Game Lecture at ITU tomorrow: Can you make them cry without tearing your hair out?

Can you make them cry without tearing your hair out?
– Emotional Characters

Associate Professor Katherine Isbister, Rensselaer Politechnic Institute

Time and Place:
Thursday June 7th, 16:15-17:30. Auditorium 3, ITU.
Continue reading Game Lecture at ITU tomorrow: Can you make them cry without tearing your hair out?

Sex is the origin of virtual law

Linden Lab has recently announced its zero tolerance policy on

Real-life images, avatar portrayals, and other depiction of sexual or lewd acts involving or appearing to involve children or minors; real-life images, avatar portrayals, and other depictions of sexual violence including rape, real-life images, avatar portrayals, and other depictions of extreme or graphic violence, and other broadly offensive content…

promising that transgressions

will be swiftly met with a variety of sanctions, including termination of accounts, closure of groups, removal of content, and loss of land

Many are seeing this as the beginning of clear restrictions on user freedom, i.e. an escalation of rule-based governance.

If this indeeds proves a turning point, we are seeing a rather obvious parallel to the development in LambdaMoo, where the actions of one virtual rapist led to strong restrictions on (accepted) in-game behaviour.

It is also comparable to what happened in MicroMUSE, nicely described by Anna DuVal Smith in her Problems of Conflict Management in Virtual Communities (from which I allow myself to quote at length):

Swagger was a teenager who built an Orgasm Room filled with sex objects to which he apparently invited female users for online sex. When a director discovered this, Swagger was summarily nuked (the MicroMUSE term for complete removal of the character and all its virtual property from the database). Swagger returned as a guest and complained about his treatment on the public channel (a medium of mass communication similar to a citizens-band radio channel). He was successful in raising the support of various citizens and staff who believed that he should not have been terminated without an opportunity to defend himself. Two staff cooperated in the re-creation of Swagger’s character. At this point, the director whose action had been countermanded objected. A vote of the Executive Board (a body composed of all directors) affirmed the director’s original action. Swagger was nuked again, and informed that he had been exiled for a period of two months, after which he could petition for readmission.

Before Swagger’s exile by the Executive Board, there was a town meeting presided over by yet a third staff member. About forty people, including Swagger, attended and discussed restrictions on citizen speech, governance and the justice system. Sentiment was expressed for the election (rather than the appointment) of administrators and/or other means of providing citizen input to the governing body. The attendees also complained about the lack of a meaningful system of justice, alleging power abuse by directors, no opportunity for the accused to defend himself, no trial by jury, and no code of laws (the latter was untrue as everyone was emailed a list of rules upon registration). Shortly thereafter, an unmoderated, open-subscription mailing list was initiated upon which citizens aired their complaints about MicroMUSE and posted various items of general interest, such as the transcript of the town meeting.

One month later, a new Charter was adopted, creating a complex system of governance which included a Citizens Council with a nonvoting representative on the new primary governing body (Advisory Board), and a role for appointed voting advisors who might or might not have technical powers. The 1993 Charter also elaborated and codified the procedure for dealing with rule violations, but did not contain all elements of due process systems sought by the dissidents, such as peer jury trials. It did, however, promulgate the limited right of appeal first granted to Swagger. At about the same time, some of the more disaffected citizens mounted their own MUSE, dubbing it “AntiMicroMuse,” upon which virulent attitudes towards MicroMUSE administrators were expressed. This MUSE was enormously successful for a brief spell, but it was operated in violation of the policy of its system administrator’s university, so was short-lived.

The biggest threat to the dream of online utopia is sex?

Game genre preferences among the young

In preparing for a talk on children and games, I came across some fairly interesting stats on genre preferences.

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These first numbers appear in Bille, T. et al.’s report Danskernes kultur-og fritidsaktiviteter 2004: med udviklingslinjer tilbage til 1964 (Cultural and leisure activities of the Danes 2004: With development trends back to 1964) published by the Ministry of Culture. The sample size is 1000 children and the data was collected in 2004. The children were simply asked whether or not they were interested in a given genre.

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This is data from the Norwegian report from 2004 En digital barndom? En spørreundersøkelse om barns bruk av medieteknologi (A digital childhood? A survey of children’s use of media technology) by Endestad et al. The total sample size is 1112 children (but the graph only shows the 6th grader subset). The content types are constructs based on expressed preferences for “firing weapons” for instance.

These graphs show that, when asked, boys say that they like action games far more than girls do. And many of the girls express a preference for “serious” games and interestingly also for “children’s games”.
At a glance at least, this is a confirmation of the most common stereotypes. Or it shows that the children in question give culturally accepted answers. Or both. Now wouldn’t it be really interesting to check if the expressed self-image match actual use?
Do we have that data available?

Players’ Realm anthology launched

Players' Realm coverPlayers’ Realm: Studies on the Culture of Videogames and Gaming which I’ve edited along with Patrick Williams has now been published. There’s info on the book’s own page and it is available at Amazon.com, Amazon.co.uk and at other self-respecting book dealers.
I have a chapter in the book entitled Who Governs the Gamers? Political Power in Large Game Worlds which examines how classical debates of political theory relate to game worlds.

I’d like to thank everybody involved for their dedicated and professional attitude towards the project.

Playing racing games correlates with having accidents, from which we can conclude that…

Various media (e.g. The Herald) report how a German study has shown racing game players to be prone to reckless real-world driving.
Crucially, the researchers seem to have found a correlation between self-reported racing game use and self-reported accident frequency.

That is not a causal link.

There might exist such a causal link but the importance of the study is being overestimated.