gewgaw

                                                               . . . a splendid plaything

10/30/2009

GameCity

Greetings from Nottingham – host of GameCity 09!

This year’s festival has been a fantastic blend of talents – wonderful animators, artists, game designers, hackers and academics from around the world. Even tho we are mid-festival, I wanted to take a break and report on its fantastic events!

This is in no small part due to the blend of talking and performance that permeates the festival. Today, for example, I attended a panel on creating media about/for games which featured a live performance of GameBoy synth, and showcased the festival’s “mega=mix” of pixel-art tribute animations:

These were created for the festival by the same amazing team behind the Oxfam “Face the Music” spot – which takes basic game concepts and blends them with a message about climate change to create something truly remarkable:

But that’s just the beginning! Other performances included live playthroughs of Crysis (!!!), karaoke, the passionate singing of game reviews, and the especially cool paper folding session (plus artful arrangement) that culminated in a session about the glory of Elite.

And – as part of my visit, I conducted a live performance of Flower, which was truly wonderful. Not only was the game projected on lovely gauze screens in a beautiful old building… but as I played, flower petals were dropped from above, floating down into the atrium.

My favorite part of the experience was definitely the sound – which filled the hall, reverberating and mixing with the voices of spectators. That was really spectacular. Post-performance, we had a few questions about our new game (sorry – it’s still under wraps!), requests for more Flower content (maybe, someday!) and many lovely compliments.

Many thanks everyone who worked so hard to create Flower (you guys just ROCK!), the team that helped set up the performance (it worked!!) – and of course, to all who attended (you were fantastic)! It was such a pleasure to play for everyone and I think it’s definitely something we should do more often, with all sorts of games.

Finally – three cheers to the organizers of GameCity! Congratulations on creating a wonderful mix of discussion, debate, performance and play!

6/24/2009

To Dos

Danah interviewed on the concept of an “email sabbatical” impact of email on relaxation and vacations – and life, in general. What’s so interesting is that it really does surface the tension between email for connection vs. email for work vs. email for obligations in the future – as she says “getting into the queue”.

Very similar to sentiments expressed at Lift, in and around discussions of technology addiction – such a phenomenon that you can get some pretty neat stuff out of the phrase on Google Images.

:)

5/21/2009

Even More Progress!

Dug up some more random things that have been sitting in the “to post” pile – some of them for a looong time:

The Power of Mimicry – an interesting post from a while back on how some games capitalize on this fundamental human drive. A snippet:

The vast majority of modern videogames have a large component of mimicry. It added enromously to the appeal of a game like Prince of Persia: The Sands of Time (although this game was designed and structured in such a hardcore, challenge-oriented fashion that it could never appeal just for its mimicry), it is probably the chief reason that World of Warcraft is now outpacing the Everquest brand in terms of subscribers, and it is perhaps the principal reason for the astronomical success of the recent Grand Theft Auto branded games.

The power of mimicry can be seen in the success of games for which this is the primary form of play. Sim City had impressive success for its day by offering the mimicry of building a working city, but was limited by its focus: although creating a city was entertaining, it didn’t engage a great many players for an especially long time, in part because of its inherent complexity and emotional distance. In creating The Sims, Maxis offered a game of mimicry with a much wider appeal – and critically, a game with the potential to appeal to women.

It is not that mimicry appeals more to women than men, rather, it is that the types of mimicry that we are culturally indoctrinated into differ by gender. Boys tend stereotypically to play with toy cars and weapons – and games incorporating mimicry of vehicles and weapons tend to have an agonistic (competitive) bias. Girls tend stereotypically to play with figures (dollplay) and domestic situations (playing house). These play activities had not been provided as the focus of play prior to The Sims, because no-one had considered women a worthwhile target audience – thanks in part to gender biases in games industry employment. 10 million units and many satisfied customers later and (astonishingly) the industry still doesn’t recognise the significance of mimicry to hitting a wide audience.

Consider this: MySims & the Blox’s both include an element of playing with toy people, animals and blocks – which kids in Western culture do regardless of gender. Coincidence? It’s a long read that I still haven’t fully unpacked – but since I’m waiting for my Wii Update (so I can play my copy of BBBP!!) I figured I’d post it.

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For all my photo nerds out there – have you seen this awesome article on variable focus photograph technology?! This tech makes it possible for you to digitally re-focus a single exposure. Blade Runner – here we come!!!

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Here’s the link to the Introduction to Game Development – a huge book made from the IGDA Education Committe’s Curriculum guide! Longtime readers will remember the guide as my first IGDA contribution… a project that lasted over 4 years and introduced me to the developers who have shaped my life. At the time, my advisor warned that focusing too much on the curriculum would delay my graduation date. D’oh!!!! Ian – why are you always right??

But on the flipside: that was a decade ago – when, as a graduate student in CS, I realized that there was no way for me to study games, other than to talk to actual game developers in person (and build them on my own – blindly, slowly). Our first Education Summit at GDC 2002 (that’s right – I didn’t *always* have red hair!) introduced developers to several brand new college and graduate-level programs including one at MIT and another at CMU.

And today? I work at a company FOUNDED BY USC GAME STUDIES PROGRAM GRADS!

Is that not *awesome*?! If that much change is possible in just 10 years – imagine what the next 40 will be like!!

Progress!

Lots of great things going on that I have been meaning to post… especially as we roll up to EEE.

For starters – Ari and Ori over at Hollywood Hill have announced their latest awesome program: THE IMPACT LAB!

We are pleased to announce THE IMPACT LAB – a new joint venture between The Hollywood Hill and USC’s Games Institute, to build a new generation of videogames for real-world social change (aka Games for Change).

The Hollywood Hill’s event Social Change Videogames: The Next Frontier” on May 7, 2006 at Lawrence Bender’s home introduced our members to this new movement. Among the speakers were the founders of the NYC-based Games4Change trade association, as well as some of the game developers who have pioneered the early-stage games.

With our focus on the role of innovation in social change, The Hollywood Hill has always seen tremendous potential in the development of new types of videogames that can tackle the significant problems the world faces – from global warming to hunger and disease. Over the past year we started exploring a partnership with USC’s Game Institute that would combine the strengths and resources of The Hollywood Hill and its entertainment community, with USC’s School of Cinematic Arts, Viterbi School of Engineering, and Annenberg School of Communication.

This new lab will focus on the development of games that have real-world consequences – where the user’s actions in the game directly translate into real-world change. We plan to ramp up to an output of approximately 10 games per year, helping to develop a set of standards for the industry as well as measuring the real-world impact of the games as they are launched.

The Impact Lab will be based out of The Hollywood Hill’s new event facility and HQ, The Catalyst Center. Funding for the lab and its games is provided by Armchair Revolutionary (www.armrev.org), and partner foundations and sponsors.

Games for change, built in collaboration with USC’s awesome game design talent! Wish them luck – or better yet, contact the ‘Hill about sponsorship opps!

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Next up: IndieCade is ramping up for E3, and has also just closed submissions for the fall festival – to be held in Culver City this October… did you remember to submit?

I have joined the ‘cades advisory board – and am SUPERSUGOIEXCITED to announce that Keita will be joining us at the event as well!! Right now I am trying to whip up a few cool, on-site events for the weekend days of the festival (outdoor games, especially events that are fun for kids). Ping me if you have ideas and would like to participate… and I will certainly posted more info as the program evolves!

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And LBNL: Jennifer’s new story just posted on the Escapist today – you can read it here!

1/28/2009

Few things

Bunch of cool things from my “Conferences and Committees Calendar” coming online as we get ready for the summer! Wanted to post reminders so that we’re sure to get the best from the dev community:

  • Only 1 day to go till the start of the Global Game Jam! I will be out at USC to get things started – and acting as a judge for the final submissions – really looking forward to it as any jam is an inspiration! Three cheers for game jamming!!
  • EGW submissions are rolling in. If you have something you want us to review for GDC please get the abstract in asap!
  • SIGGRAPH Sandbox has opened it’s CFP for this year’s conference – to be held in New Orleans (been a while!). We’re looking for papers that address a wide variety of issues – consider it even if your not an academic!
  • GLS is also gearing up – if you have interest in games and learning, this is the conference for you. Also – we’ve made more room for discussion this year… so you’re bound to meet some new people. I’m actually really looking forward to this event, as I was too slammed with BOOM BLOX last year to attend.

Also, on a just kinda awesome note – AAAI has opened it’s library to the public. Check out white papers on a variety of topics in AI – for FREE!

8/4/2008

Emotion at Work

This month’s U of C magazine has 2 great pieces in it that I wanted to share.

The first is on my friend Lauren’s work re: The Female Complaint.

Berlant first conceived The Female Complaint two decades ago, when she realized that Erma Bombeck, the late-20th-century newspaper and magazine columnist who satirized suburban family life, was “writing the exact same sentences” as Fanny Fern, a mid-1800s humorist who skewered marriage and middle-class domesticity in her weekly New York Ledger columns. Both women drew large and loyal readerships: Bombeck’s books were best sellers, and Fern became the nation’s highest-paid newspaper writer. Berlant found it “depressing” that two women living 150 years apart would churn up the same struggles, “but I was also curious. It meant something wasn’t changing.” Her curiosity yielded a 1988 Social Text article, “The Female Complaint.”

The article conceptualized what she calls female complaining: a mode of self-expression that simultaneously protests “patriarchal oppression” and concedes its inevitability. “What’s interesting,” Berlant says, “is that from its origins women’s culture has a big critique of male dominance, both in the political sphere and at home, but it also wants something like the good version of that normativity to be the condition of happiness. It’s like Julia Roberts at the end of Pretty Woman saying, ‘I want the promise.’” But time and again women find that promise to be fantasy. “In subordinate populations’ intimate publics, the presumption is that the general world is not organized around their flourishing,” Berlant says. “So hip-hop culture is about police, and women’s culture is about being disappointed in love and with children and at work.”

In The Female Complaint, Berlant returns to the “discourse of disappointment” in 19th- and 20th-century women’s culture, analyzing it through close study of literary, theatrical, cinematic, and political works and histories of psychoanalysis and liberal public theory: Uncle Tom’s Cabin; Show Boat; Imitation of Life; Now, Voyager; Landscape for a Good Woman; The Life and Loves of a She-Devil; and Uncle Sam Needs a Wife. Most of those works have been remade, or else adapted to the screen or stage. “If people are returning to something many times, it means it has a story to tell that isn’t finished,” she says. In her book’s preface, Berlant asserts that the “unfinished business” relates to an unresolved question—”the desire for and cost of feminine conventionality.” Women return to the same stories, she says, “for a re-encounter with the problem of survival.”

I’ve had a couple of gender-related experiences at work lately – one relating specifically to the scarcity of female designers in our industry – and the second, to statements about how openly emotional communication styles that some women have can make some men uncomfortable in the workplace. Neither of these was a fun conversation – both had their frustrations. So they have been on my mind for the better part of the weekend.

Before I saw the article on Lauren’s new book, I was toying with the idea of writing to a few women I know personally- to see if they had any advice about my current train of thought (essentially setting the stage for the Female Complaint). Instead, I decided to share the ideas here.

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Question: Do the two gender/work conversations I had this week directly reinforce each other?

Specifically – emotion at work is a reality within both Game Development and Academia – realms where the main product of work are new ideas. Whether it’s a game, a business plan or a thesis – there are bound to be heated disagreements about design, features, schedules. The collaborative and creative nature of these environments (which attract so many core contributors) actually create tension on a daily basis. Emotional talk is bound to occur.

As Virginia Valian and others have shown – workplace responses to women (especially in the realm of conversation & idea exchange) are not always equal. In heated debates where a women is passionately engaged, men may follow-on or reinforce patterns of dismissal that damage the woman’s relationships with others in the group – however inadvertenly.

And as the conversations, publications and years accrue, even a small discrepency in the way women are evaluated leads to unfortunate results.

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Now consider the other article I wanted to highlight – which covers Tanya Menon’s research into idea valuation and emotion in the workplace:

A behavioral scientist who studies organizational culture and decision-making patterns, Menon has spent more than a decade analyzing how businesses and businesspeople assess new ideas and why they often fail to grasp the value of innovations developed within their own ranks…

…Simple envy isn’t the whole explanation. Internal ideas are more easily scrutinized and picked apart than those seen from a distance. But personal motivation can be potent, Menon says. “In a business era that venerates creativity, novelty, and thought leadership, ‘borrowing’ knowledge from colleagues is not a career-enhancing strategy,” she wrote in a 2006 Management Science article. Bosses shower awards, bonuses, and promotions on innovators. Employees who learn from another’s idea may be perceived as followers, Menon says, and “managers reward the leader, not the follower. That gives me an incentive to cut down your idea and put my resources into promoting my own.”

Emotion also plays a role. People worry about losing social standing, looking like a thief, giving public deference to office rivals, and appearing weak or dependent. Corporate incentives and policies, Menon says, should ameliorate, not intensify, these reactions. In the Management Science article she and coauthors Leigh Thompson of Northwestern University and Hoon-Seok Choi of South Korea’s Sungkyunkwan University found that a simple “self-affirming” exercise, in which people listed some of their accomplishments—”even just ‘I’m good at art’ or ‘I’m a good tennis player’”—or described values they cherished, helped ease their sense of being threatened. “Afterward, they did not derogate an internal person’s ideas,” Menon says. “They felt more comfortable saying, ‘This is a good idea worth pursuing.’”

Design is an inherently a communication-driven job, where passion and emotion are critical to success – as is the general ability to distribute and champion ideas. A strong designer at any level must be able to access, leverage and edit the creative ideas of an entire team – convincing them that these ideas can be shaped into an overaching, aesthetically pleasing whole. Creative collaborations take the issues mentioned in Menon’s studies to a whole new level – as the day-to-day environment is one of continual idea exchange, valuation and validation.

If there are inequalities in the way gender effects the perception of core communications re: ideas & thought leadership – we have a problem.

I’m not sure if the connection exists – but if it did, it could effect the promotion of female design talent – or even create a lack of supply. IE: Most designers come to the job from another discipline – working up from test or into it from production, art or programming. So in theory, any issues w/r/t promotion would impact womens’ ability to make that career shift and get into design at all!

Could the emotion-scape of the creative workplace be working against female designers?

It wouldn’t even have to be that female designers *are* inherently more emotional (I doubt they really are) – just that the perception of their behavior casts them in that light for some males – which has that small, but long-term effect of keeping them from achieving thought leadership within the field.

There has to be *some* reason that when I search LinkedIn for “game designer” I get page after page of male candidates. At ~40 to 1 based on my informal survey – it’s an uphill climb to find women who are experienced and affordable for working on teams within our industry. And that is not good.

7/24/2008

Shopping is hard

Let’s do math!

2/9/2008

LIFT 08

Greetings from Geneva – and Lift 08 – which was awesome!!!

I have not organized my snaps & thoughts yet – but Souris and others have been posting to Flickr and Twitter… and videos of all the talks are posted here.

But even MORE awesome… we are going to CERN today to see the SUPERCOLLIDER!!! Geek heaven!

Super dooper cannot wait – have been up since 4:30!!!

12/15/2007

There And Back Again

How time flies, when you are busy having adventures! My days in Australia were fantastic – and over too soon! I will really miss it – and especially the summer weather!

I have so many ideas and impressions swimming in my head at the moment that it’s hard to really put a nice frame around this visit – but I know that if I don’t try now, the details will slip and I’ll get too busy to post much of anything. This archival pressure/communication obligation was the source of many discussions over the week, as conference guests exchanged guilty confessions about lagging digital chores. It’s a strange time we live in!

But in a nutshell, what I liked most about this trip was meeting a variety of talented artists, film, music and game makers… cultural theorists, journalists, academics and students. When you spend all your time doing one thing, it is easy to forget about all the wonderful opinions, styles and practices that exist outside your own environment. You understand that art is made, films filmed, studies studied – but until you talk to someone who about their personal experiences in these venues – these are just concepts…. like so much type on a page.

I am grateful for the conversations I had there – and would especially like to thank Kat and Yusuf for encouraging me to make the trip. It was hard to pull myself away from the studio but it was worth the effort. Ten fold!

But don’t take my word for it – see for yourself! These photo galleries are part blog, to help describe the experience, as a whole.

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Things I learned about Australia on this trip:

  • Australia is closer to the giant hole we have created in the Earth’s ozone – so the sun here is intensely strong. The “safe time” for being outside without sunscreen is 10-15 minutes, depending on how fair you are. My back tells me that I’m in the 10 minute or less range….
  • Universities across Australia are dealing with funding cutbacks and consolidation within and across departments.This reduces differentiation/offerings across the board, and students tend to stay local for higher education. As a result, there is a lot less of the “coming of age via college move” culture here.
  • Because the population of the country is so small compared to its geography, there isn’t a lot of business development in Australia *for* Australia. Many of their best and brightest leave for Asia or the US when it’s time to make a new idea profitable – which is referred to here as “brain drain”
  • There is a conservative feel to the place at the moment. Whenever we discussed this, people were eager to point out that the new government here will be less conservative than the prior one. It will be intersting to see if support for conferences like the one I attended will continue
  • There is a quality to the light there that makes everything magical. The food is delicious (great cafe culture in the cities I visited) and the wine is welcome. Sure – you can see kangaroos and climb rocks there – but a relaxing stay in one of the country’s costal getaways is sure to melt just about any cares away.

Things I learned about myself because of this trip:

  • I enjoy travelling by myself – much more than I expected
  • I sure am glad I hadn’t watched “Lost” before going!!!
  • My camera generates more work for me than I can handle. I’ve barely logged half of the photos I’ve taken since Labor Day.
  • It is getting quite difficult to manage my various activities – blogging, photos, cooking, life… work. I think about having a baby and wonder – what will give?
  • I love espresso!!

Hrm. Maybe that last item will help with the ones directly above???

9/28/2007

Randy’s Last Lecture

If you haven’t already, watch this today & pass it on. More here. Full lecture here.

Best, Randy. Thanks for so much!

8/28/2007

Sleeping on It

Over the course of my life, there have been several episodes of synchronicity – times when everything seemed to point to a singular theme.

The first time this happened, I was 16 – studying poetry and photography at Cambridge University, in a community of intellectual discourse unlike any I had ever experienced. During that summer, everything I read, made or felt pointed to a simple but powerful idea…

I began to see that human memories (deeply autobiographical or broadly historical; creative, logical, emotional or even physical) were so varied in their manifestation from person to person as to make one telling, narrative or “truth” an impossibility. And so I became obsessed with the ways in which human beings create truths through action, memory, and the iterative reinforcement or revision of both.

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In college and graduate school, I followed this thin, crooked thread to a series of node-like conclusions. It began with storied and social memory (Schank, Goffman), neural networks and analogical reasoning (Minskey, Forbus). This lead to further reading in behavior, action planning and decision making (Agre, Brooks). Over time, it generated to a deeper interest in reactive robotics and dynamic systems (Horswill) – and finally, games.

Specifically – games that engage notions of consequence and meaning. Because when we see a problem from multiple perspectives and experience multiple threads of action (System Shock, Deus Ex, SimCity, TheSims) suddenly we’re tinkering with the fundamental paradox of life.

In that one program, we throw away just enough to keep what’s truly compelling about a complex system. What we see influences how we act – which further influences what we see… until they are no longer separable. And that, in and of itself, drives us to examine our filters, behavior – even our morality.

At least – ideally.

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In the last year or so, I pulled away from these ideas, submerged in the dynamics of a new and unfamiliar system. Over time, the late nights, lack of sleep, and constantly shifting landscape of goals and priorities became all that I knew. My dreams were filled with connections I had never contemplated…

The way teams change when they double (or triple) in size. The difficulty we have communicating functionally across otherwise functional “pods” or “swats” or “cells”. The complexity of tracking and documentation processes. The false diplomacy of digital communication. The influence of long-held beliefs and fears on development methodology. Gender and power, personal narrative and organizational memory.

Different – and yet, so familiar.

While the mechanisms were new and outcomes less tangible (intuitions or “experience” in the place of publications or “study”) – the fundamental conundrums remain the same. From the highest and most abstract peak of a game’s design to the lowest and most mundane reality of its construction – the development cycle is a collective struggle to shape what is true about an idea, as it emerges, over time.

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Now that I’ve had a chance to catch up on my sleep, I find my dreams returning to familiar, larger patterns, with renewed strength and conviction.

I see many opportunities to build on our past strengths, and wonderful places to journey ahead. I see the power of emergence as a mechanic (so fundamental to what we’ve built so far), and the deep connection Sims games maintain between observation and agency, thinking and doing, patterns and tools.

It’s a bright time – new connections are forming, old connections are buzzing or routing anew. People bring books and ideas to my desk, we draw on the whiteboards, and there is a warmth in the air. As our collective, collaborative mind unfolds into research, we reach back to threads long dropped – finding them as crooked and present as ever. Our dreams are full of new pictures, and we’re energized once again.

It’s nice to be back!

8/8/2007

Props to Ian B

For his awesome evangelizing of the power of games on national TV.

WOOT!

8/6/2007

Branding

Finally – a little downtime. And what have I been doing? Engaging in my guiltiest of pleasures: business literature. My favorite bit so far from an incredibly dense paper in Kellogg on Branding:

Revision of reception theory to recognize the active production of consumption by consumers formerly regarded as passive (or worse, miscomprehending) has led to yet another contender for hallmark status in our bid to define human agency. Homo Ludens – people who play – is an interesting hybrid of the ancestors. When payfulness is seen as agentic motive, consumption as bricolage, and lifestyle as mosaic, marketers must build space into their offerings within which consumers can create, innovate, and deviate in pursuit of satisfaction.

Followed by…

A persuasive case has recently been made for the emergence of a new hallmark of humanity: homo quaerens, that is, people who seek or search. Wisdom, handiness, storytelling, and playfulness may ultimately be harnessed in the service of our intrinsic inclination to quest. While questing may assume many forms, the quest for meaning is preeminent among them. This particular quest is a journey that brands were bred to undertake. Brands shape and reflect our quest for meaning.

What is interesting to me, reading this (and then re-reading, to unpack – been a long time since I engaged with a semiotics text!!) is how I frame, to myself and others, games as agency-laden products – somehow more active w/r/t the quest for meaning or “identity projects” of individual players… and therefore less “miscomprehended” as marketed product.

Glorified justification for participating in the commodity culture? Perhaps.

11/21/2006

AIIDE 07

Michael has posted about this year’s AIIDE conference which will be at Stanford (Yay! No flying necessary for me to attend!!).

I hope this year’s published game track helps elevate the dialog about techniques used in the field – that would be very cool. Several folks from the EA/Sims/Maxis vortex are involved, which should make for interesting talks! Working on something you think might make a good talk? The deadline is January 22nd, so you still have time to get it submitted!

10/5/2006

Grace Hopper

Just back at the hotel after my first day at this year’s Grace Hopper Celebration of Women in Computing, and I’m so glad I took the time to come down here! There is nothing like being at a banquet of 1000 people – 99.5% of them female and into CS. Seeing colleagues from Northwestern, meeting women from across the tech industry… talking to students about opportunities in gaming… it’s just been phenomenal.

Key learnings from today’s lectures:

  • Enrollment: 60% drop in the last 5 years across the board. While the physical and biological sciences will achieve gender parity in PhDs by 2020, CS will trail behind to at least 2088 – and that’s if we don’t lose any more people!
  • Stereotype Fear: When faced with the potential of fulfilling negative stereotypes, the stereotyped perform more poorly. It’s easier for the under-represented to believe they are part of the problem. Chicken – the egg is on line one!
  • Childcare: We lose a significant percentage of potential female hires for tenure track positions in the time between the award of a PhD and the first job application…”during prime childbearing years”. If we fail to provide childcare and address the two-body problem (many women in CS have spouses who work – often in the same field!) we’re screwed.
  • Perceived ROI : By the time they get to college, many students are far too concerned with career potential to “waste” a year (or even a semester) on a CS course “just to see what it’s like”. The fear of a bad grade (and not really knowing what to expect) scare away prospectives. Middle school programs that insist on CS education (or summer classes where there is no real grade involved) are a good way to combat these fears and perceptions.

In the end, what we’re facing is a branding issue. In a world where the potential afforded by a CS major, the lifestyle of computer scientists, and the impact of computing-aided careers are so poorly understood, we are bound to be disappointed in our numbers. If we want to appeal to a broader audience, we’ll need to start by engaging their passions (technological, creative, community or otherwise) and supporting them through strong mentoring relationships.

I was particularly taken with a late afternoon discussion about how to engage people in new approaches to CS. Talking about Georgia Tech’s Contextual CS program (Computational Media course much like Ian’s Animate Arts initiative) and “Female Friendly Computer Science”, it became clear that dialogs about CS branding must address some of the fundamental issues we have in our curriculums and attitudes about science learning in general. >

My question: Instead of changing the name or branding of CS in particular, why not promote a “Liberal Sciences” approach to all science curriculum? Reposition the field via introductory courses in K-12, and support exploratory science learning early in college. Give people back the right to “dabble” in a science or two. Perhaps by re-envisioning the role of Sciences in our education system, we can address a wider variety of access and appeal issues… and help improve parity at the same time!

This generated some interesting discussion – including a show of hands in which 90% of the talk’s attendees expressed their dislike of the term “Female Friendly CS”. Further discussion lead to the idea that the problem isn’t “female”… it’s “friendly” (which reads as “easy” or “watered down”). Why make things friendlier when you can make them more accessible and appealing?

In the closing statements at the banquet, one speaker made the following suggestions about how each of us can improve the parity in CS:

  • Generate Balanced Lists: For every man you suggest for a position, suggest a woman of equal talent. We will get to parity in hiring from parity in our lists.
  • Take Leadership: Someone has to be in charge of the task in front of you – and it might as well be you. Look for opportunities to be a leader.
  • Take Credit: No need to be a glory hound, no need to be a wallflower. If you worked hard to achieve your goals – celebrate! Be willing to stand up for applause.
  • Just Be Yourself: No need to think of yourself as a “Female Computer Scientist” or “The Female Director of X” – just be what you are without the gendered label. Others will see you as you see (and refer to) yourself.
  • Include Others: CS, Engineering, Business and Government all need diversity. It’s a fundamental issue for us all. Be willing to include others – the more the merrier!

Sally Ride gives the keynote address tomorrow – can’t wait! (photos here)

7/17/2006

Character Development

Katherine and Nicole on character, on Gamasutra. Katherine’s book is out now. It has some great examples of how characters can communicate gender, affinity and so on – Check it out!

6/14/2006

Reflexive

Yesterday, a colleague of mine from work mentioned that she was listening to my Microsoft talk on Repositioning Computer Science – which kind of surprised me. I gave it last summer when I was just starting my job search – and while I knew it was taped, I didn’t realize it was online…

I hadn’t watched the video – and really, how often does one watch a video of themselves, after giving a talk or performance? It’s one of those things you know will bug you – becuase you sound wierd, or talk too fast, or are wearing an inexplicably wrinkly shirt (what the hell was that about??). And generally, it’s just really uncanny to see yourself in a publicly performative context.

However, I really really liked giving this talk, and even a year later, I still think that it makes some interesting/helpful/compelling points (wrinkles nonwithstanding). I still believe that CS has a branding problem, and that until we fix it, enrollment and diversity issues will continue to bubble up. So if you know someone who might be motivated by the talk, please pass it on.

Similarly, if you have thoughts or ideas about it please send them to me at my CS addy, with MSR TALK in the title (I get a lot of spam there these days). I’m curious to know how it reads outside the MSR classroom.

4/13/2006

Coursework

Today I started corresponding in ernest with a new hire who will be joining us over the summer – someone who is just finishing school. We traded reading and games lists, and it was clear from the conversation that the new hire is a sharp kid, whose interests will come in handy on the project. I know their advisor, respect the program, and am looking forward to helping the student transistion from academia to the world of work.

At GDC, several speakers coyly referred to the “top three game programs” here in the US – a list that was then gabbed and gossiped about precisely because it remained nameless. But I’m not afraid to say that the student I’m talking about is not from CMU, Georgia Tech, or USC. In fact, I’m kind of excited because they are different!

Why? I guess I see things through the eyes of a self-starter. I didn’t get to take classes with likeminded, aspiring designers. I didn’t do group game projects. Instead – I played games, read articles and wrote email. I got involved with the IGDA and GDC. Always watching, asking questions – in many ways, I educated myself. And now that I’m working – I find these skills *immeasurably* valuable.

At this year’s GDC tutorial I asked a simple question: What is the metacritic for game studies students? How are programs evaluating their output? If it’s placement-based, then I’m sure the bigger, more expensive schools will have pretty good luck on short-term metrics. But for longer-term retention, on-the-job performance, flexibility, soft skills and overall creativity… will they really corner the market?

As we move forward with games and education, programs will spring up and die all over the place. The big three (or five.. or ten) will keep chugging along – expanding, becoming larger pools with greater access to expertise, technology, and students. But I care about quality, not quantity.

Rest assured, while I’m excited to see bigger programs prosper, I’ll be rooting for the underdogs. Kids who realized they wanted to help make games *after* heading to college… sometimes at places where CS and games programs are slim-to-none. I’m interested in the dreamers with drive who *lacked* the means to join a larger, out-of-state program (let alone pursue a pay-to-play masters degree). Kids like… Andi.

And on a related note – Michael has announced his plans to move out California way and join the faculty at Santa Cruz – where he will be helping start a little program of his own. I had my fingers crossed (just cause I’ve never actually lived within shouting distance of my friend!) and the news makes me very happy – even as I know others will feel the sting of his departure.

Congrats to Michael on these (and other, cuter) exciting plans – I look forward to meeting your little one… and eventually, your students!!

4/4/2006

SIGGRAPH and DIS

Drew and co. have just put out the CFP for the Sandbox symposium – coming this summer at SIGGRAPH (in Boston). I’ll be there – and look forward to reading your submissions!

Topics should center on critical and analytical approaches to video games. The focus is threefold: (1) industry and scholarly perspectives on how video games are designed and developed; (2) analysis of the experience and pleasures of game play; (3) critical articles on the value and significance of video games as cultural artifacts. Throughout, topics should focus on close readings and critical analysis of the design and development aspects of creating unique game experiences.

Also – Magy and friends are hosting a conference on the process of game design , co-located with the Designing Interactive Systems conference.

The game design process is largely driven by practice; while some work has been done to address theoretical foundations for game design, this work has been done only in academia. These two communities rarely come together to discuss their perspectives on design theories or processes. As a result, both communities work in isolation. The game industry works at the level of individual games, but academics are concerned primarily with theoretical foundations and broad scope. The goal of this workshop is to start a dialogue between the two communities and generate general themes and underlying theories. From a practical side, these theories will aid game designers in constructing games, help tool designers build better tools that allow designers, and support the research goals of academia. More broadly, these theories should help the two communities integrate, making science more relevant to practice and practice more viable.

Nice!

2/13/2006

Gesture

At one point, Scott Roberts and I we were both living in Chicago, but we didn’t know each other. Later, we exhanged some email about Depaul’s emerging games curriculum – and agreed to get together. But every time we try to meet up in a city, one of us gets totally bogged down by some professional obligation or other – or, called away at the last minute entirely.

As a result, we have one of those great “sometimes I’ll write you a really long email” correspondances that remind me of hand-written letters. Today he pointed me to a really great project of his – where he animated sequences of interview dialog from GenCon.

It is so amazing how much you can tell from a person’s body movements, focal and vocal patterns. And how much the shape of someone’s face and body influence how you feel about them and what they say!

11/3/2005

Go! Fight! Win! But.. Not You!

John Buchanan’s game AI competition was officially announced today… but apparently you can only compete if you are at a certain school?

*sigh*

Indie Tank Jam, anyone?

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