chronovore: (Default)
A little bit ago there was some concern about LoudTwitter's privacy policy so I deleted my account from their servers; [livejournal.com profile] nattotastic followed up on it with the developer, and received a reasonable response and action on it from them.

I'm not reinstating LoudTwitter, but I think this is news worthy of a follow-up post.
chronovore: (Default)
The Myth of the Media Myth: Games and Non-Gamers | MetaFilter:
I've been outside. It's overrrated.

Traditionally Outside receives extremely high ratings by those who like to see others play it, and these people are in many cases comfortably ensconced Inside themselves. Outside was released many years ago, it was in fact the first massively multiplayer game, and yet it has always managed to avoid the double-edged Retro tag. In its favor, continual user updates have kept Outside current; there are always new things to see and do Outside. Participants are permitted, to some extent, to modify their own areas of Outside, which is a large part of the fun of the game. However it seems that in the end one is modifying Outside largely for the sake of it, and having done it, there is a distinct feeling of "now what?"

In terms of the traditional target age content metrics, Outside is remarkably high in sex, violence and challenges to traditional values, despite the strong child-focussed marketing it receives. Many would go so far as to say that for a child to develop the ability to cope with Outside is essential, as long as the harm incurred is not too debilitating. Children injured playing Outside are usually comforted by parents, and soon encouraged to go Outside again; this leads to the conclusion that somehow Outside has escaped any and all of the usual moralizing that surrounds the videogaming industry. One might say that Outside gets a free pass from the Jack Thompsons of this world.

That aside, how does Outside actually rate? Read more... )
chronovore: (Default)
Flow (psychology) - Wikipedia, the free encyclopedia:
Components of flow
Csikszentmihalyi identifies the following as accompanying an experience of flow:
  1. Clear goals (expectations and rules are discernible and goals are attainable and align appropriately with one's skill set and abilities).
  2. Concentrating and focusing, a high degree of concentration on a limited field (a person engaged in the activity will have the opportunity to focus and to delve deeply into it).
  3. A loss of the feeling of self-consciousness, the merging of action and awareness.
  4. Distorted sense of time, one's subjective experience of time is altered.
  5. Direct and immediate feedback (successes and failures in the course of the activity are apparent, so that behavior can be adjusted as needed).
  6. Balance between ability level and challenge (the activity is neither too easy nor too difficult).
  7. A sense of personal control over the situation or activity.
  8. The activity is intrinsically rewarding, so there is an effortlessness of action.
  9. People become absorbed in their activity, and focus of awareness is narrowed down to the activity itself, action awareness merging (Csikszentmihalyi, 1975. p.72).
Not all are needed for flow to be experienced.
chronovore: (Default)
Videogames Make Better Horror Than Hollywood:
The fact is, I like to be scared out of my wits. I'm one of those wimps who is easily spooked yet generally enjoys the sensation. So ever since I was a kid, I've loved good horror movies -- I'd turn out the lights freak myself out with classics like Halloween, Friday the 13th or The Exorcist.

Yet here's the thing: For several years now, I've found that my favorite horror experiences aren't coming from movies any more. They're coming from games. [full (short) article at Wired]
interstice - Wiktionary:
interstice (plural interstices)
1. (noun form very rare): a small opening or space between objects, especially adjacent objects or objects set closely together, as between cords in a rope or components of a multiconductor electrical cable or between atoms in a crystal. "The part that is not there."
Quotation: (1999) "That he ran the risk of blowing out the stained-glass windows was of no consequence since no one liked them anyway, and the paper mill fumes were gnawing at the interstitial lead." - Neal Stephenson, Cryptonomicon
Interstitial art - Wikipedia:
Interstitial art is a term first coined in the 1990s, and increasingly popularized in the early 2000s, that refers to any work of art whose basic nature falls between, rather than within, the familiar boundaries of accepted genres or media, thus making the work difficult to easily categorize or describe within a single artistic discipline.
Jeremiah Tolbert - But Wouldn't It Be Cool?: Story Thought of the Day:
To motivate a character from happiness, take away something that makes them happy, and they will go after it. Make it harder and harder to get. In the end, give them what they really want, not what they think they wanted. But only if they gave up something else in return. No victory without sacrifice. That is the holy math of story. No success without change.
chronovore: (OMFG)
yukihime.com » this was supposed to be the future: [livejournal.com profile] avestal 's actual blog:
Media scholar Henry Jenkins recently published an article about residual media–outmoded views of the future from a point in the past. Think of the ceramic spires of the 1939 World’s Fair, or the relentless utopias of 1950’s pulp SF. These futures are now generally viewed as overly silly or optimistic, given our wildly divergent present.
(...)
This recent, growing interest in the paleofuture is hardly surprising. As our unimagined future compresses to a single point, the weight of our memories grows ever more dominant. It’s so hard to create new dreams; how much nicer to relive the warmth of old ones! Subgenres like steampunk and alternative history play to this sense of inverted sensibilities; instead of optimism about what will be, we’re now nostalgic about what wasn’t; with a future devoid of promise, we take refuge in the past.
Brilliant.

I'm tempted to crosspost this to [livejournal.com profile] gameblather because it relates to not just SF in books/TV/film, but how we roleplay in it as well.
chronovore: (Default)
Meet the "users": We don't talk, we don't like you, we just want to play:
I'd like to introduce you to one of the more unknown tribes in the online community. We rarely talk about them because they're not as annoying as the griefers or as rampant as the "I have to take a bong hit now" people on Xbox Live, but they're out there. I'm ashamed to say I'm one of them. We're users. We don't hook up our headsets, we mute your voice, and we just play the damn game. We're not here to make friends, and if you extend an invite, it will just get rejected. We rarely leave feedback. For us online gaming isn't social; most people on Xbox Live aren't worth being social with. You may be on the other end of the line chattering away about the game, but we're not listening.

rest of essay )
chronovore: (don't make fun of me)
del.icio.us has added "bundles" to their "tag" function - essentially, you can tag-your-tags.

I've been utterly out-virgoed.

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