Tag: playtime
Tilt: An Essay
In the second installment of her two-part essay, writer Virginia Heffernan continues her pinball pilgrimage and humanizes the digital-analog divide. Missed part 1? Read it here.
There were also beeps in this game. When my balls—my extra balls by now, I’m that good—hit one particular bumper and bounced back on it, again and again, piling up points and aiming me for the leaderboard, the beeps beeped furiously. Each one was a half-second, more or less tonal, and—as usual for me—beeps sit on the knife’s edge of puzzling and rapturous.
Beeps belong to nature and electricity and electronics and the Internet. All the centuries. Like the railroad toot but unlike an old telephone ring, beeps have both a distinct start and finish, marked by the twin plosives “b” and “p,” and an elastic center that can generously expand and contract like an accordion: beeeeeeeep. You can create Morse code in beeps. Beeeep beep beep beep. Beep. Beep. Beep beeeep beeeep beep. Yes, they’re a frankensound—but nature can almost, almost suggest them. They certainly seem to have always existed. Maybe art teases beeps out of nature.
The beep is synthetic; it’s manmade, like climate change. Plants don’t beep, nor weather, nor animals, nor birds except Road Runner. If you hear a beep, you know that a person, or more likely his artifact, is signaling. There’s no wondering, Is that a beep or a nightingale? Is that a beep or a tornado? Beeps are also not voices or music.
And still, sonically exotic as they may be, beeps are, as my pinball home insistently suggested, easy to make; they are cheap and light. No wonder everything beeps. E-mail beeps. Texts. Trucks in reverse. Hospital monitors. Stoves, dashboards, cameras, clocks. Coffee machines. Dishwashers. Elevators. Toys. Robots. Toy robots.
[In] the Monopoly game the beeps were modulated and engineered to define my experience, the very victories I thought I was creating with my analog tendons and fingertips and wrists.
The onomatopoeic word “beep” launched in 1929, and prewar beeps were produced by car horns, though sonar, electric elevators, and clown horns may have beeped or protobeeped even before the 1920s. Other car horns of the period, and now especially those of big cars, are usually heard to “honk.” Beeps as the sound of cute cars—makes sense. A small, zippy, nuisancey thing chirping, “’Scuse me, could you move a smidge? Thanks!” That’s a beep.
As a source for beeps, car horns gave way to piezoelectric technology, a breakthrough used increasingly after World War II in labs, hospitals, and military operations. With the arrival of the transistor, small piezo buzzers could be made to beep in devices like electronic metronomes and game-show buzzers. An efficient, low-power way to gin up a tone for a device to emit. Beeps could now be heard in a range of contexts, but the sound still managed to speak of seriousness and technology.
The material world and our bodies, in concert, can reconfigure themselves, as if to prove they can’t be digitized.
Were those beeps on the pinball playfield digitized? I choose to believe they were not made in sound labs, but date from the bells and horns of J.P. Morgan days. That every time a ball hit a bumper it squeaked because it was weighted metal on hard, smooth rubber, and something in the angle—and I misread it as a beep—but I’m not crazy: Naturally on the Monopoly game the beeps were modulated and engineered to define my experience, the very victories I thought I was creating with my analog tendons and fingertips and wrists.
Beautifully, submissively, we have adjusted to the hegemony of computers. But this Monopoly table, with its rusty screws and peeled paint, suggests one road back or through to an ecstatic, three-dimensional, and entirely mortal form of culture, in which our imperfect and limited bodies might reassert their centrality to culture, politics, and philosophy. This reassertion I anticipate with some giddiness the way, in my Bolshevik days, I used to anticipate the digital revolution. This time I resolve not to be so impatient with my elders.
The material world and our bodies, in concert, can yet reconfigure themselves, as if to prove they can’t be digitized. I believe that. In games like this one, from 2001, before broadband razed our nervous systems, I hear trills of promise. Of course, on this day, I was at forty-five in the middle of the journey my life, lost in the dark wood of an executive hotel. I was a truant; I had skipped a conference for a stolen pinball game. And reader: I was winning. ♦
(Image credit: Pinball by el-toro on Flickr.)
Kit That Fits: An Essay
Writer Anne Miltenburg examines the controversial and ever-changing world of women’s sportswear in a two-part essay. Here, we resume her discussion of the lack of proper professional gear for women. Check out part 1 here.
Why don’t female soccer players amp up the sex appeal to increase enthusiasm for women’s sports? “If sports was only about long legs, then women’s beach volleyball would be the biggest sport in the world,” remarks Shammy Jacob, former Director of Sustainable Ventures at Nike. “Of course performance should come first. Only then is it about looking great as an athlete. But looking great does not equal looking sexy.” To prove her point, Jacob offers an historic example. In the 1990s, Nike had been working with the American women’s national soccer team to design their outfits for the upcoming world championships. One of the things the women asked for was a better bra, one designed for sports. “To all of our amazement, Brandi Chastain scores the winning goal of the tournament, and celebrates by sliding onto her knees and taking her shirt off, revealing her sports bra.” The moment was captured in a photo that made the cover of Sports Illustrated and became a landmark image in the history of women’s sports. Jacob rejects the idea that the image was iconic because it was revealing. “What the shot showed was an athlete at the top of her game. To have everyone see a woman so fit, so strong, so victorious, and to receive so much attention, that made a world of difference for women’s sports at that time. Nike focused on performance but made sure the styling was also relevant and tasteful.”
Of course performance should come first. Only then is it about looking great as an athlete.
Despite the fact that more women are playing and watching sports, and that general viewership for women’s sports is increasing, women’s sports uniforms in most parts of the world remain stuck in a vicious circle. Without evidence of demand, sports brands won’t invest in creating professional gear for women. Without high-quality gear, fewer women play and fewer still play at their best, making games less exciting for spectators and less interesting for sponsors and sports brands, closing the circle of low demand.
One brand that is looking to break the circle is Liona, a new sports brand from the Netherlands, founded by former professional soccer player Leonne Stentler. Seeing that no brand was taking up the challenge of providing high-quality gear for women, Stentler decided to jump into the gaping hole in the market. Launched in 2015, Liona is already supplying professional league teams across the country with uniforms. Growing up as a child playing and during her entire professional career, Stentler took the absence of women’s kit as a given. “There is no women’s clothing available all the way to the top of the league. It is a huge investment for brands to produce a “second line” for women . . . . It is a men’s game; we are not a priority.”
The better the professional gear, the better the player. The better the player, the bigger the audience. With bigger audiences comes more sponsorship, allowing more women to have a career in sports.
Together with a fashion designer, Stentler started to redesign women’s uniforms. Most innovations came naturally to Stentler, who had seen firsthand what was needed. “All girls wear tights underneath their shorts for when they make slides. So our Liona shorts have built-in tights. Their waistbands are wider for more comfort. Shirts are longer than those for men and wider at the hips.” The response to Liona has been overwhelmingly positive. Luckily, it is not just praise that is rolling in, but orders as well. Liona has just supplied FC Twente with its women’s team uniform and the team is raving. “This is what is needed in the long run to create more confidence, to attract sponsors, and to lift the sport to a higher level,” says Stentler.
Stentler is not alone in seeing massive opportunities for women’s sports uniforms. With the availability of great sports gear, the vicious circle female athletes have found themselves in can become an upward spiral: the better the professional gear, the better the player. The better the player, the bigger the audience. With bigger audiences comes more sponsorship, allowing more women to have a career in sports.
Princess Reema Bint Bandar Al Saud, Vice President of Women’s Affairs at the General Sports Authority, Saudi Arabia, is one of the players looking forward to joining Stentler’s cause while focusing on the needs of Muslim women. “The market is not just girls in the Middle East. There is a pan-Islamic diaspora. Imagine a young girl in Birmingham who wants to compete. Why would you exclude her from the game?” Anne Skovrider of Hummel agrees. At the end of the day, access to the sport is what it should be all about: “Let these girls go out, play, get fit, learn teamwork, get confidence, feel good about themselves. That is what we want to support.” ♦
Return to the first installment of “Kit That Fits.”
Photo credit: Khalida Popal, former captain of the Afghan national women’s soccer team. Courtesy of Hummel.
What’s your take on the MANIFESTO? Tell us: PLAY is ____________. #PEMplaytime
Play Digest: LEGO Edition
Play Digest is our weekly link pack of themed recommended reading — items we enjoyed or found interesting and hope our readers will too. LEGO, everyone’s favorite Danish building toy, has been in the news lately.
It came as a surprise last month when the company announced a major round of layoffs, but this week came the happier news of a “women of NASA” set that will feature astronomer Nancy Grace Roman, computer scientist Margaret Hamilton, and astronauts Sally Ride and Mae Jemison. LEGO’s philosophy—that learning through play promotes innovation and creativity—is no longer groundbreaking, but its product continues to be fodder for researchers, scientists, and psychologists who have tapped the potential of the toy to illustrate the nimbleness of the human mind.
LEGO is serious play for many psychologists. Researchers are looking at the act of building with LEGO—and the results—as conceptual spaces to learn about play psychology and how to apply it to teaching the psychology of creativity itself.
Maybe some people spend too much time on LEGO: “It is clear that our participants treated LEGO people differently than LEGO nonpeople.”
Academics are looking at the rigidity of LEGO kits and are advocating for the right to “un-make.”
Related: does following the instructions make people less creative? Perhaps. Here are some people who go off-piste with their LEGO building:
Designer Milan Madge built a huge Leica camera in his free time.
Architects at Bjarke Ingels Group (BIG) have completed an institutional project for LEGO in the company’s home-base of Billund, Denmark: the 12,000-square-foot Lego House.
In 2015, Olafur Eliasson hosted The Collectivity Project on New York’s Highline, a massive collective build that used only white bricks.
Japanese children reimagined their country in 1.8 million bricks during the “Build Up Japan” event in 2012.
Ai Wei Wei both addressed a political controversy in LEGO form, while LEGO courted some in its response to the project. This project, Trace, is currently on view at the Hirshhorn Museum in Washington, DC.
Check in next week for a new roundup of the latest play news and stories.
(Image credit: Ai Wei Wei’s Trace installed at Alcatraz prison in 2014 courtesy of Glen Bowman via Flickr.)
Game on! PlayTime on pem.org is live! Join the conversation: how is play changing our lives? In advance of the exhibition, we’ll explore the shifting role of play in art and culture with leading writers, thinkers, game designers, poets, artists—and you. This week, check out features by Virginia Heffernan, Carlo Rotella, Eric Zimmerman, J. Robert Lennon, Lizzie Stark, Angela Washko, Adam Bessie and Jason Novak, and more. #pemplaytime #peabodyessex @peabodyessex
Spycraft: An Essay
Journalist Charlie Hall offers a look into the art of making board games for the CIA. Acclaimed designer Volko Ruhnke shares a whole new meaning to the term “serious games” with him.
The United States intelligence community has a long history with gaming. Role-playing and simulations have been part of the Central Intelligence Agency’s best practices for generations, and are often conducted with the help of judges and mediators behind closed doors to explore complex, real-world situations.
But recently, the CIA revealed that they also use tabletop games—in effect, complex modern board games—to train its own analysts, and analysts from other agencies.
By day, Volko Ruhnke is an instructor at the CIA’s Sherman Kent School for Intelligence Analysis. By night, Ruhnke is an acclaimed designer of commercial board games best known for the COIN Series, published by GMT Games. He said the CIA has been interested in tabletop games for a very long time, well before he started working there in the 1980s. Applying his knowhow in the commercial space to building games for CIA officers in a classroom setting was a natural fit. The goal, he explained, is to facilitate repetition in the practical application of intelligence gathering skills, about separating actionable information from noise and acting on it quickly.
Unlike commercial board games, Ruhnke’s projects at the CIA don’t need to be fun.
Ruhnke shared an example of his work, a project called Kingpin: The Hunt for El Chapo, which he co-designed with another instructor in the Defense Intelligence Agency. Kingpin uses the historical details of the capture of Sinaloa drug cartel leader Joaquín “El Chapo” Guzmán as well as some fictional elements to create a challenging, asymmetrical game.
Kingpin is an adversarial game where one side plays the role of law enforcement and the other plays the role of Guzmán’s own handlers and associates. It revolves around hidden information, with each side playing on their own hidden game board behind a screen. El Chapo’s team is constantly moving around inside Mexico trying to evade the law, but the cartel leader has certain tastes and expectations. He’s not just willing to sit inside a hole somewhere, and one viable strategy is for law enforcement to use his proclivities against him. In the classroom, the game is played twice, with students taking turns playing on both sides of the table.
The key to the game, and to every other game played at the Kent School, is the facilitator. It’s their responsibility to keep things moving by interpreting the rules and feeding them to students on the fly. But in Kingpin, the facilitator also plays the role of referee. They have an important role in moving the action forward by revealing new information to both sides.
Unlike commercial board games, Ruhnke’s projects at the CIA don’t need to be fun. They also don’t need to support multiple playthroughs. In fact, they don’t even need to be played to completion.
“For a training game, it’s not nearly as important that you finish the game,” Ruhnke said. “It’s not even important that the game be balanced or have replay value. It might have those things. But our students are probably never going to play it again. It’s more about the insights and the process.”
Games are a very small fraction of what Kent School students will do in their coursework, but Ruhnke said the kind of hands-on work that tabletop gaming provides is invaluable.
Humans deal with complexity by forming mental models. . . . as instructors, we have to communicate those models to our students. Games do that very well.
“They are a tremendous tool for helping us prepare our understanding of complex affairs,” Ruhnke said. He likened it to studying the ongoing instability in Iraq and Afghanistan. “An insurgency is the interactions of many different actors, interests, tribes, forces, political movements, parties, village elders. It’s a complex compilation of factors, and that’s what we’re asking our analysts to understand. But human beings deal with complexity by forming mental models. So now, as instructors, we have to communicate those models to our students. Games do that very well.”
I was first introduced to the Ruhnke’s design work with a game called Labyrinth: The War on Terror, 2001 – ?, first published in 2010. In it, one player takes on the role of the United States while the other plays as Islamic jihadists. Each player takes actions by playing from a hand of cards that includes real-world, historical events. In one of my most memorable playthroughs the US prevailed only by keeping Benazir Bhutto alive long enough to drive the opposing player entirely out of Pakistan.
I asked Ruhnke about the potential conflicts that might arise between his commercial work and his classified work at the CIA.
“It is something that I have to watch,” he said. “I use my judgement in choosing to participate in work that’s outside of CIA work, and I’m not alone in that,” Ruhnke said. “I have . . . authorities here to double check. And in situation where I could have been exposed to sensitive information, I need to make sure that I’m okay here. That’s a routine procedure at the CIA. In my case, it happens to be that I’m making games, but if I were writing a book or writing an editorial in a newspaper it would be the same thing.”
The most gratifying part of the job for Ruhnke is in bringing intelligence officers together in a low-pressure environment in the same room with their peers. The Kent School isn’t just for members of the CIA, but provides instruction for analysts from the sixteen members of the United States Intelligence Community and all branches of the armed forces.
“It’s professionals coming together to practice their craft,” Ruhnke said, “separated from the immediate, pressing needs of our country. Of course, they’re interacting with each other every day, but in here it’s coming off the line, getting together as a brotherhood or a sisterhood of terrorism analysts. . . . I think it has to help.” ♦
(Image credit: Detail from Kingpin, a board game used by the CIA based on the capture of Mexican drug kingpin Joaquín Guzmán, popularly known as El Chapo. All images courtesy Central Intelligence Agency.)
On Cheating: An Interview
“The fascinating thing about cheating is that the cheat is not the player that knocks all the chess pieces off the table. That’s a spoilsport.”
Game designer Eric Zimmerman talks about why cheaters are a sign of a well-designed game.
Read the transcript.
The Trouble with Losing at Chess: An Essay
In the second installment of his essay, Tom Chatfield asks, does being human mean being conditioned to losing? Miss the first installment? Read it here.
To talk about machine fooling humans isn’t quite accurate, of course. If we are deceived, it is because other people have built machines intended to deceive us. If we endorse an illusion, it is because we have fooled ourselves into seeing it as truth. And if, eventually, Turing’s test is passed, the supposed divide between illusion and truth collapses—leaving us with the question of whether we call ourselves magic or mechanism. As they begin to replicate more and more human achievements, will our creations reveal our minds to be reproducible in software? Will they gesture beyond us to new kinds of mind—to a world in which we must abandon old conceptions of self?
For a vision of the second of these possibilities, you need look no further than the contemporary cult of the Singularity. Named after the event horizon surrounding the quantum singularity of a black hole—that threshold beyond which not even light can escape—the term was first used by author Vernor Vinge in the 1980s to describe how self-improving artificial intelligence might accelerate beyond humans, past a historical point of no return.
The Singularity offers a strange inversion of Turing’s game: a point at which time and technology dissolve into miracles. Two entities are at play. One is a shadow, a simulacrum, trying to convince its master to treat it as an equal. In the world of the Singularity, humanity is the shadow—trying to show its superiors that it still deserves some measure of consideration. After the Singularity, all old rules cease to apply.
I don’t believe the Singularity is coming, but I do take seriously its vision of technological apotheosis, not least because it draws upon the same fascination that Kempelen’s illusion harnessed: a vision of the future conditioned by games in which there are winners and losers, skill is measured on a single scale, and computation is synonymous with intellect.
What does it mean to play a computer at a game like chess? These days, it means losing. In 1997, humanity’s greatest chess champion, Gary Kasparov, was beaten before the eyes of the watching world by IBM’s Deep Blue. In 2016, Google’s AlphaGo did the same for Go champion Lee Seedol, besting humanity at a game orders of magnitude more complex than chess. In early 2017, an AI called Libratus vanquished the world’s best players at no-limit Texas Hold ‘Em, a game of bluff and imperfect information that some had hoped would remain dominated by humans.
How can we hope for anything other than obsolescence?
This progression points to a fundamental divide between people and machines. Much like athletes pushing up against the boundaries of biology, the increments of human improvement have hard limits. We advance towards a certain threshold in slowing steps. Across rapid generations of software and hardware, meanwhile, machines advance faster and faster. Since 1997, the world’s best human chess players have got perhaps a little better, helped by computers. Meanwhile, the speed at which Deep Blue calculated—around 11.4 gigaflops—has fallen more than an order of magnitude behind the 275 gigaflops powering Samsung’s Galaxy S8 smartphone, a device you can fit in your pocket. Modern supercomputers are many thousands of times faster than those built in 1997, and this trend as yet shows no sign of stopping. The Deep Blue of 1997 would stand about as much chance against today’s supercomputers as a two-year-old would against Kasparov.
Singularity theorist Ray Kurzweil coined the phrase “the second half of the chessboard” to help people conceptualize the staggering properties of this increase. The phrase refers to a mathematical parable, in which a scholar is told by a king that he can name any price as his reward for performing a great service. What I wish for, the scholar replies, is that you place one grain of wheat upon the first square of a chessboard, two upon the second, four upon the third, eight upon the fourth, and so on, until the chessboard is covered.
The king protests that this is too small a prize, but the scholar demurs. By the end of the first row of eight squares, he has 255 grains of wheat. By the time the first half of the chessboard is covered, he has 4,294,967,295 grains—around 280 tons. After this, the first square on the second half of the chessboard will contain as much wheat as the entire first half, and so on, until the wheat required becomes hundreds of times more than exists in the whole world. Once you reach a certain threshold, Kurzweil explains, any ongoing exponential increase demolishes old frames of reference: its sheer scale brings wholly new phenomena, and demands new ways of thinking.
By picking games like chess, humans have defined a terrain in which they are not only destined to lose but are also the architects of their own irrelevance.
How can we hope for anything other than obsolescence in the face of this exponential curve, lashing itself towards infinity? Within the bounds of game-worlds like chess and Go, the Singularity has come and gone. Never again in history will the world’s greatest player be an unaided human. Yet the game is not what it seems. By picking games like chess as both emblems of our rivalry and the ultimate arenas for training machine minds, humans have defined a terrain in which they are not only destined to eventually lose, but are also the architects of their own irrelevance—the creators of rule-bounded spaces within which any suitably-defined victory can be won by automation. Beyond this realm, however, the question of supremacy is not even the right one to ask.
Behind accounts of our near future such as Kurzweil’s lies a way of thinking called technological determinism. Determinism offers an account of the world in which the old is driven out by the new, sometimes violently, via mechanisms that nobody needs to have chosen. In warfare, guns beat spears—and people who choose to keep on fighting with spears will sooner or later find themselves on the wrong side of history. In business, advanced autonomous systems beat old-fashioned labour—and corporations who sentimentally refuse to replace their workforce with robots will sooner or later find themselves overtaken. Determinism’s logic is one of ceaseless winner-takes-all games between old and new—a context within which humanity itself is easily viewed as yesterday’s news.
Is this true? Evolution certainly requires no intentions in order to unfold. Yet inevitability, I would argue, exists only in retrospect—in a pattern that our minds project onto the world. We see a Turk seated at a chessboard, and so we also see intent and elemental opposition—a struggle for supremacy complete with winners and losers, old and new. Yet, while a machine may today beat us at chess, it is not actually playing in any recognizable human sense. Somewhere inside its circuits, human players remain hidden—programmers, designers, past grandmasters, creators of a history that has been uncomprehendingly digested and optimized. Our loss is also our victory. The only rules and measures we can lose by are those we have ourselves created.
What isn’t captured by such metrics? As the philosopher Bernard Suits put it in his 1978 book The Grasshopper, a game can also be thought of as “the voluntary attempt to overcome unnecessary obstacles.” We may play a game such as chess in the hope of winning. But this doesn’t make winning its purpose, any more than the purpose of listening to a symphony is getting to the end as fast as possible. Rather, the possibility of victory (and of losing, and of drawing) exists in order to create meaningful play: the exercise of skill and tactics, a pursuit undertaken for its own satisfaction. Constraint create the possibility of play, but it does not constrain the experiences play enables.
As strange it may seem to say it, this is also true of warfare, economics, and the other arenas in which we compete on a daily basis. Victory is the means to ends—power and influence, wealth and glory—that cannot remain meaningful if victory is the only value that matters. Economic rivalry may mean outdoing your rivals, but it also demands common aspirations if there is to be any economy worth succeeding within. The exponential logic of victory after victory does not hold for the human world—not when constraint and common ground are the places that any ultimate purpose resides. It’s our confusion of purpose with conquest, not any inherent property of machines, that’s most likely to destroy us.
Our loss is also our victory. The only rules and measures we can lose by are those we have ourselves created.
In his 1986 book Finite and Infinite Games, the religious scholar James Carse makes the case that “finite” games played for the purpose of winning are secondary to “infinite” games, played for the purpose of continuing further play. In Carse’s account, finite games are preoccupied by the kind of conflicts that determinism puts at the heart of history: power clashes in which faster, harder, bigger and better tools perpetually supplant weaker ones. Infinite games, however, take an interest in the process of play itself—and are alive above all to the possibility of surprises, transforming the trajectory of all that has come before. “To be prepared against surprise is to be trained,” writes Carse, “To be prepared for surprise is to be educated.”
How should we think about the games we play with and through our tools? The philosopher of technology Luciano Floridi uses a very different parable to that of the chessboard to describe our interactions with technology. Imagine a relationship, he writes in his book The Fourth Revolution, in which one partner is accommodating and adaptable, and the other is extraordinarily inflexible. Over time, if the relationship persists and neither partner’s personality changes, they will end up doing more and more things in the way that the less flexible partner insists upon—because their choice is either to do things this way, or not do them at all.
Even the most adaptable machine is orders of magnitude more inflexible than the most rigid human. Once design decisions have been made—once the boundaries of the game together with its incentives have been defined—our creations will be able to maximize its outcomes with ever-greater efficiency. The question is not whether this automatically makes us redundant, but rather whether we have meaningfully debated which incentives we do and do not wish to see relentlessly pursued on our behalf—a debate that can only exist between humans, and that has significance only in our interplay.
Few people learn chess because they wish to be the best in the world; fewer still because they wish to bring the history of chess-playing to a close. Play and learning are themselves the point—the spaces within which value resides. Similarly, when it come to humanity and history, neither our velocity nor our theoretical destination are the metrics that matter most. In constraint, in life and the playing of games, what counts is the experiences we create—and the possibilities we leave behind. ♦
(Image credit: Courtesy of Eureka Entertainment via Flickr.)
Turnabout: A Story Game
Writer J. Robert Lennon presents us with an engaging maze of story—move left, right, up, down, and find a new twist with each read.
I originally wanted to create a story, or cluster of stories, in the form of a “word search” puzzle, with story elements as “letters,” that invited the reader/player to find contiguous narratives within the grid. But then I wondered if I could make every single node part of a story. This is the result. Every column reads as a story from top to bottom; every row reads as a story from left to right (except for one, which reads right to left, just for kicks.) Readers/players may also find a few diagonal vignettes, and are invited to mix and match elements as they see fit. The whole can even be printed out, cut up, and rearranged.
Game-Changing: A Crossword
Puzzlemaster David Steinberg developed this games-themed crossword just for PlayTime. Download this printable PDF version to complete at your leisure and when you’re ready for a peek at the answers they’re here.
Across
1. What some jeans do
4. Winter pear variety
8. Got along
13. “That’s so not cool!”
14. Sea creature that can swim 40 mph
15. Top 10 hit for Elvis Presley and Lil Wayne
16. S
E
R
18. Add lots and lots of
19. “Hell ___ no fury . . . ”
20. Kind of board used for spelling
22. Catch red-handed
23. “The Lord of the Rings” actor Sean
25. Ope[rat]ion
28. You might skip them
30. Carrier to Sweden
31. Letters on a stick, in cartoons
32. Nintendo game with a Balance Board
35. Bara of silent films
37. Sergio
40. Chicken serving
41. ___ meteor shower
42. Glass on the radio
43. Quarterback Manning
45. Like a small garage
49. TLARH
53. Chosen one in a kids’ game
54. Kung ___ chicken
55. Did some data entry
57. “Call of Duty: Black Ops” guns
58. Pitch perfect?
60. Peabody Essex Museum exhibition that suggests games . . . and an inspiration for this puzzle
62. Colorful aquarium fish
63. 2016 Isabelle Huppert film
64. Really long time
65. / or \
66. Female deer
67. Movie format, eventually
Down
1. “For example?”
2. Open-mouthed
3. Needy part of a city
4. ___ choy
5. Cookies and Cream cookie
6. Rugby formation
7. Timex competitor
8. Batman, to the Joker
9. French for before
10. Banter
11. My Chemical Romance and others
12. Place to do a jigsaw puzzle
15. Capital of Tibet
17. Friendly conversation
21. Angry partner’s dismissal
24. Disagreeable choice
26. Leftmost member of a violin quartet?
27. ___ meeting
29. Basic dog command
33. Adjective for a Persian
34. Wrath
36. Cops may search for one
37. Shell fragments
38. Italian bread inspired by the baguette
39. Palindromic singer
40. Shop ___ you drop
44. Facebook group?
46. Snuggled (up)
47. Author who coined the term “robotics”
48. Forward, perhaps
50. Personal letter sign-off
51. Did some data entry
52. Word on a name tag
56. Broad valley
58. They’re in the singular
59. “Meh, I’ll pass”
61. “Sure, I’ll do it!”
Our Aesthetic Categories: An Interview
Aesthetics as a philosophical discipline was an invention of the Enlightenment, and appropriately enough, most of the historical discussion has focused on the beautiful and the sublime. However, as J. L. Austin noted in “A Plea for Excuses,” the classic problems are not always the best site for fieldwork in aesthetics: “If only we could forget for a while about the beautiful and get down instead to the dainty and the dumpy.” Cultural theorist and literary critic Sianne Ngai has dedicated years of research to such marginal categories within aesthetics. She talks with Adam Jasper of Cabinet about her ideas.
Adam Jasper: You’ve written on cuteness, on envy, on boredom, and now on the interesting. If it could be said that there is a unified project behind these topics, what is it?
Sianne Ngai: I’m interested in states of weakness: in “minor” or non-cathartic feelings that index situations of suspended agency; in trivial aesthetic categories grounded in ambivalent or even explicitly contradictory feelings. More specifically, I’m interested in the surprising power these weak affects and aesthetic categories seem to have, in why they’ve become so paradoxically central to late capitalist culture. The book I’m currently completing is on the contemporary significance of three aesthetic categories in particular: the cute, the interesting, and the zany.
I focus on aesthetic experiences grounded in equivocal affects. In fact, the aesthetic categories that interest me most are ones grounded on feelings that explicitly clash. To call something cute, in vivid contrast to, say, beautiful, or disgusting, is to leave it ambiguous whether one even regards it positively or negatively. Yet who would deny that cuteness is an aesthetic, if not the dominant aesthetic of consumer society?
AJ: Can you say more about the qualities of non-cathartic feelings? The explicit rejection of catharsis was central to Brechtian theater, but is that what you are referring to here?
SN: By non-cathartic I just mean feelings that do not facilitate action, that do not lead to or culminate in some kind of purgation or release—irritation, for example, as opposed to anger. These feelings are therefore politically ambiguous, but good for diagnosing states of suspended agency, due in part to their diffusiveness and/or lack of definite objects.
AJ: To get our hands a little dirtier here, could you provide some examples of typically cute and typically zany things and indicate the characteristics that make them that way?
SN: Cuteness is a way of aestheticizing powerlessness. It hinges on a sentimental attitude toward the diminutive and/or weak, which is why cute objects—formally simple or noncomplex, and deeply associated with the infantile, the feminine, and the unthreatening—get even cuter when perceived as injured or disabled. So there’s a sadistic side to this tender emotion, as people like Daniel Harris have noted. The prototypically cute object is the child’s toy or stuffed animal.
Cuteness is also a commodity aesthetic, with close ties to the pleasures of domesticity and easy consumption. As Walter Benjamin put it: “If the soul of the commodity which Marx occasionally mentions in jest existed, it would be the most empathetic ever encountered in the realm of souls, for it would have to see in everyone the buyer in whose hand and house it wants to nestle.” Cuteness could also be thought of as a kind of pastoral or romance, in that it indexes the paradoxical complexity of our desire for a simpler relation to our commodities, one that tries in a utopian fashion to recover their qualitative dimension as use.
While the cute is thus about commodities and consumption, the zany is about performing. Intensely affective and highly physical, it’s an aesthetic of nonstop action that bridges popular and avant-garde practice across a wide range of media: from the Dada cabaret of Hugo Ball to the sitcom of Lucille Ball. You could say that zaniness is essentially the experience of an agent confronted by—even endangered by—too many things coming at her quickly and at once. Think here of Frogger, Kaboom!, or Pressure Cooker, early Atari 2600 video games in which avatars have to dodge oncoming cars, catch falling bombs, and meet incoming hamburger orders at increasing speeds. Or virtually any Thomas Pynchon novel, bombarding protagonist and reader with hundreds of informational bits which may or may not add up to a conspiracy.
The dynamics of this aesthetic of incessant doing are thus perhaps best studied in the arts of live and recorded performance—dance, happenings, walkabouts, reenactments, game shows, video games. Yet zaniness is by no means exclusive to the performing arts. So much of “serious” postwar American literature is zany, for instance, that one reviewer’s description of Donald Barthelme’s Snow White—“a staccato burst of verbal star shells, pinwheel phrases, [and] cherry bombs of . . . . puns and wordplays”—seems applicable to the bulk of the post-1945 canon, from [John] Ashbery to Flarf; Ishmael Reed to Shelley Jackson.
I’ve got a more specific reading of post-Fordist or contemporary zaniness, which is that it is an aesthetic explicitly about the politically ambiguous convergence of cultural and occupational performance, or playing and laboring, under what Luc Boltanski and Eve Chiapello call the new “connexionist” spirit of capitalism. As perhaps exemplified best by the maniacal frivolity of the characters played by Ball in I Love Lucy, Richard Pryor in The Toy, and Jim Carrey in The Cable Guy, the zany more specifically evokes the performance of affective labor—the production of affects and relationships—as it comes to increasingly trouble the very distinction between work and play. This explains why this ludic aesthetic has a noticeably unfun or stressed-out layer to it. Contemporary zaniness is not just an aesthetic about play but about work, and also about precarity, which is why the threat of injury is always hovering about it. ♦
(This interview between Adam Jasper and Sianne Ngai was originally published in Cabinet magazine, issue 43, 2011. Image courtesy Janeen via Flickr.)