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Mar 312010
 
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via @melcef on Facebook: "Very sad to pass on the news of the passing of Susan Leigh Star." Very sad indeed. 🙁 [caseyodonnell]
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After the Gold Rush: Nervous about the future of funding for games that don’t suck, but are serious/educational… http://bit.ly/aSp0WI [caseyodonnell]
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Nice… Sony pulls a page out of Apple’s handbook – Taking away functionality and dominating the users of its devices: http://bit.ly/ckhyPp [caseyodonnell]
 Posted by at 10:04 pm
Mar 302010
 

I gave a talk at 4S in Washington DC this fall entitled, “Software/Code is Society Made Malleable.” It was a riff off of an essay by Bruno Latour titled, “Technology is Society Made Durable.” In that talk I was exploring the shifting field of technology as numerous devices integrate hardware/firmware. I’ve put the abstract of that talk at the bottom of the post. The gist of the talk, which was actually delivered using the Nintendo DS Emulator and slides developed with the DS Homebrew Toolchain, looked at several particular issues as they relate to how user/consumer/players are dominated (literally) under the shifting field of technology as it swerves with cultural and political-economic change. Certainly the iPhone falls into this category as well, but so does my Television, which can automatically update itself over my home network.

I recently noticed that direct contradictions often emerge when you watch these arenas long enough. First Sony says they will not remove a feature from users Playstation 3 consoles. Within less than a year, they’ve changed their mind, demanding that users install an update that removes features from their device, or it will largely cease to function. Now for the kicker, if PS3 tech savvy individuals figure out a way to install the updated firmware and restore those capabilities that were taken from them, they stand the possibility of being pursued for criminal activity.

Or, as I concluded the paper:

Thus, it is the possibility for shift, change, and swerve that makes technologies capable of being part of hegemonic discourse. Their adjustment to users and appropriations over time is precisely what makes them difficult and different. “Domination” becomes less about stationary stability and instead about stability over time and shifting fields of user activity. “At an accelerating pace in the twentieth century, the ruling relations come to form hyper-realities that can be operated and acted in rather than merely written and read” (Smith 1999, p. 84). Malleability seems the key to durability and domination.

Here is the abstract for the 4S talk:

This paper seeks to think through the consequences of software/code intertwined with silicon/hardware in as a means of understanding what Barnes and Latour refer to as “domination” amongst the technologized social order (Latour 1991). Based on participant observation amongst amateur and hobbyist videogame developers over nearly five years, this essay examines the role that software/code plays in rendering “malleable” wholes. Put another way, this essay grapples with what Dorothy Smith refers to as “ruling relations” or how the local is regulated by the extra-local (1999) through constant shifting fields of software/code. It is postulated that software/code’s ability to shift and adjust over time is precisely what is necessary for the state or systems of control or domination to persist; it is foundational to the hegemonic negotiation. Specific cases surrounding homebrew development amongst Sony’s Playstation Portable (PSP) and the Nintendo DS (“dual screen”) are used as particular examples as to how ruling relations are maintained despite and in spite of a shifting socio-technical landscape. These two handheld computing devices offer a productive lens for understanding how software/code and silicon/hardware are put at play, where differing “hegemonic projects” (Omi and Winant 1994) push and pull one another in sometimes surprising ways.

Mar 292010
 

There has been a sudden surge in folks talking about this whole “Work/Play” thing. I talked about it in my dissertation quite a bit, but mostly felt that it was already kind of overdetermined. Too many people have written about it in a way that I think is neither well rooted in empirical work or well theorized. Thus in my work I dissect “work/play” into distinct “aspects” or “components,” because I doubt there is a unified sense of “work/play.” Of course this hasn’t stopped anyone else from running around yelling the two words in close proximity and hoping that the more difficult empirical and theoretical work gets done for them.

I’ve been trying to find an objective language for the argument that is beginning to emerge from my observations, but it simply hasn’t come to me. So I’ll not sugar coat it. Many people pimping games at work are pimping games that really suck. Points are the lowest common denominator game mechanic. If your “game” can’t push the mechanics further than that, the game may still suck. Now, in the case of “class,” sucking less may be enough to re-engage students. Can players form a guild to raid the test? Can they replay any number of times? What would a class that enacts an innovative game mechanic look like?

But lets think about the workplace for a moment. Ribbon Hero is an interesting attempt to bring game mechanics to that horrific monster that is Microsoft Word. I only wonder if the game rewards “good” formatting (using styles sets) more than the willy-nilly formatting that I so often encountered as a journal editorial assistant. What might a game about Word that wasn’t set in Word look like? What I think the real power of games is the ability to divorce topic from conceptual idea. This is what actually helps us find the core concept and bridge it to new areas. What does this mean? What if I could perform some other task that corresponds to filing my email? Giving me points for filing my email is only a moderate improvement and ultimately when I get tired and realize that I don’t really care about the points, the task returns to what it had previously been, work. What if, instead I could perform an interesting “sorting/filtering” task in a graphically engaging and interesting environment, that actually corresponded to working on my inbox? Now there is some work/play.

But, most game designers are going to have a difficult time convincing anyone that they can make a game about X without making a game about X. Too many clients, funding agencies, etc can only understand a game about X in a game about X. If it is a game about proper fire-fighting technique, it should be a game with fire-fighters. If it is a game about AIDS, it should be about AIDS. But that isn’t the power of games, right? I can make a game about the way AIDS works without making a game about the immune system or anything else. I can make a game about cellular function without making a game about cells. I can make games that isolate the system we’re ultimately hoping people to recognize/critique/learn in some cases more effectively by pulling it outside its native environment.

Ultimately however, funding agencies will fund games about X before they fund anything else and ultimately these games will fail long term. I look at things like this recent grant to Yale and many of the DMLC HASTAC projects that are being funded and can’t help but think they’re helping to dig the grave for innovative serious/educational games that don’t suck. The numerous attempts to fund serious games and educational games may very well implode in on itself as players/students recognize bad game design, and they will. When players/students reject those things that have received so much money, there will likely be a funding backlash against researchers, who may be attempting to actually make games that don’t suck. Of course this isn’t to say that these projects wont all succeed swimmingly. I’ve simply been making games in this space long enough now to recognize the risk.

Mar 292010
 

Andrea says that I’m simply too nice, but I do probably talk to too many students. It doesn’t help that I’m probably more opinionated than I ought to be. Combined with working in a journalism school, I find myself saying things that frequently find their way into print. Of course, I often wonder if anyone ultimately reads those things I say. A recent experience talking with a student about DynamicBooks was a fairly good one. I have a tendency to talk through the complexity of an issue rather than making it clear cut, which either has me come off sounding like an idiot (which, perhaps I am) or on a side of the argument that I’m not on. But the student managed to capture that there are really several issues at play with this particular gimmick.

While I wish the article that attempted to advance an argument, rather than just presenting Kent and I’s comments, it was an interesting experience in not feeling like only one aspect of my comments were taken into account in the writing of the article. I wonder if Kent feels the same way, it is his picture that made its way onto the page…

Mar 242010
 
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Soup and old clothes at 11:30AM. A (not) new Friday ritual I’ve grown quite fond of. [caseyodonnell]
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Whither Mario Factory? Still unpublished. But, if you’re curious about a game development tools moment that never came: http://bit.ly/bjphE2 [caseyodonnell]
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Nice fieldwork find: RT @otsuki3c: "…if you talk to people about what they know, they will always tell you the truth" http://bit.ly/bZFwOZ [caseyodonnell]
 Posted by at 10:11 pm
Mar 232010
 

I’ve been sitting on this material for a while. Many of my informants would recognize it as coming from back in 2006 when I was passing the PDFs around Vicarious Visions. Starting in 2008, the essay has been reviewed well and reviewed poorly and still not accepted. One interesting thing has been that despite good reviews it has even been rejected, told to go to something more “New Media” or “Game Studies.” So while I’ll continue to push its publication through, the empirical material is simply too interesting to keep closed off from view as I await further feedback. Thus, some excerpts from an as-of-yet unpublished manuscript, “Whither Mario Factory?” after the break.

Continue reading »

Mar 172010
 
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Sounds like #Sony #Move is getting the same developer response that #Home had at #GDC in 2007… and boy is home AWESOME. [caseyodonnell]
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A blast from my coding past… wxCURL gets it’s first birthday: http://bit.ly/chEbDa [caseyodonnell]
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Shared 2 links.
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 Posted by at 10:00 pm