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   <title>Max Vs. The Internet</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/" />
   <link rel="self" type="application/atom+xml" href="http://interactive.usc.edu/members/mgeiger/atom.xml" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116</id>
   <updated>2008-10-09T02:17:02Z</updated>
   <subtitle>&quot;It&apos;s a good title, but not entirely accurate...&quot;
&quot;What do you mean?&quot;
&quot;Well, given how much time you spend there, it&apos;s more like you and the Internet vs. the world.&quot;</subtitle>
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.31</generator>

<entry>
   <title>Access Controller now shipping for PS2/PS3/PC - Hack a Day</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/10/access_controller_now_shipping.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9507</id>
   
   <published>2008-10-09T02:17:01Z</published>
   <updated>2008-10-09T02:17:02Z</updated>
   
   <summary><![CDATA[ Access Controller now shipping for PS2/PS3/PC - Hack a Day &quot;[Ben Heckendorn]&rsquo;s Access Controller is now shipping. The controller is designed to be used with just one hand. It has six openings that the five control modules can be...]]></summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<ul class="diigo-linkroll">
    <li>
    <p class="diigo-link"><a href="http://hackaday.com/2008/10/08/access-controller-now-shipping-for-ps2ps3pc">Access Controller now shipping for PS2/PS3/PC - Hack a Day</a></p>
    <p class="diigo-description">&quot;[Ben Heckendorn]&rsquo;s Access Controller is now shipping. The controller is designed to be used with just one hand. It has six openings that the five control modules can be placed in. It&rsquo;s easy to reconfigure depending on the player or game. While the prototype was built using Xbox 360 controller parts, this newly released unit is available for the PS2, PS3, and PCs. The Xbox 360 version is still being reviewed for final production. [Ben] says that in the coming weeks he&rsquo;ll post a how-to for building your own modules. There&rsquo;s always one empty slot and the bus like design should make this fairly simple.&quot;</p>
    <p class="diigo-tags">tags: <a href="http://www.diigo.com/user/envarh/accessibility">accessibility</a>, <a href="http://www.diigo.com/user/envarh/&quot;one handed&quot;">one handed</a>, <a href="http://www.diigo.com/user/envarh/interface">interface</a>, <a href="http://www.diigo.com/user/envarh/controller">controller</a>, <a href="http://www.diigo.com/user/envarh/reconfigurable">reconfigurable</a>, <a href="http://www.diigo.com/user/envarh/games">games</a>, <a href="http://www.diigo.com/user/envarh/&quot;ben heckendorn&quot;">ben heckendorn</a></p>
    </li>
</ul>
You can buy it <a href="javascript:void(0);/*1223514497846*/">here</a>.<br />
<br />
Fatuous, Snide First Impressions:<br />
Enter a bold new age of snacking and masturbating while gaming at the same time!<br />
<br />
Genuine Excitement:<br />
1) This is a great stride forward for Game Accesibility.<br />
2) The idea of an easily reconfigurable control scheme is exciting from a design standpoint. Go forth and iterate. Yes, you could have a touch screen or a wiimote, but this is something you can hold with <em>buttons</em> you can press.]]>
      
   </content>
</entry>
<entry>
   <title>The Play Generated Map and Document Archive</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/09/the_play_generated_map_and_doc.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9390</id>
   
   <published>2008-09-24T19:31:00Z</published>
   <updated>2008-09-24T19:31:10Z</updated>
   
   <summary><![CDATA[ The Play Generated Map and Document Archive &quot;PlaGMaDA's mission is to preserve, present, and interpret play generated cultural artifacts, namely manuscripts and drawings created to communicate a shared imaginative space. The Archive will solicit, collect, describe, and publicly display...]]></summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<ul class="diigo-linkroll">
    <li>
    <p class="diigo-link"><a href="http://plagmada.org/Home.html">The Play Generated Map and Document Archive</a></p>
    <p class="diigo-description">&quot;PlaGMaDA's mission is to preserve, present, and interpret play generated cultural artifacts, namely manuscripts and drawings created to communicate a shared imaginative space.  The Archive will solicit, collect, describe, and publicly display these documents so as to demonstrate their relevance, presenting them as both a historical record of a revolutionary period of experimental play and as aesthetic objects in their own right.  By fostering discussion and educating the public, it is hoped that the folkways which generate these documents can be encouraged and preserved for future generations. &quot;</p>
    <p class="diigo-tags">tags: <a href="http://www.diigo.com/user/envarh/play">play</a>, <a href="http://www.diigo.com/user/envarh/map">map</a>, <a href="http://www.diigo.com/user/envarh/paper">paper</a>, <a href="http://www.diigo.com/user/envarh/generated">generated</a>, <a href="http://www.diigo.com/user/envarh/ephemera">ephemera</a>, <a href="http://www.diigo.com/user/envarh/document">document</a>, <a href="http://www.diigo.com/user/envarh/archive">archive</a></p>
    </li>
</ul>
This is beautiful and worthy of your perusal.]]>
      
   </content>
</entry>
<entry>
   <title>I&apos;m in Ur Base, Killin&apos; Ur Presidentz</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/09/im_in_ur_base_killin_ur_presid.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9292</id>
   
   <published>2008-09-16T03:27:30Z</published>
   <updated>2008-09-16T03:27:37Z</updated>
   
   <summary><![CDATA[ Pentagon Researcher Unveils Warcraft Terror Plot | Danger Room from Wired.com &quot;I'm in ur base, killin' ur manz.&quot; tags: dan arey, wow, pentagon, terrorism, SHARP, intelligence, nuclear weapon, warcraft, virtual world, noah shachtman, dwight toavs It appears that our...]]></summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<ul class="diigo-linkroll">
    <li>
    <p class="diigo-link"><a href="http://blog.wired.com/defense/2008/09/world-of-warcra.html">Pentagon Researcher Unveils Warcraft Terror Plot | Danger Room from Wired.com</a></p>
    <p class="diigo-description">&quot;I'm in ur base, killin' ur manz.&quot;</p>
    <p class="diigo-tags">tags: <a href="http://www.diigo.com/user/envarh/&quot;dan arey&quot;">dan arey</a>, <a href="http://www.diigo.com/user/envarh/wow">wow</a>, <a href="http://www.diigo.com/user/envarh/pentagon">pentagon</a>, <a href="http://www.diigo.com/user/envarh/terrorism">terrorism</a>, <a href="http://www.diigo.com/user/envarh/SHARP">SHARP</a>, <a href="http://www.diigo.com/user/envarh/intelligence">intelligence</a>, <a href="http://www.diigo.com/user/envarh/&quot;nuclear weapon&quot;">nuclear weapon</a>, <a href="http://www.diigo.com/user/envarh/warcraft">warcraft</a>, <a href="http://www.diigo.com/user/envarh/&quot;virtual world&quot;">virtual world</a>, <a href="http://www.diigo.com/user/envarh/&quot;noah shachtman&quot;">noah shachtman</a>, <a href="http://www.diigo.com/user/envarh/&quot;dwight toavs&quot;">dwight toavs</a></p>
    </li>
</ul>
It appears that our own Dan Arey has concocted a scheme wherein &quot;the terrorists&quot; could use an MMO to plot a dastardly scheme.<br />
<br />
I put this on par with <em>Die Hard 4</em> for &quot;incredibility&quot; in both senses of the word:<br />
<blockquote><strong><a href="http://www.imdb.com/name/nm0519043/">Matt Farrell</a></strong>: Jesus Christ. It's a fire sale.  <br />
<strong><a href="http://www.imdb.com/name/nm0000246/">John McClane</a></strong>: What?  <br />
<strong><a href="http://www.imdb.com/name/nm0519043/">Matt Farrell</a></strong>: It's a fire sale.  <br />
<strong><a href="http://www.imdb.com/name/nm0193295/">Deputy Director Miguel Bowman</a></strong>: Hey! We don't know that yet.  <br />
<strong><a href="http://www.imdb.com/name/nm0151668/">Taylor</a></strong>: And it's a myth anyway. It can't be done.  <br />
<strong><a href="http://www.imdb.com/name/nm0519043/">Matt Farrell</a></strong>: Oh, it's a myth? Really? Please tell me she's only here for show and she's actually not in charge of anything.  <br />
<strong><a href="http://www.imdb.com/name/nm0000246/">John McClane</a></strong>: What's a fire sale?  <br />
<strong><a href="http://www.imdb.com/name/nm0519043/">Matt Farrell</a></strong>: It's a three-step... it's a three-step systematic attack on the entire national infrastructure. Okay, step one: take out all the transportation. Step two: the financial base and telecoms. Step three: You get rid of all the utilities. Gas, water, electric, nuclear. Pretty much anything that's run by computers which... which today is almost everything. So that's why they call it a fire sale, because everything must go.<br />
</blockquote>Epic.]]>
      
   </content>
</entry>
<entry>
   <title>Tough Choices: How Making Decisions Tires Your Brain: Scientific American</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/07/tough_choices_how_making_decis.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9117</id>
   
   <published>2008-07-22T18:41:49Z</published>
   <updated>2008-07-22T18:41:50Z</updated>
   
   <summary><![CDATA[Tough Choices: How Making Decisions Tires Your Brain: Scientific American &nbsp; Nevermind being addicted to pop-science.&nbsp; If games are a series of meaningful choices, what does this mean? &nbsp;...]]></summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<p><a href="http://www.sciam.com/article.cfm?id=tough-choices-how-making">Tough Choices: How Making Decisions Tires Your Brain: Scientific American</a></p>
<p>&nbsp;</p>
<p>Nevermind being addicted to pop-science.&nbsp; If games are a series of meaningful choices, what does this mean?</p>
<div style="margin-left: 22px; margin-bottom: 33px; line-height: 150%;">&nbsp;</div>]]>
      
   </content>
</entry>
<entry>
   <title>Videogames Are Over. Go Home.</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/07/videogames_are_over_go_home.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9111</id>
   
   <published>2008-07-17T08:41:23Z</published>
   <updated>2008-07-17T08:54:26Z</updated>
   
   <summary> That&apos;s it. Videogames are over. Everybody go home. We&apos;re all done. There&apos;s nothing left to do....</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Misc" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1417" label="blood ocean" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1418" label="dethklok" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1415" label="duke nukem" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1424" label="pinnacle of the medium" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1422" label="state of the art" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1420" label="terrible" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1419" label="trailers" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392">	<param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=36746"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=36746" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object>

That's it. Videogames are over. Everybody go home. We're all done. There's nothing left to do.]]>
      <![CDATA[That trailer was even less comprehensible than <em>Blood Ocean</em>.

<style>div#main{overflow:visible;}</style><div style="background-color: #d53000; text-align:center;vertical-align: middle;width:425px;z-index:500;overflow:visible"><a href="http://www.adultswim.com/video/index.html" style="display:block;"><img src="http://www.adultswim.com/video/embeded_header.jpg" alt="" width="425" height="30" border="0"></a><object width="425" height="350" type="application/x-shockwave-flash" data="http://www.adultswim.com/video/vplayer/index.html"><param name="allowFullScreen" value="true" /><param name="movie" value="http://www.adultswim.com/video/vplayer/index.html"/><param name="FlashVars" value="id=6bfcb819a19035f30d500b1035894902" /><embed src="http://www.adultswim.com/video/vplayer/index.html" type="application/x-shockwave-flash" FlashVars="id=6bfcb819a19035f30d500b1035894902" allowFullScreen="true" width="425" height="350"></embed></object></div>]]>
   </content>
</entry>
<entry>
   <title>Multitouch Roundup/DS Homebrew Guide</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/05/multitouch_roundupds_homebrew.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9041</id>
   
   <published>2008-05-21T02:40:49Z</published>
   <updated>2008-05-21T02:48:58Z</updated>
   
   <summary>Contemplating doing something other than making games with my new liberty and, oh, would you look at that, Hack a Day has a nice roundup of different multitouch projects. Check &apos;em out. But oh crap, they also have a link...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Misc" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1372" label="bloggin&apos;" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="442" label="DS" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1370" label="Hack a Day" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1367" label="hackin&apos;" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1374" label="hey I graduated can I still write here?" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1368" label="multitouch" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[Contemplating doing something other than making games with my new liberty and, oh, would you look at that, <a href="http://www.hackaday.com/">Hack a Day</a> has a nice roundup of different multitouch projects. <a href="http://www.hackaday.com/2008/05/20/multitouch-project-roundup/">Check 'em out</a>.

But oh crap, they also have a link to a <a href="http://www.hackaday.com/2008/05/20/nintendo-ds-homebrew-guide/">DS Homebrew Guide</a>? It's like their trying to tell me something.

Idle Thought: is "hack a day" the carpe diem version of "<a href="http://en.wikipedia.org/wiki/Hackers_(film)">hack the planet</a>?"
]]>
      
   </content>
</entry>
<entry>
   <title>Fold It!</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/05/fold_it.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.9016</id>
   
   <published>2008-05-09T01:23:36Z</published>
   <updated>2008-05-09T01:39:43Z</updated>
   
   <summary>If this is for real, then we all just got served. Hard....</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Misc" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1351" label="distributed computing" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1349" label="folding@home" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1347" label="foldit" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1352" label="protein" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1354" label="protein folding" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1356" label="serious games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[If <a href="http://fold.it/portal/adobe_main/">this</a> is for real, then we all just got <a href="http://youtube.com/watch?v=PzysbFcCYS8&feature=related">served</a>. Hard.]]>
      <![CDATA[
<a href="http://fold.it/portal/adobe_main/">Foldit</a> (or is it <em>Fold It!</em> ?) turns protein folding into a game. Protein folding, as in Folding@Home, as in a computationally hard problem that was most cost effective to solve with distributed computing. Distributed human computing, like Amazon's mechanical turk, has long been hailed as a great way to solve computationally hard problems that people might just be able to "do," like image recognition or OCR proof-reading via CAPTCHA. That it is now wrapped up in a game, and a supposedly fun one at that, is a massive leap forward.

I'm withholding judgment until I can play it, but if it works as advertised, then two questions may be answered:
1) Can games can be used as a wrapper for computationally hard tasks which have real-world significance? This will depend on the popularity of Foldit to prove out its "fun," and will be a triumphant vindication of "serious" games.
2) Is human distributed computing more efficient than brute-force distributed computing? I doubt there is a control group of computers running similar folding problems concurrently, so this will depend on an analytic evaluation and some time to gather data.

Either way, this is tremendously exciting.]]>
   </content>
</entry>
<entry>
   <title>Scientists, We Need Your Swords!</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/04/scientists_we_need_your_swords.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8994</id>
   
   <published>2008-04-26T19:43:42Z</published>
   <updated>2008-04-26T19:43:53Z</updated>
   
   <summary>Came across this while trying to find a web-friendly link to a new article on Mathematics and Music Theory published in Science. Couldn&apos;t but found this internet gold instead: Scientists, We Need Your Swords! -- Bohannon 320 (5874): 312b --...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[Came across this while trying to find a web-friendly link to a new article on Mathematics and Music Theory published in <em>Science</em>. Couldn't but found this internet gold instead:<br />
<ul class="diigo-linkroll">
    <li>
    <p class="diigo-link"><a href="http://www.sciencemag.org/cgi/content/full/320/5874/312b">Scientists, We Need Your Swords! -- Bohannon 320 (5874): 312b -- Science</a><span class="diigo-link-opts"> - <a href="http://www.diigo.com/0245e">Annotated</a></span></p>
    <p class="diigo-description">On May 9-11, the first scientifc conference will be held in World of Warcraft. Awesome!</p>
    <p class="diigo-tags">tags: <a href="http://www.diigo.com/user/envarh/&quot;world of warcraft&quot;">world of warcraft</a>, <a href="http://www.diigo.com/user/envarh/&quot;science magazine&quot;">science magazine</a>, <a href="http://www.diigo.com/user/envarh/&quot;gonzo scientist&quot;">gonzo scientist</a>, <a href="http://www.diigo.com/user/envarh/&quot;john bohannon&quot;">john bohannon</a>, <a href="http://www.diigo.com/user/envarh/wow">wow</a>, <a href="http://www.diigo.com/user/envarh/warcraft">warcraft</a>, <a href="http://www.diigo.com/user/envarh/science">science</a>, <a href="http://www.diigo.com/user/envarh/conference">conference</a>, <a href="http://www.diigo.com/user/envarh/virtual">virtual</a>, <a href="http://www.diigo.com/user/envarh/games">games</a></p>
    <ul class="diigo-highlights">
        <li>
        <div class="content">Anyone with an Internet connection can take part, from anywhere in the world. All you have to do is install the game, create a character, and join the guild called &quot;Science&quot; on the Earthen Ring US server.</div>
        </li>
    </ul>
    </li>
</ul>]]>
      
   </content>
</entry>
<entry>
   <title>Elit Open Mouse at USC 4-25-2008</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/04/elit_open_mouse_at_usc_4252008.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8917</id>
   
   <published>2008-04-08T00:12:18Z</published>
   <updated>2008-04-08T00:18:28Z</updated>
   
   <summary> Elit Open Mic/Open Mouse April 25,2008, 7:30pm USC, Institute for Multimedia Literacy Calling All creators (and fans) of Electronic Literature: authors, designers, and programmers. Sign up now to present your new or favorite work of elit in our Open...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Misc" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1311" label="elit" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="57" label="events" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1313" label="IML" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1317" label="open mic" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1315" label="open mouse" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<img alt="underthestars_logo_small.gif" src="http://interactive.usc.edu/members/mgeiger/underthestars_logo_small.gif" width="250" height="326" align="right" valign="top" vspace="10" hspace="10"/>
Elit Open Mic/Open Mouse
April 25,2008, 7:30pm
USC, Institute for Multimedia Literacy

Calling All creators (and fans) of Electronic Literature: authors, designers, and programmers.  Sign up now to present your new or favorite work of elit in our Open Mic/Open Mouse.

Venue: Outdoors under the stars at the Institute for Multimedia Literacy, 746 West Adams Blvd., LA, CA 90089 at the University of Southern California.



Potential Genres:
    * Electronic Poetry
    * Hypertext
    * Interactive Fiction
    * Interactive Drama
    * Conversational Agents
    * Video Mashups
    * Serious Games
    * Flash Works
    * Codeworks

Any work that could be labeled "Electronic Literature" is welcome
Or you may read an excerpt of one of your favorite elit works.

Performance Spots Length: 7 Minutes Max

The performance will be Free and Open to the public.

Contact:  To sign up, contact Jeremy Douglass [jeremydouglass [at] gmail]

Organized by Mark Marino, Jeremy Douglass, and Jessica Pressman with support from Holly Willis of the Institute for Multimedia Literacy and from the Electronic Literature Organization.


For more information see:
<a href="http://writerresponsetheory.org/wordpress/2008/04/03/underthestars/">http://writerresponsetheory.org/wordpress/2008/04/03/underthestars/</a>

<div class="vevent">
  <a class="url" href="http://writerresponsetheory.org/wordpress/2008/04/03/underthestars/">
    <abbr class="dtstart" title="20080425T1930-0700">April 25, 2008 7:30pm</abbr>&mdash;
    <abbr class="dtend" title="20080425"></abbr>
    <span class="summary">Elit Open Mouse at USC </span>&mdash; at 
    <span class="location">Institute for Multimedia Literacy, 746 West Adams Blvd., LA, CA 90089</span>
  </a>
</div>]]>
      
   </content>
</entry>
<entry>
   <title>Errantry Website Launches</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/04/errantry_website_launches_1.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8913</id>
   
   <published>2008-04-07T03:20:13Z</published>
   <updated>2008-04-07T03:38:31Z</updated>
   
   <summary> The Errantry Team is pleased to announce the launch of its website, www.errantrythegame.com, and at last join the ranks of its website having brethren, RagnaRøkk and The Misadventures of P.B. Winterbottom. Precipitated by the short march to the Indiecade...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="IMD" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1310" label="errantry" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="603" label="indie" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[ <a href="http://errantrythegame.com/"><img src="http://farm4.static.flickr.com/3246/2393996749_8cdbb87aa9_m.jpg" width="240" height="139" title="Errantry Website" vspace="10" hspace="10" align="left" valign="top"></a>The Errantry Team is pleased to announce the launch of its website, <a href="http://errantrythegame.com/">www.errantrythegame.com</a>, and at last join the ranks of its website having brethren, <a href="http://playragnarokk.com/">RagnaRøkk</a> and <a href="http://www.winterbottomgame.com/">The Misadventures of P.B. Winterbottom</a>.

Precipitated by the short march to the <a href="http://www.indiecade.com/">Indiecade</a> submission deadline this Friday, April 11<sup>th</sup>, <a href="http://errantrythegame.com/">www.errantrythegame.com</a> will host all things <em>Errantry</em> related, including screenshots, movies, an executable, as well as guides on how to use your wiimote to on your PC or Mac, as well as a plethora of  links to resources the team has found helpful during the process of developing a game with Wiimote technology.

As we enter the festival season, the Errantry Team would like to solicit the opinions of the IMD community on how to best improve our web-presence and the appearance of our website, either by direct <a href="mailto:errantry.491@gmail.com">mail</a> or a comment left on our <a href="<a href="http://errantrythegame.com/">site</a> (which will help stress-test its infrastructure).]]>
      
   </content>
</entry>
<entry>
   <title>Ethics and AI</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/04/ethics_and_ai_1.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8874</id>
   
   <published>2008-04-01T08:00:00Z</published>
   <updated>2008-04-01T07:15:44Z</updated>
   
   <summary>Forgive me if this is too conversational: I&apos;m at a bit of an impasse, and so, rather than coming to hard answer of my own volition, so I&apos;m going to bounce an (a set of) idea(s) off of you, if...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Writing 340" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1286" label="AI" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1294" label="cognition" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1293" label="elephants" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1296" label="ethics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1287" label="futurism" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1290" label="idle dreamings" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1295" label="intelligence" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1292" label="joseph weizenbaum" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="644" label="philosophy" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1288" label="slavery" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1172" label="Writing 340" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[Forgive me if this is too conversational: I'm at a bit of an impasse, and so, rather than coming to hard answer of my own volition, so I'm going to bounce an (a set of) idea(s) off of you, if you don't mind. We're beginning the next paper in Writing 340. From it, we're supposed to cull something juicy from the <a href="http://www.pageflakes.com/Envarh/">streams of research</a> we've set flowing automatically. A topic is supposed to leap at us like a glittering salmon, and we are to strike it from the apex of its plump springing as would a lumbering grizzly. Were it that easy.

Instead, I've got a problem that's been humming away in the back of my mind, the sort of thing I can't entirely put down all the way, yet can't really pick up and address properly in its own right for lack of time. I think this natural percolation points to something that I've absorbed osmotically, and now need to do something about. It lives in the same place as the Latrunculi project, and all the other stories unwritten and designs unprototyped.

Here's the short of it: I think we need an ethics for artificially intelligent agents in games and virtual worlds. I think we need one now, or at least soon enough that now will be a prudent time to start thinking through the hard problems we are faced with. Right now, let me explain what I mean, the unfounded assumptions and leaps of faith I'm making, and introduce the larger game of what-if that I'm making. I realize this has very little to do with games/how is the web changing games, but I think I might be able to point to how it will be relevant after a few hundred words, bear with me, things are about to get crazier.

I have, for the past four years or so, held a concept of artificial intelligence as one of the hard problems facing game design. I'm not even sure if there's a nice list somewhere of "unresolved problems in games design," like there is for <a href="http://en.wikipedia.org/wiki/Egyptology#Problems_and_mysteries">Egyptology</a>,  or <a href="http://en.wikipedia.org/wiki/Unsolved_problems_in_philosophy">philosophy</a> (which will come back to haunt us in a little bit). For me, the short list is reconciling emergence with narrative intent, the creation of human-like artificial intelligence, and the creating emotional meaning without playfulness. Game design is a creative field, and so while it contains finite disciplines, I have some reservations as to whether these unresolved problems will ever be answered in a satisfactory fashion. I tend to take real-time photorealism for granted in considering the future of graphics. Whether photorealistic graphics are artistically desirable or necessary is another, more interesting debate than questions over when they'll show up or how they'll change things. But problems like making resonant stories, complex emotion out of play, or characters that don't need to be written may be fundamentally unanswerable.

That doesn't mean they aren't fruitful. I think attempts to chisel out smaller problem spaces from these larger sets are laudable. I think it may even be (almost) manageable to try addressing them this way (you can insert a plug for <em>Errantry</em> here, if you'd like). The exploration of any one of those three areas (or other areas I haven't dared to plumb for ignorance or cowardice) could easily be a comfortable career of sorts. If we must assign a category to "creating an ethics for the creation and employment of AI," we can safely tuck it under "creating human-like AI," but the troublesome thing about these categories is that any development in one has ramifications for the others.

So, on to why and how:
Artificial Intelligence is coming. If you're a particular flavor of futurologist, you believe that someday there will be a <a href="http://en.wikipedia.org/wiki/Technological_singularity">technological singularity</a>, and there will be an apocalypse in the old revelatory sense, not necessarily a doomsday, rapture, or new eden. Just that the human condition will change, the rules will be crazy for a little bit, and the whole thing is going to be a surprise one way or the other. It's cool if you want to run around talking about how your brain is going to be rocking faces inside some new-fangled, self-created Newtonian God-machine, or that one very lucky <a href="http://en.wikipedia.org/wiki/Terminator_(character)">T-800</a> will travel back in time and stop <em>H. sapiens</em> from fighting back. Awesome. I don't really have the patience to dream that far into the future, and as Keynes said, "in the long run, we'll all be dead." The post-meta-trans-prefixed-humanity of the distant then is, frankly, inconceivable to me, and therefore, in the tradition of grand thinkers everywhere, <a href="http://www.theonion.com/content/opinion/you_know_whats_stupid">irrelevant</a>.

But it's a fairly safe bet that along the way, there will be smart machines. And they will be relevant to us. If you give the smart machine a sufficiently robust body, somebody is going to sleep with it. Which is hilarious, icky, inevitable, and an interesting (read: prurient) enough topic that you can make dollars from it if you write it up in a <a href="http://www.amazon.com/Love-Sex-Robots-Human-Robot-Relationships/dp/0061359750">book</a>.(bonus points if you're forethinking enough to write the book on how to <a href="http://www.amazon.com/How-Survive-Robot-Uprising-Defending/dp/1582345929">break up</a> with your robot lover as well). But it's a fairly safe bet that it's going to happen. So somewhere, traipsing down the yellow brick road towards the singularity, we have a stop where artificial intelligences and robotics become sufficiently advanced that there will be a real-life Pygmalion. I'm betting that artificial intelligence will probably get its act together before the robotics side of the equation (we may wind up with all kinds of Nexus Six-type scenarios), and with that, games have already provided a demonstrable demand for such intelligences, not to mention less "frivolous" uses, or uses that don't offend our current mores.

But therein lies the rub: already the quickest verb for describing the employ of these intelligences was "use," as if they were still a dumb tool, which is, if anything, an antiquated way of thinking about them. What happens when these minds are sufficiently human that we cannot tell the difference between human wetware from meatspace and software running on hardware (I read too much Rucker as a kid) in a virtual environment? If at, some point, they are intelligent, or intelligent "enough," then they aren't they functionally human? If so, are we not obligated to treat them as such?

This particular problem for me starts with Aristotle, in uncomfortably enough in his <em>Politics</em> (<a href="http://www.constitution.org/ari/polit_01.htm">book 1, chapters 3-7</a>). There, he defines a slave as a possession:<blockquote>Now instruments are of various sorts; some are living, others lifeless; in the rudder, the pilot of a ship has a lifeless, in the look-out man, a living instrument; for in the arts the servant is a kind of instrument. Thus, too, a possession is an instrument for maintaining life. And so, in the arrangement of the family, a slave is a living possession, and property a number of such instruments; and the servant is himself an instrument which takes precedence of all other instruments.</blockquote> Tied in with this are a series of antitheses, between master and slave, soul and body, man and woman, natural slave or slave by law, and so on. Without misinterpreting his point too egregiously, it seems that Aristotle settles on a definition of slavery which runs thusly: a natural slave possess reason, but will, and can therefore conduct human (as opposed to bestial) labors and duties, while still being dependent on his master's soul fully animate his volition. It's not entirely successful as first principals go, because then along come slaves by law or custom, such as debtors or prisoners of war, who were freemen, fully possessed of their own volition. This becomes further embarrassing when these slaves by law are Greeks, and therefore ought to know better than to have let themselves owe so much money, or surrender in battle, etc.

Having arrived at a set of natural conditions for slavery which are immediately complicated by the customary conditions, Aristotle's definition fails to reconcile the two. Much, as I suspect, we will fail to reconcile the difference between a sufficiently advanced semi-intelligent machine created to serve us, and a truly intelligent machine put to human use. At some point, lacking a proper definition, the distinction breaks down, which is why we need a set of ethics. The problem is, this is one of those <a href="http://en.wikipedia.org/wiki/Unsolved_problems_in_philosophy#Cognition_and_AI">unresolved philosophical problems</a>.

I'd like to stick in the fairly safe and philosophically minded realm of antique slavery, because frankly, it is safe. A lot of people think that Classics is a field where one studies what dead white men wrote about dead white men, and while that's not strictly true, what racism is present in antique history is at least abstracted away from the current world, invested with customs that aren't familiar or widespread to modern (ca. 1500 CE and forward) notions of slavery, and importantly, not racially based. While it is possible to see a parallel between Aristotle's "natural slave/legal slave" and a chattel slave/indentured servant in the early history of the Americas, it is still possible to divorce the former from questions of race at least on an abstract level, while the latter distinction is driven by race at its very core. That's not an issue that I am equipped to deal with, but then I'm not equipped to deal with the creation of AI or deep-seated philosophical questions about the nature of intelligence. Not yet at least.

Additionally, slavery in the classical world could take forms we are unaccustomed to thinking about when we think of slavery today. A Roman, for instance might own a Greek slave who was better educated than he, who in turn would raise his master's children or run a business for his master. A gladiator could expect to die relatively quickly in his profession, and yet he might be treated like a modern rock star, being feasted and bedded in order to maintain his happiness, and thus ensure the quality of his performance in the arena. These are, of course, gross oversimplifications, but they form the broad outlines of slavery as an everyday condition that we are unfamiliar with.

Further muddying the matter is second half of one of Aristotle's antitheses, that just as some are born slaves, others are born masters; that there is an art and science to the rule of intelligent being. While it would be easy to leap to hysterics and couple the concept "natural" mastery with modern notions of race in order to arrive at the <em>verboten</em> concept of a master race, it is also an entirely too heated (and thoroughly disproven) chain of logic. Of relevance and use to us now is the question of how the perception of mastery alters the "master" class. Just how much does power corrupt, and through what means?

This question is an extension of a familiar one, that of "how are we shaped by the everyday use of our devices?" But again, in anticipation of the shift from "device" to intelligence, how will we be shaped by participating in a culture of use or cooperation with these "things," for lack of a better word.

We already have some experience with non-human intelligences, although to what extent they are intelligent is certainly up for debate. Somewhere back in the stack of unpublished posts for this blog I have an essay on Elephants, and whether or not they can play games. It was prompted by a video similar to this one:<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/He7Ge7Sogrk&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/He7Ge7Sogrk&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
We've already begun the process of exploring how to interact with non-human intelligences, things which think in ways fundamentally different from our own. Whether you or I think in the same way beyond a shared language is certainly open to debate: I'm willing to wager no, given my own relative stupidity and the diversity of "intelligences" they teach you about in grade school, like kinesthetic vs. spatial vs. musical vs. verbal learning and so on. Not to mention <a href="http://en.wikipedia.org/wiki/Neurodiversity">neurodiversity</a>. Libraries worth of bad science fiction have been devoted to the topic, while a few shelves worth of books seem to have broached the subject intelligently. We're starting to <a href="http://www.collisiondetection.net/mt/archives/2008/02/why_do_beluga_w.html">explore</a> it more in our natural world , as we try to get an empirical grip on what cognition actually is, but all the while we hold ourselves out above animals, and with good reason. Those lines of reasoning, however, cannot begin to prepare us for what happens when we finally through the switch or push the slinky down the first step on its path towards intelligence.

So, succintly, these are the issues I'm curious about exploring: what is an intelligence? When will we know it when we see it? How will we treat it? How should we treat it? How will we be changed by how we treat it? What are some of the precedents for these issues?

Obviously, this is a thought experiment, and more than a little crazy. It will likely be 20 years before any of these issues begin to really thrust up beyond the horizon.

So I'd like to learn more about the issues involved. I was told this could be a book, but I 'm not sure that's the best use of the next two years of my life, even if a publisher were interested. I certainly think it could be a paper, and I could probably get the abstract done in class. In unpacking the problem, there are a few angles I'd like to explore, namely how to anticipate an AI, how a slave society conducted itself (and collapsed) in the Graeco-Roman world, how those paradigms are relevant to us, how the roots of this future problem are taking shape today, and what the proposed ethics of an AI-dependent culture would actually be.

Once we have them, how will it be ethical to use them for entertainment in games? Will we be compelled to ask them nicely to play with us?

From a game design perspective (to ratchet this all back), I often think the answer of "well, story (or problem X) is hard, but someday we'll be able to plug an AI in there, which will solve everything for us" is a lazy one. AI may not be the best thing to design for, and good designs may come from designing around the need for AI. Likewise, a human-like AI may not be the most interesting AI players will want to interact with: perhaps something closer to HAL 9000, or a complex system that seems possess everything but intelligence, like an ecosystem. Imagine building a game around the Gaia hypothesis, only rather than being a complex emergent system, there was some spark of volition behind it all?

Pulling back yet another step, this time towards answering what to make of the web and its impact on games, how do these intelligences change when we move them away from a purely playful space and put them in the context of virtual worlds and networks. We've spent a lot of time in the past playing with solipsism in our fiction as a culture, but are we prepared to anticipate networked solipsism, where liminal bounds break down, and once erased, the context for thought makes it impossible to distinguish the quality of that thought?

I'm not sure where I'm leading with any of this, except that there are a number of exciting areas I'd like to plumb a little more before I pick a direction. So I'd like to ask for recommendations on books, authors, topics, articles, and what-have-you in order to help get my head around the problem, and once there, I'll ask again about actually tackling it.

I already have <a href="http://en.wikipedia.org/wiki/Joseph_Weizenbaum">Weizenbaum</a>'s <a href="http://www.amazon.com/Computer-Power-Human-Reason-Calculation/dp/0716704633">book</a> on Peggy's recommendation for a starting point, but I'd like to get as broad a sampling as possible. I am nothing if not a fan of syncretism. ]]>
      
   </content>
</entry>
<entry>
   <title>The Big Lebowski</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/03/the_big_lebowski.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8857</id>
   
   <published>2008-03-26T23:15:40Z</published>
   <updated>2008-03-26T23:18:19Z</updated>
   
   <summary> .flickr-photo { border: solid 2px #000000; } .flickr-yourcomment { } .flickr-frame { text-align: left; padding: 3px; } .flickr-caption { font-size: 0.8em; margin-top: 0px; } A quick head&apos;s up: there&apos;s a 10th anniversary screening of The Big Lebowski 7:30 PM...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   <category term="1243" label="cinema" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1236" label="coen brothers" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1238" label="jeff bridges" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="982" label="movies" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1234" label="the big lebowski" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1240" label="the dude" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1242" label="the egyptian" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<style type="text/css">
.flickr-photo { border: solid 2px #000000; }
.flickr-yourcomment { }
.flickr-frame { text-align: left; padding: 3px; }
.flickr-caption { font-size: 0.8em; margin-top: 0px; }
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<div class="flickr-frame">
	<a href="http://www.flickr.com/photos/sleeper-cell/2364378947/" title="photo sharing"><img src="http://farm3.static.flickr.com/2083/2364378947_5686fe5269.jpg" class="flickr-photo" alt="" /></a>
<br />
</div>
				
<p class="flickr-yourcomment">
	A quick head's up: there's a 10th anniversary screening of The Big Lebowski 7:30 PM Saturday, March 29th at The Egyptian.<br />
<br />
I'd post more details or a link, but The Egyptian's website is pokey at the moment.<br />
<br />
As a media scholar, I can only offer the following postulate: whatever cinema started in the early 20th century reached its apotheosis with this film at the end.
</p>]]>
      
   </content>
</entry>
<entry>
   <title>Profile: Ben &quot;Yahtzee&quot; Croshaw</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/03/profile_ben_yahtzee_croshaw_1.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8818</id>
   
   <published>2008-03-11T20:19:38Z</published>
   <updated>2008-03-27T19:39:57Z</updated>
   
   <summary>Ben Croshaw [wiki] hit the internet like a rabbit punch, swift and ruthlessly. Zero Punctuation, his weekly, ranting comic/animation was quickly absorbed by The Escapist, and in the process, their non-video page views increased 394%. Yahtzee&apos;s pithy, rapid-fire (in his...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Writing 340" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1253" label="alan moore" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1251" label="ben crowshaw" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="136" label="criticism" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1255" label="erik wolpaw" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="35" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1256" label="satire" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1260" label="the escapist" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1171" label="writing 340" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1249" label="yahtzee" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1258" label="zero punctation" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[<a href="http://www.fullyramblomatic.com/">Ben Croshaw</a> [<a href="http://en.wikipedia.org/wiki/Ben_Croshaw">wiki</a>] hit the internet like a rabbit punch, swift and ruthlessly. <a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation">Zero Punctuation</a>, his weekly, ranting comic/animation was quickly absorbed by <a href="http://www.escapistmagazine.com/">The Escapist</a>, and in the process, their non-video page views <a href="http://newteevee.com/2008/01/24/zero-punctuation-equals-millions-of-views/">increased 394%</a>. Yahtzee's pithy, rapid-fire (in his own words, "fully ramblomatic") style of narration works, and seems to have an enduring charm beyond the initial novelty of his pace and commonwealth accent: his videos are still putting up good viewer numbers, despite the occasional editorial misstep (his video review of <a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2831-Zero-Punctuation-The-Witcher">The Witcher</a> included a brief machinima coda which was widely derided as an execrable attempt at the format). In addition to critical and comedic written works, Yahtzee is also a game designer in his own right, having released a number of <a href="http://www.fullyramblomatic.com/games.htm">independent games</a> on his website. When people like <a href="http://www.costik.com/weblog/">Greg Costikyan</a> make <a href="http://playthisthing.com/game-criticism-why-we-need-it-and-why-reviews-arent-it">a lot of much ballyhooed noise</a> about how games lack a proper tradition of criticism, that there is no actual critique to be found in most of the writing about games, it does a disservice to the work of popular satirists like Yahtzee. We would do well to remember that games are still a popular medium, and that while it is worthwhile to elevate the discussion surrounding their design, production, and consumption, such discourse is likely to arise from the popular vernacular surrounding games at the moment.

This isn't to say that critique is unnecessary, antiquated, or a foolish pursuit. But we need to re-evaluate how such critiques are produced. It's entirely possible that excellent essays regarding games and play are being produced somewhere-- I have yet to see anything written above the level of rigor presented by most popular magazines (<i>The Escapist</i> being a prime example of this). Most openly available writing about games outside of heavy books published by university or vanity presses tends to be material that is related to the field in an ancillary fashion, and as such, not entirely relevant to the actual business of play.

With Yahtzee, and popular critics and journalism at large, the business of writing is grounded in play. It isn't enough to engage in a thought experiment and then neglect the grounding of engaging with their subject matter on its level-- through play. Often, this is the crucial groundwork academics and outsiders ignore. Too often we see pretenders to the title of critic earn their hand-cramps at a keyboard rather than a thumbpad. It is enough to <a href="http://www.washingtonpost.com/wp-dyn/content/article/2007/09/15/AR2007091500132.html">have their sons play</a> through the game for them, after refusing to learn the controls. Any critic, even one outside of his expertise, has an obligation to undertake some professional due diligence when offering his thoughts on a piece of work. With the popular voice, this due diligence (if someone coins "dude diligence" I will burst a blood vessel in my face) is a given. With such solid grounding, Yahtzee has at least earned the right to employ the ethical appeal implicit in his highly subjective, first person reviews.

But that, maybe, is entirely the point. Yahtzee has earned the right to be brutally honest by eschewing the ivory tower. He, like any other good satirist, understands that the honest which underlies his craft, and with it, how to use a raucously foul-mouthed style to deliver it. His cartoons were nothing short of a minor revelation. Every gamer can likely recall a bull session with their friends where disses were dropped and props were offered for the faults and features of the games they were currently playing. Yahtzee does exactly the same thing, but throw in some comedic goblin silhouettes and on-the-nose visualizations and the whole enterprise gets cranked up to 11. His willingness to address not only why a specific game is bad, but why the recurrent tropes of its genre have grown stale and are largely failures.

His willingness engage with game-craft adds an element of fearlessness to all of this. By offering up his own work, Yahtzee proves too things: first, that he can take what he dishes out (even if it's shot back at him in his own style, albeit less ably), and second, that he's willing to put theory into practice. This sort of satirist-creator role isn't new, but it is rare. The only other example that springs readily to mind is <a href="http://en.wikipedia.org/wiki/Erik_Wolpaw">Erik Wolpaw</a> who managed to parlay his writing experience from Old Man Murray into a job writing on <a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/1368-Zero-Punctuation-Psychonauts">Psychonauts</a>, and then on to a little game named <a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2541-Zero-Punctuation-The-Orange-Box">Portal</a>. Wolpaw as well seems to be willing to take his own medicine, for after unleashing the <a href="http://www.oldmanmurray.com/features/39.html">Start-to-Crate</a> review metric upon the world (where games are judged on how quickly the designers broke down and used crates to provide ammunition and health, rather than design a better solution), one of his more <a href="http://store.valvesoftware.com/productshowcase/productshowcase_WCC-Plush.html">memorable characters</a> is in fact, little more than a crate. If being able to take it, as well as dish it out, is any measure of success in creating interactive entertainments, then Yahtzee is well ahead of the curve.

The willingness to put theory into practice, to criticize and still risk failure, is laudable. Frankly, in a field lacking rigor and often mired in intellectual cowardice, it is refreshing to see someone willing to participate in the very practices they are scrutinizing.

I saw an <a href="http://shadowsnake.com/Mindscape_trailer.html">interview</a> with <a href="http://en.wikipedia.org/wiki/Alan_Moore">Alan Moore </a>once (I swear this tangent will bring us back home), where he spoke about he had declared himself a magician on his fortieth birthday. His express purpose was to make his friends think that he had leapt head-first off the deep end, and in his own words, he quite rightly had. At that point in his life, he had realized that words are magic (or I suppose we should spell it "magick"), and that to use them is to use a higher order of power beyond their symbolic coding. I'm fairly sure he was sincere, but the example he gave made me think he was a touch less bonkers: satire. To put a satire on one's enemies, according to Moore, is a fate worse than death. Kill a man and his family, and you end his genetic line. Satirize that same man, and do it well, and he will be remembered and mocked forever, his verbal destruction coded into culture at large, a creative act that preserves the folly of a man in order to skewer him for it endlessly, something capable of turning his own descendants against him. I think it was an excellent, if over stated point. In a cultural context, games hold a similar cultural power. It seems necessary that they be kept in check as well, that their stupidities and petty evils be pruned while it is possible, before the ink on the pages of cultural memory dries, leaving us with an inferior experience.

Satire then, is a key part of that pruning, and the work of Yahtzee points towards a just application of such satire. At least someone is trying.]]>
      
   </content>
</entry>
<entry>
   <title>Pageflakes</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/03/pageflakes.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8817</id>
   
   <published>2008-03-11T16:42:52Z</published>
   <updated>2008-05-07T13:29:46Z</updated>
   
   <summary>We&apos;ve been using Pageflakes in Writing 340 to aggregate our research. Here&apos;s mine: http://www.pageflakes.com/Envarh/. Come along with me after the jump for a tour of its multifarious and glittering features!...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
         <category term="Writing 340" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1229" label="aggregation" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1228" label="pageflakes" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1346" label="paper2" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1231" label="research" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1230" label="rss" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1172" label="Writing 340" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[We've been using Pageflakes in Writing 340 to aggregate our research. Here's mine:
<a href="http://www.pageflakes.com/Envarh/">http://www.pageflakes.com/Envarh/</a>.
Come along with me after the jump for a tour of its multifarious and glittering features!]]>
      <![CDATA[I should preface discussion of my pageflake with a brief nod to my existing RSS feeds and preferred feed reader. I use a Firefox extension called <a href="http://sage.mozdev.org/">Sage</a>, which while light weight, is incredibly robust. Should I ever hit rock-bottom as an internet addict, I shall be forced to claim that learning to use syndication to get access to fresh content was the initial push down the slippery slope of automated oblivion, and Sage was my enabler. Sage lives in Firefox's sidebar, where it lists all the feeds I've subscribed to. At last count, this was somewhere around 120, which may be too many, but only about a quarter of that number update daily (or more than daily), while a full half seem to update on an approximately weekly basis, and the remaining quarter seem to be broken and need tidying. Those feeds which have updated their content are listed in a bold font after hitting the refresh button. Clicking on a feed loads an abbreviated version of the page without any formating (most often this is raw text, or raw text with the occasional image), while individual items are listed in the same bold-for-unread-plain-text-for-read format in a panel underneath the sidebar's main feed list. It's simple, it's elegant, and for the most part, it's swift.

The one killer feature of sage, the thing I absolutely adore, is its ability to detect feeds. Not every page that supports syndication conveniently provides that <a href="http://en.wikipedia.org/wiki/Image:Feed-icon.svg">ubiquitous feed icon</a> in your browser's address bar. But click Sage's "detect feeds" button, and it will ferret out not only the page's main feed, but also alternates (if you prefer Atom to RSS 2.0, for instance) and secondary feeds, like those for comments. Were I more enthused with the process, I'd describe it as a magical treasure hunt, where every page is a potential mystery waiting to be discovered and collected. But I'm not, so saying that it's convenient and user friendly will have to suffice.

Pageflakes, on the other hand, lives on the web, rather than in my browser. It's one edge over Google's iGoogle start pages (oh yes, I maintain a set of must-read news of the weird feeds on my personal start page) is that it's possible to make a "pagecast" or publish one of your pageflakes for public consumption. A pageflake can hold not only RSS feeds, but also widgets, custom applications, custom searches (akin to Google's news alerts or Lexis-Nexis alerts), or even text boxes (whether it's writing on one's hand, a post-it, or a random .txt file, I think the unfileable note will be with us always).

All of this makes it quite convenient to stay on top of those 30-odd feeds which refresh often enough to reward my compulsive need to check them. My page flake currently holds an assortment of blogs and news feeds from a variety of game related sources. I suppose the best descriptor for most of them is that they would fall under the rubric of  "games journalism," but to be honest, that label has gotten so broad as to be problematic. It's not quite clear what games journalism covers, whether it's reviews, honest critics, opinion pieces, news, interviews, or something else. Whatever it is, there's a good deal of it.

Joystiq, Kotaku, MTV Multiplayer, GameSetWatch, Reality Panic, Play This Thing, Sexy Videogameland and the like all seem to fall under the category of games journalism. Fairly light reading, and the bulk of the productive content of the feeds I read seems to come from them. There are, however, purer news sites such as Gamasutra and GamesIndustry.biz. There are sites which skew academic in their subject matter, places like Terra Nova, Gameology, Ludology.org, Confessions of an Aca/Fan, Writer Response Theory, Grand Text Auto, and The Ludologist. There are sites which are related in some ancillary fashion to the study of games and games on the web: We Make Money Not Art often features art games, while danah boyd's Apophenia deals with (and this is a loose interpretation) online communities, something more and more games are coming to identify themselves by. Finally, there are the personal pages of game designers, industry insiders, and gossip mongers like David Jaffe, Game Girl Advance, GameJew, Surfer Girl Reviews Star Wars, and so on and so forth. This isn't counting imported social bookmarks or active searches.

There is a bit to trawl through in all of this, and it helps to consider how each category is weighted. The categories are, again: "journalism," news, academic analysis, related fields, and personal pages.

The sites which are lumped into the "journalism" category make up the bulk of the reading available on my page flake. Generally speaking, they are the most accessible material by dint of their editorial slant: where a business news article may just present hard facts, games journalists will offer an interpretation. Often they will pre-digest an academic article, or draw attention to an otherwise overlooked post on a designer's personal blog or a related site. That said, because of the pressure of their medium and the rigors of maintaining a style accessible to a broad audience, they often cannot explore a given subject in thorough detail. Hard news, closely related to "games journalism" deals with the actual facts and figures of the selling games. This isn't to say there is no interplay between the two formats on various sites-- Gamasutra may have a post about the formation or dissolution of a studio right next to an interview, while Kotaku will often include a market analyst's predictions for a game's sales next to a review for one game and the hands-on preview impression of another. 

Fringe sources are a little harder to digest, simply because their focus tends to feature games in a cursory, nominal fashion or include games as a single topic among many. Often times, academic or art websites will lose touch with whether or not the play at hand matters in order to discuss the other aspects of a game more congruent with their chosen topic.

The personal blogs of developers or gossip blogs are also incredibly useful. Their insider perspective is often more credible in understanding a popular news item than that of a "journalism" site. The personal angle these sites provide often makes them more compelling to follow, and invests the information they impart with a certain authority. Despite the added benefits of such specialized perspectives, these blogs often lack the scope and objectivity of a "journalism" or business news site.]]>
   </content>
</entry>
<entry>
   <title>Game Education Summit Call for Papers</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/mgeiger/2008/03/game_education_summit_call_for.html" />
   <id>tag:interactive.usc.edu,2008:/members/mgeiger//116.8812</id>
   
   <published>2008-03-08T04:32:50Z</published>
   <updated>2008-03-08T04:41:26Z</updated>
   
   <summary>The Game Education Summit 2008 call for papers has just gone out. The event itself is taking place June 10-11, at SMU. You can download it here, or read a copy after the jump:...</summary>
   <author>
      <name>Max Geiger</name>
      
   </author>
   
   <category term="1226" label="conference" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1222" label="Game Education Summit" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1225" label="gamepath" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1227" label="papers" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1224" label="SMU" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/mgeiger/">
      <![CDATA[The Game Education Summit 2008 call for papers has just gone out. The event itself is taking place June 10-11, at <a href="http://guildhall.smu.edu/">SMU</a>.

You can download it <a href="http://interactive.usc.edu/members/mgeiger/2008%20Call%20for%20papers.doc">here</a>, or read a copy after the jump:]]>
      <![CDATA[<blockquote>
      CALL FOR PAPERS 
       

      The first Game Education Summit is seeking participants from the academic, creative and industrial communities.  Through this annual event we aim to disseminate the most recent, groundbreaking work on games, and developing and responding to games within the university educational system.  The conference will also uniquely provide networking opportunities for those within the industry and academia.   

      The conference will take place on June 10-11, 2008 on the SMU Campus in Dallas, TX.

              
       
      Types of submission:  
       
      Panels or Presentations 
       
      Submissions are solicited of panels or presentations that address the following: 

          o Program design & methodologies
          o Accreditation
          o Course development
          o Teaching methods
          o Industry requirements and needs
          o Future of Serious Games
          o Effective Development of links with the games industry
          o Mentoring programs

 

      Electronically submit a cover sheet, which includes the title, name, address, phone and fax numbers, and email address of each participant and a 30 word summary that will be suitable for inclusion in the program and on the website to introduce the panel or presentation. Submit a panel or presentation description, up to 200 words that gives a concise account of the topic and the focus of the panel or presentation. 

      Sessions will run 50 minutes, with some 80 minute slots available for panels or roundtable presentations.  Please note the amount of time you would prefer or need on your submission cover.

       
      Short Papers or Poster Presentations: 

      Submissions are solicited for short papers or poster presentations that address research on the game industry or technical game-related fields. Authors are encouraged to demonstrate work in progress and late-breaking research results that show the latest innovative ideas. Electronically submit a cover sheet, which includes the short paper or poster title, the name, address, phone and fax numbers, and email address of each author and a 30 word summary that will be suitable for inclusion in the program and on the website to introduce the poster. Submit a two-page summary, which will be used as the basis for review.  

      Sessions will run 50 minutes, with some 80 minute slots available for panels or roundtable presentations.  Please note the amount of time you would prefer or need on your submission cover.

       
       
      Important dates:  
       
      March 30th, 2008  Deadline for submission in all categories 
      April 24th, 2008 Notification of acceptance 
      June 3rd, 2008 Deadline for providing names and affiliations for                    

                                       panel members and chair  

       
      Submissions procedure  
       
      Send submissions to: mark@gamepathevents.com 

      All submissions will be peer-reviewed by the Games in Education steering committee. Successful applicants only will be notified. All accepted speakers and panel participants will be granted gratis admission to the conference. 
       
       
       

      The Game Education Summit is a Game Path event. 

      Your browser may not support display of this image.

      www.gamepathevents.com 

      For further information, please contact:

            Mark Chuberka

            Conference Director

            mark@gamepathevents.com

            (512) 241-0269 v

            (512) 905-1819 m
</blockquote>]]>
   </content>
</entry>

</feed>
