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Reverse Engineering the Brain and the ELIZA Effect: Is Believability Ethical?

believability

Pet Society, Tamagotchi, Milo

Over winter break this past year, I went to a conference in Chicago for Graduate and Faculty Christians. I found myself having to choose between the Engineering track and the Math track (I went with Engineering). At the conference were some well known researchers, such as Fred Brooks and Francis Collins.  It seemed, to me (at least), that this conference would be quite the unique experience (…and I can now say that I’ve sung hymns with a room full of engineers). I mean, how often do we encounter a large gathering of the intersection between Christians and Professors? … I digress; however, within the community of Christian “intellectuals,” there were some interesting presentations on non-religious research. In particular, was a talk titled, “Discerning Technology or Hippocratic Engineering.”

In his introduction, the speaker uses Spore as an example to demonstrate how we’ve managed to take recreate life within technology. He quotes, “SPORE isn’t a game for re-educating the intelligent design proponents of the present; it’s a game for inspiring the intelligent designers of the future.” At such an unusual conference, I gladly found myself at a session where 5 of the first 7 slides were celebrating video games. This leads the speaker into a discussion of “Technology Assessment, an implicit mandate.” He asks the question, should we be creating technologies just because we can?, giving quite a number of interesting cases and scenarios to consider (and concludes with a few under-explained tables and figures– “Base vectors of technological progress” and the “Environmentally Responsible Product Assessment Matrix” for example.) Overall, there was one point that remained unsettling for me….

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“The Most Important Video Game Yet Made” – The Beatles: Rock Band, Debated

thesongs

First, if you haven’t heard about it, come tomorrow (9-9-09), The Beatles: Rock Band is released.  In preparation for its receptions, the game has instigated a lively inter-generational debate.  The lines are not so clearly drawn as to which communities or generations rest on which side, which makes it quite a unique situation.

06schi2

beatles (1)Many people, including Seth Scheisel from the New York Times, find that in the sense of cultural influence and pervasiveness, The Beatles game is perhaps “the most important video game yet made.”  On the other hand, Ian Bogost can less-than agree with  Scheisel’s radical opinions on what seems to be yet another rhythm game.  The discussion, mostly followed on Ian’s blog (but also on the initial review itself), crosses from game to culture to history and back.  People of different generations and sub-cultures are intermixed and allied in atypical ways.  The Beatles fans are excited.  The Beatles fans who are also gamers are ecstatic.  Musicians are insulted.  Game researchers are unimpressed.  Anthropologists are interested.  Indifference permeates all across the board!

Join the discussion while you still can.  Chris Lewis, Mark Nelson, and I, from EIS, have already contributed our few cents.

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Games corrupt the youth and cure the old

The front page of Lakeland, Florida’s The Ledger for November 10, 1982 has a remarkable juxtaposition of Associated Press articles about the effects of videogames.

A short blurb about a nursing home experimenting with Ms. Pac-Man explains that it helps residents “develop their motor skills”, as well as aiming at a loftier goal: “encourage creativeness, inventiveness, decision-making … and strengthen self-confidence”. It’s accompanied by an excellent photograph of three elderly nursing-home residents crowded around a cocktail-style Ms. Pac-Man cabinet.

A summary of Surgeon General C. Everett Koop’s speech on videogames, meanwhile, brings us news that children become addicted to games “body and soul”. Games also encourage violence, since “everything is ‘eliminate, kill, destroy, let’s get up and do it fast'”. They even “induce sleeplessness in kids” and produce “aberrations in childhood behavior”; overall, “there’s nothing constructive in the games” (with an afterthought that maybe educational games are okay). The debate sounds almost modern, with the exception that the modern debates over violent videogames focus on gore and realism, whereas Koop’s concerns are, necessarily, on a much more symbolic level, about the ubiquity of shooting/killing/etc. metaphors. There’s also a somewhat separate worry about the psychological effects of a fast-paced, frenetic aesthetic.

One wonders if the Ledger‘s editors are purposely getting a dig in at Koop, or just aiming for some balance; in either case, that’s two stories about the psychological effects of games that complement each other nicely.

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It’s The Bat!

Batman and the Joker

Batman and the Joker

We can talk about the production values, the voice actors, the longevity, the setting, maybe we could talk about some procedural logic or game studies du jour operational logic, but all there really is to say is that Batman: Arkham Asylum is a fantastic game. The reason why: you get to be Batman. Crazy, no?

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Nonlinear Storytelling in Games: Deconstructing the Varieties of Nonlinear Experiences

facade-big

What is “the mark of the narrative”? In chapter 1 of her book, Marie-Laure Ryan, discusses the transmedial nature of narrative and gives a broad definition provided by H. Porter Abbott:  Narrative is the combination of story and discourse.  I believe the distinction of story and discourse is quite novel and under-appreciated in the area of interactive storytelling.  For the purposes of this discussion, I’d like to deconstruct the nonlinear in narrative to give deeper insight into what this relationship between story and discourse actually entails.  The term nonlinear takes many meanings depending on context, which is a result of the complexity in the meaning of both story and discourse.

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Rationalization’s reception

rationalization-thumbRationalization was covered on the Indie Games blog and reviewed on Rock, Paper, Shotgun.  It was great to see that people were interested in checking out the game.

Though, on Rock, Paper, Shotgun people did far more than just check it out.  There were over 50 comments and many of these were very thoughtful interpretations of the game.  It excites and surprises me that the audience of this primarily mainstream game industry focused blog would be interested in dissecting this admittedly strange “proceduralist” game.

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