New gynoid from Sega
Sega has announced E.M.A. (Eternal, Maiden, Actualization), which appears to be the mutant offspring of a geisha and an aibo. All the important feminine characteristics are accounted for: good looks, dancing, singing, and of course kissing. I guess we’ve had “male” robots that do stereotypical boy stuff for ages (lifting shit, and of course rock ‘n em and sock ‘n em), but the strange pseudo-gendering aspect just doesn’t stand out as much.
I can’t decide whether having one would be cute and naughty/kitschy, or unseemly in a mechanical lesbian love-slave sort of way. Strangely I think the difference rests largely on what side of the Pacific you are on.
June 14, 2008
Documentary videogames wiki
At the recent Games for Change conference, I mentioned I maintain the world’s ugliest wiki on documentary games. It’s probably difficult to find it on the sidebar, so here is a bit of a shortcut: http://www.shinyspinning.com/docgames/… or, docgames.com/docgames
I’ll do my best over the summer to find time to do some graphics work on the site…although, it seems rather “anti-wiki,” doesn’t it?
June 7, 2008
Travelogue 2b: Games for Change in New York

(Hush, a project created using Values @ Play cards)
After the energy and interaction of the pre-conference workshop, the official day one of Games for Change seemed somewhat more sedate; although it was cool to see even more star power arrive– your Juuls and Prenskys and whathaveyou. Some of the day’s highlights for me were the USCD students’ presentation of Hush, which visibly affected more than a few (and I still maintain– you need to play the game to appreciate how well the A/V works with the gameplay). I was trying to remember what about the game bugged me the first time I saw it, and I think I remember now it was not the core game itself, but the heavy-handed opening and closing pieces. They’re not THAT bad to be fair, but on a game so close to being note-perfect…
I gave my wee ‘TED’ talk in the early afternoon, and although a talk that short seems uber-shallow (I had no visuals due to my luggage circumstances, but in the end, I know this saved me time), the response was positive, and I did manage to sneak in some troublemaking questions about what is simulatable, what you’re documenting in a game, and the loose way we use ‘real’ when it comes to games. And shopping-list a range of examples to boot.
The keynote was (-) one Henry Jenkins (due to illness) and (+) one Eric Zimmerman; and while I’m not sure how this changed the dynamic exactly, I can say the play between Jim Gee and Eric worked well– with Eric acting as a bit of a cheerful wet-blanket of sorts (a role which I’ve taken on myself on occasion) in grounding some of Gee’s more bold claims about games and learning. In fact, I think Zimmerman reiterated two key messages: games are not necessarily better at everything, and that’s OK, and assessing ’social change’ is maddeningly difficult– and probably unnecessary. Both points speak against a really instrumentalist view of games that sometimes runs a bit wild at this sort of event.
Afterwards, we had a brief and lovely reception and game showcase, followed by an outing I attended despite my ultra-early flight out (as was noted, I am weak willed and need only be paired with an instigator ;-) After a couple of glasses of wine I somehow ended up trying to explain a re-envisioning of values ‘transmission’ that took into account largely unreflective play…badly! I laud every brave soul who tried to make heads or tales of any of it.
Having recovered the power of articulation, the general idea was: first, questioning whether the game environment was rule based at all– the point being to question the ‘Oh I do this,’ ‘OK I can do that’ model of figuring out a gamespace as being somewhat related to type of game, but also atypical. Really, do we think that? Or do we assume we must think that? Isn’t our first course of action to just DO it, and only start puzzling it out if there is a conflict? Even so, isn’t it rare that we articulate this ‘in our heads’ at all?
The context was in the way we experience values in gameplay. If our envisioning of this process necessitates reflection and articulation, is this a good model? This is not to say we don’t still hit upon these values on an arational level in due course– perhaps more ambiguously. But, as (Richard the Naughty Dog fellow) was quick to point out, there are, ideally, a wealth of other reinforcing representations in a game supporting these messages. Yes! And this is such a better frame I think for that interplay than a modern-formalist poetics of ‘perfect union between form and content’ that seems to be largely positioned as an issue of aesthetics.
Wait– if it serves a very real purpose, isn’t that rather… instrumental? Damn it!
June 5, 2008
Travelogue 2a: Games for Change in New York
I arrived in New York very late on the evening of the 1st, although with the misfortune that my luggage decided it was having such a great time in Vancouver, it would stay an extra day and a half. C’est la vie.

(am I the only one who finds this image on the verge of goatse…)
So, donning my comfy plane attire from the day before (sadly, a bit temperature-inappropriate, yet consistent with the stereotype that even former Vancouverites always wear fleece) I was off to the pre-G4C workshop on designing social issues games. The workshop was great fun, and I thought it was an excellent practical way to immerse an audience interested in social values in the challenges and considerations (and potential) involved in making a social-issues game. It was particularly interesting, for me, to see Mary Flanagan’s Values @ Play cards in action during an early game ideation session. In contrast to the last time I was at G4C, I felt the workshop participants demonstrated a real understanding of the complexities of game-building, from actual design to funding to assessing impact [or not], and perhaps most importantly, a great deal of real creativity and “grounded” enthusiasm. I was also lucky enough (yes, it was largely luck) in being a mentor on both winning game proposals!
I did feel compelled to make one “intervention” into Frank Lanz’ and Eric Zimmerman’s rather hilarious (and of course, educational) presentation on understanding and appreciating game rules. While I understand the value of driving the positive use of game rules home with a sometimes rules-adverse activist crowd, I had to challenge the impression that more rules = better game, as not entirely considering the audience and purpose for particular games. This does not mean that I am a chaos loving structure-hater (ahem…an implication that was bit unfair I thought, although I’m exaggerating Lanz’ response considerably). I thought the two player word game, where the two players were asked to come up with a food that started with the last letter of the other player’s previous response, showcased the considerable role of interpretation in game rules. When player 2’s first round counter, “enigma” (I think), was initially flagged as a mistake, Zimmerman went on to riff on ways it could in fact be a correct interpretation on the rules — maybe it was a strange type of food we hadn’t heard of? maybe it was conceptual? If someone in the audience had shouted out: “Yes, Enigma is in fact a breakfast cereal”, then perhaps it isn’t a mistake at all. Doesn’t this show a real indeterminacy of the rules?…
Day 2 to come!