One of the things which brightened up our Christmas holiday was the arrival on 23 December of these datadecs:
(After years of large trees both real and, recently and unappealingly, fake, we were given this wee-but-living tree. As one of our sons said, ‘Not so much minimalist as miniature’. Give it time.)
For Christmas 2009 the Really Interesting Group wanted to create a a gift comprising a series of 4 unique decorations based on each recipient’s use of the Flickr, Dopplr, Last.fm and Twitter. Having used a couple of the software APIs they were thinking about using (flickr and dopplr) and with experience of rapid prototyping we worked together to turn the data into something physical. … Three of the four Datadecs are laser cut and one is rapid formed. For the laser cutting I developed a series of Processing sketches to generate cutting paths and the snowmen were generated using RhinoScript.
The snowman’s head size represents the number of followers I have on Twitter. The cloud and its rain represent my year’s trips on Dopplr. The blue shape shows the apertures of my photos on Flickr. And the red shape is the amount of music I played during the year, got from Last.fm.
To move from the interiority of this memoir back to what passes for ordinary life is like surfacing from under the sea, reshaped by its strong and unforgiving currents.
From yesterday’s Guardian review of Waking Up in Toytown (‘the important narrative is interior and episodic, a curation of carefully examined moments … the supple product of a sustained and quiet looking’):
… he fetched up near Guildford, to begin a “long and solitary ceremony of self-erasure” in garden centres and train timetables and dead-end jobs and cups of tea, a fantasy of latter-day monasticism whose sole point was to deny his awareness of liminal worlds, to shut out the voices with reruns of old movies, to replace the call of drink with fetishised routine. To discover in practice what he already knew theoretically, and most people glimpse sooner or later: that they are building ramparts against the dark and trying to believe in them, however flimsy they may be. And though it works, for a little while, it’s never going to be that easy. Darkness creeps in around the edges: sleep is elusive, and no amount of willed shut-down can rid his empty flat of the presences that animate it. Death stalks him …
… the answer turns out to be not a cycle of denial and fall, but a daily negotiation; what he calls, in A Lie About My Father, “the long discipline of happiness”. And it involves a turn to solitude and nature rather than drugs and alcohol; a sober, thrilled meditation on "the roads, and the places just off the roads, all that God-in-the-details of the land: the sway of cottonwood in the wind, the black of a secluded lake, the monumental quiet of a Monterey cypress near a roadside motel on the way from nothing to nowhere", or the "gloaming just beyond the hedge, where the night begins".
One day, late in the book, he finds himself travelling in Norway, far inside the Arctic circle. Arriving early at the small local airport, he sits and gazes out at the whiteness of the airfield. “I sat a long time, that day, waiting for my flight – and some of me is sitting there still, enjoying the stillness, becoming the silence, learning how to vanish. Every day, in every way, I am disappearing, just a little – and it feels like flying, it feels like the kind of flight I was trying for, that first time, when I was nine years old – but it has nothing to do with the will, and it has nothing to do with trying. If it happens at all it happens as a gift: and this is the one definition of grace I can trust.”
‘My misery is infinite with respect to my will, but it is finite with respect to grace.’ — Simone Weil (Notebooks).
When I was at the Saïd Business School in September for the Oxford Social Media Convention 2009, I heard Matthew Hindman (author of The Myth of Digital Democracy) say that Google has spent more in the past six years on R&D than was spent on the entire Manhattan Project (figures adjusted for inflation: ‘constant 2002 dollars’).
In my opening remarks I strenuously disagreed with other presenters’ claims that the Internet provides for “low barriers to entry.” Different barriers to entry? Sure. Low barriers in 1995? Of course. But low barriers today? Not in any of the mature part of the Web, and certainly not in the niches that I study.
I thought of this again whilst reading John Naughton’s column on Sunday morning. If you have seven minutes to spare, watch this first:
John Naughton summarises:
The sting in the Android tail was also unveiled this week: Google has launched GPS navigation for the new handsets. It does everything that TomTom, Garmin et al do, and a lot more besides. For example, you can talk to it: tell it to “navigate to the museum with the King Tut exhibition” and it will do an instant Google search and present you with a list of options. Its maps are continually updated because they’re not held on the phone. It’ll give you live traffic data for your route. And when you get close to your destination it switches to Street View to show what it looks like. And it’s free.
That same day, in my Delicious network stream, Bill Gurley’s (now much lauded) post, Google Redefines Disruption: The “Less Than Free” Business Model, popped up, in which he reflects on Google’s progress from licensing data owned by the mapping duopoly of Tele Atlas and NavTeq to today’s state of independence:
… as a venture capitalist it is imperative to understand ways in which a smaller private company can gain the upper hand on a large incumbent. One of the most successful ways to do this is to change the rules of the game in such a way that the incumbent would need to abandon or destroy its core business in order to lay chase to your strategy. … when I read this week that Google was including free turn-by-turn navigation directions with each and every Android mobile OS, I had an immediate feeling that I was witnessing a disruptive play of a magnitude heretofore unseen. … Rumors abound about just how many cars Google has on the roads building it own turn-by-turn mapping data as well as its unique “Google Streetview” database. Whatever it is, it must be huge. This October 13th, just over one year after dropping NavTeq, the other shoe dropped as well. Google disconnected from Tele Atlas and began to offer maps that were free and clear of either license. These maps are based on a combination of their own data as well as freely available data. Two weeks after this, Google announces free turn-by-turn directions for all Android phones. … To understand just how disruptive this is to the GPS data market, you must first understand that “turn-by-turn” data was the lynchpin that held the duopoly together. … Google’s free navigation feature announcement dealt a crushing blow to the GPS stocks. Garmin fell 16%. TomTom fell 21%. Imagine trying to maintain high royalty rates against this strategic move by Google.
There’s much more to read there about the implications of Google’s move. Much, much more. Including the irresistible new ecosystem that will open up:
Google is apt to believe that the geographic taxonomy is a wonderful skeleton for a geo-based ad network. If your maps are distributed everywhere on the Internet and in every mobile device, you control that framework. Cash starved startups, building interesting and innovative mobile apps, will undoubtedly build on Google’s map API. It’s rich, it is easy to use, and quite frankly the price is right. In the future, if you want to advertise your local business to people with an interest in your local market, chances are you will look to Google for that access.
(Yesterday, talking to some business savvy students, I was struck by how much they already knew about this and how they lapped up Bill Gurley’s article for its navigation of the very far reaching implications of Google’s move. That breath on the nape of your neck? The next generation, coming up fast.)
Gizmodo reflected on this in Google and the Deadly Power of Data:
This is not an attack of Google’s business practices, but an explanation of the sort of destructive innovation that has made them so huge so fast. (It’s also a warning to consider carefully any entities that gets this strong, especially if you plan on going into business with one.) Though predecessors like Microsoft experienced similar explosive growth, and grew a similar sudden global dependence, we’ve never seen the likes of Google. The GPS business isn’t the only one that will be consumed by its mighty maw before it’s had its run.
We’ve already seen the devaluation of the office apps that make Microsoft rich; we’ve already seen how Google’s experiences with Apple and others helped it create telecommunications platforms (both mobile with Android and completely virtual with Google Voice) that threaten its former partners’ existence; we’ve already seen how Google converts photos, videos, news wire stories and other former commodities into freebies by smashing the false notion of scarcity that “service” providers had literally banked on.
Meanwhile, pundits remain fascinated by the economics of YouTube and the same edition of the Observer, in an article about Google’s ContentID system, repeated the line that, ‘Three years after Google bought the site for $1.65bn, it has yet to turn a profit and there are concerns the division is devouring the internet group’s cash reserves’. Last month, Eric Schmidt said, ‘We’re starting to make signifigant money off of Youtube’. But it was a recent Wired piece that held my attention:
… a new report from Arbor Networks suggests that Google’s traffic is approaching 10 percent of the net’s traffic, and that it’s got so much fiber optic cable, it is simply trading traffic, with no payment involved, with the net’s largest ISPs.
“I think Google’s transit costs are close to zero,” said Craig Labovitz, the chief scientist for Arbor Networks and a longtime internet researcher. Arbor Networks, which sells network monitoring equipment used by about 70 percent of the net’s ISPs, likely knows more about the net’s ebbs and flows than anyone outside of the National Security Agency.
And the extraordinary fact that a website serving nearly 100 billion videos a year has no bandwidth bill means the net isn’t the network it used to be.
(According to Chad Hurley, CEO and Co-founder of YouTube, YouTube now serves ‘well over a billion views a day’.)
More here on the Internet Observatory Report from Arbor Networks (I’d really like to get hold of the report itself and scrutinise the details), from whence this:
Evolution of the Internet Core: Over the last five years, Internet traffic has migrated away from the traditional Internet core of 10 to 12 Tier-1 international transit providers. Today, the majority of Internet traffic by volume flows directly between large content providers, datacenter / CDNs and consumer networks. Consequently, most Tier-1 networks have evolved their business models away from IP wholesale transit to focus on broader cloud / enterprise services, content hosting and VPNs.
Rise of the ‘Hyper Giants’: Five years ago, Internet traffic was proportionally distributed across tens of thousands of enterprise managed web sites and servers around the world. Today, most content has increasingly migrated to a small number of very large hosting, cloud and content providers. Out of the 40,000 routed end sites in the Internet, 30 large companies – “hyper giants” like Limelight, Facebook, Google, Microsoft and YouTube – now generate and consume a disproportionate 30% of all Internet traffic.
About the Wired piece, Ian commented on Delicious, ‘Another way to put it: Unless you own massive infrastructure, you will *never* be able to compete with Google. Welcome to the new net, indeed. Meet the new boss…’. The field certainly ain’t level.
All of which made me do what I’d a while ago grown bored of doing and once more note down something here (as a marker for myself) about … Google. Creative destruction.
Way back in May, when I was at Futuresonic, and Kraftwerk were due a few weeks later at the Manchester International Festival, I caught the first day of Videogame Nation at Urbis.
It was a really enjoyable exhibition, a celebration of the British gaming industry with a particularly keen eye for Mancunian and regional contributions. The Guardianposted something about it, and there are a couple of reviews I came across that are informed by a knowledge of games and gaming heritage that I lack (almost completely): National Videogames Archive and Negative Gamer.
There were timelines displayed on the way out. I was hurrying past them with Guy as Urbis shut up shop for the night and I had just a few seconds to snap what I could. From 1948 …
… to 2009,
It’s the timelines I want to keep in mind just now as I read more about the history and development of games. Other photos (uploaded back in May and then forgotten about) are here, including five more of the timelines — and these wonderful maps of Wonderland Dizzy and Fantastic Dizzy by Philip and Andrew Oliver:
Most of the images need to be viewed at large size.
It was a very great pleasure to welcome James Paul Gee to talk at school, shortly before we broke for half-term. James spent an hour in conversation with our students, examining what games and learning have to do with each other. He was in the UK to speak at Handheld Learning 2009 and this is his talk from there:
At the heart of both talks, besides his zest for life, learning and a passionate engagement with his subject, is the critically important idea of situated meanings and their role in learning: ‘Comprehension is grounded in perceptual simulations [of experience] that prepare agents for situated action’ — Barsalou (1999).
Some photos of slides James used at St Paul’s (which illustrate what he means when he says, around 5m 50s into his Handheld Learning talk, ‘Our schools don’t use the best principles we know about learning, but our popular culture does’):
Many students who came to hear James talk had read Steven Johnson’s Everything Bad is Good for You (2005) and will have recalled Steven’s discussion of James’s thinking. Here’s Steven on ‘probing’, that process in learning to play a videogame where the player ‘probe[s] the depths of the game’s logic to make sense of it’ — exploring the rules, yes, but also something subtler and more complex, ‘the physics of the virtual world’:
The games scholar James Paul Gee breaks probing down into a four-part process, which he calls the “probe, hypothesise, reprobe, rethink” cycle:
The player must probe the virtual world (which involves looking around the current environment clicking on something, or engaging in a certain action).
Based on reflection while probing and afterward, the player must form a hypothesis about what something (a text, object, artefact, event, or action) might mean in a usefully situated way.
The player reprobes the world with that hypothesis in mind, seeing what effect he or she gets.
The player treats this effect as feedback from the world and accepts or rethinks his or her original hypothesis.
Put another way: When gamers interact with these environments, they are learning the basic procedure of the scientific method.
It might be useful to summarise here James’s six headline slides from his Handheld Learning talk about what characterises videogames: an experience of being simultaneously inside and outside a system; situated meanings; action orientated tasks; lucidly functional language; modding; passionate affinity groups.
From his talk to us, some points I jotted down:
700 games design courses have started in US universities in the last six years.
“We’re a profoundly contradictory people”: we worry about violence and videogames and GTA is put in the spotlight, yet a very violent game like Postal goes largely unnoticed and America’s Army is free — funded with tax-payers’ money! (James talks about America’s Army here.)
Games are not like books: Doom has a poor story (and graphics), but very good mechanics and mechanics really matter in our appreciation of a game. Warren Spector thinks story is very important to games. The creator of Doom doesn’t. Of course, if it’s got good mechanics and a good story …
The modern world handles knowledge distinctively, working with large, broad, cross-disciplinary themes.
If education is only about standard skills, it will only get you a job with standard skills (probably off-shore). In the US and UK, three-fifths of workers are in the service industries.
Success at school may square with the job you get, but it doesn’t predict how well you’ll do in your job.
Games are about problem-solving. Our problems are now all complex ones — complexity and complex systems interacting. You must be able to think way beyond standard skills.
Cross-functional teams, a feature of games such as World of Warcraft, require very high order skills — greatly valued in high-tech firms. Working in such teams is exceedingly intense and demanding.
A game like Portal creates an embodied feel for physics and provides continuous assessment of your knowledge (performance). The game itself guides the experience.
Good games makes you feel smarter than you are. Play first, learn later (situated meanings). Where school fails is when it’s like a bunch of manuals without the games — and that’s also a very good way to make the poor look stupid.
Yu-Gi-Oh cards and their associated ecosystem are a striking example of geeking out with passion. Here’s a card James took from a seven year-old — who understood it completely (complex, technical language made lucidly functional by being married to action in the game) and explained it to him:
Modding: not only ‘How can I use what this game design has given me to my best advantage?’, but also ‘How can I improve/develop this?’
As Will Wright said, my games designers can make better stuff than 90% of players — but not the other 10%.
Recommendations: Half-Life; Deus Ex (1); System Shock; Flower (PS3); Braid. My colleague, OIly Rokison, chipped in with Fable 2.
What is it specifically about video games that help people learn? Does it have more to do with the gameplay than the story, the visual content or the characters?
My book covers 36 good learning principles built into good games like System Shock 2, Rise of Nations, Arcanum, or even Tomb Raider: The Last Revelation. But there are many more. Let me just give a few examples. First, humans are terrible at learning when you give them lots and lots of verbal information ahead of time out of any context where it can be applied. Games give verbal information “just in time” when and where it can be used and “on demand” as the player realizes he or she needs it.
Second, good games stay inside, but at the outer edge of the player’s growing competence, feeling challenging, but “doable.” This creates a sense of pleasurable frustration. Third, good games create what’s been called a “cycle of expertise” by giving players well-designed problems on the basis of which they can form good strategies, letting them practice these enough to routinize them, then throwing a new problem at them that forces them to undo their now routinized skills and think again before achieving, through more practice, a new and higher routinized set of skills. Good games repeat this cycle again and again—it’s the process by which experts are produced in any domain.
Final example: good games solve the motivation problem by what I think is an actual biological effect. When you operate a game character, you are manipulating something at a distance (a virtual distance, in this case), much like operating a robot at a distance, but in a much more fine-grained way. This makes humans feel that their bodies and minds have actually been expanded into or entered that distant space. Good games use this effect by attaching a virtual identity to this expanded self that the player begins to care about in a powerful way. This identity can then become a hook for freeing people up to think and learn in new ways, including learning, or least thinking about, new values, belief systems, and world views, as the Army realized in building America’s Army. If you stick with it, The Elder Scrolls 3: Morrowind does this brilliantly and people play the game very differently depending on the different ways in which they have invested in their character. We would do better at teaching science in school if kids really invested in a scientist identity. But you have to make it happen, you can’t just say “pretend.”
‘Passionate affinity groups’. That stays in my mind when I’m thinking about school and how education works, doesn’t work … and is changing. Here’s James’s slide about the qualities these groups exhibit, from his Handheld Learning talk: