Sunday, April 13, 2008

Serious Games or Serious Problem

Excited and intrigued by what I found on Flickr regarding China's "hospitals" for internet junkies, I let my fingers do the walking... On Google. Here are some highlights:


1. China identifies a growing disorder as social crisis.

The Chinese government has opened a number of institutions around the country to combat internet addiction - which is apparently a "growing disorder". The institutions are designed to "cure" those who can afford the treatment, which only the very well-off can. According to a number of sources (including China's own propaganda poster boys), addiction occurs because of the excessive stress put on young people to succeed at school, uni, etc. In order to unwind, they turn to internet Role Player Games (RPG's).

The institutions, run by the military, are a combination of boot camp and hospital. Treatment can include drugs, electric shock and psychologically targeted activities. Many inmates of the rehab system have been involuntarily checked in by their parents. Some have tried to escape or commit suicide.
"Tao Ran, who built his career treating heroin addicts in the 1990s... is convinced that Internet addiction is virtually the same as other more conventional addictions both in terms of its symptoms and the negative impact it has on the addict's ability to function normally in society... the patients that are brought to the clinic usually suffer from a mixture of anger, loss of self-esteem, depression, bad nutrition, insomnia and lack of self-control." (Asia Times Online, July 4th 2007)
The government is also apparently targeting prevention of internet addiction by tightening up its regulation of internet bars. Such bars are often packed full, open far past mandated closing times, and serving "under-age" customers.
"I do believe they want to fight this internet addiction," said Julien Pain, of Reporters Sans Frontières. "But with the Chinese government always behind this justification there is also the will to control political speech.

"If you have thousands of small illegal cybercafes it is very hard to know who posted what, who downloaded what on the internet." (Telegraph.co.uk, March 13th 2007)
Not surprisingly, critics who are already concerned about government interference with the internet in China, see this as just one more avenue through which the government aims to control the community.
"Parents design a life for their child before he is even born... but now we realise that if we let them be who they want to be, they would not suffer so much." (Journeyman Pictures, Jan 29th 2008)

2. Social disorder can mask social change

After researching the machinima sub-culture, I can't argue with the idea that some people are using the internet for escapism. I also noted that very little in machinima is actually original, most of it being quite nostalgic. I think this idea of escapism is not new either, although the connectivity and interactivity of recent internet communities must surely be greater than any other escapist community in the past.

Setting aside the Chinese government's obsession for control, the Serious Games Institute argues that many useful skills which are difficult to teach conventionally, can be gained through gaming. "Serious Games", they claim, can increase the value of this escapism in society.

They can cause us to confront serious issues - games such as the Super Columbine Massacre RPG and Escape from Woomera have been compared to films such as Flight 93. Sim City was originally created so that people could understand a little bit about the dynamics of a real city. Augmented Reality games can get us much more acquainted with out real environments. Game tasks can demand the development of new skills, not necessarily limited to combat.

Maybe internet and MMORPG addiction is itself an indicator of something larger: our need for social and collaborative learning in a physical world which demands high productivity even in our personal lives; a world which is not very personal and even less accessible.



YouTube/Journeyman Pictures, Jan 29th 2008
Asia Times Online, July 4th 2007
Telegraph.co.uk, March 13th 2007
Serious Games Initiative

Infinite Flickr

Flickr is about photo sharing, right? It has nothing to do with RPG's like WoW and Second Life, right? Well, apparently Web 2.0 knows no bounds, so here we go: become an avatar in Flickr!

http://www.flickr.com/photos/philhale/1835105212/in/pool-infinite

http://www.flickr.com/groups/infinite/

From the group's home page:

normy (a group admin) says:
20 Mar 07 -

Infinite Flickr Tip:

Make the previous picture in the pool full size before taking your shot.

Also from Flickr:

China apparently has a hospital for Internet Junkies. http://www.flickr.com/groups/self-help-group-for-flickr-addicts/discuss/72157594251903967/

More bizarreness with WoW

I don't know what to say. Obviously in China, Coca Cola thinks games are the best way to relate to its audience. Does this make gaming a serious platform? Maybe, but I can't help smirk.

Thursday, April 10, 2008

Crazy ridiculous OMA

I've had a love/hate relationship with my feelings about OMA projects for a few years now. On one hand, I love how directly they are able to move from functional premise to architectural form. I've also been a big fan of overcoming flat cities to utilise an "every-direction" model of urbanity.

On the other hand, I hate - with a passion - big box architecture that apparently creates every possible opportunity without recognising any downfalls (along the lines of International Style). You've got to be able to see what you're losing whenever you gain something.

If you want to skip to the visual orgy of architecture which made my jaw drop, check out the last minute of this clip.


Friday, April 4, 2008

aLife of politics

I just read some articles from this google cluster, about the growing uses for virtual worlds in business... And political concern that virtual worlds could be used for illegal activity (even terrorism).

An article in the Washington Post was the most entertaining - and really, that's what I read the news for. It was about a congressional subcommittee meeting to help the US congress learn about virtual worlds. Anyway, here's a great quote:
"Rep. Jane Harman (D-CA) probably got the best quips out, joking that some people already think Congress is a virtual world, and that Markey was throwing the event merely to learn how to get to the next level in World of Warcraft."

Experiment 1: Losing the Places we Love

Here's my first film piece. If I weren't already 23, I'd say mum should keep it for my 21st.

It's a review of my research on machinima to date, and a statement about my "distinctive theory on architecture". Really, if you read some previous posts on my blog you should get what it's on about. That is, machinima culture and nostalgia.

The first part is a machinima composition of my own, appropriating/juxtaposing audio from Tales of the Past III and graphics from Heroes of Might and Magic III. The second part is an adaptation of machinima.com's Inside the World of Warcraft episode, addressing the machinima community's reaction to the actual Tales of the Past III "movie". Male Restroom Etiquitte became the main framework for addressing nostalgia in a humorous way, and I've threaded sections of it throughout my work too. Red vs Blue also helped me get a handle on the humorous aspect of "serious" machinima, and I used some audio from the Going Global episode.

I read a very revealing comment about Tales of the Past III, drawing attention to its striking resemblance to Lord of the Rings. None of the key elements of these clips are new to the world; TotP III just shows how serious people can get about games. Seriously.

Thursday, April 3, 2008

Augmentasia

I just found this clip on virtual reality & augmented reality. I'm a little bit torn about it; I think the parts I like are the parts where the technology is used to bring known things to life in a new way (like Mario cart in the street, or turning your house into a big aquarium).

I think the parts I don't like are when you can see that the "actors" aren't really interacting with much more than a moving sculpture: They're just being big dags, running around in public wearing all black and acting weird.

Also, I've heard good dance routines described as having shades - both light and dark. To apply the same kind of thinking, this felt a little too much like a continual stream of action, rather than a story about, or window into, anything in particular.