There are a total of two tasks here,

1 Please consider this transcript by Paolo from 2017

SimCities and SimCriseLinks to an external site.

Paolo Pedercini. (2017). SimCities and SimCrises. International City Gaming Conference, Keynote Transcript. Rotterdam, Netherlands.

In NMC 101 you were asked to play SimCity. In this class, please play two of the following titles:

  • Nova AleaLinks to an external site.
  • LicheniaLinks to an external site.
  • McDonald’s the VideogameLinks to an external site.
  • Oilgarchy Links to an external site.
  • It will likely take you at least an hour to play each game (if not more) so you will want to be sure to have budgeted enough time to think, reflect, and write.

    Question Prompts

  • How does the feeling differ from other complex simulation games?
  • Does it matter that you are playing a “God game” where you are no longer omnipotent? Do “God Games” reveal important truths or obscure reality?
  • If you were winning your game on the mechanical level, how did it feel for the game to decide that you were losing?
  • What seems to be the process for assigning the procedural elements of the game? What parts of these experiences is included, what is excluded?
  • How can you tell if these games are empirically reliably indices of reality? Does it mater if they are not?
  • Do these games make you more empathetic or inspire you to take action?
  • Virtual Worlds
    NMC 260 New Media Futures Oregon State
    Virtual worlds
    three approaches
    As a technology
    • A display attached to the
    head with secondary sensors
    • Gyroscope attached to the
    head
    As culture
    • A world of symbols and
    feelings
    • Intertextuality and Articulation
    • Back-bending graph of
    signification
    • Some research suggests that
    affect is beyond signification,
    this is an extremely
    controversial claim
    As enfolding
    • The relationship between
    your embodied existence,
    devices, and cultural
    potentialities.
    • Your body and all the ways
    that it feels are real and
    important
    • Yeah, that is hard.
    Brookes 2011
    Cheung 2014
    Virtual Worlds.
    • Offers a way of dealing with the scientific and humanistic ways
    of understanding the media of the future
    • And the media of the past…
    • By including a third conception of the virtual as the complex
    relationship you have to technology and culture, virtual worlds
    come to engage more questions than outfitting someone with a
    harness.
    Last idea yesterday – what is the virtual
    • Enfolding
    • Your feeling about stimuli are
    very real and interpret what
    you see/feel/hear
    • We simulate experiences of
    the world to produce an
    impact
    Simulation
    • Mediation is a simulation
    • Memory and sense are coproductive
    • What is real?
    Is this a computer simulation?
    Bostrom
    Problems
    • Computation isn’t emergent
    • Kurzweil is on a short clock…
    • Rhetorical games, described in 101
    • Bad neuroscience
    • Bad view of physics
    • Material hypothesis
    • Bostrom doesn’t support the probability assessments you see
    • Bad philosophy
    • Dualism is a historically bad view of being
    • Bad Infinity
    • Bad Communication
    • Phenomenology
    No, you are not in a computer
    simulation. But you are in
    virtual reality.
    How to Make Predictions
    NMC 260 New Media Futures
    Oregon State University
    Last Time
    • Framed a debate between futurism and acceleration versus
    romanticism and stillness
    • Reviewed a number of fun predictions and the reasons why a
    lot of them didn’t work and some that are scarily accurate
    • Introduction to the problem of public futurism
    • Note on other times
    The Probability Cone
    • Desirable, Probable,
    Plausible, and Possible
    Worlds. Dunne and Raby
    have a wonderful chart.
    • The normative is always
    included and noted for what it
    is.
    How Should We Speculate?
    • Fictional worlds – literary and artistic contributions can challenge the stability of signs and
    promote new combinations
    • Utopia/Dystopia – work through the ideas to either of the two extreme conclusions: the
    juxtapositions are productive
    • Extrapolation – follow the dreams that lead to existing designs, let the dreams playout all
    the way to their conclusions
    • Idea Stories – writing concepts as narratives; they use the example of red plenty (a new
    technological planned Soviet economy); use the narrative and look for resonances
    • Thought Experiments – collide ideas in a non-narrative form, work with the abstraction of
    the formula
    • Reduction to the Absurd – take the idea to the point that it fails and literalize it
    • Counter-factuals – flip one of the actually flippable switches at a moment in history and
    suppose how that specific change would have affected the present
    • What-ifs – flip one of the switches for the conditions of the present and work forward
    How well do we do at picking
    the future?
    Tetlock’s Gauntlet
    • Is the playing field for prediction level?
    • Do the ”hits” have many costly “false alarms?”
    • Unequal weighting of hits and false alarms
    • Challenges in interpreting forecast ranges
    • Challenging Reality
    Cognitive Style is the key to prediction.
    • Folks who are less extreme
    and more integrative make
    better predictions
    • Note: these folks are still
    experts, not random folks who
    just sort of googled and
    youtubed until they figured it
    out
    Take stock of…
    • What can change
    • What is changing
    • What won’t change
    • How reality is a result of the conditions of possibility?
    • And keep in mind, there may be some folks who aren’t
    predicting to predict
    • But also we may intentionally not predict so that we may design…
    America is all about
    speed.
    NMC 260 New Media Futures
    Oregon State University
    An Opening Quote
    • Speed, having as its essence the intuitive synthesis of every
    force in movement is naturally pure. Slowness, having as its
    essence the rational analysis of every exhaustion in repose is
    naturally unclean. After the destruction of the antique good and
    antique evil, we create a new good, speed, and a new evil,
    slowness. – FT Martinetti
    There are no Professors of Foresight as yet, but I am by way of being an
    amateur. Let me draw a plain conclusion from tonight’s audition. Either
    we must make peace throughout the world, make one world state, one
    world-pax, with one money, one police, one speech and one
    brotherhood, however hard that task may seem, or we must prepare to
    live with the voice of the stranger in our ears, with the eyes of the
    stranger in our homes, with the knife of the stranger always at our
    throats, in fear and in danger of death, enemy-neighbours with the rest
    of our species. Distance was protection, was safety, though it meant also
    ignorance and indifference and a narrow, unstimulated life. For good or
    evil, distance has been done away with. This problem of
    communications rushes upon us today – it rushes upon us like Jehu the
    son of Nimshi. It drives furiously. And it evokes the same question: is it
    peace?
    Because if it is not to be peace foreseen and planned and established,
    then it will be disaster and death. Will there be no Foresight until those
    bombs begin to rain upon us?
    HG Wells
    A helpful Over-simplification
    Maximize creative destruction versus peaceful stillness
    Wells Predictions…
    • Energy weapons – yes
    • Antigravs – no
    • Hand-held communicators – yes
    • Biological Warfare – yes
    • Motorized sidewalks – to an
    extent
    • Genetic engineering – to an
    extent
    • Automatic doors – yes
    • Cloaking – not really
    From a nineteenth century German
    Chocolate Company
    • Police surveillance technology – yes
    • Flying machines – yes
    • Movable housing – yes
    • Blimps– yes
    • Submarines– yes
    • Polar exploration – yes
    • Water walking technology – not really
    • Rail systems for sea travel – no
    • City wide arcades – sort of, see the
    Skyway
    • Television – yes
    • Moving sidewalks – to an extent
    • Weather Machine – no
    Vice President Hubert Humphrey’s
    Predictions
    • Elimination of bacterial and viral
    infection – no, but why not?
    • Genetic modification to resolve
    birth anomalies – no
    • Protein synthesis and oceanic
    farming – sort of
    • Weather modification – no
    (cloud seeding is a thing)
    • Mars colony – no
    • AI – to an extent
    His Predictions for 1987
    • Desalination – no
    • Artificial organs – a little
    • Psychotropic drugs – yes
    • Teaching machines – yes
    • Mechanical translation – ok
    • Automated factory work – yes
    • Moon base – no
    Keynes Future
    • The inhabitant of London could order by telephone, sipping his
    morning tea in bed, the various products of the whole earth and
    reasonably expect their early delivery upon his doorstep; he
    could at the same moment and by the same means adventure
    his wealth in the natural resources and new enterprises of any
    quarter of the world, and share, without exertion or even
    trouble, in their prospective fruits and advantages.
    Bush -1945
    • Wholly new forms of encyclopedias will appear, ready made with a
    mesh of associative trails running through them, ready to be dropped
    into the memex and there amplified. The lawyer has at his touch the
    associated opinions and decisions of his whole experience, and of
    the experience of friends and authorities. The patent attorney has on
    call the millions of issued patents, with familiar trails to every point of
    his client’s interest. The physician, puzzled by a patient’s reactions,
    strikes the trail established in studying an earlier similar case, and
    runs rapidly through analogous case histories, with side references
    to the classics for the pertinent anatomy and histology. The chemist,
    struggling with the synthesis of an organic compound, has all the
    chemical literature before him in his laboratory, with trails following
    the analogies of compounds, and side trails to their physical and
    chemical behavior.
    Futurology has a bad track-record
    • Luck, guessing, expertise
    • It is a professional media role
    • Probability?
    • Clarke: Never predict anything – especially the future.
    • Some predictions seem better than others. Especially the
    predictions that emphasize the conditions of possibility for the
    status quo.
    • Taking account of what ACTUALLY can be changed
    • Normative, Descriptive confusions
    Toward Speculative Design
    • Clarke: The future isn’t what it used to be.
    • Tom Watson: I think there is a world market for maybe five
    computers.
    • Margolis conclusion:
    • One thing is certain for the future. Just as we fervently believe we are
    living in a special time, and are a special generation witnessing a huge
    turning point in human affairs – so will our grandchildren and their
    grandchildren. Every generation thinks the same, and they’re always
    just a little bit wrong.
    This is a very narrow view of
    time. We will expand it
    through the quarter.
    We opened with the sort of future that you see on Silicon Valley for a reason.
    Futurism itself relies on an exclusionary vision of the future.
    Qualitative Research
    NMC 260 – Oregon State
    University
    Bogost: video games are better when they map complex
    systems.
    WHAT IS THE FULCRUM?
    Sim City 2000
    An agenda for game studies…
    No measure of positive identification can save us
    from the fate of precarity, of automation, of
    privatization, of consolidation, of attention capture, of
    surveillance, of any of the other “disruptions” that
    cultivate our culture like bulldozers click through sim
    cities. To pursue an alternate future, we’d have to
    change how the machine works, not just the faces of
    its operators. But to change how the machine works,
    we’d have to admit that it is bigger than us, and that
    no measure of comfort in our own skin can protect
    that flesh from its honed gears and its obdurate
    treads. Being ourselves, it would seem, is the danger
    video games might have helped us overcome.
    More technically:
    A WORLD IS A DISCOURSE,
    SYSTEM, ECOLOGY, OR
    ECONOMY
    Why should we care?
    • Communication is inevitable.
    • These are matters of life and death
    • Also, entertainment
    • There are no guarantees
    – If we have learned anything in the last few
    months it is to take nothing for granted
    • Futures perspective: how do we want it to
    be, what are the conditions of possibility
    for that future, which conditions might be
    changed, how might they be changed.
    They maintain political categories in society about what is
    valuable.
    YES, ACADEMIC DISCIPLINES
    ARE TOTALLY ARTIFICIAL.
    How do we research this…
    • Diachronic vs Synchronic
    • Idiographic vs Nomothetic
    • Qualitative vs Quantitative
    Idiographic
    Nomothetic
    Qualitative
    Interview,
    Biography
    Deep historical
    work
    Quantitative
    Brain Scan, Medical Unemployment
    Records
    report, structural
    equations related
    to unemployment
    Mixed Methods
    • No single method
    can provide an
    answer
    • No unified field
    theory of humanity
    • Meta-approaches
    like argumentation
    and design are on
    the rise
    Translational
    • This is engineering.
    • It translates basic
    science, expert
    clinical practice, and
    community needs
    into a single
    solution system.
    • Medicine, business,
    graphic design,
    communication
    share this concept.
    This annoys me at times about designers.
    THERE ARE SO MANY
    ”PROBLEMS” YOU CAN’T
    “SOLVE”
    Pick some.
    • Economic growth
    • Full Employment
    • Efficiency
    • Price Stability
    • Economic Freedom
    • Equality of Income
    • Security
    • Balance of Trade
    THIS OLD HOUSE OF
    RESEARCH
    Ethnography
    • How does your
    system of meaning
    actually function?
    • How do we study
    these youths?
    • How is academic
    authority produced
    in this world?
    Intermediate documents. Structural abstractions.
    FIELD NOTES.
    Thick Description
    • Descriptive practice that adds context
    • Avoids universalizing
    • Embedded and grounded
    • Enables a different, richer
    communication of research
    • Why should you be able to
    communicate a lived experience in a
    single formula?
    Hermenutics
    • Rigorous analysis of
    the text
    • Start with a few big
    questions:
    – Who, what, when,
    where, why, how
    • This was the
    purpose of week 4.
    It becomes a game in itself to get “deeper.”
    DON’T THINK TOO HARD.
    THIS WEEK IS ABOUT THE
    QUALITIES OF OUR INFERENCE…
    Designing Institutions
    NMC 260 Oregon State
    University
    Large Designs
    • Buildings
    • Institutions
    • Systems of Thought
    – Technology as systems of organization for
    human effort
    • Alignments between social, cultural,
    aesthetic, physical, technical systems
    Design Is Temporal
    • Past
    • Present
    • Future
    This expectation structures your
    interaction with every system.
    WE HAVE ABSTRACTIONS IN OUR
    MINDS OF LARGER SYSTEMS
    LIKE NATIONS, STATES,
    CHURCHES, FANDOMS.
    What is a Good Line?
    • A line where the interpretation of the
    structure can be achieved by most
    people relatively quickly
    • It looks good (expansive)
    • It is ‘fair’ given local cultural conditions
    • Adequate line technology has been
    deployed
    • Meta-awareness of the line is possible
    THE DESIGN PROBLEM:
    WHERE DO PEOPLE LIVE?
    HOW DO WE GET YOU TO
    LIVE A BETTER LIFE?
    Do you make good choices?
    ECONS VERSUS HUMANS
    Ponder this: What is worse – asking you to spend your
    precious time/thought on an infinite variety of mundane
    questions or implementing a good default?
    THE TYRANNY OF CHOICE
    Strategies
    • Force functions – guides to choice
    • Automate – it does the work
    • Nudge – push toward a better choice
    • Default – pre-select
    • Teach – educate
    Lots of problems
    • Incentive conflicts
    • Incomplete information
    • Attention limits
    • Cultural break
    • Bad Defaults
    Sunstein.
    LIBERTARIAN PATERNALISM
    The Problem Isn’t the Politicians
    • Why not add another lane to the freeway?
    • Currently, potential drivers are choosing not to drive. If
    you widen the road, those drivers will make a trip.
    • This is not to say that more lanes can ever be part of the
    solution, it just can’t be the ONLY solution.
    • Extreme short-term thinking with a strong bias toward
    agency
    • Long-term consequences are ignored or treated as
    inevitable
    • Retain visions of prior crises that were resolved, thus
    they were ’fake’
    – So yes, good news might make it harder to deal with bad
    news
    LET’S BUILD A GOVERNMENT.
    Important questions
    • What is the link between the desires of
    people and the action of the state?
    • How do people register their
    preferences?
    • Can we manage the differences
    between groups?
    • When do we address abstract and
    macro level preferences?
    Less Sci-Fi
    • Regularly scheduled elections cause
    problems.
    • Why does your government shut down
    while those of Germany, Australia,
    Israel, Japan (insert industrialized
    country here) doesn’t?
    • Why do you only have one President?
    Design by Accident
    • Nixon violated basic concepts in
    appropriations law, so they made it
    automatic, so people overspent, which
    created reconciliation bills.
    • The Filibuster.
    • The 25th Amendment assumes a VP
    who is responsible
    • SCOTUS should have 13 Justices
    What went wrong?
    • Bad defaults
    • Incentive conflicts
    • Seeing ”econs”
    – Direct Democracy, Term Limits
    – Why don’t people want to live in a concrete
    bunker served by a mega-train?
    – Agency pervades
    • Mistaking structures for cultures
    Design is hard
    • You will need to overcome many
    obstacles and consider many
    possibilities
    • In the last instance, you need to be an
    effective communicator.
    • Semiotic theories help you understand
    those communications.
    It’s Complicated…
    NMC 260 New Media Futures
    THIS IS HELVETICA.
    They are also complicated. What do people do with social
    media…
    HUMAN RELATIONSHIPS ARE
    COMPLEX
    Things people do
    • They do face work
    • They broadcast their emotional states
    • They keep kin
    • They throw shade
    • They search for romantic partners
    • They break-up
    • They negotiate boundaries
    • They share a moment
    • They coordinate movement
    People are complicated.
    THIS BUTTON.
    NOW THIS ONE…
    SO INSTEAD OF A PANOPLY OF
    FUNCTIONS TIED TO A SINGLE,
    RELATIVELY WELL UNDERSTOOD
    SIGNIFIER, WE HAVE FIVE.
    AND EXACTLY WHAT IS RIGHT
    ABOUT THIS BUTTON.
    The technical system of
    Facebook is complex
    • Complexity is necessary to make
    Facebook work.
    • Think of how complex the programs
    which write the program must be.
    • Finding the optimal design of a media
    system to match with an experience is
    what is at stake/what kind of content
    the page is populated with.
    What is simplicity?
    • Norman: Simplicity is a mental state,
    highly coupled with understanding.
    Something is perceived as simple when
    its actions, options, and appearance
    match the persons conceptual model.
    • Simplicity is an experience which
    depends on how a person experiences
    their interaction with a complex
    system.
    BUT NOT TOO SIMPLE. THIS IS
    WHY YOU NEVER SEE NONSTAINLESS PRO-STYLE
    APPLIANCES ON HGTV.
    SO WHAT ABOUT THE LIKE
    BUTTON?
    DID IT PRODUCE AN INTERFACE
    MORE IN LINE WITH THE
    PSYCHOLOGICAL
    EXPECTATIONS OF THE USER?
    None of these trade-off
    • Each term has a distinct meaning.
    • Systems should be designed for real
    users with the experience in mind.
    • Complexity and simplicity are NOT
    zero-sum.
    • Sometimes things will be complicated,
    if your design can co-exist in this
    situation, you have achieved
    excellently.
    How do we translate these smaller affects into larger systems
    and codes?
    AFFECT.
    Those capacities of a system that you perceive and your
    capacity to perceive them.
    AFFORDANCE.
    Is it bad to look good?
    AESTHETICS AND DESIGN

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