Media and culture

armyexperiencecenter Check out local news footage here. Seven people were arrested at a war protest in Northeast Philadelphia this early May at a $12 million military gaming center at a mall which uses simulators (a-la America's Army) to lure in potential soldiers at age 13 and up. So far the center has recruited twice as efficiently as rival, non-digital centers. “War is not a game!” "You can't simulate the heat. You can't you know the cries of people who are getting killed. You can't simulate the noise when things are exploding around you," said Jesse Hamilton, an Iraq War Veteran who served in the Army. The Army Experience Center presents the teenagers with video games in hopes that they might learn about life in the military. At least the Army believes games to be be educational!

“From spilling a cup of coffee to failing to notice a stop sign, everyone makes an occasional error due to lack of attention. Now a team led by a researcher at the University of California, Davis, in collaboration with the Donders Institute in the Netherlands,...

UPDATE: Joe DeLappe of Dead in Iraq fame has produced a website for America's Diplomat, the America's Army replacement. Check it out here: America's Diplomat

Yesterday, thousands of New Yorkers received a morning jolt before even having their first sip of coffee. Volunteers around the city handed out free copies of a Special Edition New York Times that announced the Iraq War was over, a maximum wage law was passed, new federal spending would spread bike lanes across the nation, and dozens of other liberal fantasies. And, for the moral gamers out there, one headline read, "Popular “America’s Army” Video Game, Recruiting Tool Cancelled." There's even a fake NYT website to accompany the paper. You can go here and read the article, or in case the site's owners receive a cease and desist order, we'll reprint the article in full.

WASHINGTON — The Department of Defense announced yesterday the cancellation of its highly successful and popular “America’s Army” online game and recruitment tool. The program has already been converted into a new game, operated by the State Department, entitled “America’s Diplomat.” State Department spokesperson Donald Demsfold called this “a pretty good step towards nurturing a generation committed to the principles of diplomacy and peaceful negotiation.”

Originally posted on: Grand Text Auto by Dr. Mary Flanagan Perhaps you have heard reports of the new study funded by Pew and MacArthur on video games. The survey, Teens, Video Games and Civics, was conducted with 1102 young people aged 12-17. Some are saying the results...

via: Times
The latest iteration of the XO

By Bryan Appleyard

At the World Economic Forum in Davos in January 2005, Nicholas Negroponte, supreme prophet of digital connectivity, revealed a strange tent-like object. It was designed to change the world and to cost $100. It was a solar-powered laptop. Millions would be distributed to children in the developing world, bringing them connection, education, enlightenment and freedom of information. The great, the good, the rich and the technocrats nodded in solemn approval.

And then some of them tried to kill it.

Microsoft, makers of most of the computer software in the world, tried to kill it with words, and Intel, maker of most computer chips, tried to kill it with dirty tricks. Of course, they don’t admit to being attempted murderers. And when I introduce you to Intel’s lovely spokesperson, Agnes Kwan, you’ll realise how far their denials go. But the truth is the two mightiest high-tech companies in the world looked on Negroponte’s philanthropic scheme and decided it had to die.

Yet, 3½ years later, the laptop is clinging on to life. It costs around $190 rather than $100 and it is called the XO. It is no longer like a tent, but it can still be solar-powered. It is a technological triumph. But only 370,000 are in use and another 250,000 ordered. One Laptop Per Child (OLPC), the company formed to run the project, is still driven by the same old idealism, geekery and technical brilliance. But Negroponte and his young staff are older and wiser. They were stunned by the savagery of the competition they faced – competition plainly intended to destroy a philanthropic idea. “I had wildly underestimated,” says Negroponte, “the degree to which commercial entities will go to disrupt a humanitarian project.”

For three reasons the XO turned out to be a gross provocation to the big players in the computer industry. First, it was always going to be cheap, undercutting the competition by thousands. Computers only cost as much as they do because the makers of the software – primarily Microsoft – go to enormous lengths to make their products necessary and expensive, and because makers of the hardware are constantly adding new features that you probably don’t need.

In fact, electronics have plummeted in price and there’s no real reason why you can’t get a decent laptop for a maximum of $400.

Second, the XO uses an AMD chip. The monopoly chip-maker in the world is Intel. It has three-quarters of the market, with AMD second. AMD and Intel hate each other with a hatred as hard as that of Hamas and the Israelis. For Intel, the idea of hundreds of millions of AMD laptops out there was intolerable. Intel could lose their market leadership – but not if Agnes has anything to do with it.

Third, it does not use software by Apple or Microsoft. Instead, it is run by Sugar, a free operating system devised by geeks for the love of it. For Microsoft in particular this was also intolerable. Its Windows operating system is the industry standard. Apple’s system is much better, but Windows, through sheer Microsoft muscle, has been made to appear necessary. The new massive non-Windows user base threatened by the XO is the sort of thing that seriously cuts into Bill Gates’s me time.

“This was a project that could operate outside the regular business world,” says Ethan Beard, a former OLPC board member representing Google, one of its backers, “and that’s not an unreasonable expectation. But it is in some ways threatening to businesses and when you threaten businesses, especially very large ones, they are going to react in ways that hurt you.”

I'm sure readers here are pretty familiar with what America's Army is so I'll skip most of the article, but there are some salient details that were new to me.

via: Truthout

...

What the game's "realism" is attempting to do is to mask the violent reality of combat, and military experience in general, for very specific purposes. At a minimum, the Army hopes "America's Army" will act as "strategic communication" to expose "kids who are college bound and technologically savvy" to positive messaging about the Army. Phase one of the propaganda effort is to expose children to "Army values" and make service look as attractive as possible. The next phase is direct recruiting. According to Colonel Wardynski, who originally thought up selling the Army to children through video games, "a well executed game would put the Army within the immediate decision-making environment of young Americans. It would thereby increase the likelihood that these Americans would include Soldiering in their set of career alternatives." To make the connection between the game and recruitment explicit, the "America's Army" web site links directly to the Army's recruitment page. And gamers can explore a virtual recruitment center through the "America's Army Real Heroes" program. Local recruiters also use the game to draw in high school children for recruitment opportunities. Recruiters stage area tournaments with free pizza and sodas; winners receive Xbox game consoles, free copies of "America's Army" and iPods. Game centers are also set up at state fairs and public festivals with replica Humvees and .50 caliber machine guns, where children as young as 13 can test out the life-sized equipment.

This article is kind of confusing, and I haven't found any others that offer a clearer explanation. I'm imagining that the Thai government is just being reactionary here and there is no clear justification for banning the game. They say the boy murdered the taxi driver because he wanted to see if it was as easy in real life as in the game. Then they say he needed money so he could play the game more. So first the danger is that the game is a bad influence on kids, then the danger is that it's addictive and we could see gamers like crack addicts robbing bodegas to buy the latest first person shooter. Finally, in an AFP article, a police officer claims the game is being banned because of obscene content. Obscene content? The country with one of the biggest sex tourism economies in the world is fretting over naughty language, guns, and digital strip clubs? No, GTA is no worse than an Ong Bak movie. Games are just convenient scapegoats.

via: BBC

The 18-year-old high school student is accused of stabbing the cab driver to death by trying to copy a scene from the game. The biggest video game publisher in the south-east Asian country, New Era Interactive Media, has told retailers to stop selling GTA IV. It is due to be replaced by another video game title.

Metal Gear: love it or hate it, the game is one of videogamedom's most iconic franchises. Maybe it's too cinematic, maybe it's too preachy, but give it credit for trying at least. Even if you never want to sneak around in the shaddows chocking out gentically engineered super soldiers, or watch mercenaries wax philosophical about the meaning of life and fate vs. destiny, at least give the series credit for trying. It's trying to be something different. The New York Times had an artlicle last Sunday about the debates over Metal Gear's hidden meanings. Kotaku writer Stephen was interviewed for the article, and was then so interested in the game he wrote a follow up email to the NYT writer discussing Metal Gear Solid's 4 unique venture into game tragedy. I think serious games broke from the triumphant hero paradigm a long time ago (Septemer 12 or Hush for example) but it's interesting to see a mainstream game attempt it.
At last! Games are catching up! As the videogame becomes an increasingly important form of expression, it also becomes an increasingly important form to exploit. According to Kotaku, a study by IGA, an agency devoted solely to advertising in videogames, in association with Nielsen (yes, that Nielsen), has determined that people are okay with a little corporate sponsorship in their games.