The Dark Bailout

Surely this is the clearest and most direct take on the current plans by the US government you will see today:

[Via]

Annotated Links of Interest: September 25th 2008

Links of interest for September 24th 2008 through September 25th 2008:

  • ‘Heroes’ Causes BitTorrent Boom [TorrentFreak] – “An example of the BitTorrent traffic boost was reported yesterday, as Mininova got 10 million downloads in a single da. A record breaking figure, in part thanks to the debut of ‘Heroes’ and several other shows. Other BitTorrent sites report a similar increase in traffic. It’s Heroes that breaks all the records though. Our statistics show that, across all BitTorrent sites, the two episodes from Heroes’ season opening were downloaded well over a million times each – in just one day. The vast majority of the downloads come from outside the US (92%), where shows usually air weeks, months or even years later. The show was downloaded the most in the UK (15%), where the official season opening is scheduled for October 1st. Canada, France and Australia complete the top 5.” (Which is really interesting to compare with the US domestic TV viewership was down 25%.
  • Banned for keeps on Facebook for odd name [The Age] – “Facebook users with even slightly unusual names beware: your account can be suspended by the site’s draconian administrators without warning and your personal information held to ransom until you show them a government-issued ID. That reality was made all too clear for Sydneysider Elmo Keep this month when she tried to login to her account and was told she was banned for violating the site’s terms of use. She is the latest in a string of people to be banned from the site without any prior warning or recourse because Facebook believed they were not using their real names. … This and countless other questionable rules has led some to sound the alarm on the dangers of entrusting one’s online identity to Facebook and relying on it so heavily for social interaction.” (Run with the irony: this post has an “add to facebook” button at the end of the page!)
  • Spore copyright control relaxed [BBC NEWS | Technology] – “Video game maker Electronic Arts has loosened copyright protection for the newest release of its game Spore. Released earlier in the month, the game received a flurry of complaints about a restriction that meant the game could only be registered to three computers. That restriction has now been raised to five computers, which the company says should account for all legitimate uses. The company has also addressed the complaint that each copy of the game only allows one player to use it. ” (A step in the right direction … a small step, I should add, but it would be Spore suicide for EA not to learn from the Amazon one-star anti-DRM protest!)
  • Doh! Cartoons pulled from Russian TV [ABC News (Australian Broadcasting Corporation)] – “Pornographic, extremist and immoral – that’s how Russian prosecutors are describing popular US cartoons like The Simpsons, Family Guy and South Park. The channel that carries them has been forced to suspend broadcasts of the offending programs pending legal action. On Wednesday (local time), a meeting of a government monitoring agency could take channel 2×2 off the air.” (I wonder how long it will take before South Park is advertised with the tagline “Pornographic, extremist and immoral – Russia”?)
  • Priceless! (Microsoft Ad Campaign Made on Mac [Flickr] – “The new microsoft ad campaign includes photos in their website www.microsoft.com/presspass/windows/imageGallery.aspx made in a mac! Hilarious! A good story around this issue by Daniel Eran Dilger at this link.” (More in The Age.)

Building Open Education Resources from the Botton Up

Hello to everyone at the Open Education Resources Free Seminar today in Brisbane. I’m sorry I couldn’t be there in person today, but for those who were there – and anyone else interested – my short presentation ‘Building Open Education Resources From the Bottom Up: How Student-Created Open Educational Resources Can Challenge Institutional Indifference‘ is embedded here:

My apologies for the few glaring typos in the slides – it’s a good argument against recording a presentation at 1am in the morning! Any comments, questions or thoughts either from folks at the seminar, or from anyone else, are most welcome!

Update: If you’re just after the powerpoint slides, you can now view or download them on Slideshare.

Spore, or: The Battleworm 4000 (and kids…)

So, there has been a lot of talk about Spore since it’s initial release almost a fortnight ago and since I’m in the middle of a series of lectures for our new gaming based unit in Communication Studies, I figured I should definitely try it out.  I’m still thinking all of the logistics through, but one thing is clear from the outset: while Spore does have a win-condition (unlike The Sims which is basically endless), it’s not a game, it’s a toy.  Or, rather, it’s not overly satisfying as a game (the gameplay is, to be frank, not all that exciting), but as a toy to build cellular organisms, new species and even space-faring civilisations, it’s absolutely brilliant. Also, even with the weirdest creatures, Spore makes everything cute.  To justify that point, I’d like to introduce one of my species, the Battleworm 4000:

And make sure you watch the video all the way through to meet the kids!  More on Spore, I’m sure, in the coming weeks …

Pew Videogames Study Shatters Myths About Teens and Gamers!

start_game

The Pew Internet & American Life Project recently released a very significant survey which really challenges many popular preconceptions and myths about videogames and the impact of game play on young people.  One of the most important findings is that any stereotype of the typical video game player seems pretty much useless, because almost all American teens, in all their diversity, play videogames:

  • Fully 97% of teens ages 12-17 play computer, web, portable, or console games.
  • 50% of teens played games “yesterday.”
  • 86% of teens play on a console like the Xbox, PlayStation, or Wii.
  • 73% play games on a desktop or a laptop computer.
  • 60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy.
  • 48% use a cell phone or handheld organizer to play games.
  • 99% of boys and 94% of girls play video games.

Nor is there one dominant gaming type or genre:

The five most popular games among American teens are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. These games include rhythm games (Guitar Hero and Dance Dance Revolution), puzzle/card games (Solitaire), and sports games.

Likewise, rather than being isolating, gaming is actually a primarily social experience for many teens:

For most teens, gaming is a social activity and a major component of their overall social experience. Teens play games in a variety of ways, including with others in person, with others online, and by themselves. Although most teens play games by themselves at least occasionally, just one-quarter (24%) of teens only play games alone, and the remaining three-quarters of teens play games with others at least some of the time.

  • 65% of game-playing teens play with other people who are in the room with them.
  • 27% play games with people who they connect with through the internet.
  • 82% play games alone, although 71% of this group also plays with others.

It was also reassuring that most parents monitor what sort of games their kids play, at least in the earlier years, and most parents did not find any correlation between videogames and anti-social or violent behaviour in teens:

  • 90% of parents say they always or sometimes know what games their children play.
  • 72% say they always or sometimes check the ratings before their children are allowed to play a game.
  • 46% of parents say they always or sometimes stop their kids from playing a game.
  • 31% of parents say they always or sometimes play games with their children.
  • 62% of parents of gamers say video games have no effect on their child one way or the other.
  • 19% of parents of gamers say video games have a positive influence on their child.
  • 13% of parents of gamers say video games have a negative influence on their child.
  • 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game.

One of the other major findings was that games tended to be played socially (ie with others) more than in isolation, and that gaming communities tended to make teens socially and politically active! If you’re in any way interested, I’d encourage you to look at the report yourself (PDF link); it’s already getting decent media coverage. Meanwhile, the BBC also reports that a huge study of EverQuest II players discovered that they were neither obese nor was their Body Mass Index (BMI) any higher than the norm (actually, it was a little lower).

[Photo: ‘I … Will Help … My Friends’ by _mpd_, CC BY NC SA.]

Remarkable Remixes

The winners of Total Recut’sWhat is Remix Challenge 2008’ competition are in, with many outstanding examples each showing strengths technical, political or just plain entertaining.  For me, though, those that most directly engaged with the politics and practice of remix were the most inspirational; from the top ten, my favourite three were …

In second place in the competition, right on the boundary between the still and moving image, is “Composition” by Jata Haan:

Two things stood out for me with this video: firstly, that all the images, and music, Haan used were licensed under Creative Commons (more that 100 images); and secondly, that, quite literally, this remix showed that digital tools and creativity can bring previously static material to life!  Also, as odd as it is, I quite like the Sydney Opera House.

A lot shorter, and in fifth place in the competition, is “Remix Culture” by Sylvia Koopman:

Koopman’s remix is short, pithy and directly to the point.  It also highlights the joys and perils of fair use, when the the ratio of remix to credits is about 3:1!  It’s worth noting that Koopman is still in high school and posts a lot her other remix work on YouTube.  I think she must be one of those digital natives we keep hearing about! 😉

The last clip I want to mention is Ricardo Carrion’s ‘Remix Culture II’:

Carrion’s piece is probably the most useful in really “explaining” remix culture and certainly has some fun with older science footage and science fiction. As with many in the competition, though, I would have preferred more detailed credits on Coopman’s work.  One of the missed opportunities with these remixes was the chance to have ready-to-click credits so that others could easily take a look at the source material and take a whirl at creatively remixing it themselves. I should add that DJ Le Clown’s ‘Xmas in New York City’ which won overall was certainly showed a lot of talent and is technically impressive; it’s just not in my favourites because the actual content remixed is largely unexciting to me (no, not a Sinatra fan, I’m afraid)!  If you’re inspired to make your own remixes, take a look at the resources that Total Cut highlighted for entrants to this competition.  Everything you need to get inspired, and started, is either above or right there! 🙂

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