The ↑Association of Social Anthropologists of the UK and Commonwealth (ASA) has set up a weblog, the ↑ASA Globalog, “to further discussion on all aspects of anthropology. There will be a guest blogger each month who will post articles to get discussions going.”
stigma computer game
In my view the witchcraze against computer games and their “lethal potential” yet again is an instance of ↵virtualism, but rationality and competence indeed rise their ugly heads against it. [This entry is mainly for the German speaking readers—I beg your pardon.] The above YouTube video by Matthias Dittmayer has been uploaded two weeks ago and meanwhile has been viewed close to 230,000 times. It uncloaks a whole series of fatal errors and simply wrong facts in several television programs of the German national television channels. The central issue of those programs? “Killer games”. Long before preparing and uploading his video, Matthias several times contacted the television stations and got even more irritating responses. In his video and on his detailed website ↑Stigma Videospiele he clearly shows the flawed argumentation and complete lack of knowledge found inside the camp of those who populistically advocate the prohibition of “killer games” in Germany, without ever really defining what a “killer game” is. Since yesterday “jetzt.de”, an online department of the “Süddeutsche Zeitung”, features an ↑interview with Matthias.
Also interesting in this respect is ↑yesterday’s press release from the “Gesellschaft für wissenschaftliche Gesprächspsychotherapie e.V.” [“Society for scientific conversational therapy”] and ↑Christian Stöcker’s virtuoso reaction at “Spiegel online”.
virtualism in the print news
Within the scope of the
“↑Journée d’études “Communautés virtuelles”“ just two weeks ago, on 09 November 2007, I presented a paper called “Material culture and social interaction online: The reality of the virtual” at the Université Marc Bloch, Strasbourg. Besides other things I talked a bit about my idea of “↵virtualism“. ↑Klaus Schönberger, who was in the audience and later in the day delivered a lecture himself, asked who in particular I thought the “virtualists” were. I refrained from calling names and tried to give an a bit abstract description as an answer. Now, Klaus, here is an example.
In yesterday’s issue of the “↑Süddeutsche Zeitung“—one of Germany’s biggest transregional print newspapers—there is an article which exactly illustrates what I meant. The article by Titus Arnu is christened “↑Meine virtuellen Freunde“ [“My virtual friends”] and the overall topic is “Internet addiction,” and its psychological and social consequences. It is not on my mind to play down this issues, but much of the article’s phrasing is pure virtualism which does not at all serve an understanding of the phenomena in question, but only furthers xenophobia against online technology and its uses. Here is a sample of quotes from the article [my translation, put the blame on me]:
While she hardly speaks to her parents, she spends several hours per day in front of the computer in order to chat with her “friends”. Most of the girl’s social contacts are happening on the Net […].
The generation of the ten to 20 year olds since long lives in a parallel world. […] the most important social contacts are virtualized. This does not remain without consequences for the psyche—and in the long run possibly for society itself.
For those who were not present at Strasbourg, here is a “counter-quote” from my presentation [as soon as I get around I’ll brush up the French, English, and German versions of the paper and breeze them online]:
[Before I talked about the seduction of labeling online groups as “virtual communities”.] Maybe because of the lack of physical territory and face-to-face encounters, and because computer mediated communication (CMC) and information and communication technologies (ICTs) play a major role. Because interaction is mediated electronically.
But hardly anyone calls the exchange of letters “virtual”—I am speaking about letters written on paper. Same with talking on the telephone or sending a Fax. But in all three cases we deal with mediated communication. Mediated via technologies and infrastructures the people involved neither overlook nor understand. But the occult, esoteric character of the factual functioning and of the backgrounds of this technologies are ignored, do not lead to the stance “a phone call happens in another world”. We all are highly accustomed to the telephone. Since I am able to think the telephone is a part of my everyday experience. Just as cars or the electrical light are. They are taken for granted, since long are parts of our sociocultural lifeworlds.
SMS, mostly sent from mobile phone to mobile phone, is a borderline case. In some academical papers the attribute “virtual” indeed is attached to SMS communication. The usage of the concept gets virulent when talking about e-mail, chat, websites, online forums, multiplayer computer games, persistent state worlds like MMORPGs (massively multiplayer online role-playing games), or platforms like “Second Life”. In short, as soon as we are talking about services running upon the technical infrastructure of the Internet, within the social sciences and the humanities very often the concept “virtual” surfaces. VoIP (Voice over IP) is an exemption, it is too similar to the telephone, hence seldomly labeled “virtual”.
Within the usual discourse “virtual” implies “not real”. But with all the mentioned possibilities of mediated communication and interaction that is not the case. For instance, when I am corresponding via e-mail, I am not communicating virtually, but in fact. That is true for all mentioned technologies.
By stating the factuality of online mediated communication and interaction I do not want to state that there is no difference to the more accustomed means of communication and interaction. There of course are differences, as every medium features particular properties and qualities. To fathom this qualities is not only interesting, but absolutely indispensable, because they have consequences for the social and cultural practices of usage.
My point is that within the social sciences and the humanities [and vast parts of public discourse] the distinction between “virtual” and “not virtual” very often is made because of being differently accustomed to different media, but not beacuse of systematical or conceptual ponderings.
Furthermore I claim that in the context of ICTs the concept “virtual” is misleading, even dangerous, as it implies that there are two different worlds, reality and virtuality, featuring not only different authenticity, but completely distinct ontological status. In analogy to Edward Said’s concept “Orientalism” I call this implicit intellectual practice “Virtualism”: The construction of a counter world on the basis of ethnocentrisms, lack of being accustomed, lack of enough empirical experience, lack of cultural understanding, maybe even xenophobia, and of “Othering” tendencies resulting thereof. […]
In consequence of all this I advise to use the concept “virtual” only in respect to simulations and emulations, but not in respect to communication and interaction media. For the latter the pair of concepts “online” and “offline” is way better suited, because thereby only the modalities of communicationn and interaction are described, but not misleadingly some kind of ontological status. That way we avoid the pitfalls of virtualism and are able to see online media as what they are: An augmentation of everyday life by means of a bundle of online mediated communication and interaction possibilities.
trigger happier
The ↑2001 revised edition of ↑Steven Poole‘s book “Trigger Happy” (↵2000) now is available online under a Creative Commons licence—alas, only for an unspecified “limited time”. The ↑extra final chapter from the 2004 US edition is online, too.
simpsonized culture
Rarely do I post pictures of myself, but this occasion just was too outstanding as to allow it to get lost in the darkness of history. Above you can see myself—to the far right—giving a lecture on “The Evolution of Cyberculture” at the University of Springfield. At the moment of the snapshot I was focussing on the transition from two to three dimensions. In order to be able to give that lecture I had to evolutionize myself by means of the ↑Simpsonizer.
journals on computer games and culture
“↑Eludamos: Journal for Computer Game Culture“
ELUDAMOS positions itself as a publication that fundamentally transgresses disciplinary boundaries. The aim is to join questions about and approaches to computer games from decidedly heterogeneous scientific contexts (for example cultural studies, media studies, (art) history, sociology, (social) psychology, and semiotics) and, thus, to advance the interdisciplinary discourse on digital games.
This approach does not exclude questions about the distinct features of digital games a an aesthetic and cultural form of articulation, on the contrary, the issue is to distinguish their media specific characteristics as well as their similarity to other forms of aesthetic and cultural practice. That way, the editors would like to contribute to the lasting distinction of international game studies as an academic discipline.
The journal consists of three main sections:
1. An introductory article presenting and discussing current scientific discourse in game studies and/or responding to latest developments and problematic aspects on the digital games sector. 2. Academic peer reviewed articles on game studies in the broadest sense 3. Reviews of games and books. (↑focus and scope)
“↑Games and Culture: A Journal of Interactive Media“
* Issues of gaming culture related to race, class, gender and sexuality
* Issues of game development
* Textual and cultural analysis of games as artifacts
* Issues of political economy and public policy in both US and international contexts
Of primary importance will be the bridging of the gap between games studies scholarship in the United States, Europe and in Asia.
The journal fosters dialogue among the academic, design, development, and research communities in a way to influence both game design and research about games within various public contexts. The journal also examines how gaming and interactive media are being used in contexts outside of entertainment, including in education contexts, for the purposes of training, for military simulation, and for political action. (↑about the journal)
cry for mod
Since the day before yesterday I know why by default I am running Windows and not ↑some predator, ↑or a penguin, and why I have got such an ↵ogre of a machine—“↑Crysis“ is the undisputable reason. Although I followed the game’s history since it was announced, I didn’t get around to download the free demo, which is available since 26 October 2007, earlier. So I was a tad late, nevertheless the impact was instantaneous … graphics, physics and gameplay blew me away—to me it’s the greatest computer game experience since “↑Half-Life 2“ (HL2).
Official US-release is today, for Europe it’s tomorrow, but I had heard it through the grapevine, that it might already be available in stores around Germany. Of course the game already hit the torrent realm, but for a game like that this is no option for me, you have to own it. So I ran into the store yesterday, sprinted to the back where the games are, and my eye caught a sales clerk who just opened a crate and was about to start to put “Crysis” into the shelves. The first box he unearthed from the crate I snatched from his hand. As soon as this blog-entry is online, I’ll jettison the demo and will install the real deal.
“Crysis” supports Microsoft’s application programming interface (API) Direct3D 10, which comes with Vista. For those who are not running Vista, like myself, it also supports Direct3D 9. Using the latter the engine of course can not take advantage of all the features of Redmond’s latest API—even ↑John Carmack ↑has positive words for it—, but the developers at ↑Crytek made the game tremendously tweakable. Word has it that with the right tweakage you can run “Crysis” on Direct3D 9 at the same glory as 10 offers. Please refer to the ↑Ultimate Tweak Guide by MadBoris. I will do so and show off screenshots then.
Now we have reached the central point of interest, technology and moddability :-) I won’t repeat details here, please go to the ↑technology section at Crytek and look around, then download and read the 19-page ↑CryENGINE2 Features Document. Finally have a look at the ↑technology demonstration videos. Only so much, both engine and editor are astounding, offering a lot of possibilities for ↑mods and ↑machinima. Speaking of mods, to my knowledge unprecedented within the industry, Crytek has given two modding teams a prerelease software development kit (SDK) to work with: ↑Obsidian Edge 2 and ↑Navy SEALs : Covert War. Word has it, that the mods will be released not long after “Crysis” itself.
Finally here is a quick’n’dirty roundup of the “Crysis” community’s website online infrastructure—not complete for sure:
Community portals: ↑incrysis | ↑crysis-online | ↑crysis sector | ↑crysis fever | ↑total crysis | ↑crysis-hq
Mod portals: ↑cryedit | ↑crysis-maps | ↑crymod
Crymod is the official modding portal for Crysis, run by Crytek itself—it houses the official ↑CryENGINE 2 Manual. Although helpful is the ↑Sandbox Editor User Manual v1.1 for the Sandbox of the predecessor engine.
EDIT 22 November 2007: I replaced the original movie on top with a Quicktime HD .mov and decided to stream it from my own server in order to show you the full glory of the engine.
halloween 3
bloodspell
Remember ↵censorship’s bloody spell from last year. Well, tremendous news now: Hugh Hancock and his crew have done it! “↑BloodSpell“, world’s first feature-length ↑machinima movie has been released yesterday! Big congrats!