Cartoonist

Our Winning Project in the 2010 Knight News Challenge

The John S. and James L. Knight Foundation’s News Challenge award winners were announced Wednesday at MIT, and my project was among the 12 of 2,400 entries to have been awarded a grant. It’s research I’m working on with my colleague Michael Mateas (UC Santa Cruz). Here’s a summary of what we’re doing: Among the casualties of local newspaper cuts… read more

Playing Political Games

On the White House and Videogames

In a large theater at the 2010 Game Developers Conference, ten thousand game makers gathered for the Independent Games Festival and Game Developers Choice awards ceremonies, where the best indie and mainstream games of the year are celebrated by and for their creators. In between the two, an unusual video was shown. Aneesh Chopra, the United States’s first Chief Technology… read more

Gestures as Meaning

On Brenda Brathwaite's Train and gestural interfaces. From my "Persuasive Games" column at Gamasutra

Games have flaunted gestural interfaces for years now. The Nintendo Wii is the most familiar example, but such interfaces can be traced back decades: Sony’s EyeToy; Bandai’s Power Pad; Mattel’s Power Glove; Amiga’s Joyboard; the rideable cars and motorbikes of ’80s – ’90s arcades; indeed, even Nintendo’s own progenitors of the Wii Remote, like Kirby Tilt ‘n Tumble for Game… read more

Carrying On Over Carry-Ons

A Review of the Tom Bihn Checkpoint Flyer

For years now, it has been necessary to remove laptops from carry-on bags for inspection at airport security here in the States. The TSA imposes this requirement to insure a clear view of the internal components of some electronics. Scanning a laptop separately allows security personnel to insure that a laptop not an improvised electronic device, a process made more… read more

Ordinary Olympians

Why athletic excellence alone cannot be appreciated

My sister-in-law Susannah is a world-class gymnast. Despite the fact that her event, tumbling, is much, much more atheletic and arresting than plain old artistic gymnastics, it didn’t make the cut even for exhibition at the Beijing games. That may have something to do with China’s weak performance in the sport. In any case, she didn’t get to go this year.… read more

Videogames, circa 1920

Today Tristan (age 8) and I took a break from Wii Play to enjoy some NES Ice Hockey, thanks to a Wii Virtual Console download. After we were done playing, I asked him what he thought of the game. He liked it; it was simple and he successfully figured out how to play quickly enough to be a good competitor.… read more

Zimmer Base Ball and Cigars

115 years of sports game adaptation

I have an interest in game adaptation, something that we normally think of only as it relates to film-to-game licensing. In our forthcoming book on the Atari VCS, Nick Montfort and I also discuss another kind of videogame adaptation that was once its primary form: from arcade coin-ops to home consoles.

Three things I hate about Apple Mail

I use Apple Mail instead of competing products like Microsoft Entourage or Google Gmail. I don’t use Entourage because I try not to use Microsoft products if I can help it, not just as conscientious objection but also because they are bloated. I refuse to use Gmail because I try not to use Google products if I can help it,… read more

Safe to Collapse

Using the collapsible Elmar-M 50mm f/2.8 on the Leica M8

As I’ve discussed before, one of the main ideas behind the 35mm rangefinder camera was its small size and subsequent portability. Since their beginning 80 years ago, Leica cameras have often been coupled to collapsible lenses. The early production Leicas in the 20s and 30s were all designed for a lens that collapsed into the body of the device, making… read more

Advertisers have yet to unlock the power of play

Opinion piece published in The Guardian

There are a few common reasons why advertisers want to use videogames to reach consumers. One is the belief that videogames are a place to recover the waning audiences of television advertising. The highly desirable, seemingly elusive 18-34 male demographic is often, unfairly, assumed to correspond directly to videogame players. What better way to retrieve these “lost” consumers than to… read more