I Just Lost the Game: An Essay

Writing an essay is a mind game. Can you play without forgetting that you’re a participant? Writer Cole Cohen muses on some strategies for self-forgetting.

Everyone in the world who knows about the mind game The Game is playing it. The objective of The Game is to not think about The Game. As soon as you’ve thought about The Game, you’ve lost. Once you know about The Game, you cannot opt out of playing. You can’t really win The Game; you are only ever in a process of not yet losing it. All losses of The Game must be announced by an admission, “I just the lost The Game.” You can’t really confess to losing The Game without reminding the person you are confessing to of the existence of The Game, causing them to also lose it.

Every morning I pour a cup of black coffee, sit in front of my laptop and shove my headphones over my head. I play a little game with myself: I can’t take my first sip of coffee until I’m typing and once I take my first sip I have to keep typing throughout the time it takes me to finish the cup. According to the tenets of this game, I am allowed to stop typing after the first cup of coffee if I want to. Often the first cup of the coffee and the first side of an album on repeat are all I that I need to dissolve into the slipstream of caffeine and music. If I stop to recognize that I am corralling words into formation to make sentences to cluster into paragraphs to organize my thoughts into a blanketing narrative with a beginning, middle, and end it’s all over. I just lost my game. You can’t play The Game or my own writing mind game without forgetting that you are a participant. There are only two modes: forgetting and losing.

No one is sure of the origins of The Game but my favorite story about its conception is the one that takes place in the mid-1990s involving two British engineers stuck on a London train platform overnight after missing the last train. To try to make the best of their circumstances, they made a game of trying not to think of the situation; whoever first remembered that they were both stranded on a train platform until sunrise lost the game.

How can I manipulate someone else’s perception with only words?

Writing an essay is a mind game. What am I thinking? How do I untwist questions I have from each other and lay them out into narrative form? Why does anyone else care what I’m thinking? How can I manipulate someone else’s perception with only words? I have found that I can’t structure my thoughts clearly and express them if I think about these questions while trying to get words on the page. It’s overwhelming. So I start with what I’m thinking. In order to find out what I’m thinking I have to work from a gentle remove. My first cup of coffee in the morning and the music through my headphones are a buffer between me and my thoughts about my thoughts. Riding the high of the first hit of caffeine helps me to forget my form and shape shift into text.

Hungarian psychologist Mihaly Csikszentmihaly characterized the state of “flow” as a highly focused positive mental state in which one is absorbed in the task at hand beyond all sense of space and time. I first heard of this driven mental territory as a child diagnosed with ADD, one of the symptoms of which in children is a tendency to “hyperfocus” on their interests at the expense of their obligations such as homework or chores. It took many years and lots of psychological testing to determine that I actually don’t have ADD but instead a hole in the parietal lobe, the part of the brain responsible for spatial attention. I have a lot the same characteristics as someone with ADD; I still have a childishly difficult time engaging in tasks that I consider boring and once I get ahold of an interesting concept I pursue it intensely until I don’t care about it anymore. In the state of flow or hyperfocus I can relax because it allows to me live like a brain in a jar, free of the embodied confusion of the spatial world. Hyperfocus is also a trance that relieves me from judging the quality of my work. I don’t lose my game for writing badly, just for not writing. Play is a rehearsal for failure, it’s a fantastic opportunity to take a tumble and get back up. Artists have an active relationship with failure; in my feverish dream state I give myself permission to write garbage for my editor self, the adult in charge of boring things like making sense, to work out later.

Play is a rehearsal for failure, it’s a fantastic opportunity to take a tumble and get back up.

Making art is chaotic and destructive, it starts with making a huge mess and then later asking how the hell do I get myself out of this? Like The Game, if you think about how to get out of the trap while you’re setting it for yourself then you’re already in it. The Game is an example of ironic process theory; the psychological state where the attempt to suppress certain thoughts brings them more frequently to the forefront of your mind. In his trilogy Childhood, Boyhood, and Youth, Leo Tolstoy recalls playing a childhood game with his brother where one stands in the corner and tries not to think of a white bear. In Childhood, Tolstoy wrote, “Will the freshness, lightheartedness, the need for love, and strength of faith which you have in childhood ever return? What better time than when the two best virtues— innocent joy and the boundless desire for love— were the only motives in life?” One of my earliest memories of play is of when I first learned to walk and run. Chasing groups of pigeons in the park until they took flight gave me absolute unbridled glee. To me, though probably not to the pigeons, this was a game that I was playing with them. In this game I was effortlessly present in making mayhem without considering the consequences. On my best days working on a first draft, I’m mowing down blank space on the page with that same manic joy I felt terrorizing pigeons as a child.

Read part 2.

(Image credit: Courtesy Denis Bocquet via Flickr.)

Preschool Pocket Treasures: An Image Gallery

Photographer Melissa Kaseman shares her photographic archive of the magical and often tiny objects she found stuffed in her son Calder’s pockets after each day at preschool.

 

I have always been drawn to photography’s capacity to suspend fleeting moments of transition and change. These moments are often overlooked, left only to be sensed when a memory is triggered, or forgotten. This project was born out of a desire to capture this chapter of my son’s boyhood and development, and to create a visual journal of his imagination. The magic of childhood is so fleeting and these objects in Calder’s pockets represent the excitement of finding a “treasure.” The photographs show the traces of play from this part of his life—when play was at the forefront of his existence and development. As a mother and an artist, I wanted to document this time knowing that as he grows up his daily life in school will be consumed with homework and technology. I wanted to create a record and a reminder for him of the inspiration that comes with play and imagination.

 

No. 8, May 11, 2015

 

No. 10, May 12, 2015

 

No. 18, May 28, 2015

 

No. 22, June 8, 2015

 

No. 26, June 25, 2015

 

No. 27, July 8, 2015

 

No. 45, April 28, 2016

 

No. 51, June 5, 2016

The Addition of Air: A Story

How do childhood experiences of play shape us? The magical and the ordinary converge in artist and writer Tamara Shopsin’s story of a museum visit with her friends and their children.

I spot a backpack that suggests a suspension bridge and know it belongs to Leo. His younger brother Sid is playing next to him. The boys and backpack belong to our friends Yuri and Mike.

Jason, my husband, calls out to Mike.

Sid offers me a salad dressing–flavored breadstick. I am touched by this. There are only six in a pack, and he has just dropped one down a hole to watch it fall.

There are no trash cans on the street. I keep a plastic bag in my purse that I empty each night in our hotel room. I offer to take Sid’s garbage, but Yuri also has a trash bag in her purse that she empties each night.

A few more blocks and we come to a park entrance.

“Nihon Minka-en” is translated on the green and yellow information map as “Japan Open-Air Folk House Museum.” It is a campus of twenty-five historic farmhouses.

My change is handed back on a blue tray with a complimentary postcard. We follow the route arrows into an exhibit hall.

On the wall is a photo of two men sewing a thatched roof to a house. One man stands outside feeding a giant needle through the straw. The other sits inside acting as a human bobbin, locking the stitch. Under the photo in a glass case is the giant needle. It’s made of bamboo and is threaded with rope thick as a cucumber.

There is a light drizzle. Clouds surround us, blocking everything except a stone path, Japanese farmhouses, and some trees. A Samurai film could be shot here with no propping.

This house belonged to wealthy farmers. We sit on a ledge in its entryway and take off our shoes. The floors are soft.

Jason tells me to check out two screens decorated with a zig-zag pattern. I don’t get why, but then I tilt my head and an intense moiré pattern is created.

Around the side of the house, ladies are weaving. Leo has his back to them. He is chasing a cricket. Sid sees and joins in. Leo says something in Japanese, and Sid makes his hands into a cup.

On the stone path, I smell fire and wet trees.

Two more houses, and the path starts to curve up a hill. We walk beside a roof made of shingles secured with rocks like a paperweight. The roof is slanted. I am not sure why the rocks don’t fall off. Jason isn’t impressed, but I am. It takes balls to be that simple.

The path has gotten bushier with a cluster of cold weather farmhouses that have steep thatched roofs designed to help snow slip off.

The roofs need to be redone every twenty-five years. A whole village must chip in to help. Because if the roof isn’t done in a day, the exposed straw can spoil and rot. The construction time constraint could be taken as a design flaw, but is the opposite. It makes the village stronger.

Edo era ice skates

A sign on the shoe rack warns to be careful. Someone recently put another person’s shoes on by mistake.

This folk house is dim with dark wood. Sid sits and draws the paper lanterns that glow yellow. The only other light source comes from a spinning jewelry case of fake food, illuminated by a fluorescent bulb.

I buy us blue and yellow tokens that represent lunch and dessert.

At a low table Jason awkwardly bends his knees sideways. Mike tells us about his friend who believes slurping is good for eating not just hot food, but all food. The friend has a theory that the addition of air makes everything taste better.

We all slurp our soba, except Sid who only stops drawing to ask us what he should draw.

Pupils are lines instead of dots. Fire is shaped like a sword rather than an ivy leaf. Tiny things, but the way Sid draws already looks Japanese.

Sid’s dragon

My first babysitter was named Mary. I loved her deeply, but can remember only four things about her:

1. Sometimes she would accidentally tuck her hair into her pants.

2-4 Are things she taught me to draw…

Another house. The docent cracks jokes about locking us in. He slides a wall shut. A hand making the sign of the beast juts through a hole in the door that is a wall.

Yuri translates, explaining it is a seventeenth-century cat door and that is a hand signal for cat in Japan, not hail Satan.

We see a shrine and then a ferryman’s hut that are about the same size.

At a crossroads with a vending machine and a river, the boys take the river and we drink warm cans of milk tea.

The boys catch a grasshopper. It is in Leo’s hands. They want to keep it. Mike searches his bag and pulls out a water bottle. Sid chugs the water and hands it to Leo.

“I can’t put the cap on—there are no air holes. Can you poke some?” Leo asks.

“I didn’t bring anything to do that,” Mike answers.

Leo carefully folds a handful of grass and shoves it into the bottle, giving the bug its own thatched roof. ♦

One stitch closer! Curator Trevor Smith offers a glimpse of the installation for Sweater, pink by Erwin Wurm (@erwinwurm). #Repost @presenttense99 with @get_repost ・・・ NowHere (handwork) the end of a long installation week with much accomplished. A lot of detail work goes into a final product that appears crisp and inevitable (as one mentor put it to me many years ago). Here Johanna Lakner from @erwinwurm studio puts the finishing touches to Sweater – a piece of clothing made for architecture. @pemplaytime #pemplaytime @peabodyessex #peabodyessexmuseum #knit

Pom-Pom-Pullaway: A Story

The latest in Albert Mobilio’s series of (very) short stories based on old-time games illustrates how the characteristics of play capture the essence of our lives.

A piece of earth on which two parallel lines are marked about sixty feet apart, with sidelines about fifty feet apart. Apartness. The sensation marks Jess’s sense of herself in the world. She’s popular, sure. And she knows that. People she hasn’t seen in years invite her to weddings and add handwritten notes to say how much it would mean if she came. At her old job folks loved Jess; even the mailroom guy who seethed at everyone when he rolled his cart past their cubes sometimes stopped at hers to cough a bit and apologize with words almost indistinguishable from the coughing.

Sandy takes her position in the middle of the field and issues the chaser’s required challenge, “Pom-pom-pullaway, come away or I’ll pull you away.” The singsong quality she hears in her voice is cause for sudden but unnecessary embarrassment; how else utter so alliterative a threat. Put those words in Scarface and Pacino would have to croon them just the same. No matter, she is acutely aware that Jess heard the trilling notes. The sun eases through scattered clouds mottling the meadow’s slopes and Jess stands slackly, hand on hip, in a blanket-size patch of shade. A casual indifference seems to dictate every angle and curve; she looks like she was poured into place. If Sandy could see Jess’s face she’s sure she would find no more than a hint of a smirk because for that girl a smirk is emoting like Sarah Bernhardt. Sandy doesn’t want this in her head about Jess but it is. Look at her, just poured there.

Once her call is complete, the runners make a beeline for the goal behind Sandy while she tries to tag someone three times. If she does that person joins her for the next call. Jess is close enough to pursue—in fact, she’s the closest player—but does Sandy really want to do that? But if she doesn’t her disinclination will be obvious. The decision, though, is made by Jess who comes on hard, buoyed above the high grass by long, loping strides, right at her friend. The clouds have freed the sun’s full force and the entire field vibrates with sudden warmth and thrumming feet. Sandy runs, too, aiming to meet Jess at an angle, but she can’t keep that line of attack because Jess matches her, side-step for side-step, to keep them on track for a head-on collision. She’s playing chicken, Sandy realizes. She wants to see me duck.

Despite the elegance of Zeno’s paradox—one always has half the distance to their goal to travel therefore they will never reach it—these two players will surely meet. Zeno will not intervene to reassure them that when they are, say, the width of a molecule apart, they still have to traverse half a molecule and a quarter molecule after that and so on. He will not alight twixt them to guarantee no bruises today. Sandy extends both arms; either way Jess moves she wants to be ready to reach her. Doing so slows Sandy’s stride but that doesn’t matter—she only has to tag the woman now bearing down on her, shedding her last traces of because for that girl a smirk is emoting like Sarah Bernhardt. Sandy doesn’t want this in her head about Jess but it is. Look at her, just poured there.

Once her call is complete, the runners make a beeline for the goal behind Sandy while she tries to tag someone three times. If she does that person joins her for the next call. Jess is close enough to pursue—in fact, she’s the closest player—but does Sandy really want to do that? But if she doesn’t her disinclination will be obvious. The decision, though, is made by Jess who comes on hard, buoyed above the high grass by long, loping strides, right at her friend. The clouds have freed the sun’s full force and the entire field vibrates with sudden warmth and thrumming feet. Sandy runs, too, aiming to meet Jess at an angle, but she can’t keep that line of attack because Jess matches her, side-step for side-step, to keep them on track for a head-on collision. She’s playing chicken, Sandy realizes. She wants to see me duck.

Despite the elegance of Zeno’s paradox—one always has half the distance to their goal to travel therefore they will never reach it—these two players will surely meet. Zeno will not intervene to reassure them that when they are, say, the width of a molecule apart, they still have to traverse half a molecule and a quarter molecule after that and so on. He will not alight twixt them to guarantee no bruises today. Sandy extends both arms; either way Jess moves she wants to be ready to reach her. Doing so slows Sandy’s stride but that doesn’t matter—she only has to tag the woman now bearing down on her, shedding her last traces of insouciance. The air is heavy, yet Sandy detects a quickening swirl beneath her flung-apart arms. Is that what pilots call lift? Jess is half of a half of a half away and Sandy believes that if she were to leap she could be airborne. ♦

Missed earlier stories? Find them here, here, and here.

(Image credit: Lewis Wickes Hine. Recess games in Muskogee, Oklahoma. Courtesy of the Library of Congress.)

Le Jeu: An Essay

Writers must be gamers, of a sort, but are poetry and gaming diametrically opposed? From Baudelaire to Antonioni, Frank Guan looks at gaming as an art form.

Writers—younger writers now, at least—love to game. I don’t think this is because gaming is close to writing, though; it’s because it couldn’t be further from it. True, writing can be playful. Everything productive contains an element of play. Yet the play involved in writing is not the “play” referred to when we say “play” a game. Suppose that we define play, generally and loosely, as the free arrangement of material. What is the material? For writing, it’s perceptions stirred and shifted into some semblance of syntactic order; for gaming, projections onto a complex of logical protocols and numerical indices. Expression, of course, is possible through both, but expressions are limited by their medium: there’s a difference between getting with the program and becoming one. The game is outside; the gamer tries to get in. If you don’t subscribe to the objectives it imposes, there’s no way to play, much less express. On the other side, the word is within; the writer attempts to coax it out. There are no given objectives, but rather a subject whose being is nothing more or less than its own expression.

The poet desires playfulness; the modern demands industry.

Writing usually isn’t as autonomous as we’ve just made it out to be. Most of the time, writers write with an external objective in mind. To some greater or lesser degree, they write for economic gain, for social recognition, or for political reasons, and to that extent writers really are playing a game in the same way that a gamer does, which is to say with discrete intentions, deploying the word as a means to an end beyond language rather than bearing the word into the mysterious awareness of its own life—what we refer to, in other words, as poetry. Most writers aren’t poets. Even those who are poets aren’t poets all the time, though some recognize its necessity. Sois toujours poète, même en prose, Charles Baudelaire wrote in his diary. Always be a poet, even in prose. Yet he succeeded in writing no more than 170 poems over some twenty-five years as an active poet—less than seven a year, on average. The man generally acknowledged as the first modern poet (and first modern art critic) was the first to discover how deeply opposed modernity could be to poetic creation.

The poet desires playfulness; the modern demands industry. The poet is allied to nature; the modern renders nature unnatural. The poet is an aristocrat, even if only in spirit; the modern is democratic, even if only in rhetoric. Baudelaire never dreamed that he could turn away from the world he lived in. He was too perceptive (and too ironic) to imagine that he would find, gazing into bygone ages, real relief from the traumas of the present. Rather he fixed his eyes on worlds to come, on the new and unknown, what he names the familiar empire of future darkness, l’empire familier des tenèbres futures. For him, the future was always dark: dark as in uncertain, charged with possibility, but also dark as in grim, doomed, deathly. Yet only by peering into darkness can one become familiar with it, allow it to come into definition, write it down for others to see. There are flashes and illuminations across those one hundred seventy poems, but for the most part reading Baudelaire—and translating him especially—is a process as slow and hard to trace as developing night vision. His is a poetry of suggestions, hazards, constellations that reveal themselves to the patient; to focus only on great stars and striking images is to lose the deep pattern.

Take “Le Jeu,” for instance: not a Baudelaire poem that often sees the spotlight, but by no means a poem without insight. Le jeu literally means “the game,” but it’s also how one says “gambling.” Ultimately the difference is negligible; whether it’s gaming or gambling, the players project their selves onto a complex of logical protocols and numerical indices. Speaking from personal experience, there’s a straight line running from the gambling den of Baudelaire’s Paris to today’s gaming centers. I’ve been a regular visitor to arcades since coming to New York, and though the equipment and personnel have changed (instead of card tables, machines with screens; instead of old women, young men) the ambience of sterile electricity and silent strain felt identical to the poem’s.

I would have to become another person entirely to stop gaming, which is the opposite of writing.

Identical, too, was the observer’s envy. As the poem implies, writers tend to be cold watchers even of their own dreams, their own incarnations of desire. I wouldn’t trade my life or past for any other, but there have been times when I’ve wanted to swap the writing life and the frigid self-consciousness it compels for the gamer’s wordless, virtually animal striving and satisfaction. I game often. I would have to become another person entirely to stop gaming, which is the opposite of writing. What this poem holds out is the hope that this conundrum can itself become a source of literature, that writers can reveal the words that do justice to the tension between writing and the modern condition that gaming encapsulates. Writers, insofar as they are modern, must be gamers, but pure literature (pure art in general) can never be a game; in performing the ambivalence between its constitutive terms, modern literature discovers itself.

In this regard as in others, many would walk after Baudelaire. A decade after the 1857 publication of “Le Jeu,” Baudelaire’s exact Russian contemporary Fyodor Dostoevsky would publish The Gambler. Narrated by a young man torn by his attraction to the gaming tables at a German resort frequented by European elites and con artists and his love for a young Russian woman, the story dramatizes the tug-of-war in Russian culture between Western commerce and native tradition, with the casino denizens serving as a microcosm of European society.

A parallel symbolism prevails in Italian director Michelangelo Antonioni’s 1962 film L’Eclisse, where the cacophonous chaos of the Roman stock exchange incarnates American capitalist values. The main character is a translator. After breaking with her fiancé, a literary intellectual of the Left, she drifts, slowly, into a romance with a young stock broker. Actress Monica Vitti’s character Vittoria strikes a figure of ambivalent beauty. She’s rooted in language, appreciates culture, disdains obsession, especially greed. All the same, she feels the attraction of the modern, the frenzies, silences, and cacophony that preclude all nuance and psychology. “What the hell are you doing?” a partner asks Piero, the broker, at the stock exchange. “Gambling,” he answers; then resumes gaming the system.

Piero comes from people of refinement: his parents’ apartment is as thick with paintings and sculptures as Vittoria’s former fiancé’s. But whatever taste he might have had has been subsumed by the animal passion for numbers and logic his workplace demands. Disillusioned by culture and socialism while retaining some sense of ideals, Vittoria seeks out the new and unknown in their antitheses. If she likes Piero, it’s for his simplicity, his blindness to all things beyond supply and demand.

She teaches him to play with her; he stops playing the market. The writer and gamer, united in love! It can’t last; it doesn’t. But they see each other, just a bit, before the end. ♦

(Image credit: attributed to Johannes van Wijckersloot, The Card Game on the Cradle: Allegory, 1643–1683, Rijksmuseum. Courtesy of the Rijksmuseum.)

Hello, Operator: An Essay

Alt control game designer Mike Lazer-Walker explains a difficult-to-describe genre and muses on the pleasures of the past.

The games I make aren’t games you play with a controller on a screen, or cards and dice on a table, or even by throwing a ball around a field. I make games that blend the digital and the physical, using novel physical interfaces. Sometimes this means using the various sensors in your smartphone, using information like your physical location for Pokémon Go–like experiences. Sometimes this means making my own physical hardware or co-opting vintage technology as an input to a new game.

As a result, this means I tend to make things that you can’t buy. My games are ephemeral, one-off installations, shown primarily at small independent games festivals like IndieCade, Bit Bash, and Babycastles, gatherings that are largely attended by other game designers rather than consumers. Without wide commercial appeal, the funding for them tends to come from odd places as well. Until recently, a lot of my work was produced as part of my research at the MIT Media Lab. It’s often difficult to describe these sorts of games.

One of the pieces that came out of my time at MIT is the game Hello Operator. When people sit down to play Hello Operator, the most common thing heard is some variant of “Whoa, I’ve always wondered how that worked!” What shocks people about Hello Operator isn’t the gameplay—it’s a pretty standard “time management” game, an immensely popular genre—but the fact that they’re playing it on an actual, physical telephone switchboard from 1927.

Specifically, Hello Operator is played on a Western Electric 551-A switchboard that, in a former life, serviced the Mead Paper Mill in Chillicothe, Ohio. Players sit down at the switchboard and connect customers who want to talk to each other, using it exactly how it would have been in the 1920s. Instead of tapping on a touchscreen or mashing buttons on a controller, you interact with actual vintage hardware.

The movement of “alt control” games—videogames like Hello Operator that use nontraditional physical interfaces—is small but growing. It used to be that games like this would only really appear at game industry-specific events attended largely by game creators, like the alt.ctrl.GDC exhibit at the annual Game Developers Conference.

This is changing. Line Wobbler, a hypnotic game played with a rope of lights and a wobbly doorstopper spring as a joystick, recently saw a custom installation in King’s Cross Station in London. Beasts of Balance is Jenga-meets-Pokémon and played with a set of physical plastic animals and a tablet; it can be bought at Apple Stores.

A lot of these games could theoretically work as digital-only games. An iPad version of Hello Operator already exists for prototyping and play-testing purposes. But I’d never seriously consider releasing it to the public. The way you interact with a piece of technologically meaningfully affects your response to it; we have different emotional connections to apps we use on our phones than we do ones we use on our desktop computer. That gap is only amplified when you compare a digital-only game to physically plugging in ninety-year-old cables.

But why old technology?

As an artist, I strive to use play and games to spark intellectual curiosity and curiosity about the greater world. Exploring the history of technology provides an opportunity to probe at questions surrounding people’s relationship with technology, but in a way that feels longer-lasting than fiction based on today’s tech. Using a telephone switchboard to listen in on phone conversations, say, is an elegant way to start a discussion about surveillance. Looking at the telegraph (as in What Hath God Wrought?, a previous piece of mine played on nineteenth-century telegraph hardware) is an effective way to explore what happens when instantaneous real-time communication is introduced to a culture for the first time, and how it affects all aspects of daily life.

What is most satisfying about Hello Operator is the genuine surprise in people’s eyes when they see the physical hardware. It’s novel, to some extent, but a novelty that sparks intellectual curiosity. People who would never bother reading a book about the history of telecom are suddenly excited and enthusiastic to learn all about how switchboards function. It’s a lot easier to forge a connection with the past when you’re able to make a physical connection to it.

These games are fun precisely because of what they teach and the way they teach. Skill acquisition is inherently rewarding, and a big part of the psychological role of play. But a big part of the playfulness of my work comes from very deliberately teaching obsolete skills. If any of these games become too didactic, and players feel like someone is trying to “teach” them, they would disengage. A big part of how I strike that balance is the sense of immersion that comes with authenticity. You can learn to play Hello Operator by reading Western Electric’s official training manuals from the 1920s. That’s very intentional. If the most important part of the experience is this tactile interaction with the past, being true to that past matters.

What Hath God Wrought? is a good example of this, too. It essentially asks you to learn Morse code in five minutes, which is pretty impossible to do. The brutal difficulty that falls out of that means that What Hath God Wrought? isn’t actually that well-designed a game.

I could have easily made a “better” game by abstracting away Morse code in favor of something that evoked it but was simpler to learn. But without the direct representation of typing real Morse code, using actual nineteenth-century hardware no longer feels necessary. At that point, you might as well release a digital version of the game rather than having to muck around with fiddly hundred-year-old electronics. Without the hundred-year-old electronics, you lose the experience of being able to meaningfully interact with a beautiful object from the past. Suddenly, the essence of what makes this work tick is gone, along with the sense of history that imbues them and teaches us how we got here.  ♦

(Image credits: All photos courtesy Mike Lazer-Walker.)

Trevor Smith, PEM’s Curator of the Present Tense, offers a look at the installation process for PlayTime artist Angela Washko’s video game–based work. Just a few weeks until opening! #pemplaytime #Repost @presenttense99 with @get_repost ・・・ NowHere (digital dirt) For #pemplaytime @peabodyessex @angelawashko has produced an installation that is an overview of the works that she produced inside of #worldofwarcraft from 2012-2017. This week the installers came to lay down the floor for the installation which is derived from the landscape in the game itself. While we are presenting a contained immersive installation, I greatly admire how #angelawashko produced her work inside the game itself. At Its peak WoW had some 10 million active players. Museum visitation is not this large of course, but can be great places for reflection and for playful engagement with complex realities. #peabodyessexmuseum @pemplaytime

Play Digest: Moves and Mores

When we think about the decisions we have to make while playing a game, we usually consider strategy above standards; our own gains above those of the group. When we watch our favorite sports teams, what’s more valuable: gamesmanship or sportsmanship? In this week’s Play Digest, we explore the ethics of play.

Does the moral compass by which we live impact what we play and the way we play it? Should we be applying our moral standards to our gameplay? Are we making ourselves and those around us unhealthy? Unsafe? And what kind of time should we even devote to play; where do we—and the people who design and build games—find that time in our over-demanding lives?

Like many aspects of play, play psychology, and play theory (especially in the age of video games), there is a whole lot of thinking going on around the subject. This is especially true of the scholarship and criticism of first-person shooter games (are they “good clean fun” or the basis for a moral panic? do game makers have a moral responsibility to the consumer?) and around how adults control the parameters of play for children.

The question about good and bad, right and wrong—in gaming, in play, in culture—is age-old, complicated, and seemingly ever-changing, or at least open to interpretation. As games become more “intelligent” and our lives and games blur, we will continue to be faced with ethical quandaries. And even that challenge can be a playable moment.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Photo of referee Ryan Justice, courtesy mark6mauno via Flickr.)

 

Every Hour of Friday May 2, 2008: An Infographic

Artist and funnyman Andrew Kuo describes his approach to analysis: “I am interested in talking about specific things with a wink to a metric evaluation and multiple thoughts presented in the same visual frame. To state something and then emphasize and de-emphasize it on a scale is an appealing way to tell a personal story without spelling it out.”

Look for the next infographic in coming weeks.

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