My colleague Svein Brurås wrote about an extremely good piece of journalism in a Norwegian newspaper, and I just want to join him in pointing towards it. Good journalism is worth celebrating and sharing.
What it's about? Nothing really. Just a lonely man nobody noticed, who died from a stroke while he was out on his bike. The story the journalist uncovers through very careful and through investigation is nothing special either, it's just heartbreaking, and very, very good. It's in Norwegian, sorry, other-language-readers. Google Translate may help a little, but it won't give you the tone in which the story has been told.
Wednesday, January 27, 2010
Saturday, January 23, 2010
Being Human
I have just recently discovered a television series which made me an instant fan. BBC's Being Human is the perfect mix for me, it has a ghost, a werewolf and a vampire, they live in a small town in England, and they are struggling to fit in. It's a mix of True Blood and East-Enders and contains buckets of the delightful humour that tends to be such an integrated part of the best British series. The harddisk has been cleared of several other dramas in order to make space for this one.
This made me consider why I like the monster theme so much. I love True Blood as well, despite its much more heavy handed story-telling, and am on principle a fan of dragons, cheering for the monster, not the knight.
I think the title of this series captures the reason for me. Being human is about a desire to belong to society. It's all about solving or at least dealing with the issues that arise when you're different, in order to be able to live in peace simply as a regular human being. The many stories of monsters confirm the value of humanity, whether the monsters try to live like us, they try to extinguish us, or they are us. The monster without or within, the unhuman or the inhuman, is what defines humanity, and makes being human something desirable. Or, perhaps a
This made me consider why I like the monster theme so much. I love True Blood as well, despite its much more heavy handed story-telling, and am on principle a fan of dragons, cheering for the monster, not the knight.
I think the title of this series captures the reason for me. Being human is about a desire to belong to society. It's all about solving or at least dealing with the issues that arise when you're different, in order to be able to live in peace simply as a regular human being. The many stories of monsters confirm the value of humanity, whether the monsters try to live like us, they try to extinguish us, or they are us. The monster without or within, the unhuman or the inhuman, is what defines humanity, and makes being human something desirable. Or, perhaps a
Wednesday, January 06, 2010
Games and entertainment technology
IADIS - International Association for Development of the Information Society - are organising a conference in Freiburg, Germany, in July 2010. They have a call for papers, deadline is February 19th, and the conference is called GET - Games and Entertainment Technology. The CFP is very wide, generally, if you do something related to electronic games as a researcher, designer, programmer, teacher or artist, you'll fit. They also invite for very diverse types of presentations, from posters to full papers, as well as corporate exhibitions and showcases.
Saturday, January 02, 2010
The end of the magic?
I have been playing World of Warcraft for almost five years now, and a lot of my research and writing has come out of that play. I am both fascinated with online games as a medium and cultural artifacts, and an enthusiastic happy player. Or, at least, I was the last until the new patch - 3.3.0. Now I have suddenly lost it.
In order to play WoW well at the high end - intense heroic grinding and raiding - you needed to have friends and connections. To function well as a gamer in World of Warcraft meant to function well as a friend to a large group of people. You had to be reliable, follow a certain set of rules and know your players in order to get good groups and easy "runs". After a while you had a friends list and was in enough such lists that you would be accepted, included and assisted. If you did a mistake, people would forgive, as they'd know it wasn't common, and you could play well and share generously the next time. In short: You invested social capital and it had value.
Now, not so much.
In order to advance now, you need to grind enormous amounts of emblems, and to grind those emblems you either have to have the above mentioned friend group already established, or you need to group with strangers who you will most likely never meet again. (Check Cross Realm Dungeon Finder and User Interface Section: Dungeon Finder.)
Knowing you won't ever meet said strangers again makes people behave oddly. Suddenly old rules are thrown over board and people become greedy and cruel. The new group set up allow things like "vote to kick", which is extensively used to kick people who for instance have low dps. Low dps comes from bad gear, and in order to get good gear you need to do instances. However, if you get kicked from the groups you participate in due to bad gear, you can't get good gear. Further, it allows for rudeness and impatience. Healers and tanks are still hard to find, but you don't need to be polite to your tank or healer any more. Tanks run to rush through the instance as quickly as possible, then get angry with healers who don't keep up. If the tank is slow, the entire group goes ballistic, insisting on higher speed through the instance. It's all about grinding as many badges as quickly as possible. As for conversation: Why talk, why be polite and say hello or goodbye? It's not like we will meet again, after all. And so the "tip of the day" shown on log-in about "being polite in group may get you invited back" is put to shame. There's no way to pre-sort the group for the instance, no way to screen out the ninjas or the flaming idiots, and hence no reason to be nice. The 3.3.0 patch makes niceness a less efficient gaming strategy.
And then we come to looting. At one point the looting options are better. Blizzard has included a "disenchant" option, which lets a person choose "disenchant" if there is an enchanter in the group. This option is equal to "greed", and if three people choose greed while two choose disenchant, it will be a greed roll, and people receive enchanting materials or the object, depending on their preference. But there are still people who pick "need". And they pick "need" on all kind of weird things, most notably trade materials such as frozen orbs. Frozen orbs used to be rare but important, now they are plentyful due to the fact that there are other orbs replacing them in crafting (crusader orbs, for instance), and they can be had at a reasonable price at the AH. Normally people would pick "greed" for that kind of craft objects, but that has suddely changed. Now it's all about "need". And you get a particular type of "need" - people who avoid needing until the roll bar is almost gone, then they hit "need" after all others in the group have chosen the more politically correct and polite "greed".
So, why do people still use the automated cross-server group-finder? Because one of the vital emblems for buying new gear is most easily obtainable through using it. Hence, Blizzard forces the players into very uncomfortable, conflict-fraught situations where they can not utilise their social capital. Although there is one way around that. If you already have a group of good friends, you can make pre-set grinding groups and enter with healer, tank and three dps into the instance-finder system. Then you get to play with your friends.
So, the new instance finder is good for: People with experience and good gear. People with a well-established group of friends. People who don't care about social play, and have no qualms about abandoning a group, kicking a slow player or ninjaing loot. The new, unattached casual player has absolutely no chance at having fun in this system.
Shame on you, Blizzard. But, well, I guess you don't want more new players. Perhaps 11,5 million is enough, really?
In order to play WoW well at the high end - intense heroic grinding and raiding - you needed to have friends and connections. To function well as a gamer in World of Warcraft meant to function well as a friend to a large group of people. You had to be reliable, follow a certain set of rules and know your players in order to get good groups and easy "runs". After a while you had a friends list and was in enough such lists that you would be accepted, included and assisted. If you did a mistake, people would forgive, as they'd know it wasn't common, and you could play well and share generously the next time. In short: You invested social capital and it had value.
Now, not so much.
In order to advance now, you need to grind enormous amounts of emblems, and to grind those emblems you either have to have the above mentioned friend group already established, or you need to group with strangers who you will most likely never meet again. (Check Cross Realm Dungeon Finder and User Interface Section: Dungeon Finder.)
Knowing you won't ever meet said strangers again makes people behave oddly. Suddenly old rules are thrown over board and people become greedy and cruel. The new group set up allow things like "vote to kick", which is extensively used to kick people who for instance have low dps. Low dps comes from bad gear, and in order to get good gear you need to do instances. However, if you get kicked from the groups you participate in due to bad gear, you can't get good gear. Further, it allows for rudeness and impatience. Healers and tanks are still hard to find, but you don't need to be polite to your tank or healer any more. Tanks run to rush through the instance as quickly as possible, then get angry with healers who don't keep up. If the tank is slow, the entire group goes ballistic, insisting on higher speed through the instance. It's all about grinding as many badges as quickly as possible. As for conversation: Why talk, why be polite and say hello or goodbye? It's not like we will meet again, after all. And so the "tip of the day" shown on log-in about "being polite in group may get you invited back" is put to shame. There's no way to pre-sort the group for the instance, no way to screen out the ninjas or the flaming idiots, and hence no reason to be nice. The 3.3.0 patch makes niceness a less efficient gaming strategy.
And then we come to looting. At one point the looting options are better. Blizzard has included a "disenchant" option, which lets a person choose "disenchant" if there is an enchanter in the group. This option is equal to "greed", and if three people choose greed while two choose disenchant, it will be a greed roll, and people receive enchanting materials or the object, depending on their preference. But there are still people who pick "need". And they pick "need" on all kind of weird things, most notably trade materials such as frozen orbs. Frozen orbs used to be rare but important, now they are plentyful due to the fact that there are other orbs replacing them in crafting (crusader orbs, for instance), and they can be had at a reasonable price at the AH. Normally people would pick "greed" for that kind of craft objects, but that has suddely changed. Now it's all about "need". And you get a particular type of "need" - people who avoid needing until the roll bar is almost gone, then they hit "need" after all others in the group have chosen the more politically correct and polite "greed".
So, why do people still use the automated cross-server group-finder? Because one of the vital emblems for buying new gear is most easily obtainable through using it. Hence, Blizzard forces the players into very uncomfortable, conflict-fraught situations where they can not utilise their social capital. Although there is one way around that. If you already have a group of good friends, you can make pre-set grinding groups and enter with healer, tank and three dps into the instance-finder system. Then you get to play with your friends.
So, the new instance finder is good for: People with experience and good gear. People with a well-established group of friends. People who don't care about social play, and have no qualms about abandoning a group, kicking a slow player or ninjaing loot. The new, unattached casual player has absolutely no chance at having fun in this system.
Shame on you, Blizzard. But, well, I guess you don't want more new players. Perhaps 11,5 million is enough, really?
Sunday, December 20, 2009
Årsakssammenhenger og spill
I anledning VGs ualminnelig dårlige artikkel om sammenhengen mellom et drap på Kongsvinger og spilling av World of Warcraft og Counterstrike, vil jeg vise til en artikkel om skoleskytinger og moralske panikker. Denne artikkelen kritiserer den overforenklede ideen om at mennesker ikke er i stand til å skille mellom fantasi og virkelighet, og den like enkle forskningen som underbygger denne konklusjonen - blant annet ved å vise til et solid forskningsmateriale som gir andre/alternative svar. Samtidig viser den til FBIs funn når det gjelder drapsmenn som spiller spill (s 28 i C. J. Fergusons artikkel):
I følge FBI er altså ikke årsakssammenhengen mediebruk -> vold, men interesse for å bruke vold -> mediebruk. Altså, hvis du liker/ønsker å bruke vold er du interessert i medieuttrykk som inneholder vold. Videre påpeker de at voldsmenn som bruker spill er mer interessert i voldshandlinger enn å kose seg med å spille. De er altså fokusert på våpen og vold, uansett kontekst.
VG gjentar imidlertid et mantra som har kommet inn i mediene for en del år siden, og de gjentar det ved å ta kontakt med personer som har sagt akkurat det samme i årevis. De overser konsekvent all forskning som viser noe annet enn denne overforenklede årsakssammenhengen.
(The above is a public service research-reference directed at Norwegian readers who might be interested in alternatives to a piece of intense and single-minded journalism claiming that gaming leads to serious crime.)
The FBI report appeared to focus on individuals who approved of hateful or destructive messages in the media, rather than merely enjoying the media for entertainment purposes. For instance, an individual who praised Mein Kampf and its message of racism and hatred would arguably be considered more ‘at risk’ than would someone who enjoyed playing the violent video game Medal of Honor because it was fun. Indeed, related to violent video games, the FBI report specifically stated, “The student spends inordinate amounts of time [although inordinate is never defined and is left subjective] playing video games with violent themes and seems more interested in the violent images than the game itself ” [italics added]. Thus, an overall interest in causing harm is potentially predictive of violence, not exposure to violent media in and of itself, a conclusion supported by the recent Savage, (2008) meta-analysis.
I følge FBI er altså ikke årsakssammenhengen mediebruk -> vold, men interesse for å bruke vold -> mediebruk. Altså, hvis du liker/ønsker å bruke vold er du interessert i medieuttrykk som inneholder vold. Videre påpeker de at voldsmenn som bruker spill er mer interessert i voldshandlinger enn å kose seg med å spille. De er altså fokusert på våpen og vold, uansett kontekst.
VG gjentar imidlertid et mantra som har kommet inn i mediene for en del år siden, og de gjentar det ved å ta kontakt med personer som har sagt akkurat det samme i årevis. De overser konsekvent all forskning som viser noe annet enn denne overforenklede årsakssammenhengen.
(The above is a public service research-reference directed at Norwegian readers who might be interested in alternatives to a piece of intense and single-minded journalism claiming that gaming leads to serious crime.)
Tuesday, December 08, 2009
Sustainability, Participation, Action
Call for Papers
Internet Research 11.0 - Sustainability, Participation, Action
The 11th Annual International and Interdisciplinary Conference of the Association of Internet Researchers (AoIR)
October 21-23, 2010 University of Gothenburg/Chalmers University of Technology, Gothenburg, Sweden
The challenge of this conference is to find multiple avenues for participation and action towards a sustainable future. In a society increasingly aware of social and ecological imbalance, many people now see information and communication technologies as key technologies for solving problems associated with an unsustainable future. However, while information technology may solve some problems, it can magnify others. As pointed out by world forums such as the United Nations and the European Commission, use of ICTs contributes to the unsustainable consumption of energy and resources. Similarly, unequal access and exploitative practices remind us that IT is not a utopian answer to complex social problems. A sustainable future is not only about greening processes and products at any cost, but also entails social responsibility, cultural protection and economic growth. Therefore the conference has a multi-dimensional focus, where the Internet is seen as a possible liberating, empowering and greening tool.
The conference will focus on how the Internet can function as a conduit for the development of greater global equality and understanding, a training ground for participation in debates and cross-cultural projects and a tool for mutual action; in short a technology of empowerment. The flip-side of the internet as a tool for empowerment is the issue of exploitation. Exploitation of resources and people is what has led to the current crisis, and issues of exploitation are highly relevant online, from abuse of the commons to censorship, fraud and loss of privacy and the protection of the rights of the individual.
Sustainability, Participation, Action invites scholars to consider issues concerning empowerment and/or exploitation in relation to the Internet. We ask scholars to specifically consider issues concerning integrity, knowledge production, and ethics in relation to the Internet and sustainable development. How do we, as Internet researchers, regard our work in relation to the unsustainable current situation and the possibilities of a sustainable future? How far can we take the Internet, and with it, people, individuals, groups and societies in order to create an arena for participation and action, all key elements in imagining a sustainable future? How can we apply previous knowledge to serve future solutions?
To this end, we call for papers, panel proposals, and presentations from any discipline, methodology, and community, and from conjunctions of multiple disciplines, methodologies and academic communities that address the conference themes, including papers that intersect and/or interconnect the following:
Internet and an equal and balanced society
Internet as an arena for participation
Internet as a tool and arena for action
Internet and an informed knowledge society
Internet and a green society
Internet and e‐commerce, dematerialization and transportation
Internet and security, integrity and surveillance
Internet and a healthy society
Internet as an arena for cultural expressions, and source of a culture of its own.
Sessions at the conference will be established that specifically address the conference themes, and we welcome innovative, exciting, and unexpected takes on those themes. We also welcome submissions on topics that address social, cultural, political, legal, aesthetic, economic, and/or philosophical aspects of the Internet beyond the conference themes. In all cases, we welcome disciplinary and interdisciplinary submissions as well as international collaborations from both AoIR and non‐AoIR members.
SUBMISSIONS
We seek proposals for several different kinds of contributions. We welcome proposals for traditional academic conference PAPERS and we also welcome proposals for ROUNDTABLE SESSIONS that will focus on discussion and interaction among conference delegates, as well as organized PANEL PROPOSALS that present a coherent group of papers on a single theme. All submissions should be submitted here.
DEADLINES
Call for Papers Released: 24 November 2009
Submissions Due: 21 February 2010 (Details here)
Notification: 21 April 2010
Full papers due: 21 August 2010
SUBMISSION REQUIREMENTS
All papers and presentations in this session will be evaluated in a standard blind peer review.
Format
PAPERS (individual or multi-author) - submit abstract of 600-800 words
FULL PAPERS (OPTIONAL): For submitters requiring peer review of full papers, manuscripts of up to 8,000 words will be accepted for review. These will be reviewed and judged separately from abstract submissions
PANEL PROPOSALS - submit a 600-800 word description of the panel theme, plus 250-500 word abstract for each paper or presentation
ROUNDTABLE PROPOSALS - submit a statement indicating the nature of the roundtable discussion and interaction
Papers, presentations and panels will be selected from the submitted proposals on the basis of multiple blind peer review, coordinated and overseen by the Program Chair. Each individual is invited to submit a proposal for 1 paper or 1 presentation. A person may also propose a panel session, which may include a second paper that they are presenting. An individual may also submit a roundtable proposal. You may be listed as co-author on additional papers as long as you are not presenting them.
PUBLICATION OF PAPERS
Selected papers from the conference will be published in a special issue of the journal Information, Communication & Society, edited by Caroline Haythornthwaite and Lori Kendall. Authors selected for consideration for submission to this issue will be contacted prior to the conference.
All papers submitted to the conference system will be available to AoIR members after the conference.
PRE-CONFERENCE WORKSHOPS
On October 20, 2010, there will be a limited number of pre-conference workshops which will provide participants with in-depth, hands-on and/or creative opportunities. We invite proposals for these pre-conference workshops. Local presenters are encouraged to propose workshops that will invite visiting researchers into their labs or studios or locales. Proposals should be no more than 1000 words, and should clearly outline the purpose, methodology, structure, costs, equipment and minimal attendance required, as well as explaining relevance to the conference as a whole. Proposals will be accepted if they demonstrate that the workshop will add significantly to the overall program in terms of thematic depth, hands on experience, or local opportunities for scholarly or artistic connections. These proposals and all inquiries regarding pre-conference proposals should be submitted as soon as possible to both the Conference Chair and Program Chair and no later than March 31, 2010.
FEE WAIVER
In order to increase the diversity of participation in the AoIR annual Internet Research (IR) conferences, the Association of Internet Researchers will make available up to three conference fee waivers per year. The number of fee waivers will depend first of all upon the ability of the conference budget to sustain such waivers (a judgment to be made by the AoIR Executive Committee upon the advice of the AoIR Treasurer and the local organizing committee) as well as upon the quality of the applications for fee waivers.
Applications for fee waivers are invited from student or faculty authors whose paper or panel proposals have already been accepted via the AoIR IR conference reviewing process. All applications should be directed to the Vice-President of AoIR, and must be received by June 30 of the conference year. Late applications cannot be considered. More information and submission guidelines will be published in a separate announcement.
CONTACT INFORMATION
Program Chair: Torill Elvira Mortensen, Volda University College, Norway. torill.mortensen@gmail.com
Conference Co-Chairs and Coordinators: Ann-Sofie Axelsson, Chalmers University of Technology and Ylva Hård af Segerstad, University of Gothenburg, Sweden.
Important Dates
Submissions Due 21 February 2010
Notifications of Acceptance 21 Apr 2010
Abstract Revisions Due7 May 2010
Full Papers Due 21 August 2010
Pre-Conference Workshops 20 Oct 2010
Main Conference 21-23 Oct 2010
Internet Research 11.0 - Sustainability, Participation, Action
The 11th Annual International and Interdisciplinary Conference of the Association of Internet Researchers (AoIR)
October 21-23, 2010 University of Gothenburg/Chalmers University of Technology, Gothenburg, Sweden
The challenge of this conference is to find multiple avenues for participation and action towards a sustainable future. In a society increasingly aware of social and ecological imbalance, many people now see information and communication technologies as key technologies for solving problems associated with an unsustainable future. However, while information technology may solve some problems, it can magnify others. As pointed out by world forums such as the United Nations and the European Commission, use of ICTs contributes to the unsustainable consumption of energy and resources. Similarly, unequal access and exploitative practices remind us that IT is not a utopian answer to complex social problems. A sustainable future is not only about greening processes and products at any cost, but also entails social responsibility, cultural protection and economic growth. Therefore the conference has a multi-dimensional focus, where the Internet is seen as a possible liberating, empowering and greening tool.
The conference will focus on how the Internet can function as a conduit for the development of greater global equality and understanding, a training ground for participation in debates and cross-cultural projects and a tool for mutual action; in short a technology of empowerment. The flip-side of the internet as a tool for empowerment is the issue of exploitation. Exploitation of resources and people is what has led to the current crisis, and issues of exploitation are highly relevant online, from abuse of the commons to censorship, fraud and loss of privacy and the protection of the rights of the individual.
Sustainability, Participation, Action invites scholars to consider issues concerning empowerment and/or exploitation in relation to the Internet. We ask scholars to specifically consider issues concerning integrity, knowledge production, and ethics in relation to the Internet and sustainable development. How do we, as Internet researchers, regard our work in relation to the unsustainable current situation and the possibilities of a sustainable future? How far can we take the Internet, and with it, people, individuals, groups and societies in order to create an arena for participation and action, all key elements in imagining a sustainable future? How can we apply previous knowledge to serve future solutions?
To this end, we call for papers, panel proposals, and presentations from any discipline, methodology, and community, and from conjunctions of multiple disciplines, methodologies and academic communities that address the conference themes, including papers that intersect and/or interconnect the following:
Internet and an equal and balanced society
Internet as an arena for participation
Internet as a tool and arena for action
Internet and an informed knowledge society
Internet and a green society
Internet and e‐commerce, dematerialization and transportation
Internet and security, integrity and surveillance
Internet and a healthy society
Internet as an arena for cultural expressions, and source of a culture of its own.
Sessions at the conference will be established that specifically address the conference themes, and we welcome innovative, exciting, and unexpected takes on those themes. We also welcome submissions on topics that address social, cultural, political, legal, aesthetic, economic, and/or philosophical aspects of the Internet beyond the conference themes. In all cases, we welcome disciplinary and interdisciplinary submissions as well as international collaborations from both AoIR and non‐AoIR members.
SUBMISSIONS
We seek proposals for several different kinds of contributions. We welcome proposals for traditional academic conference PAPERS and we also welcome proposals for ROUNDTABLE SESSIONS that will focus on discussion and interaction among conference delegates, as well as organized PANEL PROPOSALS that present a coherent group of papers on a single theme. All submissions should be submitted here.
DEADLINES
Call for Papers Released: 24 November 2009
Submissions Due: 21 February 2010 (Details here)
Notification: 21 April 2010
Full papers due: 21 August 2010
SUBMISSION REQUIREMENTS
All papers and presentations in this session will be evaluated in a standard blind peer review.
Format
PAPERS (individual or multi-author) - submit abstract of 600-800 words
FULL PAPERS (OPTIONAL): For submitters requiring peer review of full papers, manuscripts of up to 8,000 words will be accepted for review. These will be reviewed and judged separately from abstract submissions
PANEL PROPOSALS - submit a 600-800 word description of the panel theme, plus 250-500 word abstract for each paper or presentation
ROUNDTABLE PROPOSALS - submit a statement indicating the nature of the roundtable discussion and interaction
Papers, presentations and panels will be selected from the submitted proposals on the basis of multiple blind peer review, coordinated and overseen by the Program Chair. Each individual is invited to submit a proposal for 1 paper or 1 presentation. A person may also propose a panel session, which may include a second paper that they are presenting. An individual may also submit a roundtable proposal. You may be listed as co-author on additional papers as long as you are not presenting them.
PUBLICATION OF PAPERS
Selected papers from the conference will be published in a special issue of the journal Information, Communication & Society, edited by Caroline Haythornthwaite and Lori Kendall. Authors selected for consideration for submission to this issue will be contacted prior to the conference.
All papers submitted to the conference system will be available to AoIR members after the conference.
PRE-CONFERENCE WORKSHOPS
On October 20, 2010, there will be a limited number of pre-conference workshops which will provide participants with in-depth, hands-on and/or creative opportunities. We invite proposals for these pre-conference workshops. Local presenters are encouraged to propose workshops that will invite visiting researchers into their labs or studios or locales. Proposals should be no more than 1000 words, and should clearly outline the purpose, methodology, structure, costs, equipment and minimal attendance required, as well as explaining relevance to the conference as a whole. Proposals will be accepted if they demonstrate that the workshop will add significantly to the overall program in terms of thematic depth, hands on experience, or local opportunities for scholarly or artistic connections. These proposals and all inquiries regarding pre-conference proposals should be submitted as soon as possible to both the Conference Chair and Program Chair and no later than March 31, 2010.
FEE WAIVER
In order to increase the diversity of participation in the AoIR annual Internet Research (IR) conferences, the Association of Internet Researchers will make available up to three conference fee waivers per year. The number of fee waivers will depend first of all upon the ability of the conference budget to sustain such waivers (a judgment to be made by the AoIR Executive Committee upon the advice of the AoIR Treasurer and the local organizing committee) as well as upon the quality of the applications for fee waivers.
Applications for fee waivers are invited from student or faculty authors whose paper or panel proposals have already been accepted via the AoIR IR conference reviewing process. All applications should be directed to the Vice-President of AoIR, and must be received by June 30 of the conference year. Late applications cannot be considered. More information and submission guidelines will be published in a separate announcement.
CONTACT INFORMATION
Program Chair: Torill Elvira Mortensen, Volda University College, Norway. torill.mortensen@gmail.com
Conference Co-Chairs and Coordinators: Ann-Sofie Axelsson, Chalmers University of Technology and Ylva Hård af Segerstad, University of Gothenburg, Sweden.
Important Dates
Submissions Due 21 February 2010
Notifications of Acceptance 21 Apr 2010
Abstract Revisions Due7 May 2010
Full Papers Due 21 August 2010
Pre-Conference Workshops 20 Oct 2010
Main Conference 21-23 Oct 2010
Monday, December 07, 2009
Thinking with your brain
An interesting piece of research, studying the Buddhist brain, shows that meditation works on the brain sufficiently to change the electromagnetic activity. This is very interesting, and while I have never managed to meditate (I fall asleep the moment my thoughts start calming down), it might be a much better alternative for children with attention dysfunctions than drugs.
The research is, of course, questioned, the way research should be. Wired has an interesting report of the almost religious mood when Dalai Lama addresses the scientists involved in the project or interested in the project.
This is a very real project, leaning heavily on technology and established neuro science. Mind & Life institute in Boulder describes it among their research grants, where the research is taking place in two different laboratories, situated in Wisconsin and Paris.
One of the leaders of the project is a Richard J. Davidson, and while I am not a neuroscientist, his list of publications implies updated participation in relevant research, with publications on his work in relevant journals.
So, what if the Mind & Life institute works to integrate Buddhism and science? I find it fascinating and uplifting when mysticism is not defensive, but opens up to science - and the other way around.
The research is, of course, questioned, the way research should be. Wired has an interesting report of the almost religious mood when Dalai Lama addresses the scientists involved in the project or interested in the project.
This is a very real project, leaning heavily on technology and established neuro science. Mind & Life institute in Boulder describes it among their research grants, where the research is taking place in two different laboratories, situated in Wisconsin and Paris.
One of the leaders of the project is a Richard J. Davidson, and while I am not a neuroscientist, his list of publications implies updated participation in relevant research, with publications on his work in relevant journals.
So, what if the Mind & Life institute works to integrate Buddhism and science? I find it fascinating and uplifting when mysticism is not defensive, but opens up to science - and the other way around.
Thursday, December 03, 2009
Google google google
When Google became the most used search engine and also started their own mail system, people started to worry. I am a little slow, so it took a while, but now that I am playing around with Google wave, desperately trying to figure out a use for it, I realise that I have been pwned.
I have several gmail-accounts, because it's so convenient to organise and also share according to projects when I know which box things come into, I use Google documents all the time, and I have my blogs at blogger. Which is, yes, Google owned. It's almost a relief that Yahoo owns Flickr, where I have a lot of my pictures. And now, Google wave.
So, let's try to look past the hype, and see if Google wave can become useful.
The main problem with all the google "thingies" is that despite the Google ownership, they aren't integrated. Well, not quite true - Google talk, Google's instant messenger (before wave), works wonderfully inside gmail. It is actually an added incentive to having the gmail box open, some of my favourite people are available that way. However, if I open Google documents - a very useful feature for coproduction of documents - both the email and the chat ends up in the background. The same happens if I open Google wave. This means that when I want to use the one or the other, I have to choose. That's rubbish. Ideally I would want to edit a document in Google docs (I think this is the most useful and innovative application google has come up with so far), be able to see if I got a relevant mail and comment instantly in the messenger, all without leaving the window I am in. If I have a google wave running (and I can absolutely see how the combination editing a google document/staying in touch with co-conspirators via live waves can work great) at the same time, I would want to see that it's been updated immediately, and particularly if it's a wave that is relevant for the work I am doing.
As long as Google Wave is seperate from the rest of the Google applications, it's about as useful as ICQ was, way back when. Actually, when ICQ entered the arena, instant messengers were new and uncommon and it was immensely useful. It had the messages, just like todays many different systems, but the live conference feature was organised in boxes and not like an IM. This meant that during a live update, you could choose to see the conversation not chronologically, but organised by sender, the way we experience a flesh world conversation. "Oh, wait a moment, you said something interesting," becomes relevant - and it can be re-found with a minimum of scrolling.
So far I haven't found a way to use Google wave better than ye olde ICQ. The interesting thing with all the google-apps is the potential, and that's huge. With some intelligent connections and user-friendly design they can soon connect everything. And when you have everything and a blog, then there's no stopping you at all - at least not in this society where the importance of social media is continously increasing.
I have several gmail-accounts, because it's so convenient to organise and also share according to projects when I know which box things come into, I use Google documents all the time, and I have my blogs at blogger. Which is, yes, Google owned. It's almost a relief that Yahoo owns Flickr, where I have a lot of my pictures. And now, Google wave.
So, let's try to look past the hype, and see if Google wave can become useful.
The main problem with all the google "thingies" is that despite the Google ownership, they aren't integrated. Well, not quite true - Google talk, Google's instant messenger (before wave), works wonderfully inside gmail. It is actually an added incentive to having the gmail box open, some of my favourite people are available that way. However, if I open Google documents - a very useful feature for coproduction of documents - both the email and the chat ends up in the background. The same happens if I open Google wave. This means that when I want to use the one or the other, I have to choose. That's rubbish. Ideally I would want to edit a document in Google docs (I think this is the most useful and innovative application google has come up with so far), be able to see if I got a relevant mail and comment instantly in the messenger, all without leaving the window I am in. If I have a google wave running (and I can absolutely see how the combination editing a google document/staying in touch with co-conspirators via live waves can work great) at the same time, I would want to see that it's been updated immediately, and particularly if it's a wave that is relevant for the work I am doing.
As long as Google Wave is seperate from the rest of the Google applications, it's about as useful as ICQ was, way back when. Actually, when ICQ entered the arena, instant messengers were new and uncommon and it was immensely useful. It had the messages, just like todays many different systems, but the live conference feature was organised in boxes and not like an IM. This meant that during a live update, you could choose to see the conversation not chronologically, but organised by sender, the way we experience a flesh world conversation. "Oh, wait a moment, you said something interesting," becomes relevant - and it can be re-found with a minimum of scrolling.
So far I haven't found a way to use Google wave better than ye olde ICQ. The interesting thing with all the google-apps is the potential, and that's huge. With some intelligent connections and user-friendly design they can soon connect everything. And when you have everything and a blog, then there's no stopping you at all - at least not in this society where the importance of social media is continously increasing.
Thursday, November 26, 2009
Trinity, help!
Just because this is a movie-piece that puts so much together - play, popular culture, cyberculture and animation:
Thanks to Pål Hellesnes for the original pointer to it, BoingBoing for putting it where one of my friends could find it, and of course the folks behind legomatrix, Trevor Boyd and Steve Ihlett for spending 440 hours on making the 44 second long scene.
Thanks to Pål Hellesnes for the original pointer to it, BoingBoing for putting it where one of my friends could find it, and of course the folks behind legomatrix, Trevor Boyd and Steve Ihlett for spending 440 hours on making the 44 second long scene.
Saturday, November 21, 2009
A bit of my past, to the highest bidder
When I was four years old, we moved from a cold, moist and unhealthy basement on a farm, to this house. The change was immense. Of course, for the first 20 years we couldn't afford to live in all of it, it had been designed for two families, and we rented half of it to students and tourists, depending on seasons. And so I had moved out before it was all "ours." Still, it's been the family house for almost 44 years, my father drew and built it for us, and the light of that house is part of my earlier memories. Nothing like falling asleep on the living-room floor, in the patch of sunlight from the large windows, when you're 6 years old and cold from a long morning of exploring what was at that time still open land between our house and the ocean. I was like a cat, soaking up the warmth, or perhaps a plant, embracing the light.
Now we are selling it. None of us have plans of moving back to Ålesund, even if we grieve as we let it go. I'll never live in a house like that again, the view, the light, the space... my parents had very few luxuries in their life, but they had Vindheim, and loved it with fierce passion.
Oh well. I can afford the luxury of nostalgia now, as we are selling, but I am not so well off that I can afford to indulge it. Good bye, Vindheim, and may some other little girl find out how warm and wonderful that spot on the floor really is. Mom and dad - don't make her go somewhere else with her toys, even if it is inconvenient. It's really the warmest, nicest place in the whole house.
Now we are selling it. None of us have plans of moving back to Ålesund, even if we grieve as we let it go. I'll never live in a house like that again, the view, the light, the space... my parents had very few luxuries in their life, but they had Vindheim, and loved it with fierce passion.
Oh well. I can afford the luxury of nostalgia now, as we are selling, but I am not so well off that I can afford to indulge it. Good bye, Vindheim, and may some other little girl find out how warm and wonderful that spot on the floor really is. Mom and dad - don't make her go somewhere else with her toys, even if it is inconvenient. It's really the warmest, nicest place in the whole house.
Wednesday, November 18, 2009
Tuesday, November 17, 2009
All you need is to have no life
Jonas Linderoth at the University of Gothenburg published an article in "Digital Læring" or Nordic Journal of Digital Literacy on the value of games for learning. The title "It is not hard, it just requires having no life - Computer games and the illusion of learning" positions the article as a stumbling block right in the middle of the over-enthusiastic rush towards games as a solution for modern education.
I had heard about and disagreed with this article several times before publishing, but reading it I am almost inclined to agree with it. Linderoth points out that there are two ways to gain skills in games. One is by learning to jump better, learning to think more tactically than the opponent or in some other way use the resources at hand better. The other way to gain skills in games is by doing repetitive tasks until you are rewarded with a level, an object or some other affordance that makes your avatar stronger. In short: he makes a clear distinction between what you learn as a player, and what affordances your avatar gains.
So far I am with him, and I think it's a very important consideration. The general belief that games make learning easier is severely flawed. The most important flaw is however in my opinion the belief that games makes it easier to teach what is on some curriculum. I don't know about the rest of the world, but here in Norway we have certain things pupils are supposed to learn each year, and their progress as well as the success of the teachers and the educational system is measured by how well they are able to learn these particular things. Outside of those skills, what the pupil or student learns doesn't count. So if you learn how to dance salsa really well, that does nothing for your grades in mathematics.
Games tend to teach you how to salsa, when what you should have learned is to do maths. If you don't want the game to teach salsa, you have to remove all options for dancing, and only leave options for mathematics. Linderoth describes his argument of the relationship between affordances and skills:
So, to sum up the argument - somewhat brutally, I admit: in order to learn something from a game, or develop as a gamer, the game should have static affordances. No new skills with new levels, no new tools, no gold or achievements, only you and your skill. Most common games which are typical agôn games are like this. They take you to the arena, read you the rules and give you your game-piece. Then it's just you, the board and your fellow gamers, and nothing changes within that frame.
Games where you can gain affordances simply by working diligently at simple tasks are, according to Linderoth, not games from which you can learn anything.
In the light of Scott Rettberg's article on "Corporate Ideology in World of Warcraft," in Digital Culture, Play and Identity, this is an interesting claim. Rettbergs argument is that exactly the grinding aspect of World of Warcraft is what makes it an ideal training ground for capitalist work ethics (p. 32). So, on the one hand you don't learn anything from grinding, on the other hand it's perfect training for many of the positions you can expect to hold as an employee today.
Now, Rettberg's argument gives strong ideological reasons to adapt Linderoth's position on games with non-static affordances, but I am still not totally convinced. The reason is that both in World of Warcraft (Rettberg) and World of Conflict (Linderoth), personal skill is the most important feature for satisfying gaming.
Most players who play a game with levels more than once, learn how to use levelling as just another fixed affordance, and so learn to become better at it, do it quicker and with better results. You can use levelling processes to learn more about the story of the game, hence use it to gain narrative satisfaction, or you can aim at aquiring particularly useful objects which you will then not have to return for later.
The problem with Linderoth's argument, where increased skill and new tools and resources pull in different directions, is that this conflict is just skin deep. For the players who play through a game that demands leveling more than once, the apparently increasing affordances they gain access to become fixed. There are just that many quests, just that many abilities, just that many levels, and that is what you have to play with. Yes, it takes longer to reach that point, and players who think a game ends just because they have reached a certain level, may feel that it's all about grinding. But players have other experiences from games of progression. The game researcher Kristine Jørgensen at the University of Bergen recently wrote a glowing description of her experiences with the new game Dragon Age: Origins, and all who have followed her descriptions of the play process on Facebook know that she is planning to go back to old saves in order to explore the game much further.
Now, we can argue that exploring old saves does not lead to learning, as it's just about repetition of something already done. But for a game which reveales a story that's even experienced as a moral story, a fable even, replaying old saves is a way to delve deeper into the conflicts, the parables and the lessons of fiction, and hence absolutely a way to learn... even if there are levels and new skills and objects to be gained on the way.
However, Linderoth does actually say something along these lines:
But I find that he loses sight of this in his final words:
First, learning is very much about repetition. You learn how to do a certain task, and then you drill that task until you can repeat it easily and quickly. This is how you learn how to do maths, how to play instruments, how to read and write. Each repetition is simple and non-challenging.
Next, you gain new affordances all the time, as you learn. When you have repeated one piece of music until you know how to play it, you get a new set of notes. Perhaps you get to play together with people with different instruments. You get to play in some new spot. Boring repetition leads to increased skill, new affordances and new achievements. You do actually gain levels, and you are not stuck on the same limited board with the same game-pieces for the rest of your life. Rather, if you keep repeating the same things without gaining new affordances, in real life you're stuck on a corner of the game board, without looking up to see that you're just playing a tiny part of the game.
Still, I think that Linderoth's article is very important for developing pedagogic games. I just agree with him on a different premise. I agree because what educators need isn't a virtual representation of how the world really is, but a way to see how pupils perform at a certain set of tasks given limited affordances. For this the games Linderoth promotes would be just perfect.
I had heard about and disagreed with this article several times before publishing, but reading it I am almost inclined to agree with it. Linderoth points out that there are two ways to gain skills in games. One is by learning to jump better, learning to think more tactically than the opponent or in some other way use the resources at hand better. The other way to gain skills in games is by doing repetitive tasks until you are rewarded with a level, an object or some other affordance that makes your avatar stronger. In short: he makes a clear distinction between what you learn as a player, and what affordances your avatar gains.
So far I am with him, and I think it's a very important consideration. The general belief that games make learning easier is severely flawed. The most important flaw is however in my opinion the belief that games makes it easier to teach what is on some curriculum. I don't know about the rest of the world, but here in Norway we have certain things pupils are supposed to learn each year, and their progress as well as the success of the teachers and the educational system is measured by how well they are able to learn these particular things. Outside of those skills, what the pupil or student learns doesn't count. So if you learn how to dance salsa really well, that does nothing for your grades in mathematics.
Games tend to teach you how to salsa, when what you should have learned is to do maths. If you don't want the game to teach salsa, you have to remove all options for dancing, and only leave options for mathematics. Linderoth describes his argument of the relationship between affordances and skills:
What I aim to illustrate is that a game system can be designed in such a way that you can progress in the game to a certain degree without adapting yourself to the system. A system that means that a gamer can succeed without the effort of mastering gaming skills. Phrased in a more theoretical way this is an issue about how new affordances are introduced in the gaming activity (p 10).
So, to sum up the argument - somewhat brutally, I admit: in order to learn something from a game, or develop as a gamer, the game should have static affordances. No new skills with new levels, no new tools, no gold or achievements, only you and your skill. Most common games which are typical agôn games are like this. They take you to the arena, read you the rules and give you your game-piece. Then it's just you, the board and your fellow gamers, and nothing changes within that frame.
Games where you can gain affordances simply by working diligently at simple tasks are, according to Linderoth, not games from which you can learn anything.
In the light of Scott Rettberg's article on "Corporate Ideology in World of Warcraft," in Digital Culture, Play and Identity, this is an interesting claim. Rettbergs argument is that exactly the grinding aspect of World of Warcraft is what makes it an ideal training ground for capitalist work ethics (p. 32). So, on the one hand you don't learn anything from grinding, on the other hand it's perfect training for many of the positions you can expect to hold as an employee today.
Now, Rettberg's argument gives strong ideological reasons to adapt Linderoth's position on games with non-static affordances, but I am still not totally convinced. The reason is that both in World of Warcraft (Rettberg) and World of Conflict (Linderoth), personal skill is the most important feature for satisfying gaming.
Most players who play a game with levels more than once, learn how to use levelling as just another fixed affordance, and so learn to become better at it, do it quicker and with better results. You can use levelling processes to learn more about the story of the game, hence use it to gain narrative satisfaction, or you can aim at aquiring particularly useful objects which you will then not have to return for later.
The problem with Linderoth's argument, where increased skill and new tools and resources pull in different directions, is that this conflict is just skin deep. For the players who play through a game that demands leveling more than once, the apparently increasing affordances they gain access to become fixed. There are just that many quests, just that many abilities, just that many levels, and that is what you have to play with. Yes, it takes longer to reach that point, and players who think a game ends just because they have reached a certain level, may feel that it's all about grinding. But players have other experiences from games of progression. The game researcher Kristine Jørgensen at the University of Bergen recently wrote a glowing description of her experiences with the new game Dragon Age: Origins, and all who have followed her descriptions of the play process on Facebook know that she is planning to go back to old saves in order to explore the game much further.
Now, we can argue that exploring old saves does not lead to learning, as it's just about repetition of something already done. But for a game which reveales a story that's even experienced as a moral story, a fable even, replaying old saves is a way to delve deeper into the conflicts, the parables and the lessons of fiction, and hence absolutely a way to learn... even if there are levels and new skills and objects to be gained on the way.
However, Linderoth does actually say something along these lines:
The relationship between the player’s skill and progression in using tools and resources is not something fixed, but rather fluid. In one and the same game there can be moments that require more or less skill. It is not as simple as saying that just because a game introduces new tools and resources the player never has to develop her or his skill (p. 12).
But I find that he loses sight of this in his final words:
Games and education have completely different conditions. While games are designed to make players happy, educational practices are legitimate as long as they offer students the opportunity to learn something. To design educational tasks where you can succeed by just waiting and doing some extremely simple, non-challenging activities is hardly appropriate. That would be like giving someone on a diet a set of scales that showed weight loss without the person actually loosing any weight. Maybe the things that make a player motivated while playing games neither can nor should be brought into schools (p. 17).
First, learning is very much about repetition. You learn how to do a certain task, and then you drill that task until you can repeat it easily and quickly. This is how you learn how to do maths, how to play instruments, how to read and write. Each repetition is simple and non-challenging.
Next, you gain new affordances all the time, as you learn. When you have repeated one piece of music until you know how to play it, you get a new set of notes. Perhaps you get to play together with people with different instruments. You get to play in some new spot. Boring repetition leads to increased skill, new affordances and new achievements. You do actually gain levels, and you are not stuck on the same limited board with the same game-pieces for the rest of your life. Rather, if you keep repeating the same things without gaining new affordances, in real life you're stuck on a corner of the game board, without looking up to see that you're just playing a tiny part of the game.
Still, I think that Linderoth's article is very important for developing pedagogic games. I just agree with him on a different premise. I agree because what educators need isn't a virtual representation of how the world really is, but a way to see how pupils perform at a certain set of tasks given limited affordances. For this the games Linderoth promotes would be just perfect.
Tuesday, November 10, 2009
In memory
Suddenly they are cool again, all the things my parents did way back when. And today the lovely Serena shared a link with me, for something which reminds me particularly strongly of my mother. We have inherited hundreds of bottles of the stuff. This summer I just might test if any of it has survived.
Monday, November 09, 2009
Meta-blog post, since it's been a while
I am no longer blogging as actively as I did, and I am glad of it. As Alex Halavais predicted, in five years we'd be embarassed by having been really active bloggers. Well, it's not that bad, but I see that both my own writing and the structure from the technology has changed since 2001.
I blog more about events now, travels, conferences, meetings, and less commentary and opinions, also, a lot less from my private life. Oh, it's all still there, but it has changed, become toned down. Partly this is caused by a couple of rather upsetting events, where the weblog became focus for actions that spilled over into other media, and led to an overwhelming feeling of professional and personal isolation here, at this small college. I still don't think it was possible to avoid what happened, but I might have been able to do some more damage control. Or not. Who knows.
Also, my personal life is a lot more boring now. What do I do? I work, travel to conferences and occasionally on a vacation, and spend the evenings working, doingchores or playing WoW. Yes, I still do that. I tried to swap to Age of Conan, but the lag killed my interest. I just ordered Dragon Age, perhaps playing single-player games for a while will help. Also, I am healthier, the result of watching what I eat, working out and not obsessively writing a book or thesis, and plain health is boring. I don't even have anything to whine about. From January I'll also be free of the administration of the PR, communication and media education (new name since this autumn), which will hopefully lead to more time for reflection and creativity around the topic of social media. The dean wants me to plan a couple of courses as a start. I'd like that, to be able to teach what I research.
And I think facebook has changed my blogging, too. A lot of the general commenting and tracking has moved from here to there. Oh, and then there's the forskning.no weblog, where I put the more researched blogposts on games. It's in Norwegian, so I don't double post it. Now, considering, that's too bad. I should at least link those posts.
Anyway, that's what's going on here. I am not going to promise the posting will pick up. I am actually quite happy with my online/offline balance at the moment.
I blog more about events now, travels, conferences, meetings, and less commentary and opinions, also, a lot less from my private life. Oh, it's all still there, but it has changed, become toned down. Partly this is caused by a couple of rather upsetting events, where the weblog became focus for actions that spilled over into other media, and led to an overwhelming feeling of professional and personal isolation here, at this small college. I still don't think it was possible to avoid what happened, but I might have been able to do some more damage control. Or not. Who knows.
Also, my personal life is a lot more boring now. What do I do? I work, travel to conferences and occasionally on a vacation, and spend the evenings working, doingchores or playing WoW. Yes, I still do that. I tried to swap to Age of Conan, but the lag killed my interest. I just ordered Dragon Age, perhaps playing single-player games for a while will help. Also, I am healthier, the result of watching what I eat, working out and not obsessively writing a book or thesis, and plain health is boring. I don't even have anything to whine about. From January I'll also be free of the administration of the PR, communication and media education (new name since this autumn), which will hopefully lead to more time for reflection and creativity around the topic of social media. The dean wants me to plan a couple of courses as a start. I'd like that, to be able to teach what I research.
And I think facebook has changed my blogging, too. A lot of the general commenting and tracking has moved from here to there. Oh, and then there's the forskning.no weblog, where I put the more researched blogposts on games. It's in Norwegian, so I don't double post it. Now, considering, that's too bad. I should at least link those posts.
Anyway, that's what's going on here. I am not going to promise the posting will pick up. I am actually quite happy with my online/offline balance at the moment.
Thursday, November 05, 2009
Security, risk, crisis
I am in Trondheim at a conference about safety and risk, where I have been invited to be on a panel organised by the Research Council of Norway, who organise their own conference in conjunction with "Sikkerhetsdagene" - the security days. The topic for the panel is media, crisis and panic.
I have to admit this feels a bit out of my field, but when I arrived just in time for last night's dinner, I was greeted enthusiastically by a friend I barely had time to get to know before he left Volda, and since lost touch with, Professor Peter Burgess at PRIO, the International Peace Research Institute of Oslo.
"What are you doing here?" I asked, subtle as ever. "Oh," he responded, "this Norwegian question, how to answer that?" It turns out that these are his people, as the research group he is leading in PRIO is concerned with security. And so it clicked into place, the talks I had noticed him doing earlier, about Security in Europe. Meeting him saved the evening for me, and reminded me why I missed him when he left Volda for other fields. Some people understand what you're talking about, you know. Which, after all, is why we go to conferences: To meet the people who understand what we're saying, and listen to the ones talking our own tribal language.
The panel I am on is quite interesting, in relation to both my teaching and my research. The session is lead by one of Norway's most interesting law and informatics scholars, who is also a science fiction author (yes, this is one of my long-time heroes) Jon Bing (he has wikipedia entries in both book- and new-Norwegian). Leading the panel debate is Eva Bratholm, a former journalist now leading the information department of Norad, Norwegian Agency of Development Cooperation. Then there's Tone Bergan from The Directorate for Civil Protection and Emergency Planning, two full professors, Tore Bjørgo and Rune Ottosen, and ... me.
*smartassed overconfident finishing remark deleted*
I have to admit this feels a bit out of my field, but when I arrived just in time for last night's dinner, I was greeted enthusiastically by a friend I barely had time to get to know before he left Volda, and since lost touch with, Professor Peter Burgess at PRIO, the International Peace Research Institute of Oslo.
"What are you doing here?" I asked, subtle as ever. "Oh," he responded, "this Norwegian question, how to answer that?" It turns out that these are his people, as the research group he is leading in PRIO is concerned with security. And so it clicked into place, the talks I had noticed him doing earlier, about Security in Europe. Meeting him saved the evening for me, and reminded me why I missed him when he left Volda for other fields. Some people understand what you're talking about, you know. Which, after all, is why we go to conferences: To meet the people who understand what we're saying, and listen to the ones talking our own tribal language.
The panel I am on is quite interesting, in relation to both my teaching and my research. The session is lead by one of Norway's most interesting law and informatics scholars, who is also a science fiction author (yes, this is one of my long-time heroes) Jon Bing (he has wikipedia entries in both book- and new-Norwegian). Leading the panel debate is Eva Bratholm, a former journalist now leading the information department of Norad, Norwegian Agency of Development Cooperation. Then there's Tone Bergan from The Directorate for Civil Protection and Emergency Planning, two full professors, Tore Bjørgo and Rune Ottosen, and ... me.
*smartassed overconfident finishing remark deleted*
Friday, October 30, 2009
Sustainability, Participation, Action
Next year's AOIR conference, IR 11.0, is in Gothenburg October 6-9th 2010, and the local chairs are the lovely ladies Ann-Sofie Axelsson and Ylva Hård af Segerstad. They have a program chair who is not quite as lovely, actually a grumpy old bitch, but you know, program chairs need to be the bad guys. I have said yes to that job, and I am looking forwards to it. Ann-Sofie and Ylva are both very enthusiastic about making a conference that aims at the future, and while I tend to be a little tentative about the future I desperately want there to be one. I do however think we need to cooperate if we want a future, and we need to act - preferably in some sort of agreed way.
The CFP isn't done yet, but will be soon now, as the Super Scandinavian Consortium is on its feet and cooperating. It can't get better than this: A Norwegian to mess things up by asking importune questions, and two Swedes to cover over and make things run smoothly after all. And if you don't get that last reference, you're not Scandinavian, and have a long way to go yet...
But you can start with a trip to Gothenburg! See you all there in 2010!
The CFP isn't done yet, but will be soon now, as the Super Scandinavian Consortium is on its feet and cooperating. It can't get better than this: A Norwegian to mess things up by asking importune questions, and two Swedes to cover over and make things run smoothly after all. And if you don't get that last reference, you're not Scandinavian, and have a long way to go yet...
But you can start with a trip to Gothenburg! See you all there in 2010!
Thursday, October 29, 2009
Me, feminism, again
I was asked to be part of a panel with a group of wonderful scholars, all female, for a conference next year. It was a very flattering request, and, weak soul that I am, decided that I wanted to be part of it the moment I read "I have been teaching your work." I mean - somebody uses my work in classrooms. Gosh, that's as close to immortality as I ever expect to come.
Anyway, I dawled a little over the response, because I am always stunned when I find that people think of me as a feminist. I think I am just a humanist, a person who happens to be female, but who cares about the system within which we all live. I think of my work not as restricted by gender or viewpoint, I am studying players and I study them independent of their gender. At the same time I am very aware that gender influences them, as players, and it influences me, as a researcher.
In a way, when I see myself presented as a feminist scholar I have a flashback to a conversation with my daughter. Her teacher had rounded on her saying "you, who are Torill's daughter, can't have such ignorant opinions of gender!" My daughter was truly upset, because she didn't understand what she had done wrong. It took a long conversation to try to make sense of it. Our final conclusion was that my daughter's role models as a woman are me and my four very strong sisters.
What do the other four do? One runs a successful export/import firm, another has an expanding business of design and craft on top of teaching, one is a well respected artist, and the fourth has her heart and attention on leading live-action role-play games, one of the few female GMs in Norway. We always did what we wanted, despite gender, class, culture, economy, ethnicity and geography working against us. Actually in that mix of obstacles we ignored, gender was just another issue. Between the five of us, my bright and wonderful daughter had never even considered that she couldn't do just what she wanted.
By the time my daughter and I had come around to that, we had agreed that yeah, we were feminists, because if we were to isolate gender from the rest of the soup that influences humanity, then we were definitely, she and I, on the feminist side. We just were a little handicapped when it came to seeing the specifically gender-related topics.
Now, I'd be a bad feminist if I didn't tell you about my son and how he taught me about gender studies. You see, he is the one who dwells on gender issues, explores the limitations and affordances of masculinity, questions, criticizes and discusses them. But that's for some other time.
Anyway, I dawled a little over the response, because I am always stunned when I find that people think of me as a feminist. I think I am just a humanist, a person who happens to be female, but who cares about the system within which we all live. I think of my work not as restricted by gender or viewpoint, I am studying players and I study them independent of their gender. At the same time I am very aware that gender influences them, as players, and it influences me, as a researcher.
In a way, when I see myself presented as a feminist scholar I have a flashback to a conversation with my daughter. Her teacher had rounded on her saying "you, who are Torill's daughter, can't have such ignorant opinions of gender!" My daughter was truly upset, because she didn't understand what she had done wrong. It took a long conversation to try to make sense of it. Our final conclusion was that my daughter's role models as a woman are me and my four very strong sisters.
What do the other four do? One runs a successful export/import firm, another has an expanding business of design and craft on top of teaching, one is a well respected artist, and the fourth has her heart and attention on leading live-action role-play games, one of the few female GMs in Norway. We always did what we wanted, despite gender, class, culture, economy, ethnicity and geography working against us. Actually in that mix of obstacles we ignored, gender was just another issue. Between the five of us, my bright and wonderful daughter had never even considered that she couldn't do just what she wanted.
By the time my daughter and I had come around to that, we had agreed that yeah, we were feminists, because if we were to isolate gender from the rest of the soup that influences humanity, then we were definitely, she and I, on the feminist side. We just were a little handicapped when it came to seeing the specifically gender-related topics.
Now, I'd be a bad feminist if I didn't tell you about my son and how he taught me about gender studies. You see, he is the one who dwells on gender issues, explores the limitations and affordances of masculinity, questions, criticizes and discusses them. But that's for some other time.
Wednesday, October 21, 2009
Why I really should read CFPs more closely
I just finished an article I am now quite happy with and would love to see published, on player ethics and pleasure in games, and enthusiastically I looked up the CFP of the magazine I was asked to contribute to, in order to see where I should send it.
I have written 7000 words too much.
I can cut 2000, perhaps 3000 if I really go through and remove all redundancy (I probably should do anyway), but reducing the paper by more than half?
BTW: Cutting is going fine. Not even sarcastic about that! I may not make all 7000, but it's really useful to start killing darlings! It's an important part of the process, as well. What comes out at the other end will be the important material. At least I hope so!
I have written 7000 words too much.
I can cut 2000, perhaps 3000 if I really go through and remove all redundancy (I probably should do anyway), but reducing the paper by more than half?
BTW: Cutting is going fine. Not even sarcastic about that! I may not make all 7000, but it's really useful to start killing darlings! It's an important part of the process, as well. What comes out at the other end will be the important material. At least I hope so!
Wednesday, October 14, 2009
Freddo!

What you're looking at here is an image from the Norwegian weather site yr.no, showing the weather in Urbino for 48 hours. The temperature is about the same as in Volda, and if you notice the dip in the red line towards the slightly thicker line, Friday it's coming frighteningly close - that means it falls down almost to freezing. There's snow in the mountains in the distance (luckily, note distance), and I have been shopping for warm clothing. I now have a very exclusive italian wool jacket made in Toscana, and the cap and gloves I put into the bag when I got on the plane out of Norway, not planning to use until I got back, are actually getting use!
Email issues
If you have sent me an email to the hivolda.no address and not gotten a response, that's because for some reason when using webmail from the University of Urbino's network I only get to look at mails there for about 60 seconds, then I get kicked and need to relog. Although I can't just relog, I have to restart the browser, then relog. This means that for every minute spent reading mail, I spend two - three relogging. So, if it's really important, make sure to mark the mail urgent or, if you're one of the people who know my gmail address, please use that.
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