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Wednesday, January 23, 2013

The Constructive Potential of Video Games

The Assignment:
Read McGonigal Ch. 7-10

In these chapters a very intriguing discussion is had. We as a general public have fallen into the assumption that video games are destructive in nature, perhaps because of the misuse of them and their tendency to be a commonly blamed "distraction" for kids. However in doing this we neglect to see their potential for enhancing our personal happinessacademic systems, and social lives.
This is the argument McGonigal makes in these chapters. She gives numerous examples of how video games, or more specifically alternate reality games (ARG's) can provide stimulation that operates on multiple platforms. I agree with her that technology like ARG's can be programmed as an instructional, or motivational aide.

1. Life improvements aided by alternate reality games
  • The first example McGonigal gives, which demonstrates the very clear conversion of digital based participation with real world participation, is "Chore Wars." This program is described by the creator to "...inspire everyone to do more housework, more cheerfully, than they would otherwise." 
  • The intent here was to re-contextualize house work as a means of "leveling up." Like the work usually done within a video game, e.g. dodging threats, solving mazes, etc., housework becomes another feat of the mind, only this time you can still see the results when you finish the game. 
  • By incorporating a task like housework into the game, the creator not only gives the player a reward, but makes an unpleasant task genuinely rewarding. 
2. Alternate reality games are based in reality
  • Far from what some people would think, ARG's aren't played by lonely soles in the basement of their mother's house. Rather, they're played in the real world. In some games, for example the one McGonigal used where players look out for "lovers" and "dancers," a players location can be tracked with a mobile or other electronic device. 
  • This dynamic environment gives the player an experience unmatched by any other game. Curiosity and  excitement become realized when participants know another player is in the area, perhaps close, very close! Too close! And then they either get demoted or brought up a level. 
3. Lasting results: "happiness hacking"
  • Video game psychology is much like that of medical psychology. It is intended to give you the skills, even if those skills are simple things like dancing more often, to be happy and get the most out of your life. 
  • While ARG's may "trick" the players into doing things intended to be beneficial for the player, it's almost a foolproof bet that the player can only benefit from the action/ task, and that the "trick" won't go awry. 
  • This type of "hacking" is not the computer hacking you might be thinking of. Instead it's a type of hacking that utilizes technology to work with the mind and improve happiness. In the words of McGonigal, "Finally, there's a self-help problem that isn't unique to the science of happiness: it's easier to change minds than to change behaviors." 
 


Tuesday, January 22, 2013

Creating a Fictional Character

Prompt: Who is this fictional Character?
What Questions do you have about the assignment?

My fictional character, which will be created using the blog Life on Mars, is built with the intention of making the audience question the identity behind the character.
The character's basic traits are that he's

1. A 35 year old man
2. Living on Mars, believes he lives on Mars, or is creating an apocalyptic scenario in which one day he will need to live on Mars- This will be up to the audience.
3. Tracking daily challenges/ experiences on this blog.

My questions about the assignment are- what's the endgame here? or will that be revealed at the conclusion.


Monday, January 21, 2013

Anonymity

In response to these articles on the hacker group "Anonymous" 

Anonymous 2011



People seem to have a hard time defining Anonymous, and this may be beneficial to the group. Because the public is never sure how extreme they are, Anonymous maintains their shock factor- an effect responsible for their high publicity. 

I won't try and pinpoint their endgame, but there seem to be some transcendent characteristics here.  First, Anonymous is not malicious at the core. While they do aim to deface their targets, their actions seem to be driven by a dedication to upholding morals. Much like a police force, they act as a digital police. Although they go to extreme measures to humiliate their targets, it could be easily argued that their actions are appropriate. 
Public shaming is how Anonymous breaks down their target. 
It is not with physical incarceration that they sentence, but through mental "motherfuckery." 
Be not mistaken however, Anonymous does not masquerade as (get it) "your personal army." (149) They're devoted to their standards, and theirs alone. These which include freedom of information, basic human decency, and to put it simply, power of the people. 

Anonymous' massive presence makes me question the very premise of anonymity online. 
Ironically, this group or pseudo group is made up of anonymous individuals, which together has created a distinctive if not perplexing persona. The fact that Anonymous' anonymity (forgive me) is what gives them power, speaks to the potential of individuals with false identities. 
It's absolutely true that dishonesty online is possible, and Anonymous seems to abhor this behavior. However, an "organization" with undeniable social influence, media presence, and effective intimidation tactics, which is somehow still anonymous in terms of its inner workings, seems to me like the poster child of fabrication.  

Perhaps the question is: when is anonymity appropriate? As previously stated, I do not think Anonymous has malicious intent. Unfortunately, many anonymous persons do. 
Anonymity, when regarding personal information, is possible for individuals and groups. Anonymous has maintained a presence that is singular rather than divided, besides a few members that were exposed. Their specific anonymity is important because they aim to drive things forward, and expose those they deem worthy.  It's important that the power accompanying anonymity is not overstepped, but that as we've seen is not always the case. 



Thursday, January 17, 2013

Who I am online

I try to keep my online persona as honest as possible. Through websites such as facebook, tumblr, and gmail, I organize my life, interests, and pursuits. These online mediums are helpful in maintaining a digital and social presence, and often lead to real- world results.
My presence online allows me to present a cumulative image that is accurate to myself; one that would not be obvious or immediately palpable in person. I do consider facebook to be an area that is casual and social, but am not operating under the delusion that potential employers won't look to that for a profile. 
Probably the most frequent use of online sites is geared towards my interests and personal life, while the remaining effort is given to professional pursuits.