Friday, July 30, 2010
You want to be my friend?
Thursday, July 29, 2010
YOU PLAY STARCRAFT?!
-cue fanboyism-
OR, in my case, fangirlism
Yes, I happen to be female.
I am by no means an expert on this game, or games in general, really. And I really wouldn't call myself a 'gamer chick' (somehow I find this title slightly degrading) but I have to say, I was as excited about this game as my brother or my male friends.
I grew up on the original Starcraft as much as any male gamer did.
However, apparently, Starcraft + girl = shock and confusion (and very occasionally, admiration).
Every time i engage in a conversation with a group of males about starcraft strategies or even just indicate that I know the names of the units, literally everyone freezes and the heads turn towards me in slow motion.
"YOU PLAY STARCRAFT?!"
On Tuesday(the day it came out), I was lining up for my copy of Starcraft II (incidentally, the line was filled with males) I received quite a few odd stares and one guy even did a double take when he saw me holding a copy of the game. Their expressions were easy to read: "YOU PLAY STARCRAFT?!"
SO I thought it would be a very good starting point for a discussion on gaming and gender and the supposed lack of female gamers.
I think it would be worthwhile considering briefly what it means to be a 'gamer'.
Does one qualify as long as they play games?
"NO" would be the outraged answer of a 'hardcore gamer'.
So what games do you have to play in order to be considered a gamer?
Do games like Super mario brothers, Final Fantasy, Pokemon or Tekken (to name a few) count? Because I see no lack of a female audience for these games. Gaming consoles are common nowadays in most households and played with my females as much as males.
I see social norms/stereotypes as well as the deeply ingrained social psyche as the root of the problem of the lack of females in games like Call of Duty, Halo or Starcraft. To put it simply, war games. Most girls seem to naturally not have any interest guns, machinery, armour, aliens or intergalactic war. But perhaps it is because they are taught, subconsciously, not to? As children, they are not given transformer robots, toy soldiers, toy guns or spaceships to play with. They are given soft toys or barbie dolls. Social norms mean that girls cannot identify with such games because they did not grow up being encouraged to have an interest in such things.
Also, I think girls find it more difficult to get into games such as Starcraft or Call of Duty is that they cannot relate to the characters. It is dominated by male characters becasue women traditionally do not take military roles. Consequently, girls do not gain any sense of empowerment in playing such games.
This brings forth the issue of female characters in games. They usually take on a more passive role as either healers or, if they are part of the attack force, mages (which relates to the age old idea of women as witches). Examples include Aeris in Final Fantasy VII and Lulu in Final Fantasy X.
In Starcraft, there are not many female units. The medics are female. They speak girlishly and of course, allude to nurses who are also traditionally female. Dropship pilots are also female. They cannot deal any damage, it is again a passive role.
Of course it is not to say that female characters do not have more active roles in games. However, they are still a minority and there are not enough to attract a large female audience.
I'm rambled on long enough. One last thing:
It was mentioned in the lecture this week that perhaps the reason males play more/are better at games is because of growing up with older male role models such as older brothers. I think this is also a truth for girls with older brothers. They are, it seems, more likely to have an interest in games.
I am one of those people i guess.
_
Wednesday, July 28, 2010
Let's face(book) it...
We've come to manipulate and alter our social existence to feed our other virtual one. So is our Facebook profile really a reflection of who we are? Or do we strive instead in real life to live up to some distorted definition we've created of ourselves?
How to make a brain slushie...or at least grab the attention of 4chan
My first reaction: "Where are her parents?" and "Wow, she looks older than 11". I pretty much missed the point of the article and thought more about the wonderful choice of words the tween used. In retrospect it makes me wonder; how net savy parents are nowadays, restricting kids on the net as a good idea (?) and the risks we all face when putting our opinion out there on the wild wild web whether it be through Youtube or blogging. Obviously this girl's parents aren't too up date with the goings on of the virtual world (and their own daughter's). Her mother quote "does not go on the computer" thus could hardly judge what is appropriate, so scratch the first two off my train of thoughts. And this girl had no shame telling her haters to get 'AIDS...(from her)..none existent penis'. Risk? What risk?
Hey, she's only 11, so her maturity level probably isn't that high so we look to the parents to ensure such incidents don't happen. Sure, you can't protect your kids from every danger on the internet but you can at least implement measures and educate yourself on the use of the internet. Oh and get to know your kids I suppose. I have seen the generational barrier that causes many parents to avoid the internet, computers and technology in general like it's the plague but I believe it is a necessity for parents to get to know the basic ins and outs of the internet because cyber-bullying is real. As for the drawbacks of sharing public opinion? I'm sure there's a privacy option for most sites (correct me if I'm wrong). If ya wanna go public, remember that everyone has an opinion and trollers will troll out of the share joy of getting a reaction. Just don't let your 11 year old daughter share theirs publicly or you'll have to step in.
Sometimes, people just don't learn.
Female? Male?
With the information I've given you here, you might imagine me reliving the photo above at home, 24/7. Well... Surprisingly I’m just an average girl and I do have a social life.
Some non-gamers think that people play games because they are bored out of their minds due to their incapability to socialise, or if one chooses to play games over going out to socialise, he/she is called an addict. I DON’T THINK IT’S FAIR. Gaming is a form of entertainment, just like watching TV or going to the movies. I understand that games are more addictive than those other forms of entertainment, but it doesn’t mean you become an addict once you click ‘play’. So yeah. Wipe off that stereotype please :)
My direct influence that got me to start Wow and CS (the apparently MASCULINE games) was my boyfriend. I know of many females who have been introduced to masculine games by their boyfriends (because he played more of games than of her :P)and most of them do enjoy it. Whenever I say I play online games with my boyfriend, the response is ‘LOL’. We may do less ‘staring in to the eyes’ than the non-gamer couples but I would say we just have one more type of entertainment to enjoy.
I’ve always liked games since I was a little kid. I’ve always had some kind of gaming device in my life as far as I can remember (maybe just because I’m an Asian). I was never given a Barbie doll to play with despite the fact I have 2 older sisters (they never did either), but more of Lego and Nintendo. It might be that my upbringing has influenced me to have more male friends than female friends since childhood.
I don’t like being left out of a conversation. I mean who does. And it is a common experience for girls to be left out of a conversation with a bunch of guys, talking about games. So why not join them? Why should we be a GIRL and be left out of a conversation? Why should we make sandwiches and prepare drinks while the guys sit on their butt and play games with their mates? Maybe I’m PERFORMING male gender here, to prove the equality of males and females.
Well I’ll quit my blabbering here.
I’m extremely sorry if I offended anyone. Cheers :D
Ethical Issues around mobile privacy
- 29% of free applications on Android have the capability to access a user’s location, compared with 33% of free applications on iPhone
- Nearly twice as many free applications have the capability to access user’s contact data on iPhone (14%) as compared to Android (8%)
- 47% of free Android apps include third party code, while that number is 23% on iPhone * third party code enables custom ads to be served and/or analytic behaviour tracking.
- What implications does this have for mobile phone users? How about for advertisers and mobile providers?
- Does this affect your opinion of favorite iPhone or Android apps -- in particular free ones? Should mobile app developers take it upon themselves to help reverse this trend?
- How can we as users of this technology stop this violation of privacy? Through government, our purchasing decisions, or both?
Julian Assange
Women In Gaming
Our parents were employed when we were younger, and so my mother bought a NES for my sister and I when we were extremely young. I must have been about two or three, and my sister four or five, when we were casually smashing away at Street Fighter 2, trying to pull off Chun Li's Spinning Bird Kick. My sister is now better at most video games than I am (and most of her male friends as well) and I have an inkling that our early exposure to video gaming could be the reason.
Most girls aren't given a Nintendo or a Playstation when they are younger, socialised instead to play with dolls or whatever else they are given. Video gaming is seen as violent and, by corollary, non-feminine.
Now fast-forward about twenty years. In a society where failure is seen as the worst thing that could possibly happen, we tend to forget that "sucking" is extremely important in the learning curve.
It is rare that you will find something which you are good at immediately. As a kid, you are allowed to suck. Adults don't have the luxury of sucking: it is something which we are to fear and avoid at all costs. Thus, women who haven't been primed to playing video games from an early age end up in a similar state to your mother when she tries to send an email: confused, inept and feeling that they will never be able to move past their ineptitude. They aren't given the space to become good, and they abandon the pursuit of video gaming.
This, I feel, is the reason why there are fewer women who play video games.
Social Gaming
facebook - a mirror reflecting yourself?
For example, people having many friends on facebook are thought as being highly social and that they would make a good friend to you and then you add them as well. But who knows whether such people know everyone on their facebook friend list or have they randomly added people to increase their friend list? On the other hand, people who do not have good profile pictures and have less friends on facebook are thought to be reserved and backward. Isn't facebook really deceptive? How can you judge a person by looking at their profiles?
Obama's 'kill switch' has been approved.
This 'kill switch' was proposed on the 19th of June 2010 and was approved on the 25th of June. This bill seems to have been put through very quickly with only 6 days in-between being proposed and being approved. Perhaps too avoid as much scrutiny as possible.
The implications of implementing the 'kill switch' on America and the rest of the world may lead to disastrous outcomes if this kill switch is actually executed. It may mean that websites such as facebook who are based in the States, will not be able to be accessed for long periods of time. This would especially hinder facebook addicts or any other providers that are shutdown. This will not only be annoying to the general internet user, but many corporations will lose 'x' amount of dollars a day as they have become so reliant on the internet for doing business. Will they be able to claim back this money that they have lost in business? Probably not.
So if there are all these bad implications why have a 'kill switch' switch in the first place? In the bill the internet is being described as a 'national asset' of America. Therefore, it must be protected from terrorists. They seem to think the best way to do this is to shut it down so no one can access private government files or anything else America wants to protect and deems as a national security issue. However, they may not have realised that this itself will instil terror into citizens not just in America but around the globe. Playing right into terrorist hands or even doing the work for them, as they will be the only people to benefit from the closure of the net. This bill is also interfering with the concept of the 'open web'. America may have jumped the gun on this idea and may end with up with unwanted and unintended consequences.
Tuesday, July 27, 2010
Social Gaming (Not an Oxymoron)
In this new tech culture it seems that everyone is connected to everyone else, wireless networks connect households to the greater Web and online community. My flat alone has 7 computers networked not to mention the Playstation and other gaming bits and bobs. We are constantly gaming together and it is in my experience that it brings us closer together as a small household, be it as entertainment, a source of friendly competition or a common ground for conversation.
Online gaming can be a social experience, sure there may not be the physical interaction but that is not to say there is no interaction at all.
First and foremost online gaming is a platform where instantly you are linked to others who have at the minimum, one common interest with yourself. As a stepping stone one can see gaming as a facilitator for new relationships.
For example I used to play World of Warcraft (WoW), which is categorized Massively Multiplayer Online game (MMO for short). I found myself using it not only for entertainment but to socialize, with in game chat I fount myself logging to have a chat and catch up with my Guild mates (a guild being like a player association working together for co-operative play) with the actual gaming being used as a background for this conversation. My flat mates can attest to me blabbering away into a headset talking bout the most ordinary of things and general banter in addition to game related talk. Even after quitting WoW I still regularly talk/chat to those friends I made whist gaming and regularly play other games with them.
I hardly think that games are anti social; in fact I consider games to be just another forum to meet people without the physical boarders that restrict us normally, as the Internet expands so does our interactions with the ever increasing pool of online gamers.
Religion of Apple + iPhone
Marketing prof Russell Belk of York University and Gulnur Tumbat of San Francisco State study the parallels between Apple's fanbase and the followers of religion, assembling a framework for Apple's mystical mythology. They believe the entire Apple brand is based on four key myths. Heidi Campbell, a scholar at Texas A&M aggregated their work for a recent article
- a creation myth highlighting the counter-cultural origin and emergence of the Apple Mac as a transformative moment
- a hero myth presenting the Mac and its founder Jobs as saving its users from the corporate domination of the PC world
- a satanic myth that presents Bill Gates as the enemy of Mac loyalists;
- and, finally, a resurrection myth of Jobs returning to save the failing company...
In broad terms
Spending hours on end playing games, eyes glued to the screen, forgetting about real life while fighting battles, creating personalities, mastering adventures and fictitious skills in a virtual world is commonly considered as anti-social and therefore male.
Monday, July 26, 2010
Gender/Games
Fading Gender Lines
The study by Hartmann and Klimmt of 18-26 year old females looked at four elements that put females off certain games:
- negitive representation of females in games (stereotyping and/or sexual objectification)
- violence in games
- lack of social interaction in 'action' games
- competitive nature of many games
The least import factor was negitive representation in games and the most important factor was lack of social interaction. Females seem to what to be known as sexy indiviuals in their virtual life and this seems to be the same for male individuals as well to be protrayed as strong and heroic even if this is not how these particular men and woman aren't percived in real life.
What surprised me was that a lack of social interaction in games was the main deterent for females. I thought that it would have been the competitive nature of the games as that is typically a male thing. So I thought that they would have been put off from acting in these male ways. Yet the study by Royse and others found that female power users wanted to look sexy while kicking butt. The more emersion females have in this 'male dominated world' of gaming the more they grow fond of it.
Females seem to want to be sexy in this virtual world on both points here. They want to look sexy through their avatar and feel and look sexy while having a lot of power and skill in the game. A competitive nature seems to be embraced in these games. This was found in Bertozzi's study where males were more likely than females to assist a weaker player in the game. in the reading for this week too by Betozzi "You play like a girl!' the competitive nature of girls is brought up through the game of counter-strike. Woman clans who stick together in their groups percive other girls who are the weaker players as sluts as they try to get help that they know they can get through other male players and try to get ahead which is what these females clans are trying not to be. These females clans in counter-strike have percived themselves to have worked hard to get the status to play among the boys in a competitive nature without the discrimination of falling out of the typical schema of a woman. This schema says that woman should be 'warm, beautiful, caring and to be put on a pedastel'. These woman in these clans seem to get quite aggressive about it, some even say more so than men.
No matter how females tackle these games of having either a passive or active stratergy they want to compete with the males in the game. Females may want more social interaction in these games but this competitive nature of the games is how social interaction is done through these games, so it seems to be embraced by some woman who participate in these games, sometimes done in their own unique ways. This behaviour of competition in females shows that the gender lines are beginning to fade through this behaviour of wanting to look good in the virtual world of gaming and being percived to be good. Is this drawing any connections to how females and males are interacting in the real world (work, university etc...) in this day and age?
Semi-relevant musings on internet self-portraiture
(I totally didn't just alienate you.)
No, but seriously. Pretty much everyone with a camera light enough to hold without dropping it and snapping the lens off has tried it. While many people have this down to a finely honed talent (and are therefore harder to spot, since their photos are so well done it's like someone else actually did take them) there tends to be a signature style for this kind of arms-length photography.
1. The Flattering Above-Angle Pose. This is more popular with newcomers to the DIY profile pic. Turns out taking a photo from an angle so high it's like it was shot from a security camera makes an individual look more attractive. I'd post a link here, but seriously- just look on Bebo. Conveniently, this particular style of photo invites the occurence of Phenomenon 2.
2. The Visible Arm. This is what happens when you hold your phone/camera out at a flattering angle of choice, and the arm holding said device can't quite escape the camera. I mean, if you want a wide enough shot you're going to have to stretch your arm right out, right? You'll usually see The Visible Arm extending up towards the edge of the frame. A lot of people have developed admirable skill at avoiding The Arm (web-cam, tripod, and "balance camera on stack of books" methods certainly help) but you'll also find people who are blissfully unaware of it. And it's totally not embarrassing.
3. The High-Contrast Photo. Similarly to 1, this is more common with younger photo-takers and tends to fade out after they realize they're barely identifiable. The effect can be achieved in a number of ways. With post-processing such as Photoshop, by using a webcam with those fandangled settings that do exciting things, or simply by owning an unrealiable camera. Closely related to the Camera-Flash-Obscures-My-Face-In-Mirror self portrait.
Why do people take these kinds of photos of themselves? The kind I'm talking about in particular are the ones so unrealistic it's fascinating. Surely if you have any real-life contacts then people will know what you really look like, thus rendering your carefully arranged amateur modelling photos somewhat pointless. I don't mean to bash people who take photos of themselves- I mean, everyone with a camera has tried the arms-length photo before.
But... people seem to have developed an obsession with their online personas.
People want a photo that's going to look good in the thumbnail that's going to be appearing next to every comment they leave. For a lot of people, The Profile has become an aesthetic statement (of the soulllll) where for others it is merely a contact card. The amateur self-portrait is an awesome way to look at people's views of themselves. There's a weird kind of self-consciousness revealed when someone posts a photo so carefully orchestrated as to present his or herself in a particular way. Incidentally, it's interesting to see who posts clearly self-shot photos of themselves, and who refuses to. Some people find it embarassing to post photos where they appear to be consciously presenting themselves as attractive, or hardcore, or whatever.
And remember: just because eHow says it's all good to get professional photos done primarily for your FB profile doesn't mean you should in any way do that. Please. Just stick to DIY.
Gaming = Good for you?
Hello all.
To start this Blog a basic definition of Brain Plasticity might be needed, I can give you the very basic one and if you have any further questions use Wiki or open a book. A good one is called "The Brain That Changes Itself: Stories of Personal Triumph from the Frontiers of Brain Science by Norman Doidge, M.D."
My definition:
Brain plasticity is the phrase used to describe how a brain can change itself to overcome difficulties/injuries or increase processing speed and power in well used areas. This speed and power is partly as a result of mylin (A fatty coating) covering the axons on a neuron.
A relevant example of this is different types of game play on brain function. Such as, if you played Halo and completed the game a few times, then you will likely get pretty good at that game. This skill at a FPS will likely transfer to FPS shooters and reduce the length of time needed to become good at other similar genre games compared to how long it took to initially play Halo. Also we can assume that the complex motor skills practiced with Halo will make almost all other 3D games slightly easier to master.
Physically what happens to the brain during those hours spent playing: The neurons being used in motor function, 3D processing and hand-eye coordination are being worked out. Thus will strengthen and an increase in processing speed and power (How fast and in what depth you can think/respond) results, due to a build up of Mylin.
Traditionally (E.g. 10-30 years ago, beginning of video game culture) games have been thought of in a mostly male sense, boys older brothers played games, their friends played games and their fathers played games (I know this is a generalization but role with it!).
On a social level what is the result - Games being thought of as male.
On a individual level - males play more games.
On a psychological level - Males benefit more from the brain plasticity and through increased practice and myelinated axons etc. increase processing speed and cause males to dominate gaming.
What has been happening in Modern gaming culture is an insurgence of female players benefiting from brain plasticity and will eventually (as females start earlier and start with more complex games) match the male players in number and social status. The real question is... Where will the men go?
Hugh
Extra: Above is a picture of my brain after taking part in a Psychological study about video game/ instrument effect on the brain. Red = more Myelinated axons = greater connectivity.
Peter Jackson tries to figure out how to fix New Zealand film.
By Vadim Rizov on 07/02/2010
Peter Jackson tries to figure out how to fix New Zealand film.Filed under: Abroad
In between creating increasingly gigantic films, Peter Jackson got together with David Court, an Australian academic, and issued an 87-page report on the effectiveness, or lack thereof, of the New Zealand Film Commission. It's a compendium of every cliché ever uttered by a frustrated filmmaker, confirming that the development process is long, tedious and discouraging pretty much everywhere in the world.
Even if you're not Jackson-obsessed, the report's surprisingly readable and filled with anecdotes, despite some heavy charts of statistics appended to the end. The thrust is that New Zealand needs the NZFC (without it, a young Peter Jackson would never have gotten started), but it needs a different NZFC, one that (presumably) is no longer acting the same way it did when Jackson was getting off the ground.
That conclusion is based off interviews conducted anonymously, so that no one feels intimidated from speaking -- and, attendantly, it's light on specific case studies and horror stories. Still, you know what you're getting into when "Table one" (on page 17) invites you to contemplate the differences between the current model (deemed "arts patronage") and what Court and Jackson would like to see (dubbed the "talent partnership" model).
Adjectives tell the tale. In the category of "relationship to film makers," "aloof" should become "involved"; accountability should go from "low" to "high," the management culture from "controlling" to "co-operative."
The gist is that the NZFC means well but is staffed by terrified bureaucrats who don't know how to read screenplays and do everything too slow. These insights will be familiar to anyone who's followed horror stories of the Hollywood development process ("The Commission tends to use drafts as a way of avoiding decisions," reports one anonymous soul. "If in doubt write another draft. It's a momentum killer.")
Everyone seems to agree that it's important to nurture young talent, though it's unclear what the best way to do this might be. There's an endorsement of conventional screenwriting wisdom that would warm Robert McKee's heart: "We need to get past the cultural cringe of imagining 'we don't want to tell American stories'. A good story tutor teaches principles that have driven storytelling since the ancient Greeks."
On the other hand, there's a lot of stuff like this: "it is our recommendation not to put too much focus on financial returns. Removing the need to make profit will lead to more creatively interesting projects - which ironically, may well lead to greater financial returns."
So, while they're obviously not bottom-line driven in the way of the Hollywood studios, film commissions have their own conflicts -- the current UK set-up means a master like Terence Davies ("Distant Voices, Still Lives," "Of Time And The City") has to kowtow to younger admins and prove his artistic worth after 20-plus years of repeatedly doing so. And they have their own sense of obligation to investors: "Film-makers must also remember that they are the recipients of taxpayer funding," scolds the New Zealand Herald. "This should not be dispensed lightly."
Filmmaking everywhere is hard, and always for the same reasons.
[Photos: Peter Jackson via Wikimedia Commons, taken by Natasha Baucas, July 28 2009; "King Kong," Universal, 2005.; "Of Time and the City," Strand Releasing, 2008]
Sunday, July 25, 2010
@P. Diddy
Granted, P.Diddy's computer monitor is probably the size of a wall and doubles as his cinema, but he's still got time to kill, so he tweets.
If he had Facebook he'd probably be that annoying friend whose status updates are paragraphs- but his computer's huge.
He thinks there's a lot of space he has to fill.
His tweets need to be entirely capitalised and exclaim a lot so that his monitor doesn't look so overwhelming and unnecessarily over-sized. P. Diddy's tweets are to scale with the equipment he composes them on.
P. Diddy's tweets dominate my homefeed. Now, whether this is a guy thing or not...
Master/Slave Complex
Originally, new media was created as a miracle communication form. We could interact with people we hadn't even met from around the world in near real time scenarios if we chose. People had never dreamed of needing new media, but it is clear that we are very much dependent upon them today. They have quite literally revolutionized our way of life. It was this turning point, that turned us from the master/creators, into the slaves.
New media have developed into seemingly sentient forms. This sentience is fed by the conglomerated intelligence of all users. We inherently care for our media that we're involved with because it allows us to garner relationships with our fellow users. Humans are social beings and these feelings of attachment transfer to the media that promote them.
This connectivity also pulls on our social instincts to respond to people we otherwise might never have talked to again. How many people on Facebook for instance are you actually friends with? The language of these media are designed to tap our social consciousness. It is this pull that has caused research to start exploring the addiction aspect of new media. People join on to make connections, but then become beholden to social pressures to continually participate. Their continued participation then perpetuates the cycle of pressure on someone else. It's this cycle that forms the sentient aspect of new media, and makes us slaves.