07 . 03 . 09

Games & Transnationality Panel – Games, Learning, & Society

Games are a global medium, and to theorists such as Lisa Nakamura at the Games, Learning, and Society Conference 2009, one cannot separate the construction of digital games into particular cultures and practices. Having one national “essense” or sensibility is entirely fictional, Nakamura notes, because games are very global in their production practices and marketing practices. Nakamura brings up theorist Martin Lister (New Media: A Critical Introduction, 2003 ) to support her position, as Lister notes that “the videogame is the most thoroughly transnational form of popular culture, both as an industry” and “content” such as characters and stories.

Transnational culture as it relates to surveillance is on Nakamura’s radar in her broad ranging, significant study of transnationality and digital games. To Nakamura, questions of nationality lead primarily to questions of rights and to questions of surveillance. It is clear from her talk that surveillance as a perceptual paradigm, everyday practice, and career path is a pervasive in consciousness among wired society. The practice has pervaded pop culture into playculture, and even children can find through play the normalized notion that travel and transnationality lead without question to notions of the subjugated citizen and  surveilled body:

No joke -Playmobil Airport Security set

No joke -Playmobil Airport Security set

Nakamura’s observations generate many problematic and weighty ramifications within the framework of participatory culture.

Behavior and activity study emerges from the top down and from the bottom up.  Advertisers wish to find commonalities and hunt for “suspicious behaviors” in online worlds (just as police patrol public spaces looking for  anomalies). What exactly emerges from profiles? All types of things, and the vagueness of what is being looked-at allows all types of comprehensive surveillance. Similar to cell-phone wire tapping looking for repeat words, players wish to protest by naming their characters Muhammed or their guilds al-Quaida. The implication is that all virtual worlds have terrorists in them. Where there are people, there are terrorists, according to this policy and this doctrine.

Surveillance no longer has a border of exception but is everything.

playmobil police toys for sale at normal venues

playmobil police toys for sale at normal venues

Nakamura’s talk was rich, and the other panelists were intrigued. “I usually spend the presentation before prepping, but yours was too interesting,” said Mia Consalvo, the follow-on speaker, who offered a talk about Western Otaku through a discussion of the Final Fantasy franchise.

The final speaker, Elonka Dunin, discussed the highly charged spaces of Wikipedia disputes. One third of all internet users have visited Wikipedia, and on a typical day, 8% of those on the Internet visit Wikipedia. There are about 13 million articles. Disputes, while rare, go through a pipeline and are handled by community and particular forms of dispute resolution. We all likely have much to gain from the Wikipedia editorial community model and the complex ways disputes are resolved.

Posted by tiltfactor in International Politics, Media and culture, News, Popular Culture, Race and Ethnicity | No Comments »

01 . 20 . 09

Israel vs. Gaza War Games

via: The Jerusalem Post

War games
By SAM SER

Kassam rockets are coming in way too fast, raining terror across the western Negev. IAF fighter-bombers are responding with ferocious bombardments of Gaza City, and tanks are rolling in behind them. The whole chilling scene unfolds on the computer screen… until I hit the “escape” button.

As if the constant stream of television coverage of Operation Cast Lead weren’t enough, several video games depicting the fighting have been posted to popular on-line gaming sites in the past two weeks. So now the fate of Israelis and Palestinians are in the hands of computer geeks from Nebraska to New Zealand.

Look closely at the kongregate.com or newgrounds.com Web sites, for example, and you’ll find current events reflected in the list of free games. In Gaza Defender, a Hamas gunman must fire his AK-47 into the sky, shooting at IAF jets as they drop bombs that tear away at the Gaza skyline. Save Israel is a race against the clock as rockets bombard the South; the goal is to click on the cities being targeted (to sound the Color Red alarm) and then click on the incoming rockets to destroy them before they hit.

Two take-offs on the popular “tower defense” game are used to highlight the disparate forces involved in this (real) war. In Raid Gaza, Israel’s high-powered military faces off against woefully inaccurate homemade rockets, in a clear mismatch that leads to an inordinate number of casualties on the Palestinian side. Likewise, Gaza Defense Force pits a handful of rock throwers against tanks and planes in an utterly hopeless battle.

These games were put together quickly, using simple Flash programming and a lack of any real plot development. This is old-school electronic warfare, the kind that is controlled with arrow keys, the space bar and a few well-timed left-clicks on the mouse. At the same time, though, these games are becoming a new front in the Israeli-Arab conflict – a battle for hearts and minds that is anything but fun and games.
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Posted by tiltfactor in Games in the News, International Politics, videogame violence | No Comments »

11 . 24 . 08

if gamers ran the world

Infovore has an interesting essay about what our gamer-politicians of the future may be like, or at least what they may have learned from their experiences as players. Some of it is pretty grim, like learning about resource scarcity by playing survival horror games (ah, Resident Evil as the future, wonderful) but when you read some of the recent predictions for the future, maybe it’s not so far off. The new National Intelligence Community’s Global Trends 2025 report predicts we can look forward to “Unprecedented economic growth, coupled with 1.5 billion more people, will put pressure on resources—particularly energy, food, and water—raising the specter of scarcities emerging as demand outstrips supply.

and

The potential for conflict will increase owing partly to political turbulence in parts of the greater Middle East.”

Bummer. Maybe a gamer is our best hope.

via: Infovore

I don’t think it can have escaped anyone’s attentions that there was a reasonably significant election in America recently. And they got me thinking.

Barack Obama is 47. By contrast, David Cameron – who leaps to mind as another potential national leader in the coming years, whatever you may think of that fact – is 42. I got to thinking about what a national leader might look like in ten years time, 2018. Let’s suggest, based on Obama and Cameron, that they’re 45.

They’re 45 in 2018 when they stand for office – that means they were born in 1973. They would have been four when Taito released Space Invaders came out; seven when Pac Man came out. In 1985, when they were 12, Nintendo would launch the NES in the west. At 18, just as they would have been heading to University, the first NHL game came out for the Genesis/Megadrive and might consumed many a night in the dorm. At 22, the Playstation was launched. At 26, they could have bought a PS2 at launch; at 31, they might have taken up World of Warcraft with their friends.

They would have been a gamer all their lives. Not someone who once played videogames, trotting out the same anecdote about “playing Asteroids once” in interviews; someone for whom games were another part of their lives, a primary, important medium. Someone who understood games.

And if that was the case, what might they have learned?

Continue Reading

Posted by tiltfactor in Education, Electoral Politics, International Politics | No Comments »

08 . 08 . 08

US Military Recruits Children: “America’s Army” Video Game Violates International Law

I’m sure readers here are pretty familiar with what America’s Army is so I’ll skip most of the article, but there are some salient details that were new to me.

via: Truthout

What the game’s “realism” is attempting to do is to mask the violent reality of combat, and military experience in general, for very specific purposes. At a minimum, the Army hopes “America’s Army” will act as “strategic communication” to expose “kids who are college bound and technologically savvy” to positive messaging about the Army. Phase one of the propaganda effort is to expose children to “Army values” and make service look as attractive as possible. The next phase is direct recruiting. According to Colonel Wardynski, who originally thought up selling the Army to children through video games, “a well executed game would put the Army within the immediate decision-making environment of young Americans. It would thereby increase the likelihood that these Americans would include Soldiering in their set of career alternatives.” To make the connection between the game and recruitment explicit, the “America’s Army” web site links directly to the Army’s recruitment page. And gamers can explore a virtual recruitment center through the “America’s Army Real Heroes” program. Local recruiters also use the game to draw in high school children for recruitment opportunities. Recruiters stage area tournaments with free pizza and sodas; winners receive Xbox game consoles, free copies of “America’s Army” and iPods. Game centers are also set up at state fairs and public festivals with replica Humvees and .50 caliber machine guns, where children as young as 13 can test out the life-sized equipment.

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Posted by tiltfactor in Games in the News, International Politics, Media and culture, videogame violence | No Comments »

08 . 08 . 08

Thailand Bans Grand Theft Auto IV

This article is kind of confusing, and I haven’t found any others that offer a clearer explanation. I’m imagining that the Thai government is just being reactionary here and there is no clear justification for banning the game. They say the boy murdered the taxi driver because he wanted to see if it was as easy in real life as in the game. Then they say he needed money so he could play the game more. So first the danger is that the game is a bad influence on kids, then the danger is that it’s addictive and we could see gamers like crack addicts robbing bodegas to buy the latest first person shooter. Finally, in an AFP article, a police officer claims the game is being banned because of obscene content. Obscene content? The country with one of the biggest sex tourism economies in the world is fretting over naughty language, guns, and digital strip clubs? No, GTA is no worse than an Ong Bak movie. Games are just convenient scapegoats.

via: BBC

The 18-year-old high school student is accused of stabbing the cab driver to death by trying to copy a scene from the game. The biggest video game publisher in the south-east Asian country, New Era Interactive Media, has told retailers to stop selling GTA IV. It is due to be replaced by another video game title.
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Posted by tiltfactor in Games in the News, International Politics, Media and culture, videogame violence | No Comments »

02 . 25 . 08

2008 Grassroots Media Conference

gmc.jpg

via: Grassroots Media Coalition

The Mainstream Media is a propaganda mind control operation owned by an elite cartel for the benefit of the global oligarchy. I wish that were hyperbole, but it isn’t. Luckily, alternative media, independent media, is going strong and growing every year. The annual Grassroots Media Conference is a chance for media activists to come together, compare notes, and stratagize. It’s always worth attending. This year, Tiltfactor Lab will be facilitating a game design workshop to help participants better understand how to analyze existing games and consciously embed values in their own games. Read the rest of this entry »

Posted by jayb in Coming Attractions, Community Projects, Education, Events, International Politics, Popular Culture, What We're Playing | No Comments »

01 . 21 . 08

Theoretical War

Gamasutra has an interview with Craig Allen, CEO of Spark Unlimited, about the company’s new release. The game is called Turning Point, and it takes a “what-if” scenario. As it asks what might have happened had the Nazis invaded the U.S. in WWII, the game seems to ponder on the nature of war.
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Posted by andyl in Games in the News, International Politics | No Comments »