The Best Sentence of the Day
This blog is a cut-up of a dissertation in progress. Each day, I will post my favorite sentence that I have newly scribed. Everything out of context, but suggestive. I hope.
- Name: Jane
- Location: San Francisco, CA
I'm a game designer, a games researcher, and a future forecaster. I make games that give a damn. I study how games change lives. I spend a lot of my time figuring out how the games we play today shape our real-world future. And so I'm trying to make sure that a game developer wins a Nobel Prize by the year 2032. Learn more here in my bio or get my contact information on my contact page.
Wednesday, May 31, 2006
Tuesday, May 30, 2006
Best Sentence #69
Ladies and gentlemen, welcome to the chapters on alternate reality gaming.
In A Theory of Fun, game designer Raph Koster writes: “Usually our brains have to do hard work to turn messy reality into something as a clear as a game is” (36).
Sunday, May 28, 2006
Best Sentence #68
Today I am revising chapters 1 - 4 based on feedback from my co-chairs, so I can submit them to my other committee members. I'm working especially hard to clarify organization and to connect the chapters one to another. So my best sentence for the day is one such connecting effort.
Therefore, in the next chapter, I propose a classification scheme that situates ubiquitous gaming in a larger possibility space of ubiquitous play and performance, a space in which design decisions about what should be made ubiquitous, who should play, and to which ends we and our technologies should perform are very much still being made.
Friday, May 26, 2006
Best Sentence #67
Can the aesthetics of spectacle when combined with iconic game structures and imagery in fact be used to organize and to inspire direct participation, rather than to create alienation?
Thursday, May 25, 2006
Best Sentence #66
Is Central Park’s Sheep Meadow necessarily less of a magic circle than a theater? Does situating a game in public and outdoors necessarily mean a rupture of traditional boundaries for play? As a site, I would suggest that Sheep Meadow is not in fact pervasive in the sense of pushing the limits of where and when it is appropriate to play. What is actually pervasive and disruptive about the project's design is not its publicc location, but rather its designed attitude toward the public.
Tuesday, May 23, 2006
Best Sentence #65
Monday, May 22, 2006
Best Sentence #64
To have the two separate classes compete with one another would be to imagine a future in which a user must choose between mobility and networkability; to bridge the classes is to imagine a future in which such a choice is not necessary.
Best Sentence #63
Saturday, May 20, 2006
Best Sentence #62
Friday, May 19, 2006
Best Sentence #61
Thursday, May 18, 2006
Best Sentence #60
Spent the better part of the day in the doggy hospital with Meche... we're home now, but she had a very rough 24-hours of doggy enteritis, which can be really bad news for puppies her age. We've finally stopped the vomiting (I think) but she's still not digesting things properly. You don't want to know how many new carpet stains I've been trying to remove.
So, this has been a lame week. 1) Cell phone stolen. 2) Laptop motherboard fried. 3) Meche sick. But you know what they say about three's, so the next set should be better.
I did submit chapter 3 on Tuesday. Chapter 4 is in great shape -- 43 pages of stuff I basically like that I'm whipping into shape for a weekend submission.
Let's see if I can find a sentence from today's brief writing session that sums up my mood. Oh, who am I kidding. I barely wrote 500 words and not one of them all that interesting.
See, for example, “Pervasive Electronic Gaming” (Julian Bleecker, 2006); “Sustainable Play: Towards a New Games Movement for the Digital Age” (Celia Pearce, et al 2005); and “Locative Media” (Steve Dietz, 2003).
Tuesday, May 16, 2006
Best Sentence #i've lost count
a pitiable circumstance
The last time I backed up my dissertation work was 5 PM yesterday. I lost 7 hours of work, which I am now reconstructing. It is painful.
Sadly, I never backed up my works cited for this particular chapter, which means recompiling about 100 formal references from scratch.
I was supposed to submit this chapter this morning. I hope I can repair the damage, redo the work, and get it in.
Never mind that I need a new freaking laptop and haven't backed up anything from that damn machine except the disseration work.
Monday, May 15, 2006
Best Sentence #58
Best Sentence #57
If ubicomp values material engagement, then the loss of tactile play and the designed relegation of interactivity to the screen together suggest that the colonizing goals of ubicomp research have precluded its games from effectively embodying the technological values of the field.
Saturday, May 13, 2006
Best Sentence #56
Friday, May 12, 2006
Thursday, May 11, 2006
Best Sentence #54
Anyone who guesses Best Sentence #319 or some other depressing number will be booed.
The game prototype required the local environment to be temporarily modified with a range of embedded sensors and a stronger WLAN. These modifications represent the project’s attempt to emulate the desired future state of ubiquitous computing. In this way, the conference room where the game was played was, in a sense, as fantastic and make-believe as the imaginary archipelago depicted on the PDA screens. It embodied a fantasy of the future of ubicomp technology.
Wednesday, May 10, 2006
Tuesday, May 09, 2006
Monday, May 08, 2006
Best Sentence #51
In the field of ubiquitous computing games research, these playtests are conducted on site; they are field tests as much as they are play tests.
Sunday, May 07, 2006
Best Sentence #50
I've been doing more editing than writing. But here we go, back to generating novel combinations of words. To make up for not blogging for a few days, a few sentences strung together. I won't say which games I'm talking about here, but if you know the area and have a guess...
Note that for both ubicomp games, even as they represent the turn of digital gaming back toward physical reality, the very “reality” of each project’s gameness is challenged. Questions from would-be players--‘Is this a real thing they are doing?’ and ‘When will it be turned into a real game?’--perfectly capture the performative nature of ubicomp games research. After all, an emulation is not really the thing it emulates; it is a convincing, mimetic reproduction. So, too, are the games that emulate the future of ubiquitous computing.