<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
	>

<channel>
	<title>Pecoraroa&#039;s Blog</title>
	<atom:link href="http://pecoraroa.wordpress.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://pecoraroa.wordpress.com</link>
	<description>Just another WordPress.com site</description>
	<lastBuildDate>Mon, 21 Nov 2011 22:00:07 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
<cloud domain='pecoraroa.wordpress.com' port='80' path='/?rsscloud=notify' registerProcedure='' protocol='http-post' />
<image>
		<url>http://s2.wp.com/i/buttonw-com.png</url>
		<title>Pecoraroa&#039;s Blog</title>
		<link>http://pecoraroa.wordpress.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://pecoraroa.wordpress.com/osd.xml" title="Pecoraroa&#039;s Blog" />
	<atom:link rel='hub' href='http://pecoraroa.wordpress.com/?pushpress=hub'/>
		<item>
		<title>Let&#8217;s Talk About Immersion</title>
		<link>http://pecoraroa.wordpress.com/2011/11/20/lets-talk-about-immersion/</link>
		<comments>http://pecoraroa.wordpress.com/2011/11/20/lets-talk-about-immersion/#comments</comments>
		<pubDate>Sun, 20 Nov 2011 16:26:47 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=50</guid>
		<description><![CDATA[Okay, first let me say that this blog post will not be as pretty as previous ones because I am writing from a separate computer than I normally do. So I finished Super Sad True Love Story this morning, and &#8230; <a href="http://pecoraroa.wordpress.com/2011/11/20/lets-talk-about-immersion/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=50&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Okay, first let me say that this blog post will not be as pretty as previous ones because I am writing from a separate computer than I normally do.  </p>
<p>So I finished Super Sad True Love Story this morning, and now I am faced with the common problem when finishing up a blog for class: tying everything together into a nice package.  If we are talking about the role of narrative within a digital society, then SSTLS gives us an interesting aspect of that especially since we are returning to text from weeks of digital works.  As I read, I found myself getting pulled into the text for a reason that normally does not seem to occur in novels; while some text might grip the reader with plot and character, SSTLS is detached.  We can go back to Ryan briefly to explain that narrative exists with characters as the primary movers of plot; therefore, the immersive aspect of books is reliant on interesting characters within an interesting plot.  Cut any of those aspects out and you suddenly don&#8217;t have narrative, the characters simply exist within a text habitat.  SSTLS, I would argue, does not have that common narrative attribute: the characters are flat and the plot really doesn&#8217;t amount to a whole lot; however, it is certainly an immersive text regardless of the characters simply existing within the world.  So, what does this mean?  It means that SSTLS throws off the idea of character development and looks more towards world development.  Throughout the text, I was much more interested in the world of the novel rather than the characters, and it is obvious Shteyngart knows this because the world is developed slowly, thoughtfully.  He moved the development of resources from character and plot development towards setting up an immersive world that his characters exist in, but it is simply a small part of it.  It&#8217;s much like when one plays The Sims, you can create an entire neighborhood, yet the narrativity of the game is focused on one particular family/household at the time.  The player can add to that world at any time how they see fit.  Thus, I would say SSTLS is a &#8220;sandbox text&#8221; a narrative made to set up an immersive and engrossing world rather than a plot of characters.</p>
<p>Think of the text much like a Bethesda game akin to Skyrim or Oblivion.  While there are games out there that focus specifically on character and plot (often mimicking other media like film *cough* Uncharted *cough), Bethesda and these sandbox games work to create a large world where the player simply exists within the confines of the game.  There can be story within these context (either player generated or a particular quest line), but that is secondary to the world and exploration of that world.  Skyrim is more about finding what lies in the various nooks and crannies of the game world rather than developing your character or moving the plot forward.  This is why the main quest is but an afterthought and you can literally play the game as a day laborer (chopping firewood or hunting or smithing) just as much as you can be a great warrior that fights dragons.  The only narrative device the game really takes from the player is the idea that they must still exist within the game world, and SSTLS is the same.  Although we can choose to view that world in different lights, as long as the physical book is open, we must exist within that realm of fictional reality (unless we &#8220;mod&#8221; the book by writing in it or physically altering it).  </p>
<p>I posted a story on Twitter earlier this week about how players don&#8217;t actually wish to have total freedom in games, merely the illusion of that.  I think SSTLS is an interesting experiment in allowing readers a bit more freedom within a text rather than needing to follow a set path of developing plot devices.  Is that narrative?  I think Ryan would say no, but it at least makes for interesting discussion.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/50/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=50&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/11/20/lets-talk-about-immersion/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Awkward Situation:  The Game</title>
		<link>http://pecoraroa.wordpress.com/2011/11/06/awkward-situation-the-game/</link>
		<comments>http://pecoraroa.wordpress.com/2011/11/06/awkward-situation-the-game/#comments</comments>
		<pubDate>Sun, 06 Nov 2011 13:46:57 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/2011/11/06/awkward-situation-the-game/</guid>
		<description><![CDATA[I have played Façade before (hey, Microsoft Word automatically adds the “c” thing…cool), and returning to it certainly feels similar to watching the David Lynch Dune again because you feel that you haven’t given it a good chance. Well, like &#8230; <a href="http://pecoraroa.wordpress.com/2011/11/06/awkward-situation-the-game/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=53&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>	I have played Façade before (hey, Microsoft Word automatically adds the “c” thing…cool), and returning to it certainly feels similar to watching the David Lynch Dune  again because you feel that you haven’t given it a good chance.  Well, like Dune, my view on Façade has only been reinforced with another playthrough.  Now, while the game is ugly the actual interface is a bit strange, as Extra Credits as noted (my weekly plug for them is below), the gaming community needs to look deeper and view the content of the game rather than the superficial.</p>
<p>	Façade really sets itself apart from the mainstream games right away in the simple idea that the game is focused on two people in a domestic conflict with the player acting as a non-combat moderator of sorts (of sorts because, although the characters do ask for your help, they, in most cases seem to talk around the player).  Looking through my own game collection, I see very few games without a combat element (my plug for the action-puzzle game Catherine or the true survival-horror game Amnesia: The Dark Descent) and even fewer where the game is not focused on life or death circumstances (only this and Dead or Alive: Extreme Beach Volleyball, don’t judge me, it was a gift).  While there are plenty of games that don’t focus specifically on characters that don’t have combat elements (Guitar Hero, Dance Central, etc), I will not count those simply because those are in an entirely different category then games with clear stories and characters.  The lack of life or death circumstances in Façade means that the developers lost their cheat card for tension forcing them to hold the player’s tension with the domestic conflict.  This doesn’t work because the characters placed in the game are so very inconsistent.  In my first play, Trip went from a spineless wimp taking every insult Grace could throw at him to a crazed maniac yelling at the player character because I was spending my time telling him to not simply roll with all the punches Grace was throwing.  Now, I do give the developers kudos for having the game react to you in real time, but whether the game truly chooses to recognize what the player says is sketchy at best, and the only play I completed feeling like the game did best for the situation was where I decided specifically to play as a mute (“Stop STARING at ME!”).  </p>
<p>	It seems to me that Façade is a game where the ends are not truly in the player’s control, and, while you can put words on the screen, the game reacting to those words correctly is completely random.  It really makes the player feel like a variable rather than our “actor, co-author, artist” categories.  The game can follow specific paths with proper coaching and a bit of luck (Galatea looks from her pedestal), but ultimately there seems to be a function within the game that if it doesn’t understand what the player is saying, it ignores the player (and that only works if you play as a Jehova’s Witness).   And so we are left with a game which sets itself apart from others, but is saddled with a problem inherit within its own mechanics.  It think if the game worked perfectly every time, I could categorize this as a game where the player truly is the artist (acting as both a director and the player actor simultaneously), but, because of the games tendency to talk around the player, I am going to stick with my category from earlier.  The player is a variable in Façade, and it completely destroys the tension of the story through inconsistency.  </p>
<p>Discussion Questions:  Did you attempt any off-the wall playthroughs (mute, Jehova’s Witness, etc.)?  If the game worked perfectly, would it still be a narrative since the conflict is entirely ordinary and domestic?  Why show Trip and Grace in such relative affluence (I debated on using this topic, but ultimately decided against it)?</p>
<p>  Extra Credits on Game Reviews:  http://penny-arcade.com/patv/episode/game-reviews  </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/53/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/53/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/53/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/53/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/53/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/53/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/53/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/53/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=53&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/11/06/awkward-situation-the-game/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Batman, Dollhouse, and Transmedia Narrative</title>
		<link>http://pecoraroa.wordpress.com/2011/10/30/batman-dollhouse-and-transmedia-narrative/</link>
		<comments>http://pecoraroa.wordpress.com/2011/10/30/batman-dollhouse-and-transmedia-narrative/#comments</comments>
		<pubDate>Sun, 30 Oct 2011 15:41:41 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/2011/10/30/batman-dollhouse-and-transmedia-narrative/</guid>
		<description><![CDATA[It is a good thing I am attempting the deeper look at Dollhouse since talking about various entertainment that serves the transmedia model would leave me to make roughly a 3000 word blog post going through this season’s TV alone. &#8230; <a href="http://pecoraroa.wordpress.com/2011/10/30/batman-dollhouse-and-transmedia-narrative/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=52&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>It is a good thing I am attempting the deeper look at Dollhouse since talking about various entertainment that serves the transmedia model would leave me to make roughly a 3000 word blog post going through this season’s TV alone.  To paraphrase the definition given in the article, a transmedia story is something where the overall narrative is stretched across multiple media platforms, each uses their specific strength to create standalone stories that ultimately fit into the whole.  The Matrix example is a bit dated as to be expected from an article based in speculation (The move the Matrix made to the MMO world crashed and burned) or really stretches for the thesis to be made (I would argue Enter the Matrix does not stand alone).   </p>
<p>Considering the definition of a work that is considered transmedia, we could consider Dollhouse a work within that function (since it is both TV show and comic); however, I see something that problematizes this a little.  Much like the Matrix examples given, the Dollhouse comic, I would argue, does not really stand alone as a work.  In fact, it even bills itself as the continuation of the series much like Buffy, Angel and Firefly (all Wheadon works) to the point where they do not feel that they need to introduce characters.  Instead, because the comic is billed towards fans that have watched the series (the Wheadon cult following as we partially went into in class last week), the comic just throws the reader directly into plot. </p>
<p>Take a second at any comic book shop to look through a couple of the pile of issue #1’s from DC Comics’ New 52 promotion (I’ll use the 4 separate Batman comics, Detective Comics, Batman: The Dark Knight, Batman, and Batman and Robin, as examples).  Batman is a character that has already made the transmedia jump; there are movies, TV shows, comics, video games, etc all with the Batman seal.  Now, while the character does remain constant, one could argue, rightfully so, that there is no true transmedia narrative since the stories in Batman are quite different even between the comics.  Using that as my straw man; however, I can make my argument for it.  In each new Batman comic, they introduce the character that had been so firmly placed within American culture (this is Bruce Wayne, he dresses as a Bat and fights crime).  Doing that ensures that the story can stand alone from the rest of the gigantic Batman continuity and it allows DC to actively say that the issue 1 is truly a starting point for new fans.  While doing this, at the same time, the DC writers cater to the mid and long term comic fans by having specific continuity events still play a part in the overall narrative (Dick Greyson grew up to be Nightwing, Bruce Wayne is the father of Damien Wayne, the new Robin, Barbara Gordon was still shot in the spine during The Killing Joke, and so on).  Thus, the individual stories stand alone, but the overall continuity is much deeper and rewards those who put the time and effort into following it.  This even sidles into the animated Batman movies like Under the Red Hood which, while mentioning and showing old comic events to make them important plot points and character developers, the main focus of the work is the specific story the work is telling.</p>
<p>So, in short, I am not sold on Dollhouse as a work of transmedia, feel free to disagree with me, however.  Now, for something new: discussion questions:</p>
<p>What does it mean when a story isn’t taken as transmedia, but a character is?  Both Harley Quinn (Joker’s sidekick) and Mr. Freeze both have origins linked to the Batman animated series, not the comics (Harley was original and Freeze was retconned).  They later became main portions of the comic.  Could we say that they are transmedia characters?</p>
<p>How does the idea of transmedia working with the best strengths of the mediums it transitions to fit into the fact that the strength of video games is the ability to be both spectator and roleplayer?  Do all transmedia video games simply become interactive movies?</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/52/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/52/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/52/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/52/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/52/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/52/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/52/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/52/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=52&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/10/30/batman-dollhouse-and-transmedia-narrative/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Dollhouse and Identity After Human Instrumentality (or Tony Finds a Backwards Way to Talk about Gaming)</title>
		<link>http://pecoraroa.wordpress.com/2011/10/23/dollhouse-and-identity-after-human-instrumentality-or-tony-finds-a-backwards-way-to-talk-about-gaming/</link>
		<comments>http://pecoraroa.wordpress.com/2011/10/23/dollhouse-and-identity-after-human-instrumentality-or-tony-finds-a-backwards-way-to-talk-about-gaming/#comments</comments>
		<pubDate>Sun, 23 Oct 2011 14:25:10 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/2011/10/23/dollhouse-and-identity-after-human-instrumentality-or-tony-finds-a-backwards-way-to-talk-about-gaming/</guid>
		<description><![CDATA[Well, finally I am done with all 26 episodes of Dollhouse, and I am unimpressed with the story overall. We are not here to debate quality; however, this be a content discussion and a discussion of content we shall have. &#8230; <a href="http://pecoraroa.wordpress.com/2011/10/23/dollhouse-and-identity-after-human-instrumentality-or-tony-finds-a-backwards-way-to-talk-about-gaming/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=51&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Well, finally I am done with all 26 episodes of Dollhouse, and I am unimpressed with the story overall.  We are not here to debate quality; however, this be a content discussion and a discussion of content we shall have.  Anyway, as can be shown with the title of this post, I am going to be talking about video games once again in respect to Dollhouse’s main story element: Actives.  As we know (although this will be a refresher for anyone happening upon this blog), Actives in Dollhouse are people with their memories saved to a harddrive, wiped, and replaced by different personality aspects dependent on the job.  This reminded me more of Total Recall where people go on virtual vacations where they can be anything mixed with a pinch of Johnny Pneumonic (I hope I just made Sarah Lahue cringe) where the main character rents out his brain to smuggle digital information.  Considering that we are getting better at interfacing the human brain with machine (see the link from 2008 below), being able to save your brain onto a harddrive does not seem as farfetched as it did even before the turn of the 21st century.  That is what I am defining as human instrumentality: the ability to interface a natural human organ, thought pattern, etc with a machine.  And yes, I did steal the term from Neon Genesis Evangelion.  </p>
<p>But how do Actives relate to gaming in this way?  Well, let’s look at what we know of that medium.  When a game is played, the player takes the role of the character within the game structure.  All the information the player receives is given to them within the structure of that character (keep in mind that this is considered to be a game with a set storyline and the player character is premade).  Let’s use Alan Wake as an example.  If I play Alan Wake, I am not Tony within the game, I am Alan and the information given to me about Alan is internalized within the game structure (as the game explains through play that Alan is a writer on vacation, his wife is kidnapped, and the player as Alan feels a strong urge to save her).  Now, we do know, as a player playing a game, that our own memories and experiences are taken with us into the game world leaving us to act as both participant (I won’t get into the artist, co-author, actor debate again) and spectator as we watch ourselves act within the structure in the real world.  Actives, because they have their brains instrumentized, lose that spectator function; therefore, they are subjected to the rules that are programmed into their personality at the given time for a given job.  In fact, Echo is really the only character that is able to retain that function of taking previous experience into different scenarios is a major story element in the series.  To go a step further, because Echo is able to fit into that dual role, she is able to rebel against the subjection the given memories wish to impose onto her.  </p>
<p>So, the big question: why is this important?  To be honest, other than a reaffirmation of what makes games different as a medium, I don’t know.  Identity is obviously one of those strange things that one can never get a decent grasp on.  Actives are really just the natural elaboration of virtual identity, and, defining one by the personality they take at a given time is similar to determining my identity based on the games I have within my Steam Cloud (downloading Civilization 5) even though that is how the given Steam system defines me (since you liked game x, you’ll like game y).  Either way, Dollhouse acts as an interesting dramatization of what can happen when we lose the ability to be a spectator of our own experience, but, beyond that, I think it needs further elaboration.    </p>
<p>http://www.nature.com/nature/journal/v453/n7198/full/nature06996.html</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/51/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/51/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/51/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/51/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/51/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/51/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/51/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/51/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=51&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/10/23/dollhouse-and-identity-after-human-instrumentality-or-tony-finds-a-backwards-way-to-talk-about-gaming/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Cognitive Capital and Youtube</title>
		<link>http://pecoraroa.wordpress.com/2011/10/16/cognitive-capital-and-youtube/</link>
		<comments>http://pecoraroa.wordpress.com/2011/10/16/cognitive-capital-and-youtube/#comments</comments>
		<pubDate>Sun, 16 Oct 2011 16:53:55 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=48</guid>
		<description><![CDATA[Like others, I am not sure if we need the double-blog this week or not, so I decided that I would react to the general: Youtube Social Networkness that will not make it into the assignment. If we didn’t have &#8230; <a href="http://pecoraroa.wordpress.com/2011/10/16/cognitive-capital-and-youtube/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=48&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Like others, I am not sure if we need the double-blog this week or not, so I decided that I would react to the general: Youtube Social Networkness that will not make it into the assignment.  If we didn’t have to post, think of this as the special features on the DVD/Blu-Ray.  Anyway, onto the thoughts.</p>
<p>For some strange reason, the idea of Youtube as social network consistently made me funnel my logic into the strange idea of Youtube as an ideal Libertarian landscape of cognitive capital.  To keep myself from having to grab my copy of Games of Empire from the fireplace, cognitive capital is the term to explain the idea of someone turning personal creativity into a commodity to be bought, sold, and traded.  Youtube, using this idea, can be seen in the literal sense of “The Marketplace of Ideas” with channelers working to craft their product in a way that gets them more viewers and gains them the monetary benefit Youtube gives once the video receives over a set amount of views.  The example I’ll use specifically comes from the chart on page 59: James Rolfe (JamesNintendoNerd).  While you cannot swing a dead cat around Youtube (a search on Youtube for swinging a dead cat brought me to a band called Swinging Dead Cats: 41 views) without hitting a video game reviewer, James crafted his product in such a way to earn maximum views using both his love of early games and training as a filmmaker.  The result was the ability to earn money through Youtube before getting attached to a larger website (IGN) before simply making his own site where not only can he increase his own revenue but also focus on other projects closer to him such as legitimate filmmaking.  </p>
<p>But, this is a blog post for a digital narrative class, not how to make money using Youtube, so what is my point?  The point is, unlike Twitter, Facebook, and personal blogging, Youtube is a social network that is almost completely focused within that capitalist structure rather than simply a personal identity builder online.  I am not saying that the other social networks can’t be used as revenue generators (there are whole genres of books about making money through blogging, after all), but, with Youtube, the reason for building yourself within the social structure of the system is to get the most views which may or may not earn the channeler money from Google.  Now, also keep in mind that this is my view for individual channelers (or groups not owned by a corporate entity) since, obviously, for the music channels that receive a slew of views, the goal is more for advertising and selling a brand or product as a revenue generator rather than making the individual or group known in order to go the James Rolfe route.  If you need more examples as well:  Loading Ready Run, Extra Credits (although they are a bit strange and feel free to ask about them in the comments), Bob Chapman (Moviebob), and LittleKariboh (sp) have all gone in a similar path.  Anyway, I leave the comments open for you folks.    </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/48/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/48/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/48/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/48/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/48/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/48/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/48/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/48/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=48&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/10/16/cognitive-capital-and-youtube/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Exploratory Draft  (because all musty be Public)</title>
		<link>http://pecoraroa.wordpress.com/2011/10/10/exploratory-draft-because-all-musty-be-public/</link>
		<comments>http://pecoraroa.wordpress.com/2011/10/10/exploratory-draft-because-all-musty-be-public/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 20:38:28 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=46</guid>
		<description><![CDATA[I have been playing quite a few games recently. Most of them have been specifically because of my advanced project, but Extra Credits has also been quite helpful in pointing out games that do interesting and off the wall things. &#8230; <a href="http://pecoraroa.wordpress.com/2011/10/10/exploratory-draft-because-all-musty-be-public/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=46&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>	I have been playing quite a few games recently.  Most of them have been specifically because of my advanced project, but Extra Credits has also been quite helpful in pointing out games that do interesting and off the wall things.  I have begun to look into game modding communities and the whole idea behind the users manipulating the narrative by comparison to the original work.  We talked about Elephant and how the audience can impose their own will upon the film, but in games, especially when they make their developer kit available for public use, the audience can not only make their own narrative but specifically tweak the game mechanics to suit that narrative.<br />
	I am not sure if you have played Starcraft 2, but, in the game, there is a small Easter Egg where the player can play a top-down space shooter similar to Galaga called The Lost Viking.  The game was made by a modder within the beta of the game, uses mechanics that Starcraft itself doesn’t use, and yet, it was still placed within the structure of the main Wings of Liberty game.  A similar action was done in Neverwinter Nights and Civilization 4 where Bioware and Firaxis respectively released content originally made by modders commercially as expansions (for Neverwinter Nights it was called Kingmaker and for Civ 4 it was Beyond the Sword).  This also starts to raise an interesting commercial question.  If the content was modified, but the engine remains the same, who is the true owner of that content?  In the case of Neverwinter, Civ 4, and Starcraft the modders in question received credits in the game and a small stipend, but not much else.  Meanwhile, Gary’s Mod for Half Life 2 was made separate and commercially available before Valve purchased it (and it is still for sale on Valves flagship digital distribution center, Steam).  I think one of the main portions of that project will be looking at the idea of ownership within modding communities and where it seems to be going.  It seems, currently, most modders release their content for free even if it completely changes the game (Star Wars Knights of the Old Republic 2 brought on a community called Team Gizka which fixed most issues within the game and restored lost content within the code).  On the same hand, the developer and publishers can be blamed for modder content the public deems immoral (the Grand Theft Auto Hot Coffee Mod).<br />
	I see my starting point as looking at both popular and interesting modifications to games that have been done in the past and stories dealing with the creative ownership of those mods.  On top of that, I would like to explore how companies treat their own modding communities in terms of both financial terms and in legal terms.  I am aware that companies such as Bioware and Bethesda fully support their modding communities, and, in the case of Bioware, will actually request that career applicants send a mod with their resume in order to get a position within the company.  This tells me that these companies not only want the people who can put together a game, but they also wish to test how an applicant works within the confines of a structure.  Obviously games are made by multiple people, but, in the case of one applicant making a mod, one would assume that the mod would show both the strengths and weaknesses of the applicant in terms of storytelling.<br />
	Which brings me to the weird part of this essay.  Thinking about our class, what we have looked at so far, and where we are going, I think it might be useful to actually do this final project within Bioware’s  Aurora engine (the engine used in Neverwinter Nights that is available through the Aurora toolkit Bioware allows people to use for free).  Not only would that serve as a different means of producing a final project, but it would also allow both textual and visual representations of where one can draw the line on ownership within a mod.  For example, one of my ideas centers on creating a system of achievements within the mod the player earns over the course of play.  In Neverwinter Nights, there are no achievements so this function would need to be coded from scratch (the benefit of having CIS majors to help out), but, if that system was placed within the mod, would I have the creative ownership of it?  Would Bioware?<br />
	The other question this project brings to mind is whether or not I as the developer of the mod would be actively taking part in a true method of creation or if I would simply be interacting with the game on a deeper level of play.  By this I refer to the fact that, other than the achievement system which I may or may not be able to even design, most of the mod would be made using the tools developed by Bioware for the Neverwinter Nights game.  If one were very strict with definitions, the argument could be made that I, as a modder, am not creating but rather moving stuff around to suit the purposes of what I wish to experience or wish other players to experience.  Is true creation within a game the act of creating a full experience outside the given toolset?  Is simply modifying content an act of creation?  Is this entire project not considered creation and merely interactive?  I do not know the answers to these questions and I am not sure my opinion on them either.  From previous experience, the nearest thing  I can relate is the concept of the Dungeon Master in Dungeons and Dragons or other pen and paper RPG’s.  While the DM could simply buy one of the many books that is considered a “campaign in a box,” they can also create their own original work and story for the players to enter into.  In the case of the latter, the DM is still using the tools provided by the various manuals within the system, but the story is their own creative work that must change according to the actions of the players acting within the game.  This I find especially fascinating because the reasoning Bioware released the Aurora toolkit in the first place was they felt doing so allowed them to stay in the flavor of Dungeons and Dragons (the system the game still uses) and create campaigns specifically for their friends like a DM does with the pen and paper game.<br />
	Sadly, this is still very much in the brainstorming phase and I am not sure if actively creating the project through the use of a mod would be viable considering how cramped my own personal schedule is.  I do think this project would lead to an interesting discussion and even go further into my advanced project to further complicate the hypothesis Games of Empire makes in regards to games being a medium of hyper capitalism.  I also have a few questions as to techniques I can even use within this project because the modding project would not simply be myself, but two other students outside the class (Andy Gross, a CIS major, to teach me the programming needed to make additional systems and Sadie Hickman, English major, to show me the ropes of the Aurora engine), so would I need to credit them for the project in case I am able to use it for conferences?  Just the necessary reference question there.<br />
	I do think this project is needed especially with the growth of the Indie industry and more and more games embrace their modders in order to create new content for games.  If I cannot do the actually game project, I will more than likely start sending emails to members of Team Gizka and other modders in order to simply make a paper dealing with how the modding community has developed with the game industry and what it means to the user base when they are able to create their own narrative and content even within another developer’s game engine.  </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/46/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/46/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/46/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/46/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/46/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/46/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/46/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/46/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=46&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/10/10/exploratory-draft-because-all-musty-be-public/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Incomplete Elephant</title>
		<link>http://pecoraroa.wordpress.com/2011/10/02/incomplete-elephant/</link>
		<comments>http://pecoraroa.wordpress.com/2011/10/02/incomplete-elephant/#comments</comments>
		<pubDate>Sun, 02 Oct 2011 14:16:59 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=44</guid>
		<description><![CDATA[I don’t know if it is because I am a video game enthusiast or that I just have a good memory, but I remember the news surrounding the Columbine shooting when it happened. Depending on which news station you were &#8230; <a href="http://pecoraroa.wordpress.com/2011/10/02/incomplete-elephant/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=44&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I don’t know if it is because I am a video game enthusiast or that I just have a good memory, but I remember the news surrounding the Columbine shooting when it happened.  Depending on which news station you were watching, everyone had a different narrative they wished to portray leading to the “message” humanity had to receive from those events.  Some took it as a lesson against bullying and some against media (video games were the specific targets but movies, music, and even TV news were targets).  Taking that into account, I do understand what Elephant was attempting to do (rather I know what I wish to argue it was trying to do but that doesn’t sound as strong).  By filming in such a minimalistic style and by constantly switching characters around, the viewer is left to create the narrative of the characters.</p>
<p>Yes, I said the audience “creates narrative.”  In Elephant, we are simply given snapshots of character’s lives; the small piece of life that is “worth filming.”  There is very little development of character, no arc, and the audience is given very little reason why a character performs a certain action (in some cases we can get a decent idea, but can someone give me a very clear reason why Alex goes through with shooting up the school?).  Thus, what we get is a movie that gives us a character, the audience is led to often stereotype them or form a narrative around them, and do the story grunt work for it.  The final scene really speaks to that final scene with the freezer and the smash to blue sky for what seems like no apparent reason.  We are given no ending, no closure, and no real place to go specifically because, as I said, these characters don’t have arcs and only exist in these small moments within the film.  I’ve read through a majority of the blogs for this week and found a few people who are angered by the way the movie was filmed and how it ends.  I think this is because, as movie watchers (which I know many of us are), we are trained to look for development, story, and what “the director is trying to say through film” (although that is only if you subscribe to auteur theory which some directors do not.  We wish to make sense of the world and the people within it, so we create these stories to suit our own model of the universe.  Elephant goes against that, it places the focus on the audience and tells them “you are watching a movie and you are going to come to your own conclusions about every character within it.”  Then it proceeds to give few clues as to what the director/collaborative effort of the crew wish to convey.  Margaret specifically mentioned the brief cut to the “floating gun” similar to the common First-Person Shooter camera, and that is one of the few shots which I certainly think was the film trying to say something, BUT…circling back, as I said, I am a product of the video game culture, a culture that was, more or less, in an ideological war with “family” groups and other political committees seeking to tell others that the video game culture was dangerous.  Thus, I understand my own lens into why I see such a shot as an attack.  So, maybe everyone is viewing this film within the realm of their own lenses and hobby horses.  And I will now go into that and how Tristram Shandy fits into all of this…(blue sky).</p>
<p>And now, as a treat for that awful joke, here is an episode of Extra Credits:  http://penny-arcade.com/patv/episode/the-myth-of-the-gun</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/44/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=44&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/10/02/incomplete-elephant/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Memento and Digital Identity</title>
		<link>http://pecoraroa.wordpress.com/2011/09/25/memento-and-digital-identity/</link>
		<comments>http://pecoraroa.wordpress.com/2011/09/25/memento-and-digital-identity/#comments</comments>
		<pubDate>Sun, 25 Sep 2011 15:23:18 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=42</guid>
		<description><![CDATA[I have seen Memento before, and, seeing it again certainly does allow one to understand a bit more of what it is trying to do (as does reading the plot synopsis on IMDB and critical reviews). The main thing that &#8230; <a href="http://pecoraroa.wordpress.com/2011/09/25/memento-and-digital-identity/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=42&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I have seen Memento before, and, seeing it again certainly does allow one to understand a bit more of what it is trying to do (as does reading the plot synopsis on IMDB and critical reviews).  The main thing that struck me about Memento remained the same though: the concept of building a model of a situation through incomplete information.  As we all undoubtedly know, in Memento, Leonard suffers from amnesia and retains information through pictures, post-it notes, and tattoos in order to remind himself continuously of what is going on.  His identity, his “case,” and his world view are all mapped by this and I spent a small bit of time attempting to link this to digital media and social networking.  Here we go.<br />
Everyone in this class has a Twitter account, and most if not all of us have a Facebook as well.  Both of these are digital mediums that allow us to identify ourselves and others using those bits of information similar to Leonard.  We identify ourselves through our feelings at the moment, our likes, dislikes, and even going so far as to what digital activities we participate in.  We gain, through these media a sort of digital identity, an abstract avatar that establishes our “online selves” rather than who we are “in real live” (although those lines get blurred quite a bit as you talk to people).  I can step back for a second and look at all the various forms of which those snippets of my identity exist in the digital landscape:<br />
Facebook:  Standard profile<br />
Twitter:  Standard profile<br />
Flickchart:  I am defined by nothing more than where I rank the movies I have seen (my #1 is still Airplane!)<br />
Xbox Live:  I am defined by how I design my avatar, by the games I play, and the achievements I receive for those games<br />
Steam:  I am defined by the games I own, most of which I do not have physical copies of.  They are part of the Steam Cloud<br />
And there are many more beyond that.<br />
	None of these gives the “true Tony Pecoraro” because all of these are filtered; however, one could effectively create a view of “their own personal Tony Pecoraro” (yours for only $24.99) using a single digital filter or a combination of a few (hell, my Twitter is directly linked to my Facebook).  These digital mediums we use define us because it serves to establish who we are.  It is a set of data points to extrapolate like with Helen in Galatea.  What do we like, what do we hate, who do we hate, and why?  Once you have those points of data, you are led to come to a conclusion about a person, your life, or any other thing.  Now, to go back onto the AI aspect of things as well, if humanity is defining itself by a set of digital data points, how is that any different from a machine doing it?  If you feed your Facebook identity into a machine and it starts creating statuses for you based on those criterion AND able to mimic you perfectly in doing so, is the machine still without an identity?  Is the machine still not reaching those aspects of “humanity” we feel we have the keys to?  </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/42/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/42/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/42/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/42/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/42/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/42/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/42/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/42/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=42&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/09/25/memento-and-digital-identity/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Galatea and Enrichment</title>
		<link>http://pecoraroa.wordpress.com/2011/09/18/galatea-and-enrichment/</link>
		<comments>http://pecoraroa.wordpress.com/2011/09/18/galatea-and-enrichment/#comments</comments>
		<pubDate>Sun, 18 Sep 2011 12:57:51 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=40</guid>
		<description><![CDATA[I think it may have been the fact that I played the Galatea game before I finished the book, but it did change my view of the ending quite a bit, I imagine. I already posted the Extra Credits video &#8230; <a href="http://pecoraroa.wordpress.com/2011/09/18/galatea-and-enrichment/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=40&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I think it may have been the fact that I played the Galatea game before I finished the book, but it did change my view of the ending quite a bit, I imagine.  I already posted the Extra Credits video on the role of the player within a game (if you haven’t seen it, here it is again: http://penny-arcade.com/patv/episode/the-role-of-the-player), and I think Galatea 2.2 allows us to be able to step back and attempt to understand the role of the player/subject/Powers through the medium of that character as a player.  Not only do we see a character (Richard Powers) suffer from a mental compulsion to continue the experiment/challenge/game, but we also see that his own life is enriched by the experiment after reaching the end, and the game actually making his life better by allowing him to get back in touch with the world that he had once shunned.  Although Powers really doesn’t know he is playing a game so he doesn’t have the dual placement of a common player, the book does show off the spectacular ability of games to show the player a virtual space/person/event, force them to make a decision about that situation, and then shows the player the consequences of those actions.  We even see throughout the novel Powers experimenting with the program and challenging it whether his reasoning is that of truly wishing to academically challenge the machine or out of simply being angry with it.<br />
	In the Galatea game, the player acts in a similar situation, but the subject is now we as players.  The player allows themselves to be transposed into a virtual world to some extent and act within the confines of that game’s rules (allowing to see the health bar as a measure of life for instance).  The set up of the virtual world in Galatea is through simple text, but, in that beginning wall of text, the game establishes its rules.  First, it explains who you are by occupation and your setting.  Second, it explains that you will be speaking and working with Galatea the statue.  Third, you see that the game will be taking some measure of power from you as an individual because you do not type in the dialogue directly; instead, you simply go by topic and whether you wish to tell her about your life, ask about the artist, or ask about her.  The developers then give the player the freedom to go nuts in that world and create their own narrative between these two characters (in the case of my first game, I got her so angry she just refused to speak to me).  Now, I posted on Twitter that this raises the question on how we define the place of the player in the game: are they an actor, co-author, or artist within the game.  I finally came to the conclusion of co-author since the game, in taking the ability of having the player truly control the dialogue, takes from the player reaching that level of “the game mechanics are paint and I will use this to make art.”  In the co-author position, the player still controls the narrative to a great extent, but, at most, they are only able to reach a level of artistry that is equal to the developer, not surpassing it.  So, if you disagree, please post it in the comments because I understand my position on the matter is still in the pot of idea soup.  Before that, I will simply post my examples of what I think are games that show all positions.<br />
Player as actor:  Your general games as movies:  Call of Duty, Final Fantasy, Metal Gear Solid:  The game dictates the action, dialogue, and the player has limited control over the events of the game.<br />
Player as co-author:  Sandbox titles and free-roaming games:  Fable, Dead Island, even Pokemon to an extent (define the player by the monsters they use):  The player has control over the game, but they are not able to surpass the narrative put in place by the developer.  If anything, the player only adds the flesh to the developer bare bones story.<br />
Player as artist:  Games where the player controls the narrative completely:  Civilization, The Sims, any game with a Builder function (Neverwinter Nights):  The developers give the player the tools to use, but it is the players themselves that dictate the overall narrative.<br />
If I am missing anything in those definitions, please tell me.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/40/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/40/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/40/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/40/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/40/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/40/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/40/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/40/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=40&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/09/18/galatea-and-enrichment/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
		<item>
		<title>Indoctrinate Indoctrinate:  Galatea 2.2, Artificial Intelligence, and Human Thought</title>
		<link>http://pecoraroa.wordpress.com/2011/09/12/indoctrinate-indoctrinate-galatea-2-2-artificial-intelligence-and-human-thought/</link>
		<comments>http://pecoraroa.wordpress.com/2011/09/12/indoctrinate-indoctrinate-galatea-2-2-artificial-intelligence-and-human-thought/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 11:32:45 +0000</pubDate>
		<dc:creator>Anthony Pecoraro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pecoraroa.wordpress.com/?p=35</guid>
		<description><![CDATA[Note: Sorry about the late posting. It has been so long since I have had to put up a blog post that I forgot the difference between saving to my blog and posting. Galatea 2.2 raises some interesting questions to &#8230; <a href="http://pecoraroa.wordpress.com/2011/09/12/indoctrinate-indoctrinate-galatea-2-2-artificial-intelligence-and-human-thought/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=35&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Note:  Sorry about the late posting.  It has been so long since I have had to put up a blog post that I forgot the difference between saving to my blog and posting.</p>
<p>	Galatea 2.2 raises some interesting questions to me mainly regarding artificial intelligence and the idea of mimicking “human thought.”  Having a CIS major in the apartment helps here because we have had conversations dealing with this topic before and both of us are fascinated by the concept of technological growth and human augmentation.  IN G 2.2, the wager is to create a computer that can mimic human thought to the point that it can analyze literature and not obviously be a computer.<br />
 Now, to just explain the basics of what a program would have to do there, the system would actually have to be able to not only write its own code to have a way to store what it has learned, but it would also need to have administrator rights (you know, those things that keep you from saving things on the St. Rose computers in certain areas) on itself, so, when the machine felt (that’s a loaded term) it didn’t have use for a piece of information, the information could freely be deleted.  That is really all it takes to mimic or, rather to establish, what we freely define as “human” thought.  This is also what creates that sense of individuality because, if you think in terms of your own computer operating system, you require updates to fix various problems not seen in the original programming and that remains static until you decide “Hey, I feel like waiting a few hours for my computer to update.”  Now, if a computer mimicked that defined human thought, the computer I currently write this on would differ from Margaret’s, Tony’s, and everyone else on the blog list because the computer would have to define itself by how the user uses it and how well the individual system is able to find its bugs and run better.<br />
Now, for the fun part and the reason I have titled this “Indoctrinate Indoctrinate” (other than the blatant Doctor Who reference).  But, I pose the question of when you create a true learning system such as Helen or, if you are an anime fan, the Tachikoma’s from Ghost in the Shell, then those machines can rightfully think for themselves, so science fiction fantasies such as the Three Laws of Robotics no longer become viable because, if the AI was made to be true intelligence, the machine would freely be able to consider those laws backwards, unneeded, or unfair and delete them completely.  Therefore, if you really look at the terms of “How do we save ourselves from this inevitable robot uprising?” (which I do often while going over a zombie survival plan)the concept of creating a system of laws or portions of code to prevent Skynet comes primarily from an ability to indoctrinate the computer to keep that piece of code (I just stumbled onto a whole slew of ideological fluffer nutter too).<br />
So, I pose the question to the rest of the class.  If a computer system becomes indistinguishable from a human, is it still inhuman?  Do we need to define human thought in different terms as we create systems that are able to mimic us?  Also, is there an moral (whatever you define your morals by) question we must ask ourselves before we are brought to the point of having to indoctrinate our computers?  </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/pecoraroa.wordpress.com/35/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/pecoraroa.wordpress.com/35/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/pecoraroa.wordpress.com/35/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/pecoraroa.wordpress.com/35/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/pecoraroa.wordpress.com/35/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/pecoraroa.wordpress.com/35/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/pecoraroa.wordpress.com/35/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/pecoraroa.wordpress.com/35/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pecoraroa.wordpress.com&amp;blog=15677431&amp;post=35&amp;subd=pecoraroa&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://pecoraroa.wordpress.com/2011/09/12/indoctrinate-indoctrinate-galatea-2-2-artificial-intelligence-and-human-thought/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/7a1bc862a2ae90578e490845fd35f2a3?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">pecoraroa</media:title>
		</media:content>
	</item>
	</channel>
</rss>
