Showing posts with label geekstuff. Show all posts
Showing posts with label geekstuff. Show all posts

Tuesday, January 03, 2012

Can I still buy Lego?

A picture from an old ad flashed around the internet with viral speed a week or so ago. It's a little red-headed girl, holding out her colourful, glorious Lego creation. The discussions and the issues this brings up has touched me both personally and as a researcher looking at play, games and leisure. Lego has long been the benchmark of free creative toys, dominating the market with their simple and sophisticated idea.

 This was the Lego ideal when I had children, and it's the lego they grew up with and loved. We still have loads of the toys, one of the few things we did not throw out in the move, and now that our daughter has more room, I expect her to take them home. I loved my own Lego pieces, particularly when my father or older sisters would get down on the floor with me to play. There was this sunny spot on the floor which was like made for a long afternoon building odd creations.

When my sister had kids, some 15 years later, we started looking for Lego for them. It wasn't really that easy any more, because it had all become extremely gendered all of a sudden. The different stories that could be told with Legos had taken off, and where my kids could have a kingdom's castle (which was great, female characters make as good knights as the male ones), 10 years later the options were much wider - and almost all for males. Ninjas, Star Wars, Pirates of the Carribean - girls could still play with them, but it was clearly aimed at the tomboy side of girls. If we wanted something neutral, it was getting tricky. For years, we actually stopped buying Lego, because buying the boy-stuff for the girls would have made it seem like a present for the boy. We did not want to encourage the gendering of toys by getting him space-legos and the girls crayons, so it ended up with crayons for everybody. But we kept looking, and once in a while we'd find a nice design, a house, some cars, some animals. We still loved Lego, you know.

The last few weeks have made me seriously reconsider that love. Lego has redesigned their toys - supposedly after four years of research - and created a girly line. I am stunned. Here I was, happily thinking I'd just have to wait out the space-ship and pirate runt of the last few years, and I'd be able to find lovely, gender-neutral Lego again. Instead they go dramatically in the opposite direction, gendering the toys beyond recognition.


Check out more pictures from the new Lego sets at Geekologie and Stylist.co.uk, and have a look for yourself. The figures are no longer compatible with the other lego sets, so if the girls want to create a pink-suited space girl to fit in the rocket and use the same gear as the boys, they can't do it. They can't put them on the horses, they can't work the farms, they can't fit the police uniforms  and they certainly can't fit a hard-top over their styled hair.

Lego, I understand that girls have been telling you they want more stuff for girls. I have been looking for more good stuff for girls myself. But I have not been looking for yet another arena where boys and girls are shown that their interests and activities can never mix. The beauty of Lego was that it could all integrate. If I had wanted to get plastic toys with more realistic figures, different shapes and standards that didn't match the other toys, I'd have bought Playmobil!

Instead I would have liked to see a bakery next to the car-wash or a complex model of a cupcake factory or a dairy - have you ever looked at those? They are the model-train enthusiast's dream come true! Why not let the girls have pink space-suits, purple cars and sturdy female ambulance drivers in the same fit and design as the rest? The Lego universe is potentially as diverse as reality as it is, and yes, a kitchen in bright colours would be cool, but can't it fit in right next to the command bridge on the death star? Even evil villains taking over the universe have to eat, you know.

This all makes me want to go stick my head into SWTOR and never come back out. In there I can be female and look gloriously competent and dangerous, in armour sets that do not bare my boobs, either. Thanks, BioWare. The next toy I buy for a child of any gender may be a digital game.

Friday, February 06, 2009

Ja, vi vet alt for lite

At times I feel like giving up on what we in Norway call "forskningsformidling" - popularising and communicating research. All the efforts done, nationally and internationally, to understand what gaming is and how it influences society are made invalid to the Norwegian debate by plain and simple lack of knowledge and critical sense in Norwegian media. Friday's news item on games at nrk.no is another example of amazing lack of a critical approach to certain opinions. Forgive me, English-language readers. The rest of this post will be in Norwegian.

Fredag morgen, 6 februar, hadde Dagsnytt i NRK en nyhetssak om at kulturdepartementet setter av en million til opplysning om og forskning på problemskapende spillbruk. De sa imidlertid ikke "problemskapende spillbruk", de sa spillavhengighet. Mange mener dette er det samme, i alle fall ville en eventuell spillavhengighet være ganske problematisk. Imidlertid finnes det ikke noen diagnose som sier spillavhengighet. At norske media og enkelte grupper i den norske offentligheten, her representert ved NRK, på død og liv vil påprakke en gruppe en diagnose gjør den ikke til noen faktisk sannhet.

Det de gjør er imidlertid å skape en sosial sannhet. Saken slik den ble sendt på radioen var ganske ille. Den inneholdt alle de forventede ingrediensene, en bekymret mor, en interessert forsker som stort sett fikk si noen omtrentligheter og en ikke helt godt forstått melding om forskningsmidler om spillbruk. På Torsdagens Joingame møte ved universitetet i Oslo presenterte seniorrådgiver i Kulturdepartementet, Dag Asbjørnsen, nyheten saken sannsynligvis bygger på. I den sammenhengen presiserte han at Kulturdepartementet snakker om "problemskapende spillbruk". Han sa ingen ting om det NRK påsto i nyhetene:
Kulturdepartementet øker satsingen på dataspill, og jobber nå med en ny handlingsplan for å bekjempe avhengighetsproblemet.

Forsknings- og opplysningsmidlene som Kulturdepartementet satte av var, slik jeg oppfattet Dag Asbjørnsen, midler som skulle brukes til å finne ut hva problemskapende spillbruk er, og til å spre informasjon om dette. Når NRK presenterer dette som om Kulturdepartementet endelig vil utrydde spillavhengighet vil jeg i alle fall se/høre kilden til deres utsagn.

NRK påstår at et fenomen som er svært omstridt, og som spesialister som har arbeidet med feltet lenge avviser, er et faktum.
NRK trekker fram, først og fremst på nettsiden, andre problematiske saker som alle på ett eller annet vis har blitt tillagt spillavhengighet, mens de ikke trekker fram saker som sier noe annet. Dette er en form for ensidig rapportering som er noe helt annet enn god journalistikk.

Kanskje har NRKs reportere misforstått hva det vil si å være kritisk. Dataspillbransjen er i ferd med å bli veldig stor, og det er all grunn til å være kritisk til den. Et norsk eksempel er Dagbladets fokus på arbeidssituasjonen i Funcom. Internasjonalt er det flere ganger rapportert svært dårlige arbeidsforhold for ansatte i ulike spillfirma. Lange dager, lav jobbtrygghet og dårlig arbeidsmiljø er ikke uvanlige forhold for ansatte i bransjen. Med tanke på de svært mange programmererne og designerne som spesialiserer seg mot spill i norske utdanningssinstitusjoner er det grunn til å spørre om ikke nyhetsmedia forsømmer sitt samfunnsansvar når all kritikk av spillbransjen handler om kritikk av spillenes suksesskriterier, og ikke for eksempel ser på de framtidige arbeidsforholdene for alle disse entusiastiske studentene.

Det er all grunn til å spørre hvor pengene for spill går: hvem tjener på spillene? Spillbransjen er adskillig mindre dekket på dette feltet enn for eksempel musikk- og filmbransjen, og det sier ganske mye. Store multinasjonale selskap kjøper opp gode ideer og gjør dem til sine egne. De tar også over ideer gratis, ved at spillernes innsats integreres i spillene uten at de får betaling for det. Svært mange entusiaster arbeider mye med å gjøre spillopplevelsen bedre for seg selv og andre, og dette er gratis arbeidskraft for spilleiere som allerede tjener godt - hvorfor finnes det ikke et lett tilgjengelig system for å belønne denne innsatsen?

Forskerne får ikke tilgang til opplysninger om spillermassen, om sentrale element i utviklingsprosessen og om arbeidsprosessene i produksjonen: Er det akseptabelt at så store organisasjoner er så lite tilgjengelige for innsyn?

Dette er kritikk av spillbransjen som blir helt oversett i journalistenes "kritiske dekning av dataspill." Det er ganske enkelt å forstå hvorfor dette skjer. Det er veldig lett å finne folk som spiller mye, og andre folk som er bekymret for disse. En hvilken som helst journalist kan prate med foreldrene til noen ivrige dataspillere på ungdomsskolen, og vips har de en "kritisk sak" til et stort og kjent fenomen. Det er adskillig vanskeligere å sette seg inn i sosiale, økonomiske og politiske forhold som spillene blir produsert innenfor.

Det vi får er dermed en situasjon hvor journalistikken stempler en stor gruppe svært aktive spillere, påfører dem en ikke-eksisterende diagnose og er med på å rettferdiggjøre noe som kan være overgrep og frihetsberøvelse i godhetens navn. Når barn blir tvangsinnlagt på grunnlag av avvikende adferd blir det vanligvis knapt nok omtalt i pressen. Barn og ungdom har svært få rettigheter når deres foresatte ikke er fornøyd med deres adferd. Det hjelper ikke denne allerede svake gruppen at det blir akseptert i nyhetsmedia at enkelte blir tvunget til å kureres for adferd som vi faktisk ikke vet er det faktiske problemet, eller bare et symptom på helt andre og adskillig større problemer.

Utgangspunktet for den aktuelle nyhetssaken, og dermed denne bloggposten, var en rapport om at det skal komme litt penger til forskning på problemskapende spillbruk. Ja, det er veldig nødvendig med slik forskning. Det er imidlertid svært tungt å initiere forskning og forskningsformidling om hva spill er så lenge journalistikken er så ekstremt vinklet i en bestemt retning at det kan se ut som en systematisk fortiing av all uenighet med det rådende medieparadigmet. Hvor er det mediekritiske perspektivet i denne saken? Må vi som forsker på spill begynne å rapportere alle tilfeller av misrepresentasjon av våre utsagn til PFU? For å sitere fra vær varsom-plakaten:
1.4. Det er pressens rett å informere om det som skjer i samfunnet og avdekke kritikkverdige forhold. Det er pressens plikt å sette et kritisk søkelys på hvordan mediene selv fyller sin samfunnsrolle.

Nei, jeg kritiserer ikke pressen for å stå på sin rett til å skrive om at mange bruker spill på en måte som bidrar til problemer, nå og i framtiden. Jeg kritiserer pressen for å ikke oppfylle sin plikt til å se på hvordan den utøver denne retten.

Friday, January 09, 2009

Are you serious?

A fun email dumped into my box today, drawing my attention to a business plan that at first made me giggle happily. Then I checked the date. Nope, not April first. That's when my evil mind started looking for exploits.

The people in Seriosity, Inc. think the inbox should be a game - or at least, sorted through a virtual economy. And so, as the market economy ideal burns and crashes, Edward Castronova is an advisor to the company as it attempts to build a virtual economy by which to organise your mailbox. Prioritize depending on how much currency people are willing to pay for your attention, get Serios today!

Serios is the virtual currency you need to pay for the attention of others. It's expected that people will be careful with their serios, and not spend a lot of them, mostly splurging, according to the demo, on things like mails to the manager (50 serios).

From their white paper on email economy:
Attent users are given certain number of Serios every week. Serios are allocated equally to each user. Serios can be spent, saved or traded like a physical currency, and like an actual currency Serios are a scarce good that is valued among Attent users. Serios are traded using a secure, reliable financial system that keeps track of trades. And there are sophisticated monetary policies that insure the financial system stays healthy and the currency remains stable.

So, let's say I want to write one of my colleagues, and I want to let them know there's cake for the lunch break (no, there isn't, this is just an example!). That is the kind of information they really want to get (it's just an example! There's no cake in the lunch break today!!!), so I don't need to attach any serios to it. It's also not vital (one should think), so if they ignore it nothing really happens.

Now, let's say I want my colleagues to show up at a meeting to discuss next semester, and I want that meeting at the most peaceful time at the college: 08.00 sharp. If I want them to get that message, I would have to attach a huge load of serios, something like a million. Because it's January, next semester is almost a year away, and nobody have meetings at 08.00, as that's when the most eager of us stumble, still half-asleep, into the offices and start the procedure of waking up. I don't think they would get that message if I used a billion serios, no matter how serious the matter I needed to discuss was. Changing the time to 10 am, and adding cake, now that would get the message through at a much lower price.

Anyway. Now, as the middle manager sending off 5 emails with a million serios attached, I am broke. All out of serios. I got as many as the rest, but the others HATE the things I have to say to them (most of the time it means more work and less freedom to do their own stuff.) So the next email I need to send, which is a request for assistance in details for a letter to the students about their upcoming exams, gets no serios. I'll just have to trust that the recipients realise that this is more important than the cake during lunch (no, there is still no cake for lunch today). As a manager, trying to get the attention of colleagues who have a very different priority from mine, I'd quickly run out of serios. The system is then broken, as I don't have anything else to trade for serios - I am just a go-between and have no real power, just a big load of responsibility.

Now, I have to grind serios, by writing nice and serious emails my colleagues really want to read. I don't have time for that though, as I am working on all that stuff my colleagues don't want to know about. However, I have this contact in China, a nice young academic who is delighted to do such things as read books on public information and media theory, write short abstracts and reviews, make suggestions about how this can be used for teaching, and mail it to me - against a very modest fee. So I start my own little serios-farm, and pump out emails to my colleagues by flooding them with cheaply generated content. Soon the young academic in China is a well-established budget post, and I have all the serios I like and can spam my colleagues all the time with higly priced mails.

The problem is that my colleagues prefer the mails from the guy in China. You see - he delivers information they can use immediately, while I just make demands. So they start looking for mails with perhaps 2 or 3 serios attached, and ignore the ones with 50. The ones with big sums attached to them are now clearly mails I think they need to act on immediately, while the ones with small sums attached are fun and useful. And so even my little exploit is broken.

One of the exciting uses of the Attent system is that users have a new and extremely efficient way to give feedback to their correspondents. For example, if an e-mail recipient thinks that a new product idea sent with 50 Serios is valuable, they can reply with 60 Serios – a net reward of 10 Serios. On the other hand, if the e-mail recipient believes that a product idea sent with 50 Serios is not valuable, they can rely something less than 50, including zero Serios.

While this is a lovely thought, it assumes a lot about the rationality of human beings. It's the assembly-line taken to organisations all over again, assuming a system where all think alike, prioritize alike, and respond alike. If there's one thing organisation theory has taught us since the 50ies, it's that individually perceived importance and personal interest does not equal the best interest of the organisation.

The real problem with the broken exclamation mark on emails isn't that there is an exclamation mark instead of 500 serios connected to it. The real problem is that there is no common unit for measuring individual interest. What the serios may be good for are however to measure how co-workers feel about messages. As Seriosity goes on to say in their white paper:

In this group, outspoken members frequently clash with each other, while the ideas of other members get lost in the mix. As a result, the group is often unable to reach a consensus due to squabbling among members. When an idea is picked by the group, it is often due to the strength of an individual’s voice, rather than the appeal of the idea itself. In this environment, the talent of the group is wasted because all ideas are not heard equally. This creates hostility among team members, and slows innovation. In the competitive high-tech industry, this lack of innovation leads to product stagnation, ultimately resulting in falling sales.

Has currency ever given the world a solution to this problem? When money gets into this mix, it flows to those strongest voices, the person with more connections than talent, and it most certainly causes hostility. It creates a new, inventive way to silence the unwanted, disruptive voice: Don't respond with any serios! Soon the one with the really new and different idea will be as broke as the frustrated middle manager, and have no budget to draw on for Chinese serios-farmers.

Yes, Serios looks like a fun game I'd love to play with my friends and colleagues. I'd be more than happy to attach it to emails among folks I know will not abuse or exploit the system. The problem is: inside a flat, happy and friendly structure, you don't need that kind of a managing system, as people will respect each other's time and only write IMPORTANT in the headline when it is important. In a system with cut-throat competition, it will be broken 30 seconds after implementation.

So, I actually prefer to assume that whoever made this website and got Edward Castronova to play along, was not serious. As a joke, this is hilarious!

----
Castronova has responded to people's reactions to the proposition of serios, in two posts on Terra Nova. There is also a link to a post which describes the same email that set me giggling. Apparently it wasn't a joke.

Monday, October 27, 2008

A crisp click

My beloved laptop was starting to annoy me. The little tiny dell xps M1210 I got in 2007 was no longer as responsive as it should be. A quick visit to the school's IT office, where they blew the dust out of the fan, gave me back the old fps and the cooling the machine used to have. But still, something was missing. It felt sluggish and unresponsive, impresise and insensitive. This was not my eager little plaything any more.

Until I got the brilliant idea to ask if I could have a new keyboard, mouse and touchpad. The machine now responds with a crisp click as I touch keys still not worn smooth, the touchpad resists the finger sliding delicately over it, and the mouse gives its little message as the key passes the point of registrating my action. Sometimes happiness is a new keyboard.

Sunday, May 11, 2008

Sorry, crystal ball is DCed

Today's session in the virtual-and-real conference was specifically not moderated, and all the questions were geared towards predictions. I repeat them here for illustration purposes:
1. Given that computer technology and Internet have stabilized, are current virtual worlds a technological dead end?

2. Other than WoW's are there really any long-term viable business models for virtual worlds?

3. Would standardization of software-data platforms be revolutionary, permitting migration across many worlds?

4. Could virtual worlds become living memorials for deceased persons, housing AI avatars of them?

5. Will virtual worlds create social and cultural alternatives that then thrive in the "real world?"

6. Which online games will become permanent features of human culture, like chess and Monopoly?

7. Will some virtual worlds declare political independence, like geographically based nations?

8. What as-yet unrecognized social functions could virtual worlds serve?

9. Could augmented reality (e.g. pervasive LARPs) be the next revolution, virtual and real world combined?

10. What will persist into the future from today's virtual worlds? Will they have a history?


The responses were, as I could have predicted without a crystal ball, all over the place. If not at least 20 guesses were right, I'll be very disappointed. But that's how a decent sooth-sayer works - make so many guesses there has to be a hit, then say: "That's exactly what I said!"

Personally, I just kept quiet, so all I can say in 10-15 years is: "Didn't I hear about this before?"

As a team building experience, this conference was interesting, it brought together a lot of people from all over the US, and some from beyond. As scholarship? Well, let's say: I know in which context I can use this experience :)

Tuesday, October 23, 2007

Happy geek in gadget-love

Warning: Long story with happy geek-ending.

Sure, travelling on business class at the occasional random upgrade is nice, if you're picky about your food, British Airways isn't the one you want to be on, or if you're picky about the way you are addressed by the staff and don't want to be called "love" and "hun", then by all means stay clear of Continental. For handsome men watching, go Air France, Air Canada or Quantas, and if you have a thing for truly beautiful women, Singapore Airlines is your best bet. But if you, like me, travel with whatever gives you the best price and the best connections, then these things are pretty much outside of your control.

Yesterday I discovered something which was not.

But let's start at the beginning, and the beginning is almost 27 years back in time. That's when I met this young man who was sweet, smart, funny, sporty and sexy, and on top of that had a great taste in books and music. After a year or so of making him realise what a good thing it would be to hang out with me, we moved in together in Bergen. That's when something I had never realised I missed was introduced in my life: music which was not played by a live orchestra or did not randomly happen off the radio.

Since then I have been surrounded with it, and mostly stuff I really like. When the kids joined in, the music played in the home changed and expanded, and there was always something, so much in fact that NOT having music on all the time became a relief, a signal to me that I was alone, I could focus on my own things, I was at peace.

It only took a month of living alone to realise it was a bit too peaceful. I felt a very unfamiliar, powerful urge to listen to music, and I started thinking about the kind of music I wanted and liked, and how nice it is to have the option of making it happen.

This lead to an excursion into Akihabara in Tokyo, where I came out with a bag full of iPod Nano's. I can't buy something like that only for myself, you know - I have been a mom for 21 years, it's a hard habit to shake, if I even wanted to.

Finally home in Volda, I could start uploading the stuff I wanted. For a while I revelled in picking only my music, and found that listening to an iPod is perfect for long boring bus rides for instance to Molde. The disappointment was huge when I got on the plane to Trondheim. The little apple earbuds couldn't do anything about the ambient noise generated by air engines, and I really couldn't hear much. Having to turn the sound all the way up to hear anything made me realise how much the background noise exhausts me on airplanes. I tend to wear headphones when ever I can, just to hear something other than the drone of the engine, and I get really tired on the long flights.

I didn't know what to do about it, but I started checking other headphones at least. The iPod was still a success, and when the loving sweet men at home discovered that I liked using it, they immediately colonized it. Bye bye dreams of controlling my own music choices... I like that though. After all, both father and son are sufficiently sensitive to know what kind of music I will probably like. Actually, I think they know it better than I do.

Anyway. We were talking about headphones.

I found some really garish looking headphones at the airport, but didn't pick them up, as I was thinking of just getting a pair of Koss portable headphones. Simple, elegant and a good deal at the price, what could go wrong? However, the son, who had already managed to convince me to get a pair for him (see how this mother thing works?), told me to reconsider, as they did nothing to reduce noise from the outside. That's when we stumbled over noise cancelling headphones.

OK, you have indulged my rambling about my wonderful family for long enough now. The keyword is: skullcandy. Those garish headphones I had noticed are produced for extreme sports fans, and built to last while snowboarding or sliding down rails in the mall - no matter what, skullcandy wants you to do it. That includes beating your boyfriend mercilessly. Hmmm. Luckily the headphones I found at the airport in Oslo, called Proletariat, look like an undercover skullcandy set. They are noise cancelling headphones at less than half the price of for instance a Bose headset. Are they as good? I don't know, but they worked well enough to make a difference for me. After the young lady at the store had broken the heavy plastic wrapping open, and we had extracted the headphones and their little travelling bag, the airplane connection plug AND the two AAA batteries that came with the headphones, I assembled, plugged, turned on - and felt my shoulders drop.

It is a difference. I got on the plane to Stockholm and hated having to turn the headphones off when the "fasten seatbelt" sign came on. I hated it even worse on the propel plane from Stockholm to Umeå. I am going to have to sacrifice some of my habitual hand-luggage to bring them with me, but these are coming on the planes with me, in all foreseeable future. I used to sniff with a touch of disdain at the people who felt such a need of high fidelity that they brought their own headphones on the plane. No more - I suddenly know what they are bringing; a chance to escape that endless, exhausting drone, a chance to let the shoulders drop and some other sounds to penetrate. Travelling as much as I do, this is one of the things that makes a difference no matter what company I travel with, where I go, how the seats or the service are. I can use them with the iPod, the computer, the games, the airplane television and radio, the only problem is that they are a little too bulky for comfortable sleeping, but I am sure I am going to manage that too. After all, I am in love with those headphones, and love makes the strangest things comfortable.