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For game scholars in the Bay Area or Twitter users, UC Santa Cruz’s Center for Games and Playable Media is hosting another IFOG event, this time at the new Computer History Museum in Silicon Valley:

On May 10th, at the Computer History Museum, UC Santa Cruz will host some of the world’s most exciting thinkers on interactive storytelling for “Inventing the Future of Games 2013″ (http://ifogevents.com). Rather than focus on yesterday’s tips and tricks, our focus is on how the future of interactive storytelling is being invented now. There will be talks, panels, discussion, and live demonstrations — including the first-ever public demonstration of a major, not-yet-announced interactive storytelling technology being developed by UC Santa Cruz and multiple partner organizations.

The day will include a keynote from Warren Spector (Deus Ex, Epic Mickey) and closing remarks from Brenda Romero (Wizardry, Train). The first panel will discuss where current practice is going, featuring Clint Hocking (Valve), Kevin Bruner (Telltale), and Richard Rouse (Microsoft). The second panel engages next-generation tools and authorship, featuring Emily Short (Linden Lab), Asa Kalama (Disney), and Stéphane Bura (Storybricks). The last panel dives into immersive and transmedia storytelling, featuring Matt MacLaurin (eBay), Susan Bonds (42 Entertainment), and Tawny Schlieski (Intel) — with interactive storytelling field founder Brenda Laurel as moderator/interlocutor.

Finally, as with the last IFOG symposium, the audience will contain a greater number of exciting thinkers and creators than the speakers list. For that reason the schedule includes lots of time for eating, drinking, and talking — including a long lunch and a closing cocktail party.

Event Link (including registration): http://ifogevents.com

Twitter Info: If you can’t join us, please follow along on Twitter. Event-related announcements will come via @playableUCSC and the event’s hashtag is #IFOG2013

Past IFOG: Videos from the prior IFOG symposium (featuring Will Wright, Rod Humble, Robin Hunicke, and more) are here:
http://games.soe.ucsc.edu/videos-ifog-2011

The official call for submissions is now up for this conference at Berkeley in the fall, organized by several of my current colleagues at the Berkeley Center for New Media. Details below, and at the conference site:

The Queerness and Games Conference brings together academics and developers to embark on an innovative and interdisciplinary exploration of the intersection between LGBT issues and video games. The event will combine traditional paper presentations and panels with design discussions and creative workshops. Main focuses will include LGBT representation in games, LGBT concerns in the games industry, and the newly forming scholarly field of queer games studies.

Academics and game-related professionals from all disciplines are welcome to submit proposals for talks, panels, or experimental sessions.

Submission Deadline is July 1st.

http://www.qgcon.com/

CFP: SLSA 2013 at Notre Dame

Sadly, I’m not sure yet whether or not I’ll be able to make this year’s SLSA, even though the theme of the “postnatural” is right up my alley! Passing the CFP along for others….

SLSA 2013 CALL FOR PAPERS
The 27th Annual Meeting of the Society for Literature, Science, and the Arts (SLSA)

VENUE: The Campus of the University of Notre Dame
DATES: October 3-6, 2013

PAPER PROPOSAL DUE DATE: April 15, 2013
NOTIFICATION OF ACCEPTANCE: June 15, 2013

SLSA 2013 Site Organizer: Laura Dassow Walls, University of Notre Dame (lwalls@nd.edu)
Program Chair: Ron Broglio, Arizona State University (ronbroglio@gmail.com)

CONFERENCE THEME: POSTNATURAL?

What does it mean to come “after” nature? In 2012, Arctic ice melted to the lowest level in human history; with ice everywhere in retreat, island nations are disappearing, species vectors are shifting, tropical diseases are moving north, northern natures-cultures are moving into extinction. Acidification of ocean water already threatens Northwest shellfish farms, while historic wildfires, droughts, floods, and shoreline erosion are the norm. Reality overshoots computer models of global warming even as CO2 emissions escalate. Yet none of this has altered our way of living or our way of thinking: as Fredric Jameson noted, we can imagine the collapse of the planet more easily than the fall of capitalism. What fundamental reorientations of theory—of posthumanity and animality, of agency, actants, and aporias, of bodies, objects, assemblages and networks, of computing and cognition, of media and bioart—are needed to articulate the simple fact that our most mundane and ordinary lives are, even in the span of our own lifetimes, unsustainable? If we have never been natural, are we now, at last, ecological?

Proposals and papers on the theme or on any other SLSA-related topic are welcome. Proposed topics may take up any work in literature and science, history of science, philosophy of science, science and art, or science studies. “Postnatural” has been chosen as a theme to organize ongoing conference threads and to invite a range of proposals from various dimensions of ecocriticism and environmental literature and history.

Presentation proposals will be accepted through the SLSA website http://www.litsci.org, beginning in February, 2013. Individual proposals consist of a 250-word abstract with title. Pre-organized panels for consideration can contain an additional summary paragraph along with proposed session title.

SLSA MEMBERSHIP: Participants in the 2013 conference must be 2013 members of the Society for Literature Science and the Arts. For more information about SLSA, please visit the organization website at www.litsci.org.

This year’s SCMS will feature another exciting games-related lineup. I’m particularly excited to see more academic interest in game sound as well as continuing meta-level concerns with the state of the field.

Here’s the list of panels officially sponsored by the Video Game Studies Scholarly Interest Group (VGSSIG). My panel is at the end, but I’m thrilled to be writing and speaking about some new material on Journey.

Please note that there are other games panels that may be of interest, including presentations from my brilliant Cal friends and colleagues Irene Chien, Chris Goetz, and Kris Fallon.

B17 (Weds, Mar 6, 12-1:45, Room 17) : Debugging the History of Game Terminology: Critical Studies of Marginal Concepts

Chair: David Thomas
David Thomas (University of Colorado, Denver), “The Serious Problem of ‘Fun’ in Games”
William Huber (University of Southern California), “D-Day”
Audrey Larochelle (University of Montreal), “Graphical Projection in Game Studies: A Hitchhiker’s Guide”
Andrew (Andy) Keenan (University of Toronto), “Cheating: A Critical Exploration of Rules and Subversive Play”

C21 (Weds, Mar 6, 2-3:45pm, Room 21): Platform Studies: Debating the Future of a Field

Chair: Caetlin Benson-Allott
Ian Bogost (Georgia Institute of Technology)
Jonathan Sterne (McGill University)
Steven Jones (Loyola University, Chicago)
Peter Krapp (University of California, Irvine)

D24: (Weds, Mar 6, 4-5:45pm, Room 24): Engaging the Avatar

Chair: Harrison Gish Co-Chair: Jessica Aldred Harrison Gish (University of California, Los Angeles), “Avatar Interactivity: Modifying and Manipulating Play”
Brian Greenspan (Carleton University), “Mass Effects: Believable Avatars and Networked Engagement”
Jessica Aldred (Carleton University), “LEGO My Avatar: Abstraction, Convergence, and the Contemporary Movie-Game Character”
Reem Hilu (Northwestern University), “Embodying the Avatar: Transformative Play in Urban Games”

F5 (Thurs, Mar. 7, 11-12:45): War and Science Fiction in Contemporary Film and Video Games

Chair: Tanine Allison
Tanine Allison (Emory University), “The ‘Good War’… Now with Aliens! Remediating War in the Science-Fiction Blockbuster”
Gerry Canavan (Marquette University), “‘I’d Rather Be in Afghanistan’: Antimonies of Battle: Los Angeles”
Nathan Blake (Northeastern University), “Attack of the Drones: Science Fiction Terror and Combat in Call of Duty: Black Ops 2″
Matthew Payne (University of Alabama), “The Ludic P/remediation of American Empire–From Homefront to Spec Ops: The Line”

G1 (Thurs, Mar. 7, 1-2:45pm, Room 1): Canon Formation in Digital Game Cultures

Chair: John Vanderhoef
Felan Parker (York University), “Prestige Games”
Christine Kim (Ontario College of Art and Design University), “Blockbuster Exhibitions of Digital Games: Art or Spectacle?”
John Vanderhoef (University of California, Santa Barbara), “Retrogame Roadshow: Collecting and Canon in Classic Gaming Culture”
Sean Feiner (University at Buffalo), “Disciplined Design: Games Studies and the Digital Game Canon”

J19 (Fri, Mar 8, 9-10:45am, Room 19): Sound in Video Games and Interactive Media

Chair: Lori Landay
Respondent: Benjamin Aslinger (Bentley University)
Chris Russell (Northwestern University), “The Atari VCS and the Making of Digital Sound”
Costantino Oliva (University of Malta), “Soundmarks in Digital Games Soundscapes”
Lori Landay (Berklee College of Music), “Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual Environments”

L24 (Friday, Mar 8, 2:15-4pm, Room 24): Debugging the History of Game Terminology: Critical Studies of Key Concepts

Chair: Henry Lowood(Stanford University)
Raiford Guins (State University of New York), “Console”
Henry Lowood (Stanford University), “Game Engine”
David Myers (Loyola University, New Orleans), “Simulation”
Peter Krapp (University of California, Irvine), “Control”

M3 (Sat, Mar 9, 9-10:45am, Room 3): Playing the Past, Playing the Future: Time in Contemporary Video Games

Chair: Jen Malkowski(Smith College)
TreaAndrea Russworm (University of Massachusetts, Amherst), “Gaming the Racial Past into the Future”
Edmond Chang (University of Washington), ““A Man Chooses, A Player Obeys”: Bioshock, Transhumanism, and the Limits of Queerness”
Jennifer Malkowski (Smith College), “‘You’ve Got to Watch Them All the Time’: Games, Cinema, and Looking in L.A. Noire”
Alenda Chang (University of California, Berkeley), “Game Over? Duration, Distance, and Environmental Disaster in thatgamecompany’s Journey”

The editors at Ant, Spider, Bee recently asked me to pen something about the place of video games in the growing digital environmental humanities, and I’m happy to report that these thoughts are now online. The post is, perhaps surprisingly for those who know my work, strongly inflected by the latest hullabaloo over video game violence following the Sandy Hook shootings in December, as well as Rob Nixon’s rumination on the ecologically disenfranchised in Slow Violence and the Environmentalism of the Poor.

Please head on over and let me know what you think!

I admit, after my chapter on farm games was completed, I let the dozens of virtual farms I had once carefully managed languish. But the release of FarmVille 2, in June, couldn’t help but catch my interest, and I’ve now been playing this new, “3D” version for a few months.

If you’re familiar with my earlier grumpiness over the original FarmVille’s lack of ecological aptitude, I’m happy to report that FarmVille 2 makes definite strides in this respect. For one thing, you now actually have to feed your animals in order for them to produce materials, including yes, even the tactfully named “fertilizer.”

Secondly, you now have to water your seeds in order for them to grow. Victory! (If you’ve never played a farm game, and you’re wondering how it’s even possible to farm without watering, let’s just say that wells were purely decorative objects in the original FarmVille.) Zynga has even partnered with Water.org to promote charitable donations toward solving world water shortages.

Of course, in many ways, FarmVille 2 is more of the same. It’s still a paean to pastoral harmony, as well as capital accumulation, spending, and expansion. Even so, I nearly fell out of my chair when I first visited neighbor “Walter” and this speech bubble popped up:

Capitalism is king, they say? It’s fascinating to see the game’s inescapable subtext blazoned so boldly. Meanwhile, FarmVille 2 has already led Wired contributor Ryan Rigney to dub it “the perpetual-motion money machine,” while Stephen Totilo’s New York Times review concludes that FarmVille 2 and games like it inevitably “retain the stench of a casino.” Even Kotaku’s Kirk Hamilton, who genuinely gave the game the old college try, eventually had to bid the game goodbye.

At this point, I consider myself a connoisseur of the cunning reward-and-frustration dynamics characteristic of these supposedly “free,” “casual,” and “social” games, so I’m hardly fazed by the constant temptations to buy and then spend “farm cash,” rather than coins. For now, I’m just happy that watering is now a crucial game mechanic and that it is a scarce, but renewable resource. Consider me temporarily placated.

If you’re going to be at this year’s MLA convention in Boston and you’re interested in what’s going on in the world of ecomedia, please consider attending the following panels. Saturday’s panel is sponsored by ASLE, and Sunday’s forms part of the growing DH line-up at MLA.  I’ll be presenting on both (though note that I’m missing from the official program for the second panel, due to some late-breaking schedule juggling).

Saturday, 05 January

428. Environment and Media

8:30–9:45 a.m., Beacon D, Sheraton

Program arranged by the Association for the Study of Literature and the Environment

Presiding: Rosario Michelle Ramirez Matabuena, Florida State Univ.

1. “Visualizing Extremes: Photography and the Representation of Climate Change,” Karla McManus, Concordia Univ.

2. “Playing Nature,” Alenda Chang, Univ. of California, Berkeley

3. “You Are Here: Locative Media and the National Park Experience,” Alison Byerly, Middlebury Coll.

Sunday, 06 January

763. Digital Technology, Environmental Aesthetics, Ecocritical Discourse

1:45–3:00 p.m., Public Garden, Sheraton

A special session

Presiding: Elizabeth Swanstrom, Florida Atlantic Univ.

1. “Decoding the Desert: Reading the Landscape through the Transborder
Immigrant Tool,” Mark C. Marino, Univ. of Southern California

2. “Thoreau in Process: Reanimating Thoreau’s Environmental Practice
in Digital Space,” Kristen Case, Univ. of Maine, Farmington

3. “Networks, Narratives, and Nature: Teaching Globally, Thinking
Nodally,” Melanie J. Doherty, Wesleyan Coll.

4. “Games as Ecomedia,” Alenda Y. Chang, UC Berkeley
For a more detailed rationale and abstracts for this session, visit Lisa Swanstrom’s site.

Mark Sample also has a convenient list of all the digital humanities panels to be found at this year’s MLA on his site.

CFP: The History of Games

I helped host Carl for a talk here at Berkeley last year (regarding his work on gaming and narrative), while he was completing some postdoctoral research at Stanford with Henry Lowood. Though he’s back in Canada now, he and Henry and some other colleagues are organizing the following international conference, and they’re looking for strong representation from the West Coast.

The History of Games International Conference CFP

H&T Fall 2012The Berkeley Center for New Media has organized a second year of the History and Theory of New Media lecture series, the first of which takes place this Thursday. It’s an excellent line-up, and though I technically have to be at every talk as one of the event organizers, I would no doubt have been drawn by the tantalizing topics (particularly the focus on materiality). Here’s the full line-up, with additional information for the kick-off lecture this week.

..

September 6: Applied Topology / Geoff Manaugh, BLDGBLOG / Banatao Auditorium, Sutardja Dai Hall, UC Berkeley

September 27: Camouflage Media / Hanna Rose Shell, MIT / 470 Stephens Hall, UC Berkeley

October 25: Imagined Networks / Wendy Chun, Brown / Banatao Auditorium, Sutardja Dai Hall, UC Berkeley

January 31: Media Materialities / Stefan Andriopoulos, Columbia / 370 Dwinelle Hall, UC Berkeley

March 14: Amateurdom / Lisa Gitelman, NYU / 370 Dwinelle Hall, UC Berkeley

..

 

Applied Topology, Geoff Manaugh, BLDGBLOG

Thursday, September 6, 2012, 5:00 pm
Banatao Auditorium, Sutardja Dai Hall, UC Berkeley
..
Geoff Manaugh (BLDGBLOG) kicks off the 2012-13 History and Theory of New Media lecture series with his talk “Applied Topology,” on burglary, tunneling, and urban perforation. Manaugh will discuss the city as seen—and, more importantly, used and misused—by people other than architects and urban planners. Ultimately asking if spatial crimes such as breaking & entering and burglary have anything to offer urban theory, “Applied Topology” explores an alternative, even ilicit, understanding of how the city can be used and operated. From Gordon Matta-Clark to the tunneling crew of The Bank Job, how does applied topology – the forced introduction of unplanned connections, performations, holes, tunnels, and cuts – transform our relationship with architectural space?
——————————————————–
Geoff Manaugh is the author of BLDGBLOG, former senior editor of Dwell magazine, and a contributing editor at Wired UK. With Nicola Twilley, he is currently co-director of Studio-X NYC, an off-campus event space and urban futures think tank run by the architecture department at Columbia University.
——————————————————–

The History and Theory of New Media series is produced by the Berkeley Center for New Media with support from the Center for Information Technology Research in the Interest of Society (CITRIS).

The Art of Video Games?

2011 was a banner year for video games, at least in terms of aesthetic and institutional recognition. Not only did the National Endowment for the Humanities revise its charter to include games as a fundable art form, but the Smithsonian American Art Museum also opened online nominations for a groundbreaking exhibit entitled The Art of Video Games, which opened this year on March 16 and closes on September 30. With the help of a Berkeley Center for New Media summer research fellowship, I was able to visit the exhibit in June and meet with exhibition coordinator Georgina Goodlander, exhibition designer David Gleeson, media specialist Michael Mansfield, and curator Chris Melissinos. What follows is a very brief glimpse into my behind-the-scenes experience at the museum.

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The Art of Video Games occupies a modest, three-room footprint on the third floor of the American Art museum. Though many visitors mistake the massive Nam June Paik video installation near the start of the exhibit as its opener, The Art of Video Games in fact begins with a projection wall featuring gameplay footage and a small, introductory area that testifies to the imaginative and artistic merit of games through displayed concept art, filmed interviews with leading game designers and scholars, and my personal favorite—a triptych video installation offering screen’s-eye-views of players’ faces as they game, wearing expressions running the entertaining gamut from disbelief and zombie-like engrossment to surprised elation. (The faces shown belong to actual Smithsonian personnel and their relatives, most of whom are not self-professed hard-core gamers.)

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At the heart of the exhibit is its large, softly lit central room, which highlights five games, one for each “era” of videogame history (the eras are labeled Start!, 8-bit, Bit wars!, Transition, and Next Generation, and together comprise the years between 1970 and 2010). The featured games, each playable in its own semicircular kiosk, are Pac-Man, Super Mario Brothers, The Secret of Monkey Island, Myst, and Flower. Chances are at least one of those titles holds a fond place in your childhood memories, though for me it is the last and most recent game, Flower, that has proven integral to my research as one of my go-to examples of ecological gameplay.

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The exhibit’s final room provides a comprehensive look at the eighty games voted into the exhibit in 2011, drawn from a list of 240 first handpicked by curator Melissinos and advisory board members from the game industry, game journalism, and academia. Members of the public voted within the pre-established matrix of five eras, four genres (action, adventure, target, and combat/strategy), and historically significant game platforms, and in the end, some 119,000 people in 175 countries cast over 3.7 million votes.

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For exhibit curator Chris Melissinos, a longtime video game enthusiast and “chief evangelist” and “chief gaming officer” at Sun Microsystems, games are “a unifying, multi-generational medium.” For him, the exhibition examines “the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers.”

Though the exhibition will soon end its run in Washington, D.C., The Art of Video Games begins a limited national tour of 10 cities in October. For more information, visit the extensive online archive.

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