Now Playing: Might and Magic, Clash of Heroes

What we play as schol­ars is as impor­tant as what we read. Gam­ing is expe­ri­en­tial, and there is no sub­sti­tute for this activ­ity. Many — if not most — of the best thinkers in the field rec­og­nize this, and a wealth of books and arti­cles on the topic of games and dig­i­tal play are sus­tained by myr­iad first-person ref­er­ences to in-game expe­ri­ence. This is not idle boast­ing: This is the digital.

For the sake of con­trast, take a moment and reflect on how fre­quently the aver­age spe­cial­ist in, say, the con­tem­po­rary novel talks about her per­sonal expe­ri­ence as a reader. Or, more point­edly, how often she explic­itly roots her cri­tique in first-hand knowl­edge of the con­struc­tion of fiction.

While this approach may meet with skep­ti­cism in con­ven­tional acad­eme, the most com­pelling con­tem­po­rary schol­ar­ship in fields like game stud­ies comes, in fact, from scholar-hybrids, whose intel­lec­tual pro­duc­tion is not lim­ited to (or by) the writ­ten word. See, e.g., Ian Bogost, DJ Spooky, Nick Mont­fort, Stu­art Moulthrop, Jane McGo­ni­gal, and a host of oth­ers. This blur­ring of con­ven­tion­ally dis­tinct intel­lec­tual cat­e­gories (theo­ria and praxis) is, I think, a demand of dig­i­tal­ity, and mer­its fur­ther con­sid­er­a­tion (indeed, it is not unre­lated to the issues raised in my last post).

But I want to use this post to innau­gu­rate a new “fea­ture” of this blog, Now Play­ing. With it, I intend sim­ply to make men­tion of the games in which I am cur­rently invested, and offer per­haps a word or two about them.

MightandMagic_Box.jpgSome­times it is hard to iden­tify a sin­gle game which defines recent expe­ri­ence, but occa­sion­ally it is a sim­ple mat­ter. This week, it is clearly Might and Magic, Clash of Heroes (Ubisoft, 2009). Exclu­sive to the Nin­tendo DS, this is the first game I’ve played on the DS that feels as though it makes use of that platform’s pecu­liar affor­dances (dual screen dis­play, sin­gle touch screen, min­i­mal res­o­lu­tion, sty­lus). An RPG-puzzler hybrid in the tra­di­tion of Puz­zle Quest, Clash of Heroes boasts an amus­ing, even coher­ent, story line, charm­ing graph­ics, and an engag­ing puz­zle form (one loosely based on another offer­ing from one of the devel­op­ers, Crit­ter Crunch).

The low-res graph­ics, tiny sprites, and ambigu­ous puz­zle are well-served by the detailed nar­ra­tive, which works to define and re-define the specifics of the puz­zle in order to keep you engaged, even as you are see­ing (quite lit­er­ally) the same tiny icons on the screen, again and again. I am just over 20% of my way into the game, and it remains a com­pelling play.

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On The Turtlenecked Hairshirt

Pro­fes­sor Bogost, at the Geor­gia Insti­tute of Tech­nol­ogy, con­tin­ues to be one of my favorite con­tem­po­rary thinkers on mat­ters dig­i­tal. Fol­low­ing close on the end of MLA 09, he has weighed in on recent rumi­na­tions about the direc­tion of the human­i­ties with a brief, sim­mer­ing note. He writes:

Human­ists work hard, but at all the wrong things, the com­mon­est of which is the fetid fes­ter of a hypo­thet­i­cal social­ist dream­world, one that has become far more dis­con­nected with labor and mate­r­ial than the neolib­er­al­ism it claims to replace.

And again,

We are not cen­tral because we have cho­sen to be mar­ginal, for to be cen­tral would be to vio­late the neces­sity of mar­gin­al­ity. We prac­tice the monas­tic wor­ship of a sec­u­lar God we divined in order to kill again, mis­tak­ing our­selves for the mad­men of our fan­tasies. We are masochists in hedo­nists’ cloth­ing. We are tweed demolitionists.

It’s impor­tant to note that the acid­ity of Bogost’s lan­guage is not run-of-the-mill Inter­net hyper­bole: In my esti­mate, at least, it is a cal­cu­lated and care­ful rhetoric. And that makes him wor­thy of our attention.

Read The Turtle­necked Hair­shirt at Ian Bogost’s blog (n.b. that there are sev­eral com­ments worth read­ing, too). Bogost’s asser­tions are timely, but not unprece­dented, and it is impor­tant to reflect on the simul­tane­ity of the rise of the dig­i­tal, the death of The­ory, and recent inter­est in a phi­los­o­phy that exceeds con­ven­tional anthro­pocen­tric bounds. It fol­lows, inevitably, that it is time to ask what all of this means for the uni­ver­sity, and for acad­eme. To my mind, it is Greg Ulmer who has already done some ter­rific — if some­times uncanny — think­ing on the matter.

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NY School To Pursue Ludic Curriculum

Intrigu­ing news from from Pop­sci (The weblog of Pop­u­lar Sci­ence mag­a­zine): A school in New York City has announced that its emerg­ing cur­ricu­lum will be based entirely around games and play.

The Manhattan-based NY City pub­lic school, called Quest to Learn (Q2L), boasts finan­cial sup­port from Par­sons School of Design, MacArthur, Gates, and Intel, among others.

In one sam­ple cur­ricu­lum, stu­dents cre­ate a graphic novel based on the epic Baby­lon­ian poem “Gil­gamesh,” record their under­stand­ing of ancient Mesopotamian cul­ture though geo­g­ra­pher and anthro­pol­o­gist jour­nals, and play the strate­gic board game “Set­tlers of Catan.” Google Earth comes into play as a tool to explore the regions of ancient Mesopotamia.

Stu­dents may also play the evolution-inspired video game “Spore,” but they get equally seri­ous time with dig­i­tal tools rang­ing from Maya 3D mod­el­ing to Adobe Flash. If any­thing, Q2L stu­dents may emerge as some of the most dig­i­tally savvy pupils of their peer group.

At the end of the day, how­ever, it is impor­tant to remem­ber that this is a school that must abide by the rules of New York State: Q2L stu­dents will still face the The Regents Exams, the mis­guided “stan­dards of learn­ing” tests through which every NY stu­dent must suf­fer. Essen­tially, this is the equiv­a­lent of train­ing a young woman to build, main­tain, and fly her own jet air­craft — and then judg­ing her suc­cess by ask­ing her to attach a team of horses to a stagecoach.

See also: Metrop­o­lis Mag.

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Forthcoming in Journal of Virtual Worlds Research

Dr. D. Linda Gar­cia and I are excited about a paper we recently sub­mit­ted to the Jour­nal of Vir­tual Worlds Research, enti­tled “Syn­thetic Excel­lence: Stan­dards, Play, and Unin­tended Out­comes.” As the first co-authored paper I’ve ever par­tic­i­pated in, it was a chal­leng­ing paper to write. The paper’s inter­dis­ci­pli­nary approach made for a lot of great con­ver­sa­tions and a lot of puz­zled late-night phone calls. But I think it was worth the effort. Here’s a lengthy abstract:

…While sup­port­ing the over­all goal of inter­op­er­abil­ity, this paper pro­vides a cau­tion­ary note. It argues that the value of stan­dards is con­tex­tu­ally based. Thus, for exam­ple, while inter­op­er­abil­ity may be highly valu­able in a purely economic/commercial con­text, it might, in fact, engen­der some unin­tended, neg­a­tive con­se­quences in the polit­i­cal and cul­tural realms. On this basis, the paper con­tends that, as stan­dards efforts become increas­ingly focused on the upper lay­ers of the Inter­net, care should be taken to assure that appro­pri­ate met­rics be adopted to deter­mine the costs and ben­e­fits of these stan­dards with respect to other realms of life.

We argue that such faith in the pre­dictable out­comes of stan­dards betrays a ten­dency both to think of vir­tual worlds as the inten­tional out­come of ratio­nal design, as well as to mis­ap­pre­hend the roles of diver­sity and play in dis­crete environments.

Employ­ing an inter­dis­ci­pli­nary approach, this paper takes a first step in explor­ing these issues. Focus­ing on the highest-level appli­ca­tions in par­tic­u­lar, it exam­ines cur­rent efforts to cre­ate stan­dards across vir­tual worlds, using mate­r­ial from the MPEG-V work­ing group as a case study. Advo­cates for these stan­dards fore­see clear eco­nomic ben­e­fits for pro­duc­ers and main­tain­ers of vir­tual worlds, as well as for their inhab­i­tants (Sivan 2008). We argue that such faith in the pre­dictable out­comes of stan­dards betrays a ten­dency both to think of vir­tual worlds as the inten­tional out­come of ratio­nal design, as well as to mis­ap­pre­hend the roles of diver­sity and play in dis­crete envi­ron­ments. We ques­tion this nar­row eco­nomic per­spec­tive. Argu­ing that a meta­verse — like all worlds — is highly com­plex, we con­tend that vir­tual world stan­dards — rang­ing from EULAs to the soft­ware code itself — can only beget unpre­dictable out­comes, which will not only affect rela­tion­ships between worlds, but inevitably within com­mu­ni­ties. To iden­tify the costs and ben­e­fits of stan­dards in these com­plex envi­ron­ments, all of these rela­tion­ships must be con­sid­ered (Steinkuehler, 2004). As impor­tantly, we argue that vir­tual diver­sity, like bio­log­i­cal vari­ety, is inher­ently ben­e­fi­cial to users of syn­thetic worlds. To real­ize the ben­e­fits of what Sutton-Smith (1997) calls “the poten­ti­a­tion of adap­tive vari­abil­ity,” we con­tend that what is needed is not stan­dards across vir­tual worlds but rather a broad diver­sity of syn­thetic, dis­crete ecosystems.

To make our case, we pro­ceed as fol­lows. First, we char­ac­ter­ize stan­dards and describe their role in soci­ety from the per­spec­tive of com­plex adap­tive sys­tems. Sec­ond, we look at how — from an his­tor­i­cal per­spec­tive — for­mal stan­dards and stan­dard set­ting has evolved, empha­siz­ing their link to the ascent of tech­no­log­i­cal arti­facts with the con­se­quence that stan­dards devel­op­ment con­cerns have gen­er­ally been skewed towards rel­a­tively nar­row eco­nomic cri­te­ria such as cost, com­pet­i­tive­ness, and effi­ciency. Next, focus­ing on the case of MPEG-V, we show how this trend is being repli­cated today with respect to the devel­op­ment of stan­dards for vir­tual worlds. This, we con­clude, is an alarm­ing trend, which could give rise to a num­ber of unfor­tu­nate and unfore­seen con­se­quences. To make this point, we look at the unique (some might say sacred) role of games in the realm of cul­ture, which allow mankind to both gen­er­ate and adapt to a chang­ing envi­ron­ment. We con­clude that design­ing play envi­ron­ments, based solely on eco­nomic cri­te­ria, might seri­ously under­mine the inno­v­a­tive and adap­tive role of play as well as the evo­lu­tion of diverse cultures..

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PopCap funds study on games, mental health

Unable to sleep, Gail Nichols spent a lot of time in front of PopCap’s Bejew­eled, a game notable for its non-competitive, flow–induc­ing modes. Accord­ing to the Wash­ing­ton Post,

Nichols liked the game so much that she got in touch with the man­u­fac­turer, Pop­Cap Games. The inven­tors of the game were sur­prised to hear about its pos­si­ble men­tal health ben­e­fits, and the com­pany decided to study Bejeweled’s untapped poten­tial sys­tem­at­i­cally. In a pre­lim­i­nary study that Pop­Cap com­mis­sioned and funded, researchers found that vol­un­teers who played Bejew­eled dis­played improved mood and heart rhythms com­pared with vol­un­teers who weren’t play­ing. The pre­lim­i­nary study was pub­lished this year in the Annual Review of Cyberther­apy and Telemed­i­cine. Now, the com­pany is about to launch a sec­ond phase of test­ing to see if the video games can have mea­sur­able effects on clin­i­cal mark­ers of depression.

For the study and related mate­r­ial, see Chap­ter 44 (pp 189–191) in the Annual Review of Cyberther­apy and Telemed­i­cine (2009).

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Puzzling it out

puzzle_quest_360.jpg

I know that it falls squarely into the “casual gam­ing” cat­e­gory, but Puz­zle­Quest has got to be one of my favorite games of all time. Lately, I’ve been play­ing it nearly as often as my wife plays Peg­gle (and my wife, like so many, is obsessed with PopCap’s Peg­gle).

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Eyepet: Augmented Reality

Aug­mented real­ity appli­ca­tions and games have been a gleam in the eyes of devel­op­ers (and the promise of trade show char­la­tans) for decades, but with increas­ingly ubiq­ui­tous video cam inputs and tons of spare pro­cess­ing power, they are finally becom­ing a real­ity. Via Giz­modo:

Play­ers inter­act with their vir­tual pet using a bun­dled card and cam­era. The card is used to bring up menus when placed in front of the cam­era that allow users to bring out toys and mon­i­tor their pet’s health, among other basic func­tions. Play­ers are also able to play with their vir­tual crit­ters by ges­tur­ing near the pet’s vicin­ity. Eye­Pet is set for a hol­i­day release—and from the first impres­sion, it looks like it’ll be fun for the kids (the ones with aller­gies so severe they can’t have real pets).

Kotaku spent some time with the prod­uct (which is essen­tially intended for chil­dren) and has an inter­est­ing video.

Of course, Eye­pet is not the first consumer-oriented “aug­mented real­ity” tech­nol­ogy. One of the more notable recent efforts came from baseball-card pub­lisher Topps. From an arti­cle in the Old Grey Lady herself:

Total Immer­sion, a French com­pany, brought Topps the aug­mented real­ity tech­nol­ogy. It has already been used in a theme park and for some auto design work. Using the tech­nol­ogy, card col­lec­tors see a three-dimensional ver­sion of a player and can play ele­men­tary pitch­ing, bat­ting and catch­ing games using the com­puter keyboard.

Read more (and check out the Topps 3D Live video) at the NYTimes.

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CCTP-628: Interactivity, Immersion, and Play

Here’s a course descrip­tion for the new grad­u­ate course I’ll offer next fall at George­town. Frankly, the course is a work–in–progress, and so the semes­ter is still a bit blurry. Still, I’m excited about the early drafts of a syl­labus, which will draw on Samuel Tay­lor Coleridge, robotic vac­u­ums, gospel choirs, Aris­to­tle, hor­ror films, Star Trek fans, and Grand Theft Auto IV (among others).

Fall 2009 Gar­ri­son LeMas­ters
CCTP-628 Inter­ac­tiv­ity Immer­sion + Play

Is inter­ac­tiv­ity a prop­erty of the medium, or a per­cep­tion of the user? How do the affor­dances of immer­sive tech­nolo­gies resi­t­u­ate our expe­ri­ence of the world? Is play an inher­ently inno­v­a­tive or deriv­a­tive activity?

Inter­ac­tiv­ity, Immer­sion, and Play are three of the most widely-cited, but poorly under­stood, affor­dances of “new media.” With an empha­sis on video games, sim­u­la­tive tech­nolo­gies, and “2.0” nar­ra­tiv­ity, this syn­thetic course will con­sider these three inter­re­lated con­cepts from a vari­ety of dis­ci­pli­nary per­spec­tives, includ­ing the his­tor­i­cal, philo­soph­i­cal, rhetor­i­cal, tech­ni­cal, and aes­thetic. We will weigh the­ory against praxis, sup­ple­ment­ing schol­arly and philo­soph­i­cal texts with weekly case stud­ies of inter­ac­tive tech­nolo­gies, immer­sive envi­ron­ments, and play­ful design.

Dur­ing the semes­ter, stu­dents will write and pub­lish a work of inter­ac­tive fic­tion (IF) using Inform, a natural-language design system.

The course will cul­mi­nate in the pub­lic pre­sen­ta­tion of exper­i­men­tal inter­ac­tive instal­la­tions designed and built by the students.

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