Jens Schroeder

Snobs of Old Europe (Jens Schroeder in Australia)

Behind the scenes of BlogCampaigning, I'm often giving Jens a hard time for not contributing more often. Some of it is good-natured ribbing about how he's lazy, some of it is a little more serious. The reality is that for the past few months he's been busy finishing up his PhD, and is now on a speaking tour of Australia, so I really shouldn't be so hard on him. (Espen, however, has no excuses.)

Part of Jens's hard work has paid off in the form of recognition by the Sydney Morning Herald, which published an excerpt from the abstract of one of his presentations:

"For Europeans, as the Swiss banker father of a friend of mine once said, Australians are the plebeians of the Western world.

"The clichés were presented by the editor-in-chief of the German broadsheet Die Welt, Thomas Schmid, last year in an editorial. He argued that Australia lacks civilisation, everyone is dressed informally, there is a lack of social differentiation and the only thing setting the upper class apart from the middle is its higher income.

"It is an empty place with nothing in the middle—in geography nor identity. These are prejudices Australians have had to deal with almost since the arrival of the First Fleet, a fate they shared with other New World societies such as the United States."

Read the full article here.

-Parker

My Trip to Australia

As you may have noticed, I haven't contributed much to blogcampaigning lately. The main reason is that I was organizing a trip to Australia. Now that I have finished my Ph.D. thesis about the differences in perception of digital games and mass media in Germany and Australia, I'm going to introduce it at several Aussie universities. If there're any Australian readers out there, I'd love to meet you!

I'll be in Queensland from 1 April to 11 April. I'll be giving a presentation at QUT on 7 April (Z2 Block, Level 3, Room 306, Creative Industries Precinct, 2pm – 4pm). Later that day, I'll probably be at the Mana Bar.

From 11 April to 15 April I'll be in Sydney. On 13 April I'll give a talk at the Centre for Independent Studies. It's not game-related, but it'll deal with the question why Europeans often see Australians as the plebeians of the Western world.

On 15 April I'll arrive in Melbourne. I'll be at the University of Melbourne on the 16th, at Monash at on the 19th and at RMIT on the 20th. I don't know the exact times yet, but let's hope I'll be able to get to sleep in.

I'll continue to Adelaide on the 21st. No talks this time, but I'll meet Melanie Swalwell who has done a lot of research on the history of digital gaming in Australia. I'm looking forward to some exciting talks with her. Maybe I'll also get to meet the people behind the Gamers4Croydon party.

On 24 April I'll fly to Perth. My presentation at Murdoch University will be either on the 27th or 28th. Again, some details still have to get figured out.

In the first week of May I'll give a talk at my alma mater, the Gold Coast campus of Griffith University.

And that's pretty much it. For further details check my twitter account, as I'll be posting updates about the times and dates of the talks.

-Jens

Fanboys: These Days' Mods and Rockers

When I was writing about the iPad and technicity, I noticed that the notion of technicity can also be applied to the scourge of the game world: Fanboys, and their hatred of other people's choices. To recapitulate what technicity means: it is an “aspect of identity expressed through the subject’s relationship with technology. Particular tastes and their associated cultural networks have always been marked by particular technologies, e.g., rockers with motorbikes and mods with scooters” (Dovey & Kennedy, 2006).

Technicity comes to stand for identities that are formed around and through technological differentiation. This is even more true for the confusing 21st century where these new allegiances—based on attitudes towards or adoption of technology—seem to offer more critical purchase in representations of technoculture than the old more fixed sureties of class, ethnic or gender identities (ibid.).

Gamers in different countries might have more in common with each other than with other groups in their own country. This is because being a gamer is associated with certain skills and styles:

"The significant aspect of the term of ‘technicity’ is to encapsulate, in conceptual terms, the connections between an identity based on certain types of attitude, practices, preferences and so on and the importance of technology as a critical aspect of the construction of that identity. To be subjects within the privileged twenty-first-century first world is to be increasingly caught up in a network of technically and mechanically mediated relationships with others who share, to varying degrees, the same attitudes/ tastes, pleasures and preferences" (ibid.).

To make this notion a bit more palpable, the aforementioned mods and rockers make a very good example. Mods rode scooters; rockers motorbikes; and they were dead serious about it. To the outsider, both seem like a mode of transportation that will get you from A to B; just like to the outsider there is not much of a difference between an Xbox and a PlayStation. However, as everyone who has seen Quadrophenia can testify to, scooters and motorbikes were serious business. They were an extension of one's personality.

Within a dominant frame—e.g., youth culture, digital culture—different forms of technicity clash. This clash is not about which mode of transportation is better or which graphics are prettier. It's something personal, it's about one's identity expressed by one's gadget choices.

Additionally, and this is something that makes the arguments surrounding game platforms even more intense, games force you to invest much more of your personality. You need skills, you need to decode a game's structure or system—of levels, architectural organization, scoring systems, timing of events, non-player characters’ actions and interactions, etc. Without you, there is no game.

Accordingly, by questioning the purchase of a console you question someone's self in two ways: not only is the person's choice an expression of a "wrong" technicity, and therefore a "wrong" personality, but also the person's investment his or her self in the games is a waste of time. Their practices, their preferences, their skills, their decoding abilities, they themselves are doubted. And they don't take too kindly to it.

This also explains the clashes over platform exclusivity, and the accompanying notions of superiority and disappointment when a title is made available on other platforms. It also accounts for the tendency to compare titles which have been released on several platforms to the very last details. "Yes, it may be the same game, but my technicity is still superior to yours!"—Uh, I mean, "Yo gaylord this game iz much better on PS3, faggotbox cant do shit cuz its de gheyz!"

Kinda makes you long for some good old bank holiday clashes, doesn't it?

-Jens

BlogCampaigning: Movin' On Up

Congrats to a few members of the BlogCampaigning crew: The official notice of Heather Morrison's new position at Sequentia Environics went out (over the newswire, no less) last week, saying that she'll "supervise the daily operations and performances of client service teams." A good move indeed; Sequentia is  a digital communications firm that "focuses on the online relationships between companies and their customers." It's also part of the Environics Group.

In other celebratory news, Jens "Schredd" Schroeder sent me an email last week to say that he handed in his doctoral thesis last Monday. "I can't really believe it's over... " he wrote. "But I suppose you never reach the point where you're convinced that it's the right moment to hand in a project of this size." The paper is titled 'Killer Games' versus 'We Will Fund Violence' :The Perception of Digital Games and Mass Media in Germany and Australia, and Jens is hoping to make it available here on BlogCampaigning sometime soon.

-Parker

Australia's contrary Internet tendencies

Australia is a weird country. Given that the country's broadband is amongst the worst in the developed world, Prime Minister Kevin Rudd announced a plan to build a national broadband network. The ambitious project will take up to eight years, cost $43 billion, create tens of thousands of jobs and will see fibre-optic cable laid out to individual houses.

The fibre-optic network, providing speeds of up to 100 megabits per second, will cover 90 percent of Australians, while the rest will have access to a mix of wireless and satellite connections.

And yet Rudd lost thousands of Twitter followers in the last weeks. What happened?

In a move that somehow contradicts everything the national broadband plan stands for, the federal government decided to push ahead with its internet censorship plan.

Under this scheme a mandatory filter will block sites found on the secret Australian Communications and Media Authority blacklist and blacklists held by other countries. Moreover, a wide scope of content could be prohibited under the proposed filtering regime. As the Australian Google blog explains:

Refused Classification (or RC) is a broad category of content that includes not just child sexual abuse material but also socially and politically controversial material—for example, educational content on safer drug use—as well as the grey realms of material instructing in any crime, including politically controversial crimes such as euthanasia.

As I've pointed out before, the scheme is expensive, ineffective and easy-to-circumvent. It potentially slows down an already slow internet and cripples Australia's competitiveness in the global marketplace. The scope of the planned scheme also sets a precedent for a Western democracy by uniquely combining a mandatory framework and a much wider scope of content.

Similar to the controversy surrounding the introduction of an R-18 rating for digital games, this move seems to be a case of a vocal minority of social conservatives trying to impose their worldview on the rest of society.

One of the first groups to be backgrounded on the results of the filter trial was the Australian Christian Lobby, and not the entire Australian public. It seems the government is concerned about defying those who act as (self-appointed) guardians of community standards.

On the other hand, the censorship scheme does not enjoy the overwhelming support of the Australian public. A poll that was commissioned by GetUP! found only four percent of Australians want the government to be responsible for protecting children online. 

The move alienates potential Labor voters, while the people who care about these issues are unlikely to vote for the party in the first place. It would also be interesting to see what would happen if the Liberals, now under leadership of conservative Tony Abbott, were to win the next election.

It seems that if fast broadband is introduced into Australia, its citizens will only be allowed to use it on the government's terms. If something violates the moral standards of the country's leaders it must be hidden or ruled out. Rudd already demonstrated this tendency towards social engineering in the discussions about the controversial pictures of Bill Henson.

Australia, it seems, still suffers from a conservative hangover that already led to unparalleled censorship campaigns in the Western World—90 years ago. 

However, times and media have changed. These days the concern is not what will and will not be blocked, but who will and will not be able to get around it.

As tech writer Kathryn Small puts it:

"Conroy will not be censoring the internet. He'll be censoring people who do not know much about the internet." [A]nyone with a vested interest who knows enough about software design will be able to circumvent the system. "The real problem is Conroy will create a two-tiered system [with] a massive disparity between the 'haves' and 'have nots' of computer literacy."

-Jens

'Internet Eyes' put gamers on police patrol

A couple of months ago I wrote about a $2-million citizen surveillance system installed along the Tex-Mex border which allowed to people to catch Mexicans from the comfort of their home. I was joking about what would be next: Xbox users collecting achievements by helping to catch gang members?

The answer came quicker than I thought: gamers can now use use security cameras to spy for the man.

A brand new PC game called Internet Eyes will allow players to view thousands of CCTV cameras around the United Kingdom and essentially act as a snitch, reporting any crimes they discover. The most successful rat will win £1,000.

Every time a player finds something suspicious, they click their mouse. The camera operator will then receive an SMS message along with a snapshot of the naughty activity. Chavs

"I wanted to combine the serious business of stopping crime with the incentive of winning money," said Internet Eyes mastermind Tony Morgan. "We've had a lot of interest from local businesses and hope to roll it out nationwide and then worldwide."

The Web-based "game" will launch next month in Stratford-upon-Avon, Warwickshire, with a site that also includes a criminal Hall-of-Fame. The "snooper's paradise" will rent cameras to businesses around the country for £20 a week, meaning that not only will the police force have ordinary citizens doing their job for them, they'll make a bit of cash on the side.

Uh… yeah, who would have thought that Orwellian nightmares could be that entertaining?!

-Jens

Left 4 Dead in the Aussie Censorship System

It looks like Left 4 Dead 2 has been banned in Australia. The reason: [C]lose in attacks cause copious amounts of blood spray and splatter, decapitations and limb dismemberment as well as locational damage where contact is made to the enemy which may reveal skeletal bits and gore.

This was not deemed suitable for 15-year-olds.

Despite the average Australian gamer being 30, the country is the only Western democracy not to embrace an adult rating for video games.

This is the result of a 1996 piece of legislation that followed a moral panic over the Sega CD game Night Trap. It was basically grounded in the belief that only kids and teens play games. (For more info see this thesis [PDF] and this excellent article.)

In 2009, Aussie gamers still have to endure the result of this obsolete thinking (which was never accurate in the first place).

The sole person responsible for maintaining Australia's status as one of the few Western countries without an adult rating is West Australia's attorney general, Michael Atkinson. He has plenty of reasons, none of them overly convincing—at least not to the vast majority of the Australian population.

Several games have been banned before or—in the case of Fallout 3—had to be reworked to suit the criteria. But Left 4 Dead 2 is the first high profile title to endure this fate.

Given that other highly violent zombie titles like Dead Rising (banned from sale in Germany) and House of the Dead Overkill (not released in Germany) passed the rating process without problems, this will surely lead to more intense discussions about the future of Australia's censorship system. Hopefully for the better.

-Jens

Could game play at work actually improve engagement?

"Button" is a nice example of how games can be used to mentally stimulate people in order to keep them engaged in their mundane jobs. The game is as simple as it gets: there is a button on the screen and when it lights you push it.

Explains Techcrunch:

Blank Software will choose random times to light the button up, and it will light up for every user around the world. And occasionally, they will randomly select one of the Button players and replace their regular button with a prize button. If they see and hit it, they’ll get the prize.

At first, there will be things like $20 gift cards, but eventually they may include larger prizes.

When the makers were testing the game out:

they began to notice feedback from testers mentioning that playing the game helped them with their normally mundane tasks at their jobs. The thought is that the effort required to open up and play Button on the iPhone was just enough brain stimulation to keep people engaged in whatever boring tasks they may be doing. Also, knowing a reward was possibly coming for pushing the button made it interesting to users.

Could this be the beginning of a trend of gaming at the workplace?

A game like Button would certainly enliven some dull cubicle jobs, especially if you connected it to something meaningful—not necessarily to the winning of prizes. But if you turned this game or something based on an equally simple premise into a contest between different parties within the same company you could spice things up a little.

Say playing is about keeping the company afloat or the game is tied to some fictional empire and by your actions you determine its future—against the guys from accounting or some branch office. I'm sure the distraction would be appreciated.

A company would just have to handle it in a way that doesn't result in the whole thing getting too distracting. Keeping it as simple as possible is certainly a good idea in this regard—something Button surely excels in…

What do you think? Will games be used one day to enhance people's engagement in their work?

-Jens

How I Met the Inventor of the Videogame

Ralph Baer, inventor of the videogame console, recently came to Berlin to celebrate the online launch of the "History of Video Games Timeline" by the Berlin Computer Game Museum. Quite an exciting moment for me, and probably the last chance to have a chat with the man behind the craze that touched our lives and changed the world.

After he gave a speech on his time at Sanders, where he started working on the Brown Box—the grandfather of all consoles—as early as 1966 and invented the light gun, I had the chance to have a brief chat with him.

He really is a likable chap. However, you can tell that he had to fight hard for recognition. If you asked a random person on the street who invented the videogame, the answer would very likely be: "Atari!"

As a matter of fact, though, Nolan Bushnell's inspiration for Pong came from a game included in the first video game console, the Magnavox Odyssey, the 1972 commercial iteration of the Brown Box.

While Bushnell can be considered the inventor of the videogame industry, Baer was the inventor of its basis.

He has the documents to prove it, and he held the patents. Consequently, Magnavox not only succeeded in suing Atari for patent infringement but also Coleco, Mattel, Activision, and Nintendo.

Unfortunately he could not sue the public's imagination. As a result, he likes to remind everyone that it was in fact he who made the first step.

When I asked him to sign my copy of Steve Kent's Ultimate History of Videogames, he pointed out that he really liked the book because it presented his version of events. But even someone as invested in game history as Steve needed some persuasion to believe his story.

This is probably the reason why Baer never holds back when it comes to pointing out his numerous inventions and how much ahead of their time they were.

Asked if he considered the Wii the spiritual successor to the Brown Box and the Odyssey, given their family-friendly focus and use of peripherals, the first thing he told me was how he thought up a similar concept in the late 1980s.

But credit where credit is due: the patents he holds are indeed evidence of his visionary nature. He thought of delivering games via cable, entertained the idea of online games and invented other electronic games, such as Simon.

This was finally recognized by the American government in 2007, when was awarded the National Medal of Technology, the highest honor the US can confer for achievements related to technological progress.

He was still wearing the pin when he was in Berlin. It was an honour to meet him.

-Jens

Community-based video game funding – could it work?

Gabe Newell recently suggested letting gamers fund a title, and in the process cutting out the middle-man that is the publisher. "One of the areas that I am super interested in right now is how we can do financing from the community. So right now, what typically happens is you have this budget — it needs to be huge, it has to be $10m–$30m, and it has to be all available at the beginning of the project. There's a huge amount of risk associated with those dollars and decisions have to be incredibly conservative.

"What I think would be much better would be if the community could finance the games. In other words, 'Hey, I really like this idea you have. I'll be an early investor in that and, as a result, at a later point I may make a return on that product, but I'll also get a copy of that game.'

"So move financing from something that occurs between a publisher and a developer… Instead have it be something where funding is coming out of community for games and game concepts they really like."

Newell probably isn't aware of it but this has actually been done before. The German band Angelica Express financed its last album by selling "shares" to fans.

They issued 500 "shares" at 50 Euros each (which sold out in record time and came with a detailed plan of how the money would be spent). With those 25,000 Euros, the band financed the recording of their album, the album artwork, the manufacture of the actual CDs, and the accompanying promotion.

Not only do the people who signed up for the shares get the new album but in return they also receive 80% of the earnings.

Could this also be model for the game industry? As Anthony Burch points out, there's no set format in which a game has to be released—the medium is much more "fluid" than films and print. Therefore, we as gamers can choose which way the medium goes forward simply by choosing what to pay for. They can be anything we want them to be based on how we vote with our wallets.

But will it work? As Burch points out so far we only buy finished games; we pay for the chance that this game is going to be good—but we don't value indie games by simply donating five bucks to the maker. We don't donate for quality but just the chance for it.

Is it because we assume that free stuff is automatically worthless? Is it the marketing behind big titles?

It might work with Valve, a company with good relationships with customers and a proven track record of awesome games. But will it work with others? Could this be one direction gaming might take in the future? What do you think?

-Jens

Off the Couch, On the Couch: Consoles' Future

There're two trends in video-gaming I've noticed lately: First, a shift towards more peripherals and consoles taking over more functions of computers—a development confirmed by the latest E3. One of the first companies to successfully introduce accessory-enhanced games into the mainstream was Sony with its Singstar and Buzz franchises.

Then there was the final breakthrough: Guitar Hero, first just being bundled with a plastic guitar, later even with a drum set. This step was a huge risk: Bemani games were pretty much relegated to a niche existence in the West, no one knew if people were willing to spend significantly more on a game with a toy guitar, and the competition for scarce retail space was intense.

The risk, however, paid off: People loved the new interfaces, which allowed them to immerse themselves in the gaming experience deeper than before. Dreams of a rock star career were easier to pursue with a plastic axe than with a joypad.

Apart from appealing to people who never might have played video games before, another advantage is obvious: Games can be pirated, peripherals can't. You want to play your Pirate Bay Rock Band with a controller? Sure, bore yourself to death.

We had also better get used to the thought of these new interfaces. Kids these days often play their first games on the Wii. As this generation grows up, it won't understand why it can't control FPSs in a similar, active way. The couch will be deserted, that's for sure.

But then again, a second trend might keep people right there: Increasingly, consoles take over the functions of computers.

Think about the Xbox, for example; it was basically introduced because Microsoft wanted to carry the dominance it had in the office environment over into your living room, a space which at that stage was mostly in the hands of the PlayStation.

Soon you'll be able to access your Facebook profile with it, update your Twitter status and listen to Last.fm. These are very significant developments. Microsoft might have won, we just haven't realized it yet.

This Offworld piece makes some very good points:

"The announcement that I thought was missed was the opening of the Xbox Live Dashboard interface to the internet," [industry analyst Michael] Pachter told Gamasutra. "Later this year, Microsoft will allow members to access last.fm and to select music, to access Netflix and instantly watch films/TV shows, to access Facebook and interact with other friends, and to access Twitter and post/read tweets."

Pachter argues that the gaming media entirely missed the significance of this announcement, which puts the 360 firmly in the same territory as Apple's AppleTV, only with a library of awesome games. With so many 360s already installed around the world, MS have a good chance to become the default choice for web media on your TV.

The author adds:

If the 360 does start to support all these things (there's no confirmation as to whether Last.FM will be able to run in the background as a soundtrack to your games), it'll become the kind of gaming machine that I want to spend my time with for more reasons than just because it has some games that my PC doesn't.

It will become a device that has more of the networked infrastructure, and more of the media tweaks and toys that I take for granted as part of my desktop computer.

The thing is: This development does not only apply to stationary consoles: Just think of the iPhone and its growing success as a gaming device. People play on it because they always take it with them and it combines pretty much everything you can ask for: wifi, email, surfing the net, games, etc. Before my iPod Touch was stolen (donations welcome!), I totally neglected my DS, simply for the fact that the iPod combined all my entertainment needs.

The PSP is taking the same direction; its new incarnation, the PSP Go, will come with an app shop (albeit without a touch screen).

When thinking about these developments, keep in mind the falling price of the 360. As the Offworld piece points out:

Rather than having to release a new console, the 360 just gets cheaper, and makes more sense, to more people, because it does something that it didn't do before: Guitar Hero, Last.FM, Twitter, motion-tracking control... A spiralling feature list, a net that gets bigger and drags in more people.

The Xbox indeed develops back to its PC heritage and becomes increasingly flexible. It fulfils a PC's functions, but with the convenience of a console. Sony does have a lot of competition on their hands, and yet they don't seem to do much about it. In view of the PS3's impressive hardware architecture, it's difficult to say if they are able to lower its price, but that would be a first step in the right direction.

All this doesn't even take into account the effect of cloud computing. Maybe the 360 will be the last console you ever buy, because the rest will be done in the cloud. Not only would this apply to applications but also to gaming.

This demands the questions: Will one platform be obsolete one day? What will happen to the PC? Surely it won't disappear, but it will suffer. Eventually you might simply end up with another Microsoft product.

What do you think? Are consoles the future of computing?

-Jens

Alice and Kev

Alice and Kev is one of the most fascinating blogs I've read in a while. Robin Burkinshaw, a student of games design/development at Anglia Ruskin University, is playing the Sims 3 with two homeless characters. He moved them in to a place made to look like an abandoned park, removed all of their remaining money, and then attempted to help them survive without taking any job promotions or easy cash routes. Kev, the father, is mean-spirited, quick to anger, and inappropriate. He also dislikes children and he’s insane. He’s basically the worst dad in the world. His daughter Alice has a kind heart, but suffers from clumsiness and low self-esteem. Her best friend in life is her teddy.

The blog is divided into different episodes whose story is dictated by the game's rules. Once I started reading, I was hooked. I was curious what the game had in place for the two and how its assumptions about life would shape their path. A new, strangely engrossing form of fiction developed right in front of my eyes: Burkinshaw made some decisions, the rest was "told" by the game. (Spoilers ahead.)

Alice hungry, tired, and stressed, struggles at school and gets into arguments with her father. She gets a job at the supermarket.

When her shift ends... that evening, she has 100 hard-earned simoleons, but she is as exhausted as it is possible to be. She wobbles slightly after walking out the door, and only just manages to stop herself from losing consciousness there and then.

(…)

She takes all of the money she has just earned, places it into an envelope, writes the name of a charity on the front, and puts it into a mailbox.

You might think that Alice has the worst life in the world, but she doesn’t believe that’s true. She will turn down the chance to improve her life in order to give others the opportunity to improve theirs.

Asks Burkinshaw:

What does it mean when a character you’ve created makes you re-examine your own life through their astonishing selflessness?

It means that rules can have an emotional impact after all.

Of course one could start the same experiment with other games; yet the Sims is about life itself and not about Super Mutants ("Today I killed five locusts"), something we can easily relate to. This is why the game has the potential to make us re-evaluate our lives and tell us about ourselves (or rather, the designers' assumptions about our lives).

It also makes you wonder which path Alice would have taken if the game received a less commercially oriented rating on account of its drastic rules. How would the story have evolved if the game was designated Adults Only and included drugs and prostitution?

At the same time, Alice and Kev is a great example of how a future could look like; a piece of art utilising screenshots and gameplay videos to be consumed on platforms like the iPhone or Kindle. Kev and Alice can even be downloaded to be put in one's own game, everyone can live their lives, make different choices and tell their own story: instant, touching art created by play (or rather, the recounting of play).

-Jens

Some Thoughts on Changing Media

On the weekend I met two former Australian lecturers of mine – Jason Nelson and Ben (whose last name neither Parker nor I can remember) – when the conversation turned to the demise of newspapers. Ben's argument was that they probably would stay around, after all we're still listening to the radio. Something about that argument felt wrong, even though at that moment I couldn't articulate it. Thinking about it more, I realised that this view is very ahistoric. When radio started, people would schedule their lives around it. They would wait for a certain programme to be broadcasted to gather the whole family around it and consciously absorb what the wireless had to say.

Then television arrived and took over exactly that role. Now people were staying at home to watch evening shows and sometimes were even attired to underline the specialness of the moment. It was like going to the theatre, only in one's own home.

Radio couldn't compete with that. Instead it started to serve a different purpose: It served as background noise, something that tootles along while you're in the office or driving to work. No one scheduled his life around the broadcast schedule anymore, instead the interchangeable format radio became the norm. "Five songs in a row with no ads or talking!" That function is certainly different to the one of the printed press whose products you'd have to consciously read in order to make meaning of them.

As Parker pointed out this doesn't mean that media is dying, it's just changing. This isn't necessarily a bad thing, even though traditional media certainly serves its purposes; e.g. it helps to bring important developments to the conscience of the public by helping to spread them. It's a catalyst. Without you never might have noticed that Facebook changed it terms of use – not everyone is reading tech blogs after all.

Then again this isn't a process that couldn't be democratised with the help of internet, the best examples being sites like digg or reddit. Here the users decide which information enters the front page which in turn acts like a catalyst again (just like sites iliketotallyloveit.com serve as means of democratisation of something as elitist as 'style')

These 'democratic catalysts' certainly aren't without problems. Power users might dominate which content gets voted for, fads become more important than news and a net-savvy, educated elite could dominate the political discourse and use these sites like an echo-chamber.

But the same could be said of newspapers: They certainly aren't free of interest but rely heavily on advertising; human interest matters more than serious reporting; again an educated elite perpetuates world views (otherwise there wouldn't be conservative and liberal papers) Which begs the question: Why not have 'democratic catalysts' of different political nature? The certainly is room for a conservative counterpart to reddit.

-Jens

Kiwi Government Censor: Prosecute Parents Who Give Violent Games to Kids

What's up with the other end of the world all of a sudden? First Australia plans to spend millions of dollars on an inane net fiter that is perfectly suited to censor free speech and would make one of the slowest internets of the Western world even slower; then New Zealand contemplates to introduce a draconian copyright law.

And now this: New Zealand's chief government censor has called for the prosecution of parents who give their children access to violent video games. Anyone letting his children play GTA could face up to three months in prison or a fine of $10,000.

His reasoning:

They might think the offence is silly, but it ain't... That's what the law says, but... you're not going to have police officers in every bedroom... There would certainly be some shock value to prosecuting a parent who gives their under-18 child access to a restricted game. It would send out a message that the enforcement agency means business.

I think the word 'game' can mislead people for sure. It's not checkers. For the first time in history, kids are more savvy with technology than parents... parents need to get up to speed on the digital divide. They need to look at what their kids are playing and doing...

It should be the pleasure in being able to sleep at night knowing that you have done the right thing by your kids. That should be the motivating factor.

As Destructoid points out, this proposal would make videogames even more tightly restricted than alcohol, since it would apply to what happens within the family home. So while it's legal for a child to imbibe booze behind closed doors, a medium whose links to violence at the end of the day cannot not be verified is not. Cheers to that!

-Jens

Game Developers are Just Like Musicians – An Australian Example

A little follow-up to Parkers post about independent game development. Last week I attended the Dissecta talk at the State Library of Victoria. Damian Scott, founder and CEO of Primal Clarity, gave an insight into the scope and potential that the Australian independent game scene has to offer.

Primal Clarity are currently working on Imperial League, a violent first person sports game based on the Unreal engine. They're planing to release the game for free. Then after one year, once everyone is – hopefully – hooked they're going to introduce leagues and access to statistics. Charging for this feature is how they plan to make their money.

This move is inspired by the organisation of real-world sports: It only becomes real fun once your team beats the others. It's also a perfect example of how to utilise an add-on content model, in which the initial game experience is free but you can buy upgrades or customization for a price.

-Jens

Back to Down Under

I'm on my way Australia again. After a twelve hour flight from Frankfurt I currently get to spend some time on the Singapore airport, getting ready for another nine hours of flying.

So what brings me to the antipodes? Mainly research for my Ph.D. (which, I might add, is financially supported by the German Academic Exchange Service).

As some readers might know I'm looking into the differences of digital game discourses in Germany and Australia and how these relate to the socio-cultural history of both countries – an old "Kulturnation" such as Germany obviously has a different attitude towards mass media – and therefore digital games – than a young nation such as Australia.

One part of the plan is to make the work I've completed so far more coherent and factor in some of the advice fellow students gave me or that I received at conferences.

Moreover, I'm planning to look deeper into game discourses in Australian media; something that I obviously have done already but something that I feel I need to elaborate on – especially now that I had a chance to do some more research in Germany that brought my attention to angles I didn't consider before.

E.g. discourses about digital games in Germany until the early 1990s were often embedded in a broader discussion about the (supposedly negative) impact of computers. In no Western country the fear of rationalisation, surveillance and reduction to binary thinking by means of cold, soulless technology was as pronounced as in Germany.

Accordingly computers and digital games, similar to film, were confronted with antimodern, anti-capitalistic, anti-American sentiments, independent of their content. They were regarded as escapist trash that threatened national cultural assets as well as creativity and fantasy, two of the main pillars of artistic autonomy.

Will I find similar patterns in Australia? From what I've gathered so far, probably not. Australia always showed a very high acceptance of mass media and technology and "has yet to experience a moral panic generated by a politician around games to score some cheap political points with the conservative lobby."

This is a quote by my second supervisior, Brett Hutchins of Monash University whom I'm looking forward to meeting to further discuss my work. Moreover I'm planing to see my old lecturer and friend Jason Nelson who always supported me generously; other people I'd like to meet include Helen Stuckey, Games Curator at the Australian Centre for the Moving Image and some members of the Australian game industry, but that will eventually depend on how the research goes.

If you happen to be a reader of blogcampaigning and live either on the Gold Coast or Melbourne drop me a line because it would be great to meet you too!

Ok, I gotta go, several more hours of hanging around at this aiport demand my attention...

-Jens

Germany Retains Hypocritical Stance

As you might have read, a teenager went on a rampage at his old school in Germany, slaying at least 15 people before turning his gun on himself during a shootout with police.

As usual in my Vaterland, German media are having a field day accusing so called "killergames" of inciting such horrible acts. I won't go into these discourses in detail as that would only bring me to the brink of an heart attack.

But I just couldn't pass up on this one: German tabloid Bild is calling for a ban of violent games (by citing "Germany's most important media analyst") yet runs huge ads for Tom Clancy's H.A.W.X, a game that "promises to revolutionise the way players think about combat in the sky."

hawx

Not really that violent you say? Fair enough. We might as well go for the real stuff and buy Counterstrike (the game officials love to blame), GTA IV or Gears of War 2 (officially banned in Germany because of its violence) in the official Bild.de shop!

counterstrike

On a similar note: Another brilliant idea on how to curb youth violence by making the access to videogames more difficult comes from the UK. Reports Destructoid:

A tax on videogames would combat knife crime in UK, claims a government advisor who lost his own son to inner city youth crime. According to the rather outrageous suggestion, videogames are "too cheap" and this makes it easy for children to buy them, which in turn causes them to become violent psychopaths. Typical logic from a man thinking with his heart and not his brain.

And another politician taking a convenient shortcut… Ban instead of educate, prohibit instead of looking into deeper reasons that might result in questioning one's own policies.

-Jens

Discrimination? Blame your Genes

Bad genes? Too bad. In what is possibly the world's first case of gene discrimination, Australians were refused insurance because their genetic heritage looked like it could potentially cost insurance companies a lot of money.

When I read stuff like this I get the feeling that the future really has begun. Where's my hovercar?!

-Jens

How German Intellectuals Don't Understand the Nature of the Internet. Or rather: Germany = Internet Development Country

I recently came across the so-called 'Heidelberg Appeal' initiated by some professor for German language and literature studies. In it, more than 1600 German authors, intellectuals and publishers lament that:

[A]t the international level, intellectual property is being stolen from its producers to an unimagined degree and without criminalisation through the illegal publication of works protected by German copyright law on platforms such as GoogleBooks and YouTube.

They mix this criticism with a condemnation of the open access initiative, a portal which offers the free use of scientific articles. One of the arguments for public access to scholarly literature is that most of it is paid for by taxpayers, who therefore have a right to access the results of what they have funded. This, in turn, would cut publishers out of the equation.

The undertone of this appeal is quite characteristic for the current mood in the Vaterland: The Minister of Family Affairs wants to introduce mandatory blockage of child pornography via a black list, a system potentially open to political abuse and economic pressure. In fact, the music industry would like to extend this list to 'P2P link sites' (whatever that means) in order to protect its intellectual property. Meanwhile a branch of the youth organization of the two conservative German political parties CDU and CSU seriously suggested that users must register themselves on youtube with their personal id-number. The reasoning for this measure: It is supposed to curb youth violence. I kid you not.

In short, as this excellent article on the German blog netzwertig (which I'm very much in debt to for the following points) explains: The basic quality of the internet as a space for open communication is threatened.

This threat basically emanates from groups and individuals who are incapable of grasping the digital nature of the medium. All over the world you'll find industries which are incapable of adapting their 'analogue' business models to changing circumstances. Businesses which are threatened try to get rid of the threat by calling for protective legislation. Eventually it comes down to a fight between the supporters of free information, communication, and knowledge and those who are afraid of these new freedoms and would like to curtail them.

The problem with Germany is… well, exactly that: It's Germany. Take the US for example, a country with a strong belief in a free market, freedom of speech and personal freedom. Here you find the same calls for a protection of the culture industry – however, the regulation of the internet is way less strict than in Deutschland.

Viewed under a long term perspective this should not be surprising at all: Germany is a country with very little liberal traditions. Germany did not see a single successful bourgeois revolt in which the concepts of freedom and unity helped to overcome suppressive structures. Instead, the bourgeoisie focused all its hope on the state as the preserver of the social order, though with a growing claim for absoluteness the myth of the nation corrupted a group whose initial core of existence revolved around cosmopolitan and tolerant concepts.

These tendencies were perpetuated by the darker side of German romanticism which the educated bourgeoisie gave itself over to. In contrast to an unscrupulous belief in progress and reckless pragmatism, people enjoyed the 'romantic' because it offered an escape from the rationalism of industrialisation: A romantic anticapitalism arose out of the conflict between humanist culture and capitalist exchange relations.

These specifically German foundational dynamics had a distinct impact of the perception of mass based cultural forms; these were mainly shaped by rejection, a strong control on behalf of the state or an over-enthusiasm which eventually betrayed a deep insecurity.

From its onset in 1923, radio was basically state controlled. After WWII the Allies dictated the Germans an organizational model for public broadcasting – as soon as they left it was thrown overboard in favor of a scheme that allowed more political influence. To this very day, the pressure political parties apply on public broadcaster is immense.

Given the country's spiritual heritage, German intellectuals were notoriously anti-modern, anti-capitalistic and anti-American. A very good example of this is the Frankfurt School whose elitist criticism of mass culture eventually amounted to allegations that weren't too different to conservative criticism.

Given this track record, some of the current developments aren't really surprising: The state trying to gain control over a free space, economic interests calling for the state's aid because they fear a loss of control (something which also betrays their lack of trust in the market), the inflexibility to adapt to technological changes and take them as a chance, the comparatively large technophobia of German society.

The problem of course is that if the internet in Germany is curtailed as heavily as suggested – its advantages getting completely lost in the process – the Vaterland falls even more behind countries where the internet and its inherent qualities change society and economy for the better (and where the legislation reflects this fact).

Germany is hardly prepared for the cataclysmic changes brought about by the internet. The net becomes more and more important – and the more important it becomes, the more Germany closes itself to it. With the according consequences.

-Jens

Bourdieu and & Social Media Experts: There is no Right or Wrong

Editors Warning: This post is a little heavy on the academia. Casual readers might want to give it a pass. But if you're like us and think that French philosphy can be mindbending-fun and enjoy dissecting mass culture, then by all means give it a read.

Pierre Bourdieu's seminal 'Distinction' is one of the works I centre my thesis around. In it, he describes how cultural distinctions function as social distinctions with aversions to different lifestyles becoming one of the strongest barriers between the classes: High-cultural snobs looking down on the mass-culture consuming lower orders.

Surely it can be argued that mass-cultural forms enjoy more acceptance among socially dominant classes than they used to. Just look at your parents' record collection. However, there's still a crucial difference in the way it is dealt with amongst different social divisions. You will have to talk about it in the 'right' way, you have to be in the know. You can't just watch Tarantino movies because you enjoy the blood and action but because you consider them to be operas of violence which function as a postmodern metaphor for whatever.

Only when you 'get it' does mass-culture guarantee cultural capital (the knowledge, experience and or connections one has had through the course of their life that enables them to succeed more so than someone from a less experienced background), which then can be converted into different kinds of capital: social capital (= connections), symbolic capital (= the capacity to impose the means for comprehending and adapting to the social world by representing economic and political power in disguised, taken-for-granted forms) and economic capital (= money).

This reminds me of how self-proclaimed social media experts claim how they 'get' something like twitter and you, the ordinary user, don't. They turn democratic means of expression into something restricted.

'I claim to get twitter, have the authority – due to my expertise – to impose this legitimate vision on other people which secures me more followers and influence.'

To paraphrase Bourdieu: It's about a small elite, homogenous in its possession of 'legitimate' educational credentials; the control of these instruments allow the decoding of 'restricted' art, guaranteeing access to higher and highest ranks. The result of this was a feudalist society, dominated by a 'cultural nobility' whose political economy of symbolic power relied on the perpetuation of aesthetic not everyone has access to; they became the means of self-reproduction and self-legitimation of the dominant social classes and placed individuals and groups with different cultural socialisations within competitive status hierarchies. As specialists, the elites transformed relations of power into forms of disinterested honourability, giving them the power to render things sacred. 'Holy men of culture', set apart from ordinary mortals by inimitable nuances of manners, used their symbolic capital to impose the means for comprehending and adapting to the social world. Their 'worldmaking' power had the capacity to impose the 'legitimate' vision of the social world – respectively the 'right' use of Twitter etc.

That said: Most 'social media experts' have been doing this for ages and have tons of experience; so adhering to their vision of the world can certainly be beneficial. Also, most of them genuinely believe in what they preach, there's no cynical calculation behind it. Akin to the 'false consciousness' of the Marxist tradition, the 'social media nobility' derives its legitimation precisely from this genuine belief that it represents higher and more worthy forms in the inventory of human endeavour than material pursuits.

However, ultimately there's no 'right' or 'wrong' way of using social media tools. We all have different goals and often it's rather about common sense than 'legitimate visions.'

-Jens