• 01 . 26 . 10

    D&D banned in prison

    In our director Mary Flanagan’s home state (coincidentally also home to D&D creator Gary Gygax and GenCon), Dungeons & Dragons is not allowed to be played in prison. In a recent New York Times article, prison officials were noted as saying that Dungeons & Dragons could “foster an inmate’s obsession with escaping” his or her incarceration situation. Another great discussion on this situation by Professor Ilya Somin at George Mason at this legal blog.

    It is difficult to imagine anything but D&D as a wholesome family activity after this commercial:

    Perhaps this old classic Tom Hanks movie
    Mazes and Monsters, may have had more influence than one would have imagined.

    01 . 19 . 10

    var_d, pauline oliveros visits january 26

    Composer Pauline Oliveros joins us in our weekly variable_d salon via the
    Dialogues. In Dialogues, students and members of the community come with ideas, themes, and questions and engage in a teleconferenced discussion of contemporary issues in the work. Past visitors have included Brenda Laurel, The Guerrilla Girls, and Katherine Hayles.

    4pm, Jan 26th 2010
    Tiltfactor lab

    Additional links to Oliveros’ artifacts:
    http://www.youtube.com/watch?v=G9GJCL3PpYA
    running electric charges through herself
    http://www.youtube.com/watch?v=gpJ2JjZhcFI

    Pauline Oliveros, composer, performer and humanitarian is an important pioneer in American Music. Acclaimed internationally, for four decades she has explored sound — forging new ground for herself and others.

    Through improvisation, electronic music, ritual, teaching and meditation she has created a body of work with such breadth of vision that it profoundly effects those who experience it and eludes many who try to write about it. “On some level, music, sound consciousness and religion are all one, and she would seem to be very close to that level.” John Rockwell Oliveros has been honored with awards, grants and concerts internationally. Whether performing at the John F. Kennedy Center in Washington D.C., in an underground cavern, or in the studios of West German Radio, Oliveros’ commitment to interaction with the moment is unchanged. She can make the sound of a sweeping siren into another instrument of the ensemble.

    Through Deep Listening Pieces and earlier Sonic Meditations Oliveros introduced the concept of incorporating all environmental sounds into musical performance. To make a pleasurable experience of this requires focused concentration, skilled musicianship and strong improvisational skills, which are the hallmarks of Oliveros’ form. In performance Oliveros uses an accordion which has been re-tuned in two different systems of her just intonation in addition to electronics to alter the sound of the accordion and to explore the individual characteristics of each room. (Tuning Chart)

    Pauline Oliveros has built a loyal following through her concerts, recordings, publications and musical compositions that she has written for soloists and ensembles in music, dance, theater and interarts companies. She has also provided leadership within the music community from her early years as the first Director of the Center for Contemporary Music (formerly the Tape Music Center at Mills), director of the Center for Music Experiment during her 14 year tenure as professor of music at the University of California at San Diego to acting in an advisory capacity for organizations such as The National Endowment for the Arts, The New York State Council for the Arts, and many private foundations. She now serves as Distinguished Research Professor of Music at Rensselaer Polytechnic Institute and Darius Milhaud Composer in Residence at Mills College. Oliveros has been vocal about representing the needs of individual artists, about the need for diversity and experimentation in the arts, and promoting cooperation and good will among people.

    01 . 14 . 10

    Activism in the Electronic Age

    Please join us in Hanover for an upcoming symposium at Dartmouth College, “Activism in the Electronic Age: The impact of technology on political protest” will examine the recent 2009 Iranian elections and other historic moments of activism involving the use of technology. Tuesday, February 9, 2010 @ 4:30 PM, Location : Haldeman Center, Room 041.

    01 . 05 . 10

    go women in games

    Read about Gaming Angel’s The Ten Most Influential Women In Games Of The Past Decade on Kotaku. Featured are Lucy Bradsahw (Sims, Spore), Kim Swift (Portal), and Kellee Santiago (Flower).

    01 . 04 . 10

    Every Day the Same Dude

    From a 4 January 2010 conversation between Mary Flanagan and Nick Montfort (posted in parallel on www and on PostPosition:

    nick: so, I just have this question about the way you (and someone else) reacted to gender stereotyping in a nightmarish/dystopian/stereotypical game environments

    nick: you wrote While there are some glaring stereotypes that take away from its freshness and originality (especially in regard to gender; the character’s wife is in the kitchen with a frying pan in the morning and tells the character he is late for work; the office execs are all male, etc.) about Every Day the Same Dream [previously on Post Position]

    nick: it struck me because I was describing a student project to a poet

    mary: y

    nick: one which was completed before that game launched

    nick: but had a similar stereotyped/nightmare world made of words in 3D space

    nick: one of which was “wife”

    nick: and my poet friend said “spouse”!

    mary: ok….

    nick: but I don’t understand why these negative-valence spaces that embody stereotypes in all these other ways

    nick: are supposed to be equitable when it comes to gender

    mary: well…

    mary: I am not partial to other stereotypes either

    mary: unless they are spoofed in incredibly interesting ways

    mary: but

    nick: I read Every Day the Same Dream as having entirely white people, too

    mary: for example if I brought them all up all the time, I’m a horrible harpy broken record, and that isn’t my point in life. But not bringing things up = acceptance

    mary: yes exactly

    mary: I agree and I had that in there and then cut it out.

    mary: for reason above.

    nick: well, I guess I would point those things out as being consonant with the project rather than as taking away from it

    nick: the game (and my student’s project) seems to be saying “here is an even more exaggerated version of the stereotypical world”

    mary: well that could be. But everdayness, monotony, boredom could be happening to two people following that routine, two men, women, or one of each if we’d like. Or three for that matter. It just the frying pan and housewife just needs to go.

    nick: well, they do, eventually &smiley;

    mary: Since there are more women than men, why could not the character be a woman going to a drudge job?

    mary: but you’re trying to make the game an image of reality instead of nightmare hegemony

    nick: you could make the office workers men and women of different races

    mary: it annoys me — I have not collected the numbers, but it annoys me that existentialist moments appear to happen more with male characters. 1984. etc.

    nick: then, I’d argue, the game would not become more realistic or effective; it would have this sort of parody of workplace diversity in it

    mary: well I did add diversity to the LAYOFF game. Everyone started white, the artist (who was Asian) defaulted to white)

    mary: well then perhaps that would speak to me as a player as an effective parody

    mary: mock diversity says something else, and is interesting.

    nick: yes, but I see that (LAYOFF) as trying to poke a hole through the abstract, we-don’t-expect-this-to-represent-reality type of game to show something about the real world

    nick: which is admirable, but it isn’t the same project as these other games

    mary: I guess I am rejecting the repeated aesthetic of abstract commentaries that use a represention of all white men.

    nick: I’m asking because I’ve heard the same comment twice about the same type of game, from two people whose perspectives I very much respect, but I don’t understand the problem with this particular context - with a dystopian game exhibiting sexism among other stereotypical ills

    mary: ah ok

    nick: so it’s not that the sexist portrayal is wrong for the context, but that you could have made a different game which made the same point without it?

    nick: maybe?

    mary: yep

    mary: and possibly a more interesting game, through reworking or challenging these stereotypes

    mary: but that remains to be seen in implementation

    nick: Jason Rohrer gets complaints about Passage having only a guy avatar as an option

    mary: i can see that.

    nick: of course, he also has described Passage as autobiographical (although I argue with his use of that term)

    mary: it’s not automagically horrific to include men in a game!

    nick: sure, and it’s not automatically good in every way to include a hot chick avatar

    mary: right.

    mary: it is about intentionality

    mary: and I don’t think molleindustria was intentionally critiquing white heterosexuality.

    mary: in fact…

    nick: do you think if the sexism in Every Day the Same Dream were somehow called out as such (I don’t have any ideas about how), and critiqued, it would be better?

    nick: perhaps even better than making a gender-neutral version?

    mary: possibly!

    mary: but that isn’t the point right now.

    mary: of that game.

    nick: I’d say it was being critiqued about as much as the automobile was

    mary: and granted, 6 days, its a miracle.

    nick: yep

    nick: well, it’s worthwhile to think about how to improve on a 6-day project like that, though

    mary: Hm. It feels different. The automobile isn’t on the receiving end of dates who have sexist attitudes, or jobs with racial bias. Possibly certain critiques are touchier than others.

    nick: I guess my feeling is that a sexist world (treated critically) would be more in keeping with the project, or with a project like that, than a gender-neutral one

    nick: maybe it’s easier to critique the automobile

    mary: that could be true. Then husband and wife could both go to work, but he brings home twice the salary and she still has to cook

    mary: that makes it more interesting to me.

    nick: ha

    mary: it pays attention to a lived condition.

    mary: a detail. see what i mean. could be the same for race and such. but details are hard to put into ‘dreams’ and broad strokes, unless we think about it cleverly

    mary: I appreciate your inquisitveness here nick.

    nick: I guess the game includes a lot of stereotypes, and from my standpoint I don’t see it buying into any of them. but some do call for more critique and treatment

    nick: I appreciate the convo

    mary: Bringing this stuff is actually harder than ignoring it and moving on.

    mary: but I think we need to tease out these implications

    mary: not all stereotypes are created equally

    nick: I think we should do a blog post, actually

    mary: ok i’m game.

    01 . 04 . 10

    tiltfactor announces game design fellowships

    We’ve got a slew games to design this winter term at Tiltfactor (http://www.tiltfactor.org), Dartmouth’s nonprofit game research lab — and you can help, if you are up to the challenge!

    gamesinsidesm

    We’re asking Dartmouth students to propose to take on one of these five game challenges — more info will be sent on some of the projects upon inquiry. Approved proposals could launch student individuals or teams into game-stardom! Students who develop one of these games for Tiltfactor (with ample feedback from us) up to a working, fun, usable prototype will receive a Tiltfactor Fellowship, which comes with an honorarium of $1,000. Students of course will receive a design credit in the finished work.

    The games include flash based game plans, as well as card games and board games.

    Let the games begin! For more specifics, contact Professor Flanagan.
    Respond with “tiltfactor fellowship” in the subject line!

    01 . 03 . 10

    Two Articles of Note on Learning

    Tiltfactor is interested in learning and in our context as an academic-focused research laboratory. The essay “Making College ‘Relevant” by Kate Zernike (Dec 29 2009) offers up an interesting take on “training” students for specific careers and jobs. While students and parents increasingly worry about the applicability of students’ future skills, the “Association of American Colleges and Universities recently asked employers who hire at least 25 percent of their workforce from two- or four-year colleges what they want institutions to teach. The answers did not suggest a narrow focus. Instead, 89 percent said they wanted more emphasis on ‘the ability to effectively communicate orally and in writing,’ 81 percent asked for better ‘critical thinking and analytical reasoning skills” and 70 percent were looking for “the ability to innovate and be creative.’” We’re delighted to see this type of response. Students who work with Tiltfactor , and who learn at Dartmouth College, learn broad thinking, problem solving, and creativity skills while innovating in new forms of communication– in our case, games.

    A second article, though a little short, struck us as offering an important nugget of information. In Barbara Strauch’s “How to Train the Aging Brain,” the journalist interviewed neuroscientists on the challenges and benefits to an older mind and the types of learning we benefit from in different stages of life.  A quote from the article that relates to Tiltfactor and our method of Critical Play: “Educators say that, for adults, one way to nudge neurons in the right direction is to challenge the very assumptions they have worked so hard to accumulate while young. With a brain already full of well-connected pathways, adult learners should ‘jiggle their synapses a bit’ by confronting thoughts that are contrary to their own, says Dr. Taylor, who is 66.”