flanagan’s more recent books (Critical Play and re:SKIN), and Wardrip Fruin’s Expressive Processing are available in the MIT bookshop on site!

August 27, 2009

Nonlinear Storytelling in Games: Deconstructing the Varieties of Nonlinear Experiences

facade-big

What is “the mark of the narrative”? In chapter 1 of her book, Marie-Laure Ryan, discusses the transmedial nature of narrative and gives a broad definition provided by H. Porter Abbott:  Narrative is the combination of story and discourse.  I believe the distinction of story and discourse is quite novel and under-appreciated in the area of interactive storytelling.  For the purposes of this discussion, I’d like to deconstruct the nonlinear in narrative to give deeper insight into what this relationship between story and discourse actually entails.  The term nonlinear takes many meanings depending on context, which is a result of the complexity in the meaning of both story and discourse.

August 26, 2009

Rationalization’s reception

rationalization-thumbRationalization was covered on the Indie Games blog and reviewed on Rock, Paper, Shotgun.  It was great to see that people were interested in checking out the game.

Though, on Rock, Paper, Shotgun people did far more than just check it out.  There were over 50 comments and many of these were very thoughtful interpretations of the game.  It excites and surprises me that the audience of this primarily mainstream game industry focused blog would be interested in dissecting this admittedly strange “proceduralist” game.

Using Playtime Productively!

from tiltfactor
by @ 11:37 am

Tiltfactor director Mary Flanagan was interviewed in, “Labeling Library Archives Is a Game at Dartmouth College” in the Chronicle of Higher Education about the new NEH project called “Metadata Games.” The interview perhaps overplays the “free labour” aspect of the game itself. Using play time in novel, productive ways likely harms no one. If the game is fun, engaging, and playful, it will attract players, and players will like to play regardless if the hours are “productive” or “wasteful.”
players collaborate with [giantJoystick]
At Tiltfactor, we have a philosophy that play is not a useless activity. Players are constantly learning and growing through game play. Play promotes collaboration and experimentation. If it does even more than that? We say, YAY! – IF it contributes to the Commons and to access to knowledge for the public.

August 25, 2009

oh oh multitasking

from tiltfactor
by @ 7:05 pm

Social communications expert Clifford Nass, with researchers Eyal Ophir and Anthony Wagner, Stanford University, just completed a study of multitasking and productivity among college students. The resulting paper, “Cognitive control in media multitaskers,” was published in the Proceedings of the National Academy of Sciences. The results of “digital overload” were similar to past research: multitasking does not make one more productive. See the CNN article here. Do you self identify as a ‘chronic media multitasker’?

Blog collaboration recognized

from tiltfactor
by @ 5:38 pm

How nice that Grand Text Auto, a collaboratively written blog to which Tiltfactor contributes, is recommended in the 100 best blogs for new media students. This nice long list should serve as an excellent resource for students and scholars alike!

August 24, 2009

Xorex: An Abstract Matching-Shooter

Screenshot showing the players ship charged with pink ammo, carrying some yellow inventory.

Screenshot showing the player’s ship charged with pink ammo, carrying some yellow inventory.

Xorex is a haphazard pastiche of various games I’ve played over the years.  It has several elements you’ll feel right at home with: gems to be arranged into color-matching linear groups, a forward-firing ship with flexible inventory and ammo storage, a grid-based board to which you can add and remove tokens, an unstoppable source of new clutter to be blown away, and a timer and leader-board for use in posturing with friends.  While making this game was a fantastic first-experience with open-source Flash development tools like HaXe and FlashDevelop, I must admit to a hidden agenda.

machinima!

from tiltfactor
by @ 1:25 pm

This blog post seems to be getting much more attention than we had expected. It was originally concocted to be a quick set of notes for an introductory “what is machinima” presentation conducted by students in our class… But, since there is interest, we’ll add our core screening list here, and add student final proejcts from class — once they are finished!



in FS49: MACHINIMA, we ask

How should we approach the study of machinima?

How do the aesthetics of machinima differ from traditional video or film?

What is the role of the creator in machinima? Whose work is it?

August 21, 2009

Tiltfactor awarded NEH

from tiltfactor
by @ 1:20 pm

Tiltfactor has been awarded a new National Endowment for the Humanities grant. Hear it from Peter Carini, Dartmouth College Archivist:

Dartmouth College, Metadata Games — An Open Source Electronic Game for Archival Data Systems

Mary Flanagan, the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College, in collaboration with Rauner Special Collections Library, has received an National Endowment for the Humanities grant to develop an open source computer game for the Internet that would supplement library metadata on holdings in collections with descriptions provided by the public.

Girls Tend to Avoid First Person Shooters and Circular Saws

halo3 In my experiences, many girls don’t seem eager to try new things if they cannot predict the consequences and are without someone to explain how the new thing is done.  This is especially true of things that they don’t see other girls doing.  In particular, I rarely see girls playing games such as first person shooters and real time strategy, nor do I see them using circular saws and nail guns.  Now, I’m sure that studies show many reasons for this, but I’d like to speak of my own experiences with how little effort it takes to break the stereotype when the opportunity presents itself.  I just have a hard time believing that most girls would really rather watch their guy friends play Halo, than trying it out for themselves (if given the right circumstances).

Games and Mental Health

from tiltfactor
by @ 5:55 am

Does Bejeweled calm the savage beast? In a recent study funded by the game makers Popcap Games reported in the Washington Post, researchers found improved moods and heart rhythms in players– coherent, equally spaced rhythms. The researchers note that mental health benefits for many could lie in the zone between stressful arousal and boredom.

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