This new-fangled book thing

Science writer Steven Johson interestingly imagines the response of cultural critics commenting on the recent invention of the book in the light of centuries of experience with video games:

Reading books chronically understimulates the senses. Unlike the longstanding tradition of gameplaying—which engages the child in a vivid, three-dimensional world filled with moving images and musical sound-scapes, navigated and controlled with complex muscular movements—books are simply a barren string of words on the page. . . .
Books are also tragically isolating. While games have for many years engaged the young in complex social relationships with their peers, building and exploring worlds together, books force the child to sequester him or herself in a quiet space, shut off from interaction with other children. . . .
But perhaps the most dangerous property of these books is the fact that they follow a fixed linear path. You can’t control their narratives in any fashion—you simply sit back and have the story dictated to you. . . . This risks instilling a general passivity in our children, making them feel as though they’re powerless to change their circumstances. Reading is not an active, participatory process; it’s a submissive one.

Quote from recent review of Johnson’s “Everything Bad Is Good for You ” in The New Yorker.

Technically different

You’ve made your way to the sparkling new WordPress edition of my blog. The principle is something like if you have no fascinating new content the least you can do is switch CMS once in a while.
But of course, Blogger was getting really slow and WordPress is a really excellent piece of (free!) software.

DIGRA paper wrapped and delivered

My paper (“The problem of other players – in-game collaboration as collective action”) for the upcoming DIGRA conference now resides on some benign Canadian webserver. The brief abstract runs as follows:

This paper explores the development in game design of collaborative relationships between players, proposes a typology of such relationships and argues that one type of game design makes games a continuous experiment in collective action (Olson, 1971). By framing in-game conflict within the framework of economic game theory the paper seeks to highlight the importance of already well-developed models from other fields for the study of electronic games.