Boing Boing: Games To Get

logo.png
I’ve just dis­cov­ered Boing Boing’s ongo­ing “Games to Get” series, a great col­lec­tion of (mostly) indie stu­dio games for var­i­ous plat­forms. Many of my lat­est obses­sions are there: Plants vs. Zom­bies, Chime, Clash of Heroes, Drop 7. Def­i­nitely worth reviewing.

Posted in Reviews, games | Tagged , | Leave a comment

CFP: Digital Game Play as Sociotechnical Practice | HASTAC

HASTAC (The Human­i­ties, Arts, Sci­ence, and Tech­nol­ogy Advanced Col­lab­o­ra­tory) is def­i­nitely worth get­ting to know: I’ve been to two of their con­fer­ences, and they are ter­rific. Today, their blog calls atten­tion to a new Call For Papers (Trento, Italy, Sept 2010) that is inter­est­ing chiefly for its desire to blend game stud­ies with STS:

CFP: Dig­i­tal Game Play as Sociotech­ni­cal Prac­tice … What STS the­o­ries can be used to under­stand Dig­i­tal Games as sociotech­ni­cal phe­nom­e­non? Is the con­cept of prac­tice and the practice-based approach use­ful to inves­ti­gate Dig­i­tal Games? Is there a rela­tion­ship between power as inscribed and imposed by arte­facts and the tech­ni­cal dimen­sions of Dig­i­tal Games? What rules are inscribed into Dig­i­tal Games tech­nolo­gies and what social worlds do these rules describe? What con­tri­bu­tion can the study of Dig­i­tal Games make to the STS dis­ci­pline at large? And what con­tri­bu­tion can an STS approach make to game stud­ies? Can we fore­see an after-method approach for Dig­i­tal Games?

Posted in Conferences, Scholarship, Technology, games | Tagged , , | Leave a comment

The Course of Empire

Update (7 Feb): For a sketch of the Hait­ian infor­ma­tion infra­struc­ture, check out Michael Deibert’s post from Slate, Hait­ian Radio Returns to the Air.


Orig­i­nal Post

I won­der how oth­ers feel about this newly-listed MIT Media Lab course (spring 2010). On the one hand, there’s a lot here to be admired: The course is clearly the prod­uct of agile thought. It is problem-based, socially-relevant, inter­dis­ci­pli­nary teach­ing with­out a net. Laudable.

MAS963 | KrikKrak
A project-based class to develop new tech­nolo­gies and edu­ca­tional tools to help rev­o­lu­tion­ize Hait­ian soci­ety. We will explore viable con­texts for pro­mot­ing self-expression, com­mu­ni­ca­tion, lit­er­acy and numer­acy, and dig­i­tal governance, given the chal­lenges within the soci­ety. Top­ics will include sensors, language, music, com­pu­ta­tional meth­ods of teach­ing and learn­ing, civic engage­ment and social media.  “

But then there’s that phrase: “tools to help rev­o­lu­tion­ize Hait­ian soci­ety.” What does that mean, pre­cisely? Rev­o­lu­tion­ize? For whom? At whose behest? I am no expert on Hait­ian his­tory, but I imag­ine that out­siders with a rev­o­lu­tion­ary agenda have always played a big role in Haiti.

Par­tic­i­pants will choose a soci­etal prob­lem, devise a solu­tion, then spend the last week of April in Haiti field test­ing and doc­u­ment­ing their solution.

DessalinesCU.jpg

So maybe Haiti is doomed to have us help. Still, half a semester’s worth of earnest grad school con­ver­sa­tion about Haiti does not an expert make. I’ve no doubt that there will be all sorts of IRB over­sight and so forth, and yet: Maybe we should hold off on exper­i­men­tal tools for dig­i­tal gov­er­nance until we staunch the flow of slaves, intro­duce clean water, and oth­er­wise ease the direst poverty in the West­ern hemi­sphere. So far, we’ve been spec­tac­u­larly unsuc­cess­ful in rev­o­lu­tion­iz­ing Haiti.

NB: The course is part of a larger ini­tia­tive within the MIT Media Lab called Krik Krak.

As the world responds to this dis­as­ter, we pause to think about applic­a­ble roles of energy and com­mu­ni­ca­tion tech­nolo­gies in the long nation re-building efforts to come. What began as an IAP work­shop at the Media Lab focus­ing on the Jan­u­ary 12th cri­sis in Haiti will con­tinue as a lec­ture series, a string of projects and con­tin­ued dis­cus­sions on the his­tory, re-construction and nation-building of Haiti.

Posted in Courses, Politics, ethics | Tagged , , , | Leave a comment

Jürgen Habermas (JHabermas) on Twitter

Update: Accord­ing to @JohnathanStray, the Haber­mas account was a ruse. I’ll bet Rhein­gold is rolling his eyes.


So, this is fun.

Jür­gen Haber­mas (JHaber­mas) on Twit­ter.

Posted in twitter | Tagged | Leave a comment

Kirschenbaum’s Simulations Course at UMD

Matthew Kirschen­baum, over at UMD, is an Asso­ciate Pro­fes­sor of Eng­lish and the Asso­ciate Direc­tor of MITH, the Mary­land Insti­tute for Tech­nol­ogy in the Human­i­ties. His blog is chock full of inter­est­ing stuff, and his tweets are prolific.

A year ago, he pub­lished a good lit­tle arti­cle in the Chron­i­cle on why human­i­ties stu­dents must be taught to code, an issue that is near to my heart (cf. Ulmer, “Aca­d­e­mic Dis­course in the Age of Tele­vi­sion,” and Moulthroup, “Rethink­ing Schol­ar­ship in the Days of Seri­ous Play.”)

Today, he’s pub­lished his syl­labus for a grad­u­ate course on sim­u­la­tion (PDF down­load). The read­ings are lit­er­ate, diverse, com­pre­hen­sive. It looks like a mar­velous class.

Posted in Courses, Humanities, Scholarship | Tagged , , , , | Leave a comment

Thesis Tweetstream

Collegium_Georgetown_seal.gifIn addi­tion to my work on games, play, and vir­tual worlds at The Pro­gram in Com­mu­ni­ca­tions, Cul­ture, and Tech­nol­ogy, I am for­tu­nate enough to coor­di­nate the under­grad­u­ate senior sem­i­nar in Amer­i­can Stud­ies at George­town. It’s a fan­tas­tic job. One of the goals of my work with these stu­dents is to find novel ways of lever­ag­ing tech­nol­ogy in the pro­duc­tion of their senior theses.

This year, we’re mak­ing daily use of Twit­ter to plot the ups and downs of our research. I call it the The­sis Tweetstream.

You can look in on our progress by vis­it­ing the auto­mated, pub­lic tweet-wall I’ve built (be sure to give it time to load):

twitter.myamericanstudies.com

Posted in Courses, Georgetown, Humanities | Tagged | Leave a comment

A Neophyte Takes on the Command-Line Interface

This has been cov­ered in a few places, includ­ing Hyper­com­pen­dia and East­gate’s use­ful HTLit.com, but it’s worth men­tion­ing again.

Dig­i­tal lit­er­acy scholar Den­nis Jerz set his eleven-year-old child in front of Colosal Cave Adven­ture and — using a piece of soft­ware like Screen­flow — cap­tured both the unfold­ing of the game on-screen and the young gamer’s inter­ac­tion with his father as he played. The exam­ple is rich because it is so raw (even if it is edited). A great schol­arly use of the technology.

Stacey Mason, at HTLit.com, observes

Inter­est­ing to note are Peter’s ques­tions to his father, which are all highly influ­enced by his expe­ri­ence with other soft­ware as he tries to draw cor­re­la­tions to the new form. He asks, “If a word isn’t rec­og­nized, can I add it to the dictionary?”

It is worth point­ing out that the roots of some great schol­ar­ship in play and the ludic come from the first impres­sions of par­ents as they watch their own kids romp about and learn: Piaget comes to mind, for exam­ple; and James Paul Gee has repeat­edly sug­gested that it was his grand­son who ini­tially inter­ested him in the power of video games.

Posted in Literacy, Scholarship | Tagged , , , | 1 Comment

Syllabus: Atari Hacks, Remakes, and Demakes

Now here is a class from which we could all learn something.

atari logo

Atari Hacks, Remakes, and Demakes: Spe­cial Top­ics in Game Design and Analy­sis, Spring 2010. Geor­gia Insti­tute of Technology.

Hacks are works pro­duced by mak­ing mod­i­fi­ca­tions to exist­ing games by dis­as­sem­bling bina­ries, ana­lyz­ing the mean­ing and pur­pose of the result­ing source code, iden­ti­fy­ing desir­able changes (whether slight or sig­nif­i­cant) and imple­ment­ing those changes.

Remakes are recre­ations of ear­lier works, irre­spec­tive of the hard­ware plat­form of orig­i­nal cre­ation or recre­ation. Remakes have a long his­tory in other media, par­tic­u­larly in film and tele­vi­sion, as well as in com­mer­cial videogames.

Demakes are retro-inspired reimag­in­ings of mod­ern games, as if they had been cre­ated on ear­lier hard­ware. Demakes are not nec­es­sar­ily cre­ated to run on older machines, but their design and behav­ior are con­strained by the real or per­ceived con­straints of vin­tage systems.

I adore the empha­sis on tech­no­log­i­cal pro­duc­tion. Notice that it is not sub­servient to the­ory, or even dis­tinct from it: Engage­ment with the tech­nol­ogy is, in itself, an act of theo­ria, an act of contemplation.

Review the syl­labus at Bogost’s website.

via Lori Emer­son.

Posted in Courses, Technology | Tagged , , , | Leave a comment