A Master Key to the Ultimate Dumb Device

The future of the iPhone could be a way of tethering people to Apple products even when they don't want them anymore.

Lock-in. That's what we call it when you're dependent on a specific vendor for particular services. When you buy a single-serving coffee machine boasting convenient, mess-free coffee inserts, like Keurig K-Cup or Nespresso, you're bound to its brand of coffee pods. When you purchase digital music on iTunes, proprietary formats and digital rights management (DRM) make it difficult to listen… read more

Video Games Are Better Without Characters

The real legacy of SimCity is its attempt—and failure—to make complex systems the protagonists instead of people.

In the mid-1980s, the easiest way to check out the latest computer games was to go to a bookstore in the mall. Past the John Grisham and the bargain history books in the B. Dalton Bookseller, you’d find Software Etc., a small island of boxes amidst bound volumes, and a few computers on which to play the latest releases. It… read more

Game Studies, Year Fifteen

Notes on Thoughts on Formalism

I know it’s been a long time since I blogged—really blogged, you know, in the style of that form—for three reasons. First, because I’m talking about blogging in the first sentence, and second because I’m sending you here to read the prerequisites for this post. You’ll want to read the linked piece and as many of the subsequent pieces linked… read more

The Cathedral of Computation

We’re not living in an algorithmic culture so much as a computational theocracy.

Algorithms are everywhere, supposedly. We are living in an “algorithmic culture,” to use the author and communication scholar Ted Striphas’s name for it. Google’s search algorithms determine how we access information. Facebook’s News Feed algorithms determine how we socialize. Netflix’s and Amazon’s collaborative filtering algorithms choose products and media for us. You hear it everywhere. “Google announced a change to… read more

What Are Game Developers? A View From the Future

Centuries hence, a citizen reads up on a bygone industry.

I squinted at the discolored reading pad I’d borrowed from the archives. The material was as dry as the title—“Taxonomy of Extinct Terrestrial Tribes”—but these ancient practices had long fascinated me. Take “games,” for example. They were played by adults and children alike, without shame—even in public! I had once scoffed at the idea that beings of my genetic lineage… read more

The Squalid Grace of Flappy Bird

Why playing stupid games staves off existential despair

Games are grotesque. I’m not talking about games like Grand Theft Auto or Manhunt, games whose subjects are moral turpitude, games that that ask players to murder, maim, or destroy. I mean games in general, the form we call “games.” Games are gross, revolting heaps of arbitrary anguish. Games are encounters with squalor. You don’t play a game to experience an… read more

Hyperemployment

or the Exhausting Work of the Technology User

In 1930, the economist John Maynard Keynes famously argued that by the time a century had passed, developed societies would be able to replace work with leisure thanks to widespread wealth and surplus. “We shall do more things for ourselves than is usual with the rich to-day,” he wrote, “only too glad to have small duties and tasks and routines.” Eighty years… read more

OAuth of Fealty

Resignation beyond sorrow on the Facebook Platform and beyond

In recent weeks, Facebook has been sending emails imploring me to complete a survey about how they might improve their development platform. I’d been deleting the messages, but after the third request or so, I decided to click through. For those lucky enough to have avoided it, the Facebook Platform is a set of tools and services that allows developers… read more

PlayStation 4: A Videogame Console

Today, the most novel feature of new technology is ordinariness.

The logo for the Dutch videogame studio Guerrilla Games is an object lesson in mixed metaphor: an orange “G” contorted into the chevron shape of a military rank insignia. Guerrilla insurgencies are often organized and sometimes even state-based, but they are hardly represented by the formal emblem of command and control military structure. Guerrilla warfare is irregular, asymmetrical, and lithe.… read more

Open, New, Experimental, Aspirational

The rhetoric of "The Bill of Rights and Principles for Learning in the Digital Age"

The Bill of Rights and Principles for Learning in the Digital Age is a new document authored and signed by twelve scholars, technologists, and entrepreneurs including Duke professor and author Cathy Davidson, organizational technologist John Seely Brown, and Udacity CEO Sebastian Thrun. It’s been making the rounds among those of us interested in such topics, also receiving coverage at The… read more