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	<title>gamestate &#187; ethics</title>
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	<link>http://www.gamestate.org</link>
	<description>All games are serious games, but some games are more serious than others.</description>
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		<title>Why We Hack: The Benefits of Disobedience</title>
		<link>http://www.gamestate.org/2010/10/why-we-hack-the-benefits-of-disobedience/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=why-we-hack-the-benefits-of-disobedience</link>
		<comments>http://www.gamestate.org/2010/10/why-we-hack-the-benefits-of-disobedience/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 01:55:43 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[ethics]]></category>
		<category><![CDATA[Hacking]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Lifehacker]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=746</guid>
		<description><![CDATA[Why We Hack: The Benefits of Disobedience &#8220;Sometimes disobedience is necessary and good when rules fail us, and it&#8217;s at the core of why we hack. Hacking is a means of expressing dissatisfaction, confounding the mechanism, and ultimately doing better. Here&#8217;s why it&#8217;s so important.&#8221;]]></description>
			<content:encoded><![CDATA[<p><a href="http://lifehacker.com/5672997/the-benefits-of-disobedience-why-we-hack?skyline=true&#038;s=i">Why We Hack: The Benefits of Disobedience</a></p>
<blockquote><p>&#8220;Sometimes disobedience is necessary and good when rules fail us, and it&#8217;s at the core of why we hack. Hacking is a means of expressing dissatisfaction, confounding the mechanism, and ultimately doing better. Here&#8217;s why it&#8217;s so important.&#8221;</p></blockquote>
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		<item>
		<title>FarmVillains: &#8220;I don&#8217;t fucking want innovation&#8221;</title>
		<link>http://www.gamestate.org/2010/09/farmvillains-i-dont-fucking-want-innovation/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=farmvillains-i-dont-fucking-want-innovation</link>
		<comments>http://www.gamestate.org/2010/09/farmvillains-i-dont-fucking-want-innovation/#comments</comments>
		<pubDate>Sat, 11 Sep 2010 23:39:59 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[ethics]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Immersion]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[Literacy]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Compulsion Loops]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[Mark Pincus]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=718</guid>
		<description><![CDATA[If you haven&#8217;t yet read SF Weekly&#8216;s delicious article on San Francisco-based Zynga, publishers of FarmVille, (&#8220;FarmVillains: Steal someone else&#8217;s game. Change its name. Make millions. Repeat.&#8221;), put down those seeds and drop that hoe and head over there now. Criticisms and speculation about Zynga&#8217;s theft of ideas have been aired before, chiefly in tech-industry [...]]]></description>
			<content:encoded><![CDATA[<p><img class="left" src="http://www.gamestate.org/wp-content/uploads/farmville211.jpg" alt="FarmVille" width="220" align="left" />If you haven&#8217;t yet read <em>SF Weekly</em>&#8216;s delicious article on San Francisco-based Zynga, publishers of FarmVille, (<a href="http://www.sfweekly.com/2010-09-08/news/farmvillains/">&#8220;FarmVillains:  Steal someone else&#8217;s game. Change its name. Make millions. Repeat.&#8221;</a>), put down those seeds and drop that hoe and head over there now.</p>
<blockquote><p>
Criticisms and speculation about Zynga&#8217;s theft of ideas have been aired before, chiefly in tech-industry blogs that have remarked on apparent design similarities between Zynga&#8217;s smash hits — including FarmVille, FishVille, PetVille, Café World, and Mafia Wars — and predecessors published by other companies. But company insiders have never discussed the frankness with which Zynga, led by Pincus, based its lucrative business model on exploiting the achievements of competitors.
</p></blockquote>
<p>While you&#8217;re at it, be sure that you check out <a href="http://gawker.com/5634379/the-secret-dealer-for-farmville-addicts">this recent piece</a>, courtesy <em>Gawker</em>, on Zynga&#8217;s weirdly secretive &#8220;Platinum Purchase Program,&#8221; where a <strong>$500 minimum purchase</strong> nets players &#8220;bonus loot&#8221; (<a href="http://mwlootlady.blogspot.com/2010/07/reward-point-sale.html">first-hand corroboration here</a>), and see <a href="http://gawker.com/5604613/how-an-army-of-junkies-and-kids-enriches-tech-titans">this overview</a> of the Apple-enabled and Google-backed Zynga&#8217;s dark (virtual) world.</p>
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		<item>
		<title>What Would Tocqueville Make of the American (Digital) Farmer?</title>
		<link>http://www.gamestate.org/2010/04/what-would-tocqueville-make-of-the-american-digital-farmer/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-would-tocqueville-make-of-the-american-digital-farmer</link>
		<comments>http://www.gamestate.org/2010/04/what-would-tocqueville-make-of-the-american-digital-farmer/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 21:34:26 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[CCTP-628]]></category>
		<category><![CDATA[Courses]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[Literacy]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[civics]]></category>
		<category><![CDATA[Farmville]]></category>
		<category><![CDATA[Liszkiewicz]]></category>
		<category><![CDATA[SUNY]]></category>
		<category><![CDATA[Zinn]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=688</guid>
		<description><![CDATA[In January of this year, on the day following the death of historian Howard Zinn, A. J. Patrick Liszkiewicz delivered a thoughtful little talk at SUNY Buffalo. In so doing, I think he managed neatly to extend Zinn&#8217;s 20th Century civitas a little further into our own time. &#8220;I&#8217;m worried that students will take their [...]]]></description>
			<content:encoded><![CDATA[<p>In January of this year, on the day following the death of historian Howard Zinn, A. J. Patrick Liszkiewicz delivered a thoughtful little talk at SUNY Buffalo.  In so doing, I think he managed neatly to extend Zinn&#8217;s 20th Century <em>civitas</em> a little further into our own time.</p>
<p> &#8220;I&#8217;m worried that students will take their obedient place in society and look to become successful cogs in the wheel,&#8221; writes Zinn.  Liszkiewicz points to Farmville, that scourge of networks, and sees some very successful little cogs.</p>
<blockquote><p>
Perhaps it seems a waste of time to discuss video games at a moment like this. After all, this is a serious discussion, and games are supposedly frivolous things. Most any concerned parent might say, &#8220;Play is an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money….&#8221;[1] So said Roger Caillois in his book, <em>Man, Play, and Games</em>. Of course, Caillois went on to praise games as a source of joy, as well as a healthy means of &#8220;escape from responsibility and routine.&#8221;[2] For Caillois, as for Aristotle, games are in fact essential to citizenship: they allow us to refresh and renew ourselves, help to socialize us, and afford us opportunities to cultivate our imaginations and reasoning skills.[3]
</p></blockquote>
<p>While it will not be the sole topic of interest to <a href="http://arcadetheory.org" title="Fall 2010 Georgetown">Arcade Theory</a> in the fall, the <strong>politics of the procedural</strong> will figure prominently in our conversations.  So take a look at <a href="http://kotaku.com/5521250/cultivated-play-farmville">Liszkiewicz&#8217;s talk</a>, and spend some time lingering over some of his recent digital poetry, <a href="http://www.cddc.vt.edu/journals/newriver/09Fall/liszkiewicz/count/index.html">Count As One</a>.</p>
<p>And then, if you&#8217;re interested, read more about <a href="http://arcadetheory.org" title="Arcade Theory Course Preview Website">CCTP 628, Arcade Theory</a>.  Be sure not to miss the latest addition, a <a href="http://www.arcadetheory.org/SummerReading.shtml">suggested summer reading list</a> of ready-to-print essays and articles (nothing too heavy, I assure you).</p>
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		</item>
		<item>
		<title>Tetris and Torture</title>
		<link>http://www.gamestate.org/2009/02/tetris-and-torture/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=tetris-and-torture</link>
		<comments>http://www.gamestate.org/2009/02/tetris-and-torture/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 02:46:23 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Aesthetics]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Rhetoric]]></category>
		<category><![CDATA[Bogost]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Koster]]></category>
		<category><![CDATA[Loodo]]></category>
		<category><![CDATA[tetris]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=560</guid>
		<description><![CDATA[Raph Koster revisits his book on A Theory of Fun as he points to Loodo&#8217;s Calabouço Tétrico, a highly-polished, deeply disturbing Flash-based Tetris variant that replaces colored blocks with human beings in different states of distress.  Speaking of it on his website, Ian Bogost points back to his text, Persuasive Games (wherein he rejects as [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.raphkoster.com/2009/02/13/atof-tetris-variant-comes-true/">Raph Koster</a> revisits his book on <em>A Theory of Fun</em> as he points to Loodo&#8217;s <a href="http://www.loodo.com.br/2008/09/calabouco-tetrico/">Calabouço Tétrico</a>, a highly-polished, deeply disturbing Flash-based Tetris variant that replaces colored blocks with human beings in different states of distress.  Speaking of it on his website, <a href="http://www.watercoolergames.org/archives/001024.shtml">Ian Bogost</a> points back to his text, <em>Persuasive Games</em> (wherein he rejects as inferior those games whose mechanic is not &#8220;tightly coupled&#8221; to its narrative) (see also <a href="http://www.gamestate.org/2009/01/raid-gaza-editorial-games-and-timeliness/">this post</a>).</p>
<p>In short, Calabouço Tétrico demonstrates how <strong>narrative can overdetermine the mechanics of gameplay</strong> &#8212; no matter how familiar those mechanics may be:  As Tetris becomes a dark exercise in body stacking, the pleasure of closure that should come with every completed row quickly dissipates.</p>
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		<title>The Lost and the Damned at The NYTimes</title>
		<link>http://www.gamestate.org/2009/02/the-lost-and-damned-at-nytimes/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-lost-and-damned-at-nytimes</link>
		<comments>http://www.gamestate.org/2009/02/the-lost-and-damned-at-nytimes/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 19:35:57 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[ethics]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Grand Theft Auto]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[NYTimes]]></category>
		<category><![CDATA[Schiesel]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=553</guid>
		<description><![CDATA[The New York Times’ Seth Schiesel has a nice review of GTA&#8216;s new downloadable expansion, the evocatively named biker scenario The Lost and the Damned. Schiesel gets it right, I think, when he observes that All sorts of games are about visions of power, often accompanied by violence. But most titles are set far away [...]]]></description>
			<content:encoded><![CDATA[<p><em>The New York Times</em>’ Seth Schiesel has a nice <a href="http://www.nytimes.com/2009/02/18/arts/television/18gta.html">review</a> of <em>GTA</em>&#8216;s new downloadable expansion, the evocatively named biker scenario <em>The Lost and the Damned.</em></p>
<p>Schiesel gets it right, I think, when he observes that</p>
<blockquote><p>All sorts of games are about visions of power, often accompanied by violence. But most titles are set far away from what most people would consider the real world&#8230;. </p>
<p>Most designers fear&#8230; questions [about social responsibility]. Rockstar Games, maker of <em>Grand Theft Auto</em>, does not. The company appears to recognize that it is not necessarily irresponsible to portray the real world’s underbelly. After all, Americans love gangsters and criminals in their entertainment. Americans even like to see the bad guys win once in a while.</p></blockquote>
<p>I&#8217;d go a bit further.  Beyond “not necessarily irresponsible,” I see <em>GTA</em> as a reasonably sophisticated meditation on cruelty and contemporary America’s lack of empathy.  The horror of the “real world’s underbelly” is hardly the point of <em>GTA</em>:  It’s the inhumanity of its glossy surface.</p>
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		<title>The Good, the Bad, and the Silly</title>
		<link>http://www.gamestate.org/2009/02/the-good-the-bad-and-the-silly/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-good-the-bad-and-the-silly</link>
		<comments>http://www.gamestate.org/2009/02/the-good-the-bad-and-the-silly/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 01:01:08 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Dissertation]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[evil]]></category>
		<category><![CDATA[Horde]]></category>
		<category><![CDATA[Warcraft]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=549</guid>
		<description><![CDATA[Trying to discover a little bit more about ethics and the nature of malevolence in MMORPGs, I rolled a new Horde character: Badflower. I&#8217;ve made it to level 8, and this much is clear: In Warcraft, there are the Good, the &#8220;bad,&#8221; and the silly. WoW&#8217;s two factions are the Alliance and the Horde: Your [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.gamestate.org/wp-content/uploads/screenshot-021109-22140311.jpeg" alt="ScreenShot_021109_221403.jpeg" border="0" width="320" hspace="8" align="right" />Trying to discover a little bit more about ethics and the nature of malevolence in MMORPGs, I rolled a new Horde character:  Badflower.  I&#8217;ve made it to level 8, and this much is clear:  In Warcraft, there are the Good, the &#8220;bad,&#8221; and the silly.</p>
<p>WoW&#8217;s two factions are the Alliance and the Horde:  Your standard Human / Elf / Dwarf power trio pitted against the Orcs, the Trolls, and the Walking Dead.  But whereas Tolkien and others in the literary tradition clearly see this as a contest between good and evil (and even Good and Evil), WoW equivocates.  Good, yes:  Alliance characters (human, anyway) make frequent reference to light and righteousness.  But Evil, not so much:  Horde characters include the Undead and spells make frequent use of demons and imps.  But these are not malevolent.  Sometimes they are &#8220;bad,&#8221; and frequently merely &#8220;different.&#8221;</p>
<p>Indeed, the idea of the Horde as some overwhelming, ubiquitous evil is frequently skewered.  On one recent outing, for example, a horrifying giant ogre asked me to help him fetch &#8220;gloom weeds&#8221; for an zombie apothecary who had built him with leftovers from the graveyard.  After a considerable effort, I brought the gloom weed to the frightening skeletal pharmacist, who complained, loudly, that he wanted &#8220;doom weed, not gloom weed.&#8221;</p>
<p>There is no evil here.  The Horde is just like the Alliance, except the Horde&#8217;s narratives are infused with irony and humor.</p>
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