Posts tagged “gaming”

Revenge of the nerds

Everywhere I look today I’m finding examples of how nerds (just like me) have phenomenal divergent thinking skills. Creative superpowers, activate!

One Up: Gamers Help Scientists Solve Molecular Puzzle That Could Lead To AIDS Vaccine [techcrunch.com] – Experts in one arena (biochemistry) connect with novices, aka experts from another arena (gamers), to solve a challenge they’ve grappled with for 15 years. This is a sweet blend of two of my favorite creativity-inducing activities: expert mind meets novice mind AND forced connections between seemingly dissimilar things.

And last week, FoldIt became more than just a cool idea, or an exercise for scientifically-minded gamers. Scientists have been attempting to decipher a protein called “retroviral protease” for over 15 years, as the protease is one of the key proteins that allows HIV to multiply and replicate itself in living cells. Using FoldIt, gamers were able to identify the structure of the protein – within a matter of 10 days-With the structure of retroviral protease unlocked, scientists can now begin taking the necessary steps to build a drug that could significantly slow the speed at which HIV develops.

Spurlock Penetrates The Nerd Herd In Comic-Con Doc [fastcompany.com] – It’s not totally surprising that fantasy and fandom are fantastic catalysts for creativity. Intriguing references to curation as preservation of youth and, consequentially, playful fuel for creative adults.

In a time when zombies, dinosaurs, knights and night-walkers dominate the network lineups and superheroes are the surest way to box office success (hopes are high for Whedon’s megawatt Avengers film, scheduled for release in May 2012), understanding Comic-Con’s creative alchemy has never been more relevant.

The 10 most gadgety Halloween costumes [msnbc.com] – These don’t really hold a candle to the Comic-Con costumery, but some of us have to start somewhere. And for the record, my dream is to one day rock out a fairly authentic Queen Amidala costume.

Stumped about what to dress up as this Halloween? How about your favorite gadget? Don’t think it’s possible? Well then check out these crazy examples. But since there isn’t much time left to make something elaborate, you could always fall back on dressing up like a zombie and carrying around your old VCRs and cassette players. Obsolete gadgets, returned from the grave!

ChittahChattah Quickies

  • [from wstarosta] A Retrospective View of 50 Years of Advertising Research) [ARF.org] – The Advertising Research Foundation is celebrating its 75th year of being in the business of marketing research. When asked about some of the industry's advances in the previous 50 years, chairman Gian Fulgoni owes many of them to technology that allows marketers to more effectively communicate their message and measure it's impact. His sentiments and even the industry terminology he uses highlight the fundamental differences between market research and design research.] In the 1980s, for example, the availability of point-of-sale scanner data provided a much-needed solution for Consumer Packaged Goods (CPG) and other industries. For the first time, marketers had the tools needed to quickly and accurately measure the impact of price, promotions and print / TV advertising on brand sales, develop sophisticated market mix models, and link sales lift to various promotional and advertising levers.
  • [from wstarosta] PSFK Asks the Purple List, What are the Limits of Digital? [PSFK] – [The next time you are brainstorming and you come up with an idea to make an analog object, action or experience better by digitizing it, pause and consider this fact that I just learned: Your brain can recognize the time faster on an analog watch than a digital one! More about the trade-offs of going digital here…] There’s another way to approach this question, by venturing to guess that there’s nothing un-digitizable, rather there are deeply human things that will just be conveyed in different forms. For example, our need for feedback as in the above is one representation of a “deeply human thing,” but another interesting manifestation comes up when you start thinking about digital books. There’s a lot of social data encoded into the act of carrying a physical book. If I see you on the metro and you’re carrying a book I’ve read, it makes me want to talk to you. And if I don’t, I’m at least subtly comforted knowing that I’m in the company of someone likeminded.
  • [from julienorvaisas] Plastics News Executive Forum: Human behavior holds clues to design [Plastics News] – [Is it possible to avoid a reference to The Graduate? I'll try. We often see design thinking methodology applied to development efforts of end-products and services, of consumable things. When it's already soup. Here the plastics industry is having a dialogue about inspiring innovation at the "ingredient" level. Interesting question about where the responsibility for innovation lies.] It may be tempting to think of concepts like “design thinking” or “open innovation” like they’re just new business buzzwords. But designers and many OEMs have embraced the ideas for years, and plastics firms would be smart to join the party, experts said at the Plastics News Executive Forum. One molder in attendance pointed out that, in his experience, some OEMs are bad at innovation. “Many of our customers come up … with new designs that are horribly flawed. What’s the fundamental breakdown organizationally, where companies [that] are supposed to do this for a living are really bad at it?” he asked.
  • [from steve_portigal] R2-D2 makers an attraction at WonderCon in S.F. [SFGate] – [The devotion of fans is a constant source of wonder and delight.] A fully functional droid can cost as much as a Toyota Corolla, and takes half a decade or more to complete…R2 builders study the movies frame by frame to mine the tiniest details for their droids. Builders say they get asked two questions all the time: "Can it fly?" and "Does it project a hologram of Princess Leia?" Neither of those visual-effects-enhanced features from the movies is practical or possible because the technology doesn't exist. Builders also get frequent requests to sell their droids, and to perform at parties. That answer is "no," too. The R2 Builders Club operates with the blessing of Lucasfilm, with the understanding that the droids are not produced for sale. There's also a Jedi-like code among the builders, who consider profiting from the droids a trip to the Dark Side.

ChittahChattah Quickies

  • GameCrush: Pay to play–with girls [CNET] – The website GameCrush pays girls to play video games and live-chat with gamers who pay for the privilege. It's the gaming equivalent of buying a girl a drink to chat her up, the developers say. A Player (yes, they're called "Players") buys points–500 cost $8.25–and uses them to buy "game time" with a PlayDate (yes, they're called PlayDates). Players browse through PlayDate profiles, and once they find one they're interested in they can send a gaming invite. If the PlayDate accepts the invitation, she can set her mood to "Flirty" or "Dirty" and it's game on (though any real gaming girl would set her profile to "Hurty" and kick your ass). The pair can chat, play, or both for the amount of time purchased. When their time is up, the Player is invited to send the remaining 100 points to his PlayDate as a tip.
  • The Idea of the Book [Murketing] – Rob Walker's interesting series of posts that look at the physical performance of the "book" as it morphs into or is represented by or as other objects such as sculpture, food, planters, purses, etc.
  • Story Book inColor by AIPTEK – AIPTEK Story Book inColor is the 1st color E-Book on the market and there are 20 built-in illustrated audio stories. Children can open the Story Book inColor and enjoy the story telling with illustration instead of watching TV alone. AIPTEK also provide online bookstore for story book purchasing and downloading. AIPTEK Story Book inColor can store as many books as children want. Story Book inColor creates a whole new experience with fun and easy learning process which leads children learn to love the reading. The 4-way buttons simulated the scenario for children of searching favorite books on bookcase and also the page up and down feeling when reading. There is 1GB internal memory on AIPTEK Story Book inColor which can stores up to 45 story books. The story books also can be saved to SD/SDHC, MMC, MS pro, and USB drive. Besides, in order to protect children’s eyes, after reading over 20 minutes, AIPTEK Story Book inColor will pop up an icon to remind children to take a rest.

ChittahChattah Quickies

  • Japanese cultural norms – asking about weight – Insightful little culture-clash story; an American working in Japan isn't sure how to deal with blunt (especially from the Japanese!) questions about his increasing weight
  • Clive Thomson on Bruce Bueno de Mesquita, renowned for his use of mathematical game theory models for prediction – Those who have watched Bueno de Mesquita in action call him an extremely astute observer of people. He needs to be: when conducting his fact-gathering interviews, he must detect when the experts know what they’re talking about and when they don’t. “His ability to pick up on body language, to pick up on vocal intonation, to remember what people said and challenge them in nonthreatening ways — he’s a master at it,” says Rose McDermott, a political-science professor at Brown who has watched Bueno de Mesquita conduct interviews. She says she thinks his emotional intelligence, along with his ability to listen, is his true gift, not his mathematical smarts. “The thing is, he doesn’t think that’s his gift,” McDermott says. “He thinks it’s the model. I think the model is, I’m sure, brilliant. But lots of other people are good at math. His gift is in interviewing. I’ve said that flat out to him, and he’s said, ‘Well, anyone can do interviews.’ But they can’t.”
  • New York Times Magazine on the Beatles’ Rock Band videogame – This is a fantastic article that spans many big issues: gaming, music, performance, art, history, culture, product development, authenticity, creativity, entertainment, technology. It's a must-read.
  • Brian Dettmer turns books into sculptural pieces – Contemporary visual artists see opportunity in what many bemoan as the twilight of the age of the book. John Latham (1921-2006), Hubertus Gojowczyk, Doug Beube and others have treated books as sculptural stuff. But no one whose work I have seen tops that of Atlanta artist Brian Dettmer at Toomey Tourell.

ChittahChattah Quickies

  • Hallmark Cards to feature licensed audio content from NBC Universal – NBC Universal has sealed a new licensing deal with Hallmark Cards that includes the use of the company's film and TV content. Sound cards from Universal films such as "The 40-Year-Old Virgin," "Sixteen Candles" and "Jaws" will be included as well. Ditto "The Office," "30 Rock" and "Battlestar," as well as NBC News archives. Beyond cards, the deal includes "a wide range of social expression products."
  • Escapism in Minutiae of Daily Life – nice NYT review of Sims 3 – It is almost impossible to avoid the temptation to make a Sim version of yourself, either as you really are or as you wish to be. In that sense the game presents basic but important questions: What kind of person am I? What kind of person would I like to become? How do I treat the people around me? What is important to me in life? What are my core values?

    Children usually form their tentative answers to these questions without considering them explicitly. Adults, by contrast, often confront such issues, even tangentially, only in the context of intense emotional involvement, some sort of crisis or high-priced psychotherapy.

    Most video games exist to allow the player to forget completely about the real world. The Sims accomplishes the rare feat of entertaining while also provoking intellectual and emotional engagement with some of life’s fundamental questions. I love aliens and zombies, but a little reality in my gaming once in a while is not a horrible thing.

ChittahChattah Quickies

  • What were arcades like? – This thread is making the blogosphere-rounds. The video game arcades that I and many of the posters grew up with are gone; gaming takes place in the home. But the question has produced a lot of good (if not yet thick) descriptions of the environment, the participants, and the social rules that developed. Personally, "arcade" suggests a dedicated business that would provide video games, pinball and billiards. But in high school, we would typically go to local merchants and hang out. Variety (or convenience) stores were obvious candidates, but we spent a lot of time and money in a laundromat/laundry service place. I opened my first ATM account at the bank next door and would take out $5 and get change from the laundry proprietor and play after school for a few hours. Even though we had computers at home with games on 'em, this was more fun.
  • WonderCon: Comic book subculture now mainstream – "This is popular culture now," said Ferioli, 41, of Oakland, who attended his first comic book convention in New York when he was 16. "Look at Heath Ledger winning an Oscar for playing the Joker (in 'The Dark Knight'). These things that used to be fringe are now icons. It's not a subculture, it's the popular culture."
  • Steve's photos from WonderCon 2005 – There's something utterly delightful seeing an Imperial Stormtrooper at a drinking fountain

ChittahChattah Quickies

  • Wired on the big big money being made selling virtual items in online games – With about 30 workers on staff, Liu was able to keep a gold-farming setup running around the clock. While the night shift slept upstairs on plywood bunks, day-shift workers sat in the hot, dimly lit workshop, each tending three or four computers. They were "playing" World of Warcraft, farming gold at an impressive clip by hunting and looting monsters, their productivity greatly abetted by automated bots that allowed them to handle multiple characters with little effort. They worked 84-hour weeks, got a couple of days off per month, and earned about $4 a day, which even for China was not a stellar wage.
  • Wired on Ray Ozzie and cultural change at MSFT: At first, the skunk works-like nature of Ozzie's operation engendered suspicion and resentment – Previously, a big part of any development team at Microsoft was making sure its new product worked in lockstep with everything else the company produced. While that approach avoided annoying conflicts, it also tended to smother innovation. "This philosophy of independent innovation…is something Ray pushed very strongly," Ozzie's approach was to encourage people to rush ahead and build things. Then he'd have a team of what he calls the spacklers fill in the gaps and get things ready for release.
    He spent a lot of time on the physical workspace for his team. He had workers rip down the labyrinthine corridors on one floor and called in architects to create a more open design. Now, walking into the Windows Live Core group is like leaving Microsoft and visiting a Futurama set. Office windows open onto hallways so that quick eye contact can trigger spontaneous discussions. Whiteboards are everywhere. Pool tables, mini-lounges, and snack zones draw people toward the center of the space.

Rock and roll is a vicious game

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“Is that for your kids?” asked the Sears dude as he handed me the box. “Uh, my kids?, heh heh, it’s for me!” I managed as I headed out of the online-order-pickup station. [Yeah, Sears.com actually has something in their store if their website says they do; unlike Circuit City that shows an item available when you look on their website but when you visit their store it’s not on the shelves and if you can find a human who’s willing to help you, all you’ll hear is that they don’t have it. You lost a customer, Circuit City!]

Just last week I saw leaked footage (since pulled down) of an upcoming video game called Rock Band where a group of people perform a song (using guitar controllers, a drum accessory, and a microphone) and it just gave me chills. I realized I needed to get Guitar Hero, the existing predecessor.

I grew up playing video games. As a kid, we’d find any bowling alley or arcade and spend hours pumping in quarters. I used to hang out a dry cleaners (!) after school, playing whatever game they had. I got an ATM card and moved my bank account just so I could go next door to get $5 at a time in this afterschool activity. So why was I not doing it still? I had a PSX for a while; it was amusing, but it never really fit.

But this – the idea of a game that was about performing…I’d been hearing about it for a long time; stumbling across the video and subsequent conversation with friends was the motivational tipping point for me.

Wow.

The game is fun. It’s really really fun. This is an innovation around the notion of what a video game can be. Musical and performing games have been appearing for many years, such as PaRappa the Rapper, and Dance Dance Revolution, or the various precursors of Guitar Hero that one could find in a Tokyo arcade 5 years ago.

The idea of the game isn’t new, but is definitely novel. You hold a guitar, with five different buttons where frets would be. Instead of strings, there is a strumming bar. On screen, notes come towards you on a fretboard. When the note gets to the bottom, press the corresponding button on the fretboard and strum, zapping the note. Each level is a different song and the notes that play (or don’t, if you miss) as you zap ’em make up the guitar parts of the song. You are essentially playing the song, with enough realism that you get a real charge out of it.

Some nice touches make it really work. There is a great tutorial that explains how to play and how to use the controller. No need to page through the tiny print in a book and figure out what the heck is going on; they’ve designed an explicit learning interface.

As well, there are various levels, to enable you to have some success. We played on Easy, and it was tough at first, then become somewhat less tough with practice. And more fun, the better we got. We dabbled with the Medium setting and it was more fun to play. This blew me away. Instead of simply increasing the challenge (more monsters, smarter monsters, faster moving monsters), the game gives back more. The more intricate the pattern of notes you are sent, the closer you are to “playing” the song. It’s more fun and more engaging.

There’s a nice mode where you can go through any of the songs at a variety of slower speeds and practice the guitar parts. The songs are broken down into intro/chorus 1/verse 1/bridge/solo etc. so you can really focus on what you are trying to learn.

This is the best game I’ve ever seen and it’s a really nice implementation of some fresh thinking about what video games can enable.

We were amused to see the game featured in the New York Times today (although they referred incorrect to Stevie Ray Vaughan’s “Texas Flood” as “Texas Blood.” Nice).
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Finally, the SF Chron featured this image, full-size, on their real estate supplement.
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Kids? Sheesh. This is the perfect game for my generation, young Sears dude.

LEGO Star Wars

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Doesn’t the core of Lego’s brand reside in the physical meatspace interaction with the bricks themselves? The tactile, the auditory snik? But this Star Wars Videogame recasts Lego as an aesthetic (granted, something the underground has done for many years), a style of animation, and a proxy for kid-friendly. Sure, it’ll sell a jillion units (as will anything Anakin-tastic these days) but is this good for Lego in the long, long run?

Slot machine design

Disturbing and detailed NYT Magazine piece about the design of the slot-machine user experience.
Still, to maintain a sense of suspense in games that are over the moment they start, to increase what Baerlocher and his fellow game designers call ”time on device,” I.G.T. spends $120 million each year and employs more than 800 designers, graphic artists, script writers and video engineers to find ways to surround the unromantic chips with a colorful matrix of sounds, chrome, garishly-painted glass and video effects, which include the soothing images of famous people, from Bob Denver (the actor who played Gilligan) to Elizabeth Taylor, many of whom receive hundreds of thousands, if not millions, of dollars to lend their identities to the machines. The traditional pull-handle, if it exists at all, is nothing more than a vestigial limb; most players now press a button to start the reels, often virtual, spinning. Many slot machines don’t even pay out coins but issue ”credits” on a paper receipt to be redeemed at the cashier’s cage. Slot makers have found that their customers don’t miss handling money — coins are heavy and dirty, after all — and stereo speakers can project the simulated yet satisfying ping and clink of cascading cash. ”We basically mixed several recordings of quarters falling on a metal tray and then fattened up the sound with the sound of falling dollars,” says Bill Hecht, I.G.T.’s top audio engineer, when describing one of the audio files he programs into a machine. “

Videogames to promote car brands

New York Times story about car manufacturers using video games and other gimmicks to promote new models

DaimlerChrysler’s research found that one-third of all gamers are 35 to 49, with an average age of 28, up from just 18 a decade ago. Women also have increasingly picked up on gaming, particularly online, in which they play against other people around the world. “There’s a growing wave of women gaming,” Mr. Bell said. Even though many of the corporate-sponsored games mimic ones that do not carry a commercial message, they are primarily a sales tool – just like traditional television campaigns.
But unlike television, which is virtually impossible to track in terms of actual sales, Mr. Bell said he has been able to match people who download games with sales results. For example, of the first 1,000 people to buy the Jeep Wrangler Rubicon when it was introduced, he found that 500 of them had downloaded and played the computer game created for the new model.

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