April 12, 2013
More fundamental than this, though, is the very particular worldview that animates all the SimCity games. The world Wright gives his players is one defined by a constant flickering interplay between progress and equilibrium, a gentle utopia of possibility. Decay is never a real threat. His cities never die, and if left to their own devices they pretty much go on as they were. The closest thing to failure is a genial sort of rut, an inability to make the city grow and progress the way you’d like; excepting perhaps the aftermath of a nuclear power plant melting down, there’s never an irreversible collapse. Without extreme, juvenile levels of incompetence, you can’t fail to make or maintain a city, you merely fail to make that city great. It’s a commonplace that many urban planners found their vocation in childhood games of SimCity—and this at least rings true, for the game is nothing if not inspirational. Its world is infinitely soothing, its consistent message one of safety, surmountable challenge, hope, and stability.

The appeal of such fictional peace does have its limits, as it turns out. One can begin to suspect that all thriving cities look pretty much the same, that even the most successful equilibrium is simply boring. The popularity of “disasters”—the calamities, ranging from fires and airplane crashes to, in the more baroque later versions, locust swarms and U.F.O. attacks, that the player can purposely inflict on his city, or allow to occur randomly—bespeaks this creeping boredom. But it points as well to a desire to demonstrate the strength and elasticity of the world’s stability. These disasters are designed to be manageable. There is a never an unfixable problem, never a ruin that can’t be cleared and rebuilt. It is an almost comically American vision, a pure product of the Reagan dream: zero history, infinite future.

— Gabriel Winslow-Yost, SimCity’s Evil Twin, The New Yorker

January 21, 2013

From Halo To Hot Sauce: What 25 Years Of Violent Video Game Research Looks Like | Kotaku

Here’s another question: have researchers successfully isolated violence as the problem here? Or is there another factor at play here?

That’s what Paul Adachi has been asking. Adachi, a PhD student at Brock University, recently published a longitudinal study that he conducted with his professor, Teena Willoughby. They examined 1,492 adolescents over four years, monitoring the kids’ video game habits and measuring how much time they each spent playing different types of games: sports games, racing games, shooters. The kids would then fill out confidential reports about their behavior, answering questions like “How frequently in the past six months have you kicked or hit someone?”

Adachi: “It may not be the violence, it may be the competition in games that is responsible for a link between video games and aggression.” Willoughby and Adachi tracked violent competitive games (ex: Mortal Kombat Vs. DC Universe), violent non-competitive games (Left 4 Dead 2), non-violent competitive games (Fuel), and non-violent non-competitive games (Marble Blast Ultra). What they found was fascinating: it wasn’t violence that triggered aggression; it was competition.

“We found that playing more hours a day of the two types of competitive games did predict aggression over time,” Adachi told me over the phone. “Whereas playing non-violent, non competitive games did not. So that really gets at the idea that, well, it may not be the violence, it may be the competition in games that is responsible for a link between video games and aggression.”

April 5, 2012
Amusement under late capitalism is the prolongation of work. It is sought after as an escape from the mechanised work process, and to recruit strength in order to be able to cope with it again. But at the same time mechanisation has such power over a man’s leisure and happiness, and so profoundly determines the manufacture of amusement goods, that his experiences are inevitably after-images of the work process itself. The ostensible content is merely a faded foreground; what sinks in is the automatic succession of standardised operations. What happens at work, in the factory, or in the office can only be escaped from by approximation to it in one’s leisure time.

All amusement suffers from this incurable malady. Pleasure hardens into boredom because, if it is to remain pleasure, it must not demand any effort and therefore moves rigorously in the worn grooves of association. No independent thinking must be expected from the audience: the product prescribes every reaction: not by its natural structure (which collapses under reflection), but by signals. Any logical connection calling for mental effort is painstakingly avoided. As far as possible, developments must follow from the immediately preceding situation and never from the idea of the whole.
[Theodor Adorno & Max Horkheimer, The Culture Industry, Enlightment as Mass Deception]

Amusement under late capitalism is the prolongation of work. It is sought after as an escape from the mechanised work process, and to recruit strength in order to be able to cope with it again. But at the same time mechanisation has such power over a man’s leisure and happiness, and so profoundly determines the manufacture of amusement goods, that his experiences are inevitably after-images of the work process itself. The ostensible content is merely a faded foreground; what sinks in is the automatic succession of standardised operations. What happens at work, in the factory, or in the office can only be escaped from by approximation to it in one’s leisure time.

All amusement suffers from this incurable malady. Pleasure hardens into boredom because, if it is to remain pleasure, it must not demand any effort and therefore moves rigorously in the worn grooves of association. No independent thinking must be expected from the audience: the product prescribes every reaction: not by its natural structure (which collapses under reflection), but by signals. Any logical connection calling for mental effort is painstakingly avoided. As far as possible, developments must follow from the immediately preceding situation and never from the idea of the whole.

[Theodor Adorno & Max Horkheimer, The Culture Industry, Enlightment as Mass Deception]

Liked posts on Tumblr: More liked posts »