Archive for the ‘Intellectual Property’ Category

Digital Search II: A User Perspective on Database Design

Thursday, October 15th, 2009

If I’m anxious about Google becoming a database vendor, it’s partly because the user experience with existing databases has been so dismal to date. On the other hand, Google’s understanding of and commitment to usability is head and shoulders above any of the other vendors in that world. Maybe Google’s completed version of Book Search will have an interface that invites rather than repels use, and has a stable long-term vision driving its design. If so, it might almost be worth it to just let them go ahead and fence off the commons, for the same reason that the consolidation of monopoly capitalism in the late 19th Century at least paid off in terms of standardization across a broad range of products and technologies.

Working on a couple of new projects, I’ve been diving back deeply into catalogs and search spaces and portals. It’s mostly been a depressing experience. Here and there, I have a satisfying feeling that something I’ve used for years has steadily improved. Our own local catalog Tripod is so vastly better in basic design and navigation than a decade ago that it’s almost startling. Another old stalwart, JSTOR, feels more intuitive in its design than it once did.

Travel across various search spaces and databases, though, and several basic frustrations arise.

1. Databases which default to an advanced rather than simple interface upon first access. Sometimes that’s because a portal points to the advanced interface, sometimes it’s because the basic interface is a hidden or obscured option.

2. Basic interfaces which are cluttered or require toggling four or more separate drop-down menus or other settings even to carry out a basic search.

3. Advanced interfaces which are really cluttered, with constraining menus, toggles or radio buttons scattered across multiple columns. Sometimes a search page looks like someone vomited up every kind of interactable object that’s ever been used in a form or UI. (Or as in the case of ISI Web of Science, with a marketing slogan at the top that’s made to look like interactable text.)

4. Diversity of interface designs. By now, we really should be converging on a common design. Instead, every vendor seems to feel an obligation to maintain a different design as a branding tool, not to aid users.

5. Constant shuffling and pointless tinkering with the UI for databases. It’s one thing to make a really big shift (say, towards an inviting basic entry-point interface away from a cluttered entry-point advanced interface) and another thing to constantly move menus around in a page layout. But the latter is very common behavior.

6. Really low standards for the quality of digitization and for searching within digitized text. JSTOR is a happy exception, but some other digitization projects are just hair-tearingly poor once you get into the nitty-gritty and start to make serious use of the resources they hold. There’s at least one company doing archival digitization where I find the type of material they’re digitizing appealing but I’m prepared to argue against ever buying anything they’re doing because the design and usability standards of their work are so slapdash.

7. Fragmentation of material. Rather than moving towards amalgamation and interoperability across databases, you really get the sense that everybody’s been busy grabbing at whatever piles of text they can lay their hands on, building the biggest little mudhill they can manage to put up, and then building walls around it. There are interstitial services that help a user “jump” from one little fragmented collection to another and portals that aim to be a “top level” to return to, sure, but we should be doing better by now.

Digital Search I: Google Poisons the Well

Tuesday, October 13th, 2009

I am apparently not the only person who feels a bit bait-and-switched by the state of Google’s digitization projects after the settlement. So much so that Sergey Brin himself has sallied forth to defend the current terms in the New York Times.

Several years ago, my feeling was that the main forces opposed to Google’s digitization of libraries were some of same groups and interests opposed to digitization in principle, or to open-access forms of publication.

Sure, there were also those with specific suspicions about Google’s intentions, most particularly regarding how the company intended to profit from the project. In retrospect, those suspicions were warranted.

Back when the digitization of some big academic libraries began under Google’s supervision, the company tended to politely sidestep direct questions about their own financial interests in the project. I recall several conversations I was involved in where the speculation was that Google intended to operate a book store to compete with Amazon, focused on in-print books that turned up in searches.

Or that the company was interested in working on the next frontier of problems with search technology itself, which required going beyond the clever mirroring that Google presently employs (e.g., using people do on the web as a kind of map of how knowledge is connected and what kind of knowledge is important). Searching a huge space of scanned books and document for relevant content might take a completely different approach to work well, and that approach might add up to a technology as lucrative as Google’s initial approaches to search turned out to be. Or that the company would somehow link the project to its existing advertising business.

The fear was always that Google would try to grab hold of the “orphan works” in large research libraries once they were digitized and sell those back to research institutions on an exclusive basis, to become the king vendor atop the mountain of digital databases. Well, once the settlement took on concrete shape, that turned out to be exactly where the company was heading.

I was initially welcoming to Google’s initiative because I believe that digitization is crucial for the improved dissemination of knowledge. I think scholars in many fields have been for a great many years frustratingly indifferent to dissemination as a primal commandment. Digitization at this scale is expensive, so I was always open to the idea that Google would try to make back its money in some fashion. The problem is that they’ve chosen to try and make it back in the one manner that will permanently impede rather than enable new conditions of information circulation.

Brin disingenuously suggests that out-of-print work is available now only to those who can afford to hop on a plane and fly to a library which holds such work. There’s a very small class of materials about which this is true: rare books, archival holdings and the like. Which are not the materials being digitized at the moment. Otherwise, there are a fairly large number of institutions which participate in inter-library loan or in more regional equivalents. The books may have to fly on a plane, but not the researchers.

Making a Google-digitized collection available to libraries for an annual fee doesn’t permanently open up that collection to a wider circulation. The basic problem with the entire economy of digitized research materials at the moment is that the whole apparatus has become a gun held permanently to the temple of libraries: work that they formerly owned outright is now rented for variable fees from vendors who are mostly interested in the extension of their own monopolies over information rather than on lowering barriers to use. Google’s entry into that economy just turns that gun into a rocket launcher.

I don’t mind it if Google Book Search recaptures its costs through ad revenue or through sales of in-print books. I don’t really care that much about whether the revenue goes to a rights-holder, or about making efforts to find rights-holders. I think some of that concern is a red herring, and is mostly about making sure that existing publishers get whatever cut of the pie they think they can snatch out of the whole deal. Scholars mostly don’t research and disseminate for royalty payments. Worrying about a slightly bigger share of chump-change is for chumps.

I do mind if the orphan-works content of Google Book Search is something that Google owns and sells access to on a vendor basis. When Brin titles his piece, “A Library to Last Forever”, my instinctive riposte is “A Monopoly to Last Forever”, that this is the worst kind of digital enclosure at the largest possible scale. This is really one of those moments where we either make digitization something that permanently opens up a knowledge-producing commons or something that permanently is controlled and exploited by a single interest.

In that context, it’s not only unconvincing for Brin to defend the project in terms of its urgent necessity, it’s actively hackle-raising that he does so. When I hear something like, “Hey, don’t worry about the fine print or the nitty-gritty details, we can work that out later. The most important thing is that we get it done, right? Think of the children!” what I hear instead is, “Ya got trouble, my friend, right here in River City”.

Course Zero

Tuesday, October 6th, 2009

There’s an interesting article at Inside Higher Education about the new breed of peer-to-peer style sites for collecting student notes and course materials, officially for the purposes of providing study aids. In reality, at least some of the sites in question look more like an open-source reinvention of the ye olde buy-a-term-paper services, or as IHE points out, the old file-cabinet-in-the-frat-house that collects old exams.

I’ve never gotten too agitated about this kind of site before, because I partly think that there’s an easy way to avoid being vulnerable to the misuse of these kinds of resources: don’t use the same exam year after year, and don’t give essay prompts that are conventional or typical assignments on a common subject matter. It’s easier to spot a student who has turned in someone else’s work when what they turn in is weirdly non-responsive to the particular prompt you handed out.

That said, I think it’s worth keeping tabs on what these kinds of companies are up to. So I went off and looked at Course Hero, the main focus of the article. All I can say to the CEO of Course Hero is, don’t insult my intelligence by claiming that you don’t use webcrawlers to prowl .edu domains to harvest content for the site. What you find in the folders for Swarthmore is a bunch of junk pulled straight out of specific folders on the server, with the server folder titles on it, most of them connected to the oldest layers of our web presence. Almost none of the stuff in there has got anything to do with actual courses taught here: it’s some old .pdf handouts, some faculty c.v.s, a few papers or publications by faculty. Useless to anyone, especially to some would-be plagiariser at another college who is hunting for a paper to rip off. It’s a lot of noise. But seriously, don’t even try to pretend that this is all coming from user submissions, that’s laughable.

I assume that the main reason for stuffing the site full of junk grabbed by a crawler is to give the impression that the site is full of content in order to incentivize students at various institutions to submit their papers and exams in order to gain access. If you look around the web, you see a lot of sites with user-created content that kind of fell short of a critical mass and now are struggling to figure out how to get people to continue to submit content. Review-based sites in particular often struggle to keep users motivated to contribute content on a regular basis rather than just when they’re really pissed off at a service or product. I don’t think this kind of strategy is going to work for getting around that problem: it’s just a digital Potemkin Village, and pretty easily seen through.

The one open question for me about a site like this is what I ought to think or feel when I do happen to spot a student’s work that’s been uploaded to the site, which I think I might have spotted while looking through our campus folder there. There isn’t any way to forbid a student to share their own intellectual property, and I wouldn’t want to try. On the other hand, it’s hard not to feel wary about someone who participates in a site of this kind, because I can’t see any genuine motive for it. A digital activist who is exploring how to use social networking for the general good is going to invest in some other kind of project, and a student who wants feedback on their work is also going to look elsewhere. A student who needs extra support for coursework at a place like Swarthmore has a host of local options that are high-quality and very targeted, as opposed to the assortment of junk and miscellany cluttering up a site like Course Hero. Why would you upload papers and exams to a site like this if not to keep the option of grabbing a paper or two when crunch time comes?

Liveblogging State of Play, Day 2, Lunch Session

Saturday, June 20th, 2009

Talking about new media reporting and games.

Julian Dibbell: the hook of these stories is maybe completely done in the terms that we’ve seen so far (e.g., “this is the future! there are people with stores in Second Life!!!!” but thinks there is still a tremendous amount of fascinating stuff to say; that imagination and simulation are really important still.

Bernhard Drax, reporting from within a virtual world

Ta-Nehisi Coates. normalizing gaming, normalizing virtual worlds. Talks about how he was comfortable blogging about Michelle Obama, music groups, politics, and so on, and then he decided to add blogging about World of Warcraft–was curious and anxious about what would happen when he did. Surprised at the positive and substantive responses. Is attracted to stories that tell him something about himself, so why not talk about being a gamer, too? Great quote: “I used to wonder if when I died, I would want people to say, ‘Hey, he was a great frost mage’, but now I’m thinking that would be ok, it would be ok.” On joining a guild of academics and writers in WoW: “The prospect of not having a 14-year old tell me I was so ghey was so enticing”. The journalism question for him is this: what is it that makes the social part of virtual worlds satisfying to him?

————————

Liveblogging at State of Play, Day 2, Session 2

Saturday, June 20th, 2009

Session on kid and tween worlds.

Joost van Dreunen. Stepping away idea of designer as author, moving towards the idea of supplying tools to players or participants. Video games as meaning-making experiences. Interested in how kid worlds/tween worlds actually make money. [ME: I think this is a really good question where there are likely to be inaccurate or misleading assumptions.] In his view, this is partly about how you extend a commercial or consumerist presence into the home if you’re a media producer or consumer-products manufacturer. Question the designers have to solve is how to give children agency over spending decisions without violating legal restrictions or antagonizing parents; prepaid cards as major technique. Movement of toymakers into this space is a really significant development, online components to offline play. Sees power law; very small number of players keep the world going, draw other players in.

Angela Tiffin, representing Children’s Advertising Review Unit, self-regulation group, trying to control advertising to children online. Early on created guidelines for gathering personal information from children, which informed later legal regulation. Issues that are key remain: gathering information, controlling disclosure by children in chat, etc. A lot of concern now rising about the kind of information used for behavioral marketing.

Betsy Book, talking about There. Q: how to manage an unplanned shift in the demographics of the game in which younger teens/tweens started appearing more and more in the game. Older and younger users tend to feel rivalrous, how to deal with that. Also problem with use of credit card instruments by children that draws adults in with some degree of alarm. But also lots of positive interactions, mentoring that spontaneously forms. Refers back to discussion of Whyville yesterday; says that There really doesn’t see itself as teaching citizenship to children, but about enforcing content standards. More concern really about branding–do you really want tweens if that drives older players away, how do you keep the space culturally mainstream?

Erin Hoffman, game designer. Lengthy resume–GoPets, Dragonrealms, Shadowbane

Designing for kids is harder than designing for adults. Columbia University project to teach nutrition to kids through massive participation game. Trying to give a game for parents to run alongside, so parents can understand more of what’s going on.

Doug Thomas. Research question: what are kids actually doing in these worlds? we don’t really know as much as we could or should. Problem: it’s very hard to study kids. Hard institutionally in particular, enormous IRB issues. Asks: how serious is it actually for kids to give out phone numbers and so on online? What are the actual risks that kids are incurring? The probabilities of risk? The power of fear in controlling what can be done in design of kid worlds, do we want to push back on fear, and how?

———

Liveblogging State of Play, Day 2, Session 1

Saturday, June 20th, 2009

I’m at the developer roundtable.
Dan Norton, Raph Koster, Jesse Houston, Nick Fortugno, Mike Sellers

[Me: Thank god for these guys, just as an aside: developers interested in exploratory conversations about the form, who don't just stare at people and say, "It's all under NDA, everything is under NDA, my breakfast cereal is under NDA".]

Raph Koster: there’s much less diversity in MMOs, no experimentation.

Mike Sellers: it’s easier to talk about the few places where something is changing. Mike says even Eve Online is “kill monsters, get gold” [ME: I don't really think so]. In some respects, tools are less sophisticated now than they were in the 1990s. So question is, where are the little mammals that will survive if the dinosaur designs die? Says, “Maybe the little games in Facebook”.

Nick Fortugno: We conflate too many things together, an MMO doesn’t have to be a fantasy RPG. Why does everything get defined by World of Warcraft? Massively multiple participation before these technologies was about voting, other kinds of big social experiences; we don’t have a deep imagination of what a game with 10,000 people might be.

Jesse Houston: Let’s stop talking about WoW as the winner. It isn’t a winner, it’s a benchmark.

Raph Koster: WoW just has as many players as a bad little cable show that’s heading for cancellation. [ME: 1. Guys, stop talking about WoW: it always makes developers look like sour grapes purveyors. 2. NO individual game scales well against other popular culture.]

Mike Sellers: there are more bird-watchers or NASCAR fans than MMO players.

Dan Norton: let’s be positive!

Mike Sellers: I want to stay negative for a moment. Virtual worlds aren’t real the way lots of things are real. Maybe we’re just talking about buggy whips or player-pianos. [ME: but Mike, when player pianos had a big market, player piano makers talked about them. Should they have stopped talking about them then because someday there was going to be an iPod Touch? By that context, stop talking about airplanes, televisions, etc.]

Mike Sellers: publics are media and entertainment agnostic, meaning they’ll move on. Who cares about Joanie Loves Chachi these days, for example? [ME: Mike! Take a look!]

Nick: Learning curve difficulties, ossification of the form as obstacle to new players. If these are skewed always to people with huge amounts of time, they’ll never evolve.

Raph: average in all virtual worlds, even pre-graphics, is 20 hours/week. So economies, graphics, etc., doesn’t make a difference in terms of engaging players. The nature of the engagement hasn’t changed.

Quick exchanges between whole panel: upshot, we’re not as mass market as we could be, some things are. [ME: GUYS WHY IS BEING THE MOST MASSIFIED THING POSSIBLE THE GOAL? Seriously, not even television or movie producers imagine that the film they are making must have total penetration of the mass market to succeed.]

Jesse: We need tools for players to take more control over experience of play.

Raph: I’ve tried.

Nick: We have to approach games keeping in mind what they are for people, what they expect.

Raph: Dancing is my poster child in MMO design. There was dancing in text muds, then it went away in graphic MMOs, then I got a lot of people asking for dancing in SWG, so I put it in. But a lot of people complained, why are you spending time on dancing as a design? But now we have dancing in every MMO. [ME: Did AC, EQ, UO really not have a /dance emote? I can't remember.] So we need things that have common cultural touchstones in MMOs.

Nick: A lot of emergent behaviors in earlier MMOs have become codified, and then become expectations for hard-coded design structures in all subsequent MMOs. Strong tied people: my real friends VS. my acquaintances/loose ties.

Mike: MMOs today are good at supporting strong tied connections, actually, not weak ties though.

Raph: agree with Mike. They cluster people a lot, they make strong ties, and that’s as much a design consequence as a social prior. We should figure out how to support ‘weak ties’ better–that’s what something like ‘Mafia Wars’ does.

Nick: But I think there’s been lots of experimentation with weak ties in MMOs and not so much trying to imagine in new ways dealing with strong ties. But weak ties are what’s new and interesting in our world, and these technologies, so it’s where all our attention should be.

Mike: intentional communities as an interesting way to think about weak ties. But it’s very risky to experiment with novel forms for intentional communities.

Nick: when casual games started, we were very surprised by the people who played them, we thought it would be the same people who were already gamers. So suddenly there are conventions for casual games: don’t ever use the keyboard, don’t use the right mouse button, etc. So the way forward is to look at the interactive conventions that exist for an audience. You want what’s natural, e.g. Wii Sports. [ME: But what's 'natural' in physical, real-world games like golf and tennis has layers of complexity, too: there's the casual golf and the serious golf in the real world too]

Mike: All other software besides games has an external task it has to satisfy, some external need; a game has to create the task that will be fun.

Raph: there is a collision between making the game challenging vs. increasing sociability. Can you make a better chat system? Yes. But does it make the game worse? Yes. Instancing makes the game run better, but it ruins the social system. Travel is treated as a nuisance in virtual worlds, but it forces people to have social connections to people near them, not always be where their friends are. In-world economies need more travel, but we don’t think about that.

Dan: Are there things that players expect in MMOs that you wish had never happened? Features you’d love to eradicate forever?

Jesse: I wish guilds had less rigid structures, and there were more innovative structures supported.

Mike: We did have other structures in Meridan 59. But then you have to support those variations, and that’s a design burden. So we moved towards a norm, which takes relatively minimal and modular design.

Raph: I would kill levels and classes. They’re rigid and limiting. [ME: But then why does Metaplace, a fairly social world, have levels????]

Mike: Asheron’s Call’s allegiances were a non-guild system that was kind of an alternative to level-class.

Jesse: City of Heroes has a weak-tie mechanic.

Mike: So what I would kill is questing. It robs us the ability to experience deeper, better narratives. Appeal for dynamic world.

Jesse: right, we should have dynamic worlds where lots of things can happen.

Nick: Let’s get rid of MMOs that present to each player the promise of being the hero.

Raph: the problem is just the weight of the conventions we’re importing from game to game, to the detriment of the form, some of which come from before digital media.

Jesse: that’s a problem with more than MMOs, all digital games have this issue.

[ME: I'm going to need to think about this panel and write something later. I think these guys are largely stuck chasing their own tails in some curious and unnecessary ways.]

Dan: So what should we be building?

Raph: Let’s make persistence more central, the dynamism of worlds more important.

Mike: yes, but persistence can take a lot of forms, can be just about identities and not about worlds.

Jesse: I think achievements are a really nice feature, can be even more of it, giving people more and more ways to be distinctive and individualized.

Dan: But achievements are almost a better, richer way to data-mine player experiences.

State of Play, Day 2

Saturday, June 20th, 2009

Trying to think about yesterday’s sessions before we get started. What is sticking with me is this:

1. No application, design or game can live up to the utopian imagination of potential users or players, and that utopian imagination is surprisingly resilient in the face of many disappointments. I’ve been writing a bit recently about a couple of notorious past cases of vaporware MMOs where players really expected everything and more from them: a sandbox, a mimetic mirror of the world, an instrument to reform real life, and more fun than a barrel full of monkeys. So I should know better to have those feelings myself by now. And yet, I really was struggling with deflated feelings as I messed around with Metaplace during and after Raph Koster’s keynote on it. Those feelings aren’t fair to Metaplace, which seems very interesting in many respects, and provides some fascinating points of contrast and comparison to Second Life in particular. But somehow I was expecting an authoring environment that would generate a wider variety of visual and narrative experiences for users and a wider range of implied invitations to possible creators. Maybe that has yet to come, because it’s still very early days for it. The thing for me now is to see it for what it is and what it was meant by its producers to be. Still, even in those terms, to go back to my post from yesterday, I was struck that Raph seemed to position Metaplace in terms of functions and purposes that are already strongly served or satisfied by existing tools and applications.

2. This morning, Doug Thomas is talking about the theme of “Plateau” for the conference, and in the magic circle and economies panel, I did feel that we’re at a point rather like that. But it makes it frustrating because it’s hard to move the conversation onward in a number of respects.

Liveblogging From State of Play, Session 4

Friday, June 19th, 2009

On Virtual Economies

Julian Dibbell’s introduction: maybe virtual economies were not so important, or not as important as we thought in the way that we thought they were. Maybe RMT doesn’t have to be quite the battleground that it was. Virtual economies don’t have to be radically autonomous to be richly interesting and playful.

Stephanie Rothenberg

Sweatshop education through reenactment in Second Life, film “Invisible Threads”

[Comment: the problem here is that the reality of MMO games trumps the polemical intent of their project, I think. Not the RMT sweatshops, but just think of pizza-making in The Sims Online, and how quick some players were to turn their leisure into a sweatshop-style operation. But I readily confess to a strong bias against serious games that are crafted as polemics--I think they're an inefficient way to make a critique and end up reinforcing the image of left critique as cheerless (e.g., taking play and making play 'serious'). Plus it's hard not to end up as condescending towards the people you're meaning to polemicize--they haven't gotten our message yet, so we have to use a game! Not usually thoughtful as Bogost is about what makes a game persuasive, often just a translation of a polemical text into a mechanically simple game structure.]

Margaret Wallace, Rebel Monkey Properties

CampFu, casual teen-oriented game. Designer trying to talk about how they think about putting an economy into the gameplay.

[My thought: I'm really struck here at how unvarnished or undisguised the instrumentalism of design thinking about an economy here is: that it is designed to make players do something which is not the economy itself ("engagement") is the word here, but not fun in and of itself. But what's not clear to me, and Juho Hamari's interesting work earlier in the meeting really seems to be saying interesting things on this subject, is whether they're actually right about whether economic design is instrumentally effective.]

Andy Schneider, Live Gamer. New startup. Talking about RMT. Live Gamer proposed to integrate with an MMO rather that be outside of it, sort of a new covenant with developers. Average transaction size $45-50, greatest volume is Fridays. Live Gamer also works with GoPets’ secondary market: [ME: parents, lock up your credit cards.] [Schneider doesn’t really talk about the other big side of this, I think: the more the developer directly benefits from the cash value of items, the more you are tempted to design straight to that premise, so that cash differentially buys what in-game labor time now buys.

Ted Castronova

Fusion of real and virtual work spaces and labor value was inevitable; markets will seek more efficient solutions, less trouble, lower transaction costs.

We need to think about the policy and social consequences of the current state of economies in virtual worlds, however, to not merely let markets dictate this. Also argues it is in the self-interest of the game industry to be worried about the merging of the real and virtual; among other things, taxation will be extracted directly per transaction once the state is finally aware that this merger has happened. If it’s kept fuzzy, maybe the state’s presence or role can be kept fuzzy.

Need to actually make active decisions now, policies, not leave it to developers, create serious covenants between players.

————-

Curious exchange later: James Bower of Whyville.net described himself as training children for civic and political life through Whyville, and compared it to a Greek city-state. Knowing something about Greek city-states, I’m thinking this is a less wholesome comparison than he thinks. But Ted Castronova really pushed back on him, and noted that it’s an odd thing for someone in an autocratic position to be seeing themselves as preparing kids for democratic citizenship. Bower said, “Yeah, it’s a Greek city-state, and I’m Zeus”. Well, it’s an old metaphor with virtual worlds, actually, so not that odd.

Liveblogging From State of Play, NYC, Session 3

Friday, June 19th, 2009

“Breaking the Magic Circle”

We had a prior discussion at my table about whether there’s anything much left of use in “the magic circle” as a concept, and someone mentioned a recent discussion by Jesper Juul on the issue.

Jerry Paffendorf discusses the graphing of different kinds of online experiences at Metaverseroadmap.org, point of observing that the ways in which virtual world experiences spill out or become visible to some publics. He’s got a project for selling a square inch of land in Detroit, using them to link to virtual spaces. (Loveland)

——————-

Alexander Macris, publisher & editorial director of The Escapist.

Use of achievement system within forums spurred a lot of forum participants to find ways to get badges, etc, how that makes participation (and incentives) on a forum very “game-like”, MMO type…so how MMOs are becoming a larger metapractice. How to make rock-paper-scissors more exciting–culmulative, competitive, contextual. “for our audience, what mattered more was what was outside the ‘game’ of badges, not inside of it–the external systems of recording etc.”

———————

Beth Coleman, media studies at MIT

“emergent design principles in X-reality design”
how design between virtual and real interact and iterate on each other
“if we’re moving toward ubiquitious computing, we need to move towards an experience of ubiquitious use”

Another claim in this case that 3d modeling makes controlling or commanding processes in the real world, but I find this one much more satisfying and intriguing, partly because it’s not a comprehensive claim, focused on particular (and highly spatial) kinds of physical work that requires complex two-way information flows.

More detailed paper on her arguments is availabl
e. Very interesting.
———————–

Elizabeth Lawley
“tangible matters”
the tangibility of the virtual makes a difference.

Why are we at this conference, given that we could do it all online?
social capital needs to transfer across a magic circle to be valuable; can’t be tied up in a world

Liz argues that this is about inherent desire, that we have a need for materiality.

[One thought: I wonder how much of this point is getting tangled up in a difference between the ephemeral and the persistent, e.g., we value some objects not just because they're material, graspable, touchable, but because they last. there are a lot of 'tangible' things which are very short-lived that we struggle to keep hold of, and a lot of tangible but ephemeral moments are also private, only something you remember: a view on a hike, a butterfly that crosses our path, etc.]

———————

Dennis Crowley, how game-logics spill out into the world. A lot like Thomas Malaby’s point about gas mileage and ludocapitalism. Mentions Feltron Reports, very interesting example. Once you start thinking of everyday life in ludic terms, and social software lets you make that something other than a private or idiosyncratic understanding, what happens to everyday life.

———————–
[Another thought: as is often the case around these topics, I think people are overstating the novelty of making everyday tasks into something ludic, or creating a game-like feeling around accumulative or numerical tasks. Putting notches in a gun, etc. Heck, Gimli and Legolas playing "kill the orc". This is a pretty old and elemental way to talk about repetition, accumulation, and so on. The difference here is the technologically-mediated collection of individual action and its reporting in systems of achievements, badges, placements into maps and spaces, and so on. The impact is not that something becomes playful suddenly that was not, but that you gain a sense of all other people playing a game; that the playfulness of tasks become transparent to all the people interested in or involved in the system. That cuts both ways, as you can see with WoW achievements. On one hand, it's fascinating to find out what everyone else is doing in WoW, and what your practice is in relation to that; on the other hand, it becomes a driver of what people do, and the basis for a new and maybe unwanted system of social power.]

Liveblogging From State of Play, NYC, Session 2

Friday, June 19th, 2009

Government and governance in virtual worlds panel.

Tori Horton, description of how virtual worlds can link to public diplomacy, reviews weaknesses and strengths of virtual worlds for servicing public diplomacy.

My comment: same issue as with Raph’s framing of Metaplace, really. Why should we privilege or turn to virtual worlds for communicative purposes? What can we do more there that we can’t with other media forms or tools? (I think we can, but I feel like folks who are advocates of virtual worlds get pretty cagey about this point.) Either it’s about particular publics that are important or it’s about a way of communicating that has distinctive character, effects, etc. (which might include being indirect or diffuse in communicating)

Jean Miller, governance. When government agencies were interested in being in Second Life, why? What kinds of challenges did they face?

Me: in a way, this is kind of the story that’s now being told about Second Life as a quasi-postmortem: all the organizations and institutions that went into Second Life with an idea about what virtuality was and would do for them, and found difficulties, etc.–most of them are now absent from Second Life or very nearly so. I think this is where virtual worlds as an overall idea or media form are at this point now as a whole: they were oversold as the arrival of the Metaverse, the virtual world as replacement or overlay for the world. Instead, it’s just a media form, an interesting one, but it can’t do any of the things that were expected of it (or that were hyped about it).

Elizabeth Losh. Virtual state. Book, Virtualpolitik. Thinking about military video games, why and how do militaries choose to make games. Interested in how game developers come into the military institution, but points out that when people come to doing a game from the military side is in some ways more interesting. Looking at the way that Iraq specifically was represented in military games. Emergent play within several worlds, used to train but also for other purposes (therapy for PTSD, for example). Use of game to demonstrate or authenticate an existing project from government. Looking at repurposing of Second Life Iraq representations for artistic or political commentary.

William May, description of official thinking about use of virtual worlds within State Department, esp. Second Life, how they took an interest, what they thought they could do within Second Life that they couldn’t do otherwise. “It’s just another medium: it has to let us do something that we couldn’t do otherwise”.