Updates

1

I’m doing research on a bunch of interesting things; social science is so fascinating because you’re studying human subjects and their behavior, trying to determine causality and effects by quantitative and qualitative measures. I love how interdisciplinary the area of my study is right now– dipping into psychology, technology, law, economics– and thus constantly feeling that I can’t get enough knowledge into my head. I find the social and psychological aspects most fascinating because unlike many other disciplines, there is no right or wrong; it’s all about giving your best argument. I find it’s very much like investigative reporting in journalism where you sense a phenomenon and then go digging for evidence, only that the measurements that are used are very different.

Currently, I’m doing research on social network sites, social network games, and a super-secret project related to television. I can’t go into details, which is a shame because unlike other fields, in the academic world you can’t claim something is your idea until it’s published in an acclaimed journal, instead of a puny blog like this one.

In the meantime, my multi-author game blog Play As Life is slowly gaining more readers.  It’s a slow, painful project because everyone involved is busy with their jobs. The latest post was an interview with Henk Rogers, they guy who owns the license to Tetris. It’s not as good as the other interviews on the site, but I guess that’s what happens when you try to do an email interview with someone who is already in an established name in the industry.

Interviews

0

In the past couple months, I’ve done interesting interviews with people who have some kind of relationship to games for Play As Life. The publication (which is web-based and will be in print twice a year) hasn’t really gotten off its feet yet because we haven’t been able to find the right writers. It is hard to find people who are interested in the culture of gaming although many write reviews. The great thing about this publication, however, is that it allows me to get to know really awesome, talented people whom I would probably never meet otherwise.

You should definitely check out these interviews with:

Eitan Glinert, founder of Fire Hose Games. At MIT, he developed Audi Odessey, a game for hearing-impaired.

Laura Shigihara, composer for the game Plants vs. Zombies.

Pam Taggart, virtual world moderator. She’s kind of like a cyber policewoman for VWs and mmorpgs.

Debbie Goard, designer of kick-ass cakes that have a gaming theme.

Cyber Terror, maybe from North Korea, Scares South Koreans

0

The current state of the internet is bleak here in Korea, what with the recent ddos attacks and anticipation of a third “wave” coming soon. Amid speculation that North Korea is behind the attacks, a North Korean specialist said that the cyber attacks were conducted by a posse of North Korean cyber specialists who went to China to plant the evil seeds in June and return in time for the 15th anniversary ceremonies of Kim Il Sung’s death.

Munhwa Ilbo,  one of the six big daily newspapers in Korea, has a scoop quoting Ha Tae-kyong, head of North Korean Radio, which is a South Korean-based short-wave radio service for people in North Korea. [In North Korea, broadcasting is controlled by the government, so one can imagine the lack of diversity in programming] According to the article, Ha says that a high-ranking North Korean government official told him that Kim Jung-woon, the alleged heir of the current leader Kim Jong Il, initiated a posse of up to 10 North Korean cyber specialists to carry out this cyber attack operation. The North  had to send its agents to China because it doesn’t have a good enough infrastructure to do it on homeground. From big areas like Beijing, Shanghai, and Dalian,the cyber attackers routed their viruses through servers in other countries such as Singapore and Indonesia.

Ha said that the cyber terrorism was in line with the North’s nuclear experiments and missile shootings, and part of a strategy to solidify Jung-woon as the heir. It was not a coincidence that this year is the 15th anniversary of Kim Il-sung’s death. (Il-sung is father of Jong-Il, grandfather of Jung-woon)

The funny (or perhaps sad) thing about this is that South Koreans didn’t even bat an eye when N. Korea fired those missiles or detonated what could have been a nuclear bomb, but this cyber attack has people terrified. Of course, the government is afraid that their “special technologies” and “secret information” will be leaked, but normal people (kind of including me) are concerned because the bank sites were down. All of Korea’s banks are wired and Internet/mobile banking is quite the norm. It kind of gets me worried sometimes because my assets are not physical, and I wonder what would happen if all electronic records were to be erased completely.

I know Americans don’t really care about what happens in other parts of the world, but because the attacks included several U.S. sites (including the White House and the Washington Post) some sites like Nasdaq.com have blocked access from Korea and are still inaccessible. I reported this inaccessibility on Herdict, which is a Berkman-developed site where people can self-report sites that are blocked.

Lawyers discuss whether Machinima is Fair Use

0

(cross-posted on Playaslife.com)

I attended a panel at Play Machinima Law, a Stanford conference on machinima law, where the main discussion was trying to figure out if machinima was fair use, and if it was, to what extent would be considered “fair.” A lot of the discussions focused on the end-user license agreements and how game producers could set boundaries on how game users utilize the content within the game.

In case you don’t know what machinima is, it is an animated film that uses 3D virtual worlds that already exist– such as games or Second Life. For instance, World of WarCraft, The Sims, Halo, CounterStrike, etc. have been used to create machinima. (Machinima.com is one of the best sites for compiled machinima.) These virtual worlds are used for not only their background/scenery but also the characters.

When game makers created games, they had no idea that their games would be used as an engines to create 3D animated movies. However, now that people are using games as filmmaking tools, they are beginning to think whether 1) that violates copyrights of the gamemaker and 2) if so, how they should create rules. Game makers have the advantage of controlling user activity because gamers have to agree to end-user license agreements (although how many people actually read them in detail is disputed).

Game companies aren’t opposed to machinima. To some extent, they are flattered and excited that their products are being used for creative productions. However, at the end of the day, although the end user license agreements are different depending on the platform, most games inevitably create boundaries. On most games, machinima makers are not allowed to create work for commercial purposes. Of course, at this point, lawyers are also arguing what exactly a “commercial purpose” is.

This is a problem for people who want to make money from their machinima. Also, although submission for film festivals is currently viewed as a noncommercial purpose falling under fair use, one could always argue that the use of the machinima by a director as a promotional tool for future filmmaking deals could be viewed as commercial.

Naturally, the problem becomes more complicated when the machinima maker uses copyrighted music. A lot of amateur machinima (stuff that teenagers post on Youtube) are like music videos with pop songs mashed with video footage from the game. Although music was viewed as a separate legal issue from the perspective of the lawyers (because the copyright holder would be the record industry instead of the game industry), it is still an important legal factor for the machinima makers.

Of all the game representatives that were present, The Sims seemed to be the most open to machinima—especially because it is including an easy-to-use video capturing tool in its upcoming Sims 3. But even in Sims, if there are product placements or other trademark items, machinima becomes a problem. For instance, if your character is wearing a T-shirt that was actually a product placement, would it be okay to portray that T-shirt in the machinima? Those are the types of questions game company lawyers are trying to answer.

Second Life, unfortunately, was not represented at the panel (perhaps because it is not considered a game) but lawyers seemed to be terrified about how copyright would work in Second Life. “Second Life Is worse than real life. You can film in New York without worrying that fashion of someone walking by or the texture of pavement is owned by someone, but not in Second Life, since Linden Lab doesn’t even have authority over the rights of the content that users create,” said Fred von Lohmann of the Electronic Frontier Foundation.

In the U.S., copyright was created to “promote the progress of science and useful arts.” If games had such strong copyright laws in the first place, would machinima ever have been developed at all? And how will companies control users’ behavior with games that are global? Perhaps the best thing is to think of games as the real world, and let people express their creativity without having Big Brother watching over their shoulder.

Log in
Protected by AkismetBlog with WordPress