Archive for the 'reading response' Category

29
Nov

reading response 7

1. Describe 4 different ways that the game generation is different from the baby boom generation based on attitude and behaviors.

1- Pervasion. The sheer numbers of game systems produced and purchased makes it almost certain that although not every child may own a game system, they have experienced it in some way. Games are literally everywhere, selling in massive numbers. They have proven their staying power through the many various incarnations they have seen from the Atari and its fellows of the early 80’s and prior to the advanced systems of today, so the number of people exposed to this type of entertainment is huge. The article states that professionals over the age of 34 are unlikely to have grown up with games other than part of a fad, but those under 34 were twice as likely to have been exposed to video games. In this way, video games have developed and maintained a vast audience. The game generation differs from the baby boom generation in its size and the way it has been so deeply pervaded by gaming.

2- Life Experience. For members of the game generation, they have only experienced a world with games. Born after or around the creation of video games, and grown up during the prime of their development, members of this generation have never known anything but a world with games. The game generation has therefore fed on the positive aspects of technology - like storybooks, board games, and other toys traditionally experienced by previous generations, video games were a commonality for this generation. Through widespread availability, the majority of children experienced video games in some way, and so video games had a hand in shaping memories for many members of this generation.

3- Technology-Friendly Mindset. Raised on a developing form of technology intended as a form of entertainment, kids of the game generation are far more comfortable with the constantly evolving technologies that continue to further pervade our lives. Early experiences with video games like the NES built interest among children who would later grow up and adopt newer advancements in video games as the technology matured. As video games are sort of a parallel and sometimes and overlap with other technologies like computers, their comfort level allowed them to experience other areas of technology. This brings us to today, where twenty and thirty-somethings who played games as kids are in positions to change technology as we see it. With the maturation of the children of this generation, we’ve also seen other advancements like the changes that accompanied the “Web 2.0″ movement. Cell phones and iPods and other gadgets are commonplace. It’s possible that they’re equally responsible for the tech-savviness of young children today as well: there are even cell phones made especially for children now. Members of this generation are unafraid of new technology and the possibilities that surround it. Previous generations are less likely to be so open and adoptive of new technologies because they haven’t experienced them in the same way children of the game generation have. They have no personal or emotional ties to the technology, and don’t understand it in the same way.

4- Bleeding-Edge Lifestyle. In technology-related fields (computer science for example) the term “bleeding-edge” refers to the absolute newest technologies - often things so new that they aren’t quite perfected. I feel that this term describes this generation well because of the way technology has advanced as a result of their work as adults today. An example of this could be social networking sites like MySpace or Facebook. Sometimes started as college projects, these websites were completely unheard of a few years ago, and are now extremely popular with millions of members. At the same time, they are imperfect because the system can be abused (underage users/child predators, people who don’t understand the system or put information online that could potentially harm them, etc.) as solutions haven’t been developed due to the infancy of the system - it’s so new that nothing like it has existed before, and solutions don’t exist yet. These types of new products (especially on the internet) are appearing all the time, and constantly changing the way we do things. Previous generations were more traditional in their approach to change - new versions of the same products. This generation innovates and looks for totally different ways of accomplishing a task.

2.  Based on statements made on their web site, how does the Go Game foster corporate team building and how is their process “unique”?

According to their website the Go Game fosters corporate team building through the experience shared by the players. “Players will realize the magic power of the team, getting to know and depend on one another as never before. Each course features diverse challenges for all personality types and thinking styles, so players will have the opportunity to show off their own unique talents and abilities.” By placing players in unusual, puzzle-solving situations, they force teams to discover what one anothers’ abilities are and how they best work together. They also state they they are different because “While other companies offer paper based scavenger hunts, we are the only game in town to use wireless-web technology. ” They also mention their use of technology (digital cameras, cell phones, etc.) and inclusion of actors in the game.

3. How does Seriousity leverage game-based models in conjunction with “gamer generation” attitude and behavior to make work both fun and efficient?

Seriosity’s “Attent” system leverages game-based models along with “gamer generation” attitude and behavior to optimize efficiency and make work fun by balancing game elements with work elements. The Attent system is fairly logical: spend credits to maximize the attention your message will receive. The system is simple and does exactly what it needs to do - prioritize email importance. The concept of using credits doesn’t complicate the e-mail process much beyond an extra click or two, and doesn’t take much time to do. It uses “gamer generation” attitude to accomplish its task by applying a new method to a long-standing problem.

4. As most of you are the “gamer generation”, do you agree or disagree with what is stated about attitude and behaviors in “Got Game”? And how do you feel about using game-based models and injecting play into the workplace?

I agree with most of what is said in “Got Game.” Games in general, whether they’re electronic or not, tend to promote the idea that “winning is good and losing is bad,” so you generally want to be the winner and reap the benefits. This isn’t necessarily an entirely bad way to approach life or problems. It makes sense to want to achieve the best possible outcome in whatever you do, so that seems logical enough to me. I also feel that game-based models and play in the workplace are a good idea, if implemented properly. I like Seriosity’s approach because it achieves the task well while also “blending in” with the environment. It’s not excessively playful, and it doesn’t distract from the primary task, but still adds a playful element to an ordinary task. I think these types of implementations for small tasks  such as email priority will become more and more prevalent. I think play itself could be a useful addition to the workplace, especially in areas where tasks are extremely repetitive.

15
Nov

reading response 6

1. Give an example of an early video game that was transformed into a military training tool. Describe the process.

“Battlezone” was an early video game produced by Atari which was converted into a military training tool for Bradley tanks. Because the game was a tank simulation, the army found it suitable for their purposes. The creator of the game converted it by using real data such as the physics of real weapons, imagery which was taken from and would represent the “enemy,” and controls. The old arcade controls were swapped for an H-shaped “yoke” control, which replicated the actual tank’s controls. The game was also renamed “Army Battlezone.”

2. How do video games affect American’s perception of war?

Video games affect Americans’ perception of war by creating an emphasis on the positive aspects of war: by playing the game, you can attain glory. You can save someone’s life and defend your country. You can be heroic and respected, all without the consequences that come with being an actual soldier.

3. What is the role of fantasy in both commercial war games and military training programs?

In commercial war games and military training programs, fantasy serves to stimulate the player to achieve particular goals. They stress the importance of being heroic and part of the team, striving toward the ultimate goal. The player or participant can attain a sort of “flow” in the game or activity and become more involved - whether they actually are in reality or not, they can become a soldier for a moment and experience what life is like on the battlefield without the consequences of injury or death. In this way, the fantasy aspect demonstrates all the “better” qualities of being a solider, because the negative outcomes are eliminated. You only see the best outcomes - winning the battle, conquering the enemy - because the negatives, like death, are eliminated and quickly bypassed to get back into the game. Fantasy allows the player to start over and over and over again until they achieve the most desirable goal.

4. How do you feel about the military using video games as a marketing tool?

I am personally somewhat disturbed by the military’s use of video games as a marketing tool. I have had access to video games since I was a very young child, and for me they have always been an escape or a fantasy. Despite being twenty-one years old, they give me a purpose (or possibly an excuse) to escape into that pretend-world that children freely inhabit. So, if I want to play a relatively innocent game of Mario and momentarily slide into that world, I can. Alternately, if I want to be more aggressive and play a few rounds of Halo, I can take on that role for a time. When I feel like being a pirate, I can start up Eve-Online and ransom other players to my heart’s content. All the while, I’m able to remove myself from these fantasies at will. They’re like toys - I can pick them up and play for a while, but in the end put them back in the box and that ends the game. When the military uses games to try and convince me to become a soldier in real life, I feel as though they’ve invaded some aspect of my own private space by entering my fantasy and bringing along the real-world baggage that accompanies their message. All I wanted was a few moments of experience as a soldier; I’d never want to do this in real life.

24
Oct

reading response 5

1. Choose a new technology supplanting an old one within the category of devices/appliances. First, define each of the terms below. Next, use the new technology you selected to provide an example for your definition. Please don’t use examples from the reading!

For my example, I am using flash media replacing other removable media such as CD-R.

3 types of Conceptual Models-
The three types of conceptual models are:
1. Design Model- This is the conceptualization the designer has in mind.
The intent of the flash drive is to store data in a portable, easy to use form.
2. User’s Model- What the user develops to explain the operation of the system.
The user uses the flash drive as a portable device for storing and moving data in an easy     way.
Ideally, the Design Model and the User’s Model are equivalent to one another.
3. System Image- The complete “package” of the product. All related perspectives and     imagery. This must be consistent with the Design Model and User’s Model.
A flash drive is a small device easy carried and used for the purpose of storing data.. It is     multiplatform and universal. It is easy to understand.

Affordances- The perceived and actual properties of an object. They determine what an object can be used for. A flash drive obviously has a plug end that goes in a USB port. There are no other apparent uses for the device.

Constraints- Limits that are in place to enforce a specific type of use for an object. They also help to make the use of an object apparent by drawing a line for what it obviously can and cannot do. The USB plug end of the device can only be properly inserted one way into the USB port. There aren’t any other ways to plug it in, and no other obvious constraints in place.

Mappings- The relationship between controls, their movements, and the resulting action in the world. Controls should be natural to use and provide immediate feedback. The user should be able to intuitively understand the function of the control as well as its outcome. When you pull the cap off a flash drive, the plug end is exposed. As there aren’t any other aspects to the device besides the case (usually plain, solidly colored, sometimes with an LED indicator to show when it is in use) one can assume that it must be plugged in to be used. The device is easily plugged into the port and removed.

Feedback- Information returned to the user which lets them know the results of a particular action. Flash drive models with LEDS can indicate to the user that the device is plugged in, powered, and/or in use. Other models give less feedback. The device appearing in the list of available disks on the computer is another form of feedback showing that it has been properly plugged in.

Standardizing- Creating a universal truth that is consistent among all similarly functioning products. All flash drives are primarily the same and work in the same way. Although there are variations in size, style, etc., they all serve essentially the same purpose and work in the same way. They are all relatively the same in appearance and have the same obvious affordances.

2. Why would a designer intentionally design something poorly?

A designer could intentionally design something poorly to prove a point about design or the use of the product they are designing. I believe “poor design” is relative to the end user, so while something might seem terrible to one person it might be fine for another, an example being operating systems. Command-line operating systems are typically considered difficult to impossible to use for most average computer users, but more technically advanced users do not have problems with the lack of graphics in the interface, so the design is not necessarily poor or intentionally poorly designed, it is a matter of end user preference.

3. Describe a paradox of technology

A paradox of technology is the shift from a complex product to a simple product back to a complex product with the addition of new technology. An example of this could be the television. Initially, televisions were more complex in the way they functioned. Because they required tubes to operate, they sometimes needed adjustment or repair that couldn’t always be done by the user at home. Later on, televisions became simpler with a change in technology. They had fewer controls and were fairly intuitive right out of the box. Now, we are experiencing a shift in complexity once again with plasma and LCD TV sets, which function in essentially the same way (for the user) but seem to cause a lot of confusion to many people interested in purchasing them because they do not understand how the new features work or what the purpose of these features is.

10
Oct

Reading Response 4

1. Who are the Situationists?
The Situationists were a group of people interested in the politics of the situation. They created different situations and experiences which were meant to comment on society.

2. What does Debord mean when he says “One measures the distances that actually separate two regions of a city, distances that may have little relation with the physical distance between them.”
Debord is referring to the massive variety of people, things, ideas, or places that may exist in a city. The “regions” he speaks of can represent equally as many things: groups of people, differing ideologies, ethnic backgrounds, religious associations, or other divisions that exist in society. The life of a company CEO is vastly different from that of the homeless guy that lives in the alley next to his company’s building. Their proximity might be close, but their existences are very different. The beliefs of people of two different political parties are just as different. People exist in many different ways, although the space of the city brings them physically close to one another. Therefore, the “distances” he describes in his statement are not of physical space, but rather of variation in ideas.

3. What is the underlying purpose of the American settlement and playground movement?
The underlying purpose of the American settlement and playground movement is to create an environment which promotes the mental, social, and physical health of a child. It is meant to equalize people of different classes and backgrounds through play and physical recreation.

4. What is their argument towards the need for play?

Their argument towards the need for play is that play creates better character. Having structured play creates citizens that are responsible, loyal, good leaders, and better parents. They felt that play improved society overall by improving the children who would someday inherit it.

5. What is the difference between “play spirit” and “low” forms of recreation?
“Play spirit” is play which leads to spontanaeity, joy, and exuberance. It is the intrinsic, positive essence of play. “Low” forms of recreation are commercialized, with “movie theaters and dance halls” used as examples. The difference between them is the level of interaction involved and the way in which a positive, pleasant internal feeling is produced. Recreational activities like movies are a sort of “one-way” experience; you are given an experience and told how to feel about it. While it might be pleasurable, the pleasure is built into the experience and designed for a specific purpose. Other forms of recreation, like playing games, are more interactive and more representative of the “play spirit” because positive feelings are achieved through personal accomplishment.

6. How has the social function of playgrounds changed today?

The social function of playgrounds has changed in that playgrounds are becoming something different. There are differing opinions about what a playground should be, and the safety of the equipment on it, which some say leads to less imaginative play. A movement to change playgrounds into “playscapes” which are less structured, is currently becoming more popular. As a result, children are encouraged to make their own games and forms of play rather than being told how to play. Parents and other individuals are invited into the space, where previously they were placed on the sidelines. The environment is changing, which is changing the way the space is used and who is using it.

7. Suggest an idea for a UB campus derive that would interrupt or intervene in the daily routine of campus life.

I almost think we should take our derive somewhere outside of North Campus. Maybe we should all jump on a bus to South and do something there. It seems like the point of a derive is to experience something out of the ordinary, and we are all probably very familiar with North, moreso than South. Or maybe to Ellicott, I don’t really know.

24
Sep

reading response 3

Reading response question for “Free Labor”:
“In the overdeveloped countries, the end of the factory has spelled out the obsolescence of the old working class, but it has also produced generations of workers who have been repeatedly addressed as active consumers of meaningful commodities. Free labor is the moment where this knowledgeable consumption of culture is translated into productive activities that are pleasurably embraced and at the same time often shamelessly exploited.”

Terranova’s essay was written in 2000. Yet much of what she states about free labor still pertains to the present moment.

Define the following terms used in the essay and give examples of how each term still exists in 2007:
knowledge worker: As used in the essay, a knowledge worker is someone who engages in work that is not typically considered “work,” or whose work is primarily immaterial and intangible rather than physical. A knowledge worker’s work is conceptual, based on ideas or social processes. The end results of their work may not come in forms that are ordinarily associated with work, or are not directly quantifiable in the same way other products are. An example of a knowledge worker could be a blogger. While they may not necessarily be compensated for their work, they are contributing to the collective intelligence of the internet.

gift economy: A gift economy is an economy based on the free exchange of information and other assets. Items are exchanged without want for reimbursement or other gain. It is based more on the idea of benefiting the group as a whole rather than the individual. An example of the gift economy could be Wikipedia. Individually, users can contribute and edit entries within the encyclopedia. The efforts of the individuals benefit the encyclopedia as a whole. Other users can then use the articles created and edited by the efforts of the community, and further benefit from the project.

free labor:
Free labor is the “muscle” behind the creation and distribution of assets. Free labor is, by definition, unpaid work, which fits into the “gift economy” in the way that it is freely created and shared. Free labor workers do what they do out of a sense of personal duty or fulfillment, and for the good of the community, rather than for monetary gain. An example of a free labor worker could be someone with a personal website. They can use this platform to convey and share any information they choose, which benefits the internet as a whole through the contribution of new information. They are considered “free labor” if they are not compensated for their efforts, which is often the case. They do what they do out of personal interest rather than for personal gain.

17
Sep

reading response 2

1) Explain what Gelber means by “disguised affirmation”.
Gelber’s term “disguised affirmation” explains the behavior of replicating the positive intrinsic feelings generated by accomplishing work through leisure activities. Taken literally, the term means just that - “affirmation,” or a positive statement or truth, “disguised” by the process of work or the action peformed in a hobby or leisurely activity. Disguised affirmation provides us with a way to feel as though we have accomplished something important or positive, a sense of fulfillment and self-value.

2) Give an example of “flow” within the context of leisure or labor.
Flow is described by Gelber as a “transcendent experience” which occurs when people engage in self-directed activities that optimally use all of their skills to the fullest. Flow is a positive state of being which helps a person accomplish the task at hand. In the context of labor, I have experienced a flow-like state in my work as a computer support technician. This type of work is typically performed by one person, with a well-defined goal in mind, i.e., returning a computer to a specific state of proper functioning. I often find that while working on repairs, I am in a state where I can effectively “tune out” other activity in the room and focus entirely on the task at hand. In this state, I feel that I can function “automatically,” without much guidance, in order to achieve my goal. I don’t need to pause and consider what steps to take next, because I already have some predefined mental concept of how to achieve an end result and the steps can only flow in one logical order. One specific example of working in this state would be “imaging” the lecture hall computers, which is a process by which the computers are all formatted and “cleaned” to a newly-installed state. Following this process, certain settings need to be applied in a specific order and certain software needs to be added to certain rooms. The process becomes automatic through my knowledge of computers and my knowledge of the desired end result.

3) After reading Gelber’s text, can Second Life be considered a “hobby”? why or why not?
I feel that Second Life’s categorization as a hobby depends primarily on the way it is being used. Since Second Life has no defined end result, its use is entirely dependent on the desires of the user. If a user chooses to use Second Life solely as a business endeavor, with only the intent of making money, then it might be considered work. If they choose to use it because the action brings them some type of pleasure, then it might be considered a hobby. As the uses of the system vary and change exponentially, so too must its definition as a “hobby” or “work” activity.

4) What do you think would be a good class project to create in Second Life?
I think it would be interesting to try and create, distribute, and promote (and potentially find some way to track or follow the use of within the Second Life world) a unique “fad” item. In the real world, items like iPods and other gadgets are incredibly popular, but it’s hard to think of an object that would be as useful or necessary in the virtual world. These types of items are often seen as status symbols, and I think it would be interesting to find out what could be considered a “status” symbol in a world that doesn’t always (and doesn’t need to) obey the “rules” of what is true and logical. What would the value of such an item be? Who would buy it? Why?

03
Sep

reading response 1

Rules of Play, Ch 11-12
Homo Ludens, Ch 1

Please address the questions below in your 350-word reading response:

1) List and explain 5 criteria that define play according to Huizinga.

5 criteria that define play according to Huizinga are the fact that play exists outside of ordinary life. It is not a necessary function for survival, and it is not part of a typical daily routine. Play is completely not serious. It is something done for fun, but is not necessarily humorous in nature. It is completely absorbing. Play exists as a sort of escape from ordinary life, and while one is playing, they become part of this fantasy; nothing that is not part of their play matters. Monetary or other gains are not part of play. Play is not something that can be used to generate money or product, the rewards of play are personal and intangible. It takes place within its own boundaries. Whether these are physical, spatial, temporal boundaries, play has certain limits that it exists within. Play might be limited to a room, a field, or other place, or possibly require the imagination of such a place; or limited to a certain space of time, or require one to imagine that a certain expanse of time has (or has not) passed.

2) Why is “play” important to society according to Huizinga. Give 2-3 examples. Do you agree/disagree?

According to Huizinga, play is important to society because it “adorns” and “amplifies life,” acting as a lens in many ways to magnify the important or worthwhile aspects of life. Play brings into the world a temporary, absolute order and perfection, whether this perfection exists in the real world or not. Play also acts to represent and identify. It allows people to experience being someone else temporarily, and imitate events which have already occurred. I agree with Huizinga’s points. Play is a unique experience which allows us to to view the world in a different way and take part in aspects of life we may not otherwise recognize.

3) Explain how the constituative rules and operational rules intersect beyond the formal rules to create a unique game identity. You can compare 2 popular games for your explanation.

Constituative rules are the mathematical and formal parts of a game which actually make it work. Operational rules are the rules given to players of a game so they understand how to play. These two sets of rules make a game work, as well as make it unique. Chutes and Ladders and Candy Land are two similar games which have similar sets of rules, but are both very unique. Chutes and Ladders is played by spinning a spinner and moving a piece on a board a number of spaces according to the number given by the spinner. Special spaces on the board complicate the rules slightly by forcing players to move forward or backward a designated number of spaces. Candy Land is played by moving a piece on a board a given number of spaces based on a spinner, and drawing cards which can modify the number of spaces moved. While the operational rules of both games are almost the same, it is the constituative rules which make each game unique. The Chutes and Ladders identity is created by its constituative rules - the characteristic “chutes and ladders” up and down movement of pieces created by the special spaces on the board. Candy Land is made unique through its cards which direct players to move in different ways than just backward and forward.