<?xml version="1.0" encoding="utf-8"?>
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   <channel>
      <title>Max Vs. The Internet</title>
      <link>http://interactive.usc.edu/members/mgeiger/</link>
      <description>&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;</description>
      <language>en</language>
      <copyright>Copyright 2008</copyright>
      <lastBuildDate>Thu, 17 Jul 2008 00:41:23 -0800</lastBuildDate>
      <generator>http://www.sixapart.com/movabletype/</generator>
      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

            <item>
         <title>Videogames Are Over. Go Home.</title>
         <description><![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.]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/07/videogames_are_over_go_home.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/07/videogames_are_over_go_home.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Misc</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">blood ocean</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">dethklok</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">duke nukem</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">pinnacle of the medium</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">state of the art</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">terrible</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">trailers</category>
        
         <pubDate>Thu, 17 Jul 2008 00:41:23 -0800</pubDate>
      </item>
            <item>
         <title>Multitouch Roundup/DS Homebrew Guide</title>
         <description><![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>?"
]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/05/multitouch_roundupds_homebrew.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/05/multitouch_roundupds_homebrew.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Misc</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">bloggin&apos;</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">DS</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Hack a Day</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">hackin&apos;</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">hey I graduated can I still write here?</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">multitouch</category>
        
         <pubDate>Tue, 20 May 2008 18:40:49 -0800</pubDate>
      </item>
            <item>
         <title>Fold It!</title>
         <description><![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.]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/05/fold_it.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/05/fold_it.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Misc</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">distributed computing</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">folding@home</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">foldit</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">games</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">protein</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">protein folding</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">serious games</category>
        
         <pubDate>Thu, 08 May 2008 17:23:36 -0800</pubDate>
      </item>
            <item>
         <title>Scientists, We Need Your Swords!</title>
         <description><![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>]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/04/scientists_we_need_your_swords.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/04/scientists_we_need_your_swords.html</guid>
        
        
         <pubDate>Sat, 26 Apr 2008 11:43:42 -0800</pubDate>
      </item>
            <item>
         <title>Elit Open Mouse at USC 4-25-2008</title>
         <description><![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>]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/04/elit_open_mouse_at_usc_4252008.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/04/elit_open_mouse_at_usc_4252008.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Misc</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">elit</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">events</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">IML</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">open mic</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">open mouse</category>
        
         <pubDate>Mon, 07 Apr 2008 16:12:18 -0800</pubDate>
      </item>
            <item>
         <title>Errantry Website Launches</title>
         <description><![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).]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/04/errantry_website_launches_1.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/04/errantry_website_launches_1.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">IMD</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">errantry</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">games</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">indie</category>
        
         <pubDate>Sun, 06 Apr 2008 19:20:13 -0800</pubDate>
      </item>
            <item>
         <title>Ethics and AI</title>
         <description><![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. ]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/04/ethics_and_ai_1.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/04/ethics_and_ai_1.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Writing 340</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">AI</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">cognition</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">elephants</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">ethics</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">futurism</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">idle dreamings</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">intelligence</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">joseph weizenbaum</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">philosophy</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">slavery</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Writing 340</category>
        
         <pubDate>Tue, 01 Apr 2008 00:00:00 -0800</pubDate>
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         <title>The Big Lebowski</title>
         <description><![CDATA[<style type="text/css">
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	<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>
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<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>]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/03/the_big_lebowski.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/03/the_big_lebowski.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">cinema</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">coen brothers</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">jeff bridges</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">movies</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">the big lebowski</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">the dude</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">the egyptian</category>
        
         <pubDate>Wed, 26 Mar 2008 15:15:40 -0800</pubDate>
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         <title>Profile: Ben &quot;Yahtzee&quot; Croshaw</title>
         <description><![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.]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/03/profile_ben_yahtzee_croshaw_1.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/03/profile_ben_yahtzee_croshaw_1.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Writing 340</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">alan moore</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">ben crowshaw</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">criticism</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">erik wolpaw</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">games</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">satire</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">the escapist</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">writing 340</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">yahtzee</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">zero punctation</category>
        
         <pubDate>Tue, 11 Mar 2008 12:19:38 -0800</pubDate>
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         <title>Pageflakes</title>
         <description><![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!]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/03/pageflakes.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/03/pageflakes.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Writing 340</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">aggregation</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">pageflakes</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">paper2</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">research</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">rss</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Writing 340</category>
        
         <pubDate>Tue, 11 Mar 2008 08:42:52 -0800</pubDate>
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         <title>Game Education Summit Call for Papers</title>
         <description><![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:]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/03/game_education_summit_call_for.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/03/game_education_summit_call_for.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">conference</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Game Education Summit</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">gamepath</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">papers</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">SMU</category>
        
         <pubDate>Fri, 07 Mar 2008 20:32:50 -0800</pubDate>
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         <title>Gary Gygax 1938-2008</title>
         <description><![CDATA[<a href="http://flickr.com/photos/69113070@N00/278751666/" title="Photo by hitachiplay on Flickr"><img src="http://farm1.static.flickr.com/95/278751666_450de736e6.jpg" title="Gary Gygax" valign=bottom align=center hspace=10 vspace=10></a>

Gary Gygax passed today. We lost one of the greats. I never met the man, but his work, and the work that resulted from it, has touched and shaped my life in ways that I can't even begin to enumerate. I imagine many of you are in the same boat. Roll a 20 on the curb.

<a href="http://en.wikipedia.org/wiki/Gary_Gygax">Gary Gygax</a> on Wikipedia
More coverage at <a href="http://kotaku.com/363660/gary-gygax-co+creator-of-dd-dead-at-69">Kotaku</a>, <a href="http://www.boingboing.net/2008/03/04/dungeons-dragons-cre.html">Boing Boing</a>]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/03/gary_gygax_19382008.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/03/gary_gygax_19382008.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">D&amp;D</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">designer</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">dungeons and dragons</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">gary gygax</category>
        
         <pubDate>Tue, 04 Mar 2008 11:55:33 -0800</pubDate>
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         <title>Diigo Test Post</title>
         <description><![CDATA[<p class="title"><strong><a href="http://www.dwarffortresswiki.net/index.php/Dwarf_Fortress:About">Dwarf Fortress:About - DwarfFortressWiki</a></strong>&nbsp;&nbsp;<a target="_blank" class="LinkItem" href="http://www.diigo.com/01e61" style="font-size: 0.8em; font-style: italic; text-decoration: underline;">Annotated</a></p>
<p>tags: <a href="http://www.diigo.com/user/envarh/dwarffortress">dwarffortress</a>, <a href="http://www.diigo.com/user/envarh/dwarffortresswiki">dwarffortresswiki</a>, <a href="http://www.diigo.com/user/envarh/&quot;tarn adams&quot;">tarn adams</a>, <a href="http://www.diigo.com/user/envarh/&quot;user community&quot;">user community</a>, <a href="http://www.diigo.com/user/envarh/wiki">wiki</a></p>
<p class="description">The about page for the Dwarf Fortress Wiki, continuing my Dwarf Fortress sideline obsession.</p>
<div class="highlights">
<div class="content"> <blockquote>
<p><strong>Dwarf Fortress</strong> is an ASCII game which includes both a roguelike <a href="/index.php/Adventure_mode" title="Adventure mode">adventure mode</a>, and the more popular <a href="/index.php/Dwarf_Fortress_Mode" title="Dwarf Fortress Mode">Dwarf Fortress Mode</a>, which focuses on the creation and survival of a small dwarven settlement.  It has a very steep learning curve, partly due to its ASCII graphics, but also due to the fact that it is one of the most complex games ever released. Dwarf Fortress is completely free. <br />
Before you play, you must <a href="/index.php/World_generation" title="World generation">generate a world</a> to play in, which persists until you create a new one. <a href="/index.php/World_Generation" title="World Generation">World generation</a> can be time consuming, even on modern computers, but be patient. It's worth it.</p>
</blockquote>
<p>This post is to test out the new Diigo's &quot;publish to my blog&quot; feature. That done, I'd like to talk a little bit about my Dwarf Fortress obession. Dwarf Fortress is the under taking of two brothers, Tarn and Zach Adams. In spite (or perhaps, because) of the simple, ASCII graphics, the game has one of the highest learning curves I've ever seen. There are 4 game modes built on top of a persistent world which in turn is built by a random world generator. The game has been over four years in the making, meaning it's been tested and rebuilt extensively. You can build a fortress, Dungeon Keeper style, lose it, fight to reclaim it, adventure like Net Hack, or read through the legends you discover (make?) while playing the game.</p>
Every effort seems to have been made to flesh out the depth of the game. Despite its graphics, Dwarf Fortress is incredibly immersive. The Adams brothers have a flair for keeping new features a secret until they've been robustly implemented: recently, a Z-axis mode was added to the game, allowing players to look down into ponds and lakes. A rabid fan base has coded custom modules, including a 3D visualizer which brings ASCII character world to life in full relief.<br />
<p>The wiki is as good a place to start as any, but I would also recommend googling &quot;Let's Play: Dwarf Fortress.&quot; The Something Awful goons have recorded a number of games of Dwarf Fortress, and written a rich history behind each one. They've even managed to work out a kind of multiplayer, where each player controls the fortress for a year, and the passes the save file on to the next person in line, creating a tiny history of the fortress under different rulers. I could go on for days about how deeply, deeply geeky this is, but also how inspiring it is to see a world built by a community and a dedicated hobbyist developer.<br />
</p>
<p /></div>
</div>]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/02/diigo_test_post.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/02/diigo_test_post.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Writing 340</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">dwarffortress</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">dwarffortresswiki</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">games</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">tarn adams</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">user community</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">wiki</category>
        
         <pubDate>Thu, 28 Feb 2008 12:06:35 -0800</pubDate>
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         <title>Profile a Social Bookmarker</title>
         <description><![CDATA[I feel a little odd undertaking this assignment: find a social bookmarker and profile them. Profile the dickens out of their interests, and think about how they are related to you by interests alone. So this must, necessarily, be a small investigatory project with a lot of interpretation.

I think I got lucky by finding <a href="http://del.icio.us/Graydread">Graydread</a> on del.icio.us so easily. From what I can gather so far he (or she, but some unconscious gender sense is telling me he) seems to be an Australian teacher (perhaps <a href="http://www.carey.com.au/">this</a> school, if an inference can be made from his network), probably of high-school aged students, and massive geek. One of his tags is "discworld_mud." I'll let that stand on its own.

His (there's an interest in sports, cars, and videogames, some I'm feeling more confident in a prejudiced declaration of masculinity) tag bundles include: "AboriginalStudies, Auto, Education, English, Humanities, Games&Simulations, ICT, Linguistics, Literature, Media, Philosophy, Politics, ResearchTools, Science&Psychology, Sport," and, of course, unbundled tags. So his interests are certainly broader than mine, but have a similar overlap in broader areas of anthropology, technology, humanities, and games. Of all his tags, it seems that games are what he most frequently posts about, both critical reading material and links to such necessaries as patches and mods. So whatever it is that we have in common, he seems to get it.

Right now, I'm watching a <a href="http://www.youtube.com/watch?v=Tjx7X35cMkA">video</a> he's saved, and it seems, if we are to follow <a href="http://interactive.usc.edu/members/jantonisse/2008/01/dorks_nerds_and_geeks.html">Antonisse's classifications</a>, Graydread is both a geek and a nerd.

I'm at a loss really, for what more I can extrapolate from a set of bookmarks alone: he tends to bookmark in bursts, a few things on a day, a day or two at a time, sometimes more, sometimes less. I think the same can be said for any casual production, whether it is writing or saving something. While his tags are extensive, his comments are laconic: usually they note the bare minimum of content on the available page ("Article on publication of 3 Dick novels"). I think he may be teaching/have taught a unit on <a href="http://en.wikipedia.org/wiki/Summer_of_the_Seventeenth_Doll">The Doll</a>, because a number of his bookmarks tucked in between resources about the play, are labeled described with a simple "cheat site." Expecting to find codes and "1337 h4cks" I was greeted by an essay mill. So he's a savvy teacher. His emphasis on pedagogy (I just realized that "peda-gogy" fits perfectly as a knuckle tattoo) and plagiarism seems to drive this home, but the additional material stored under psychology makes me think that this isn't just a teacher who is in love with his curriculum, but is actively trying to engage his students, to open up their heads and climb around a little bit.

There's a whole section carved out for "e-learning," including an article on how to use <a href="http://docs.google.com/View?docid=ad62vwjv8zm_6fh3r2s">del.icio.us as a teaching tool</a>, as well as a number of Edublogs, which isn't surprising given that service's Australian origins.

Something I haven't seen before, but what seems useful, is how he's tagged certain posts with "Dad" or "Becca," familial and familiar names, either indicating things family members can find easily, or things that he saved because he couldn't forward them immediately. Which seems odd, but I imagine based on his rigorously organized bookmarks, he separates his time online between gathering and disseminating links.

His game posts skew slightly towards roleplaying games, both MMOs and singleplayer, with a particular fondness for <i>Oblivion</i>. But racing games, soccer, and the like are also present in a healthy amount.

What first drew me to this profile was a similar number, and eye towards the quality, of bookmarks that talked about games. Now that I've spent a little more time here, I think I have a little more appreciation for what this one person is collecting. It's odd, because I never expected to drill so deeply into an anonymous collection of saved pages and try and re-assemble a person from behind them. But that said, I think I've managed to glean a better perspective on the editorial style behind this list of selections. 
]]></description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/02/profile_a_social_bookmarker_1.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/02/profile_a_social_bookmarker_1.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Writing 340</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">bookmarks</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">del.icio.us</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">graydread</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">profiles</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">social</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">social networking</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">web</category>
        
         <pubDate>Tue, 19 Feb 2008 15:30:12 -0800</pubDate>
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         <title>Whose Bookmarks Are Best?</title>
         <description>I need to declare a winner in the race for my heart. The contestants are those popular social bookmarking sites (del.icio.us, diigo, reddit, digg, etc.), and they are all racing to be number one in terms of usefulness.

But I think the winner is del.icio.us.

Despite its insipid name, I like del.icio.us. It&apos;s got a clean and simple format, it&apos;s easy to use, and it&apos;s fairly robust. It has a large enough user base that I can cull and glean useful or interesting facts from its social side, and it&apos;s relatively painless to use as a bookmarking service.

It has another advantage: because del.icio.us is so widespread and simple, other services can be made to work in conjunction with it easily. Diigo, for instance, has easily imported all of my bookmarks, and allows me to double post them back into del.icio.us.

The problem that I have with social bookmarks is that I have no pressing need for them.  I am fairly competent at storing my own information and finding new information without an explicit network of friends to help me. I already know where I can find garbage content to sift through to find useful things. If someone wants to share a link with me, I&apos;ll get an e-mail or an IM. That minimal level of entropy is enough of a filter for all the garbage they are looking at, I&apos;m willing to accept that lose of an occasional LOLcat picture that didn&apos;t get forwarded my way.

So for being low on cruft, but high on content, del.icio.us, I choose you. But we&apos;ve got to do something about that name.</description>
         <link>http://interactive.usc.edu/members/mgeiger/2008/02/post_commentsized_which_bookma.html</link>
         <guid>http://interactive.usc.edu/members/mgeiger/2008/02/post_commentsized_which_bookma.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Writing 340</category>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">bookmarks</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">del.icio.us</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">diigo</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">social</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">social networking</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">web</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Writing 340</category>
        
         <pubDate>Thu, 14 Feb 2008 15:27:46 -0800</pubDate>
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