Graeber Article on Animal Play

What’s the Point If We Can’t Have Fun? (thebaffler.com)

Sharing an article about play that I really enjoyed, although its a bit of a departure from some of the material in class. Graeber wrote this piece on animal play back in 2014, where he asks us to reconsider some fundamental assumptions about biology – like what motivates play in living creatures, and whether that play could simply be end in and of itself. I appreciate how he describes science’s obsession with explaining reality in rational and objective terms, when play can be both fundamental to the human experience and irrational in it’s motivation. There are some definite parallels to our class, although he deviates quite a bit and references figures like Darwin and Kropotkin in lieu of ludic specialists like Huizinga and Bogost.

The article also meanders into chemistry, physics, and metaphysics and asks if play could exist at the most fundamental levels of material reality. Some portions I didn’t find super convincing, but overall it’s a sprawling read that definitely got me thinking about the various scientific and material assumptions underlying our understanding of play.

What’s the Point If We Can’t Have Fun?

My friend June Thunderstorm and I once spent a half an hour sitting in a meadow by a mountain lake, watching an inchworm dangle from the top of a stalk of grass, twist about in every possible…

POLL: Is this engagement? Thumbs up or Thumbs down.

A little more than a week ago, I attended an in-person academic conference. The conference used the Whova (Hoo-va) app to share programming and all other vital information.

A quick rewind: Before the pandemic, attending this conference had many more analog features. Most importantly (in the context of this post), the organizers provided a printed program. As attendees, after receiving the program booklet, we took a seat on the hotel carpet, got our hotel pens out, and began circling the sessions we wanted to attend. In the process of working through the paper program, we read many session descriptions, which sometimes swayed us to see sessions we might otherwise have skipped or overlooked. The program became a map, an artifact, and a piece of memorabilia.

Now, the app obviously saves the trees (or, as the Whova advertising would have it: “cuts down on printing costs”), and what’s not to like about that? I support saving the trees, but the app is much more and much less than a printed program. As is often the case, when an app offers to streamline and enhance an experience, the interventions create additional cost & labor for the user, for you, the conference goer.

It begins like this: you have to download the app from your trusted app store (that everyone has a smart-phone is assumed). And then, to make the app functional, you click through agreements you don’t have time to read (because you are feverishly working on your conference presentation). For all you know, you have just sold all quantifiable aspects of your soul and given the Whova-people the okay to keep an eye on you and your data.
Welcome!

Before you even attend the conference, the app already wants you to “engage.”
As a presenter, you’re asked to upload your bio and your presentation (never mind that a time-honored tradition of conference attendance is finishing your presentation about 10 minutes before you give it or while you give it.) You’re reminded that sharing your work on the app makes it accessible to people. How accessible should your work be, you wonder? Should it be part of the Whova’s archive? You don’t have time to think about that. The only thing that keeps you from uploading your work is that you haven’t finished it.

As an attendee, you are also asked to introduce yourself to all the other attendees via an icebreaker post. A bland, prewritten message is available. Or else you can spend time and creative energy on crafting your own. On the introduction board, 900+ people said hello. And really, what does one do with 900+ cute hello posts? You have no time to even think about that.

You’re at the conference finally, at that hotel atrium, and people have their Whova-branded conference IDs and are walking around staring at their phones /at the app. Everybody is receiving messages about drink tickets, ramen meet-ups, and all other conference events, including the agenda of presentations. There are too many events to keep track of, too many to absorb. You focus on finishing your work, but there comes a message that asks you to promote your session.
You shake your head. Were you supposed to have a promotional strategy?
Some people promote their sessions. Those who have social media energy, savvy, aptitude, time & labor to devote to an event-promoting strategy.
You don’t have any of these, and also, you have no time to figure this out. But it starts feeling like you SHOULD get in on this app life.

Not entirely voluntarily, you check the listing for your presentation and find out that you have one like. Yes, there are likes, and you can gather them. Also, people can signal if they plan to attend your session. So, as a presenter, you will likely find out quickly (even before your presentation) whether there’s substantial interest in what you have to offer… or not.

You learn to partially evaluate your contribution by these metrics of general popularity and, thereby, feel nudged to promote your event. You still have no time for that, because you have to revise your work still. But you’ll notice something vaguely shame-like sitting in your gut. You should, shouldn’t you, be “announcing”, “interacting”, “connecting”, and “engaging” via Whova. For the sake of your work!

You don’t, though. Because you have the actual work to do. You don’t look at the app until…

After your presentation (which goes well, and dammit you finished it!), you’ll get a notification from Whova about how many people attended. Perhaps that notification will come with confetti graphics and maybe a little banner that says “high-attendance session” or something like that. This makes you feel good, and you also know that Whova’s headcount can’t be right. You were there. You know that there were people in the room who did not attend your session. But that’s not the important part. You wonder how the app even knows how many people attended or were in the room. You suddenly understand that the app knows exactly where in this Hyatt you and your phone are at any given time. It will simply mark you as present. You think that Whova also knows which bathroom in this Hyatt you visited and when.

When checking your event on the app, you see that it would have given you the opportunity to lead a Q&A in-app or to poll your audience. You did not do that, and at this point, you don’t care. You’re just glad you’ve finished your research and presented it.

A propos polls: Sometimes, the conference organizer might want to foster engagement by creating a conference-wide poll. This can be done with more or less nuance and purpose. Expect some less nuanced polls like “How sick are you of hearing about (insert topic here)?” With answer choices from “not at all” to “enough already!”
As you ponder the basicness of this poll you were nudged to participate in, you wonder: This fosters what kind of participant engagement exactly? What is the definition of “engagement” here? “Engagement” seems to mean a haptic signaling of rudimentary opinion by pressing the “like” button, pressing an answer option on a poll, or pressing “post” for an icebreaker message. All these superficial emissions are legible as “engagement” in app-world.

From this poll-driven, comparative atmosphere, it’s only a quick jump to explicit gamification. And yes, you get a message about the leaderboard. Whova has a leaderboard. And yes, Whova has badges. What is rewarded is the extrovert commenting on a lot of things lightly.

Finally, during a last glance at Whova while you’re waiting to check out of the Hyatt, you notice that you’ve accumulated 4 likes! You should have more. Or you should care less. You remind yourself that you did get confetti. You can’t believe you’re weighing confetti and likes.The likes and the confetti, they do something.

And what they do is dispositionally herd you from a context of scholarly exchange into one of social comparison. When, previously, you would have engaged by thinking about an academic project deeply with others, your attention is now partially diverted to creating an online performance of engagement, scholarly worthiness, and popularity.

You have to admit it; you failed at Whova, and the only thing that makes you feel redeemed is a look at your self-awarded failure badge.

what % plagiarized is this blog post?

In trying to find something to write about for this blog, I began cycling through memories of my frustrations with various online environments. I think I want to focus on Turnitin.com; it’s not a site I’ve explored since high school, but my memory of first using it was enough to make me interested in revisiting the website.

 

In the writing of this blog, I went to the Turnitin website and sure enough, I still have an active account with an old email address attached. I was able to change my password because I still know my dad’s middle name, and so I eagerly entered the site. I was hopeful I might unearth some old essays from English class, or maybe a short paper from history class—anything that might remind me further of how weird it felt to submit my papers to a machine rather than to a teacher. Unfortunately, the only items I saw in my account were a few paragraph-long submissions from my senior year Spanish IV class. (It’s pretty incredible that single paragraphs in an entirely different language were subject to the same surveillance as my extended papers in English-language courses.)

 

Importantly, though, the Turnitin interface today doesn’t look much different than it did when I first used the service: it is truly a no-frills website with a few buttons you can click to submit items, look at your enrolled classes, and view/adjust your profile. I guess the landing page is a bit nicer than it was back then? But it gives me the same shivers and shudders now that it did when I was a teenager, scared out of my mind that my usual writing would trigger some plagiaristic laser sensor and give me an F on an assignment. I was very taken with the academic experience in high school and competed a ton with my classmates, so the idea of taking such a hit to my grades was terrifying.

 

The fear did not prevent me from having a clear-eyed understanding of how absurd the entire enterprise felt, though—I understood that people did copy information from places without attributing it to the proper source (or to any source at all), and I remember the emotions surrounding that specter of punishment. What I remember less of was seeing any interrogation of why a student might feel compelled to finish a paper that way. Even though we were definitely taught how to do citations, even that felt a bit cursory. And it all played into this weird dynamic, wherein it felt like the teachers were on a crusade to say “Gotcha!” to those of us who strayed too far from the prescribed, righteous path.

 

I will never understand the grading of written work product with numbers and percentages, and so seeing the land of plagiarism become “gamified” in that way was and remains bizarre to me. Back then, I didn’t agree with the premise, either: teachers were absolutely using the technology to single out “cheaters,” irrespective of the circumstances that might lead to someone doing that. And for my part, I look back with such pity on my younger self, as I congratulated myself each time a Turnitin submission ticked only 4% on the plagiarism meter. I hate that school did that to my brain, and that gaming themes were used to do it.

Surveillance and State Power

In an effort to educate (or re-educate) myself on the Israel-Hamas war and its associated complications, I’ve been absorbed in the news media cycle. Reading and watching videos on the topic of surveillance intelligence and facial recognition and the Israeli military’s use of it in the contested city of Hebron in the southern West Bank has been both horrifying and eye-opening. Certainly in the U.S. and other countries, the use of facial recognition brings up issues of privacy, racial discrimination, policing and politics. While definitely not a game in the pleasurable sense, there are features of Israel’s surveillance technology and the way it’s being used that are game-like and relate to Zuboff’s description of behavioral modifications and surveillance capitalism as a form of state power. Obviously, I don’t have first-hand experience of the technology but I will try to summarize how it works based on the limited information I could gather (details of this program have not been released).

Blue Wolf is an app designed to work on specific models of Samsung devices handed out to the Israeli military (it does not work on all devices nor can it be downloaded). The purpose of the app is to capture photos of Palestinians’ faces and match them against a database of other Palestinians’ faces. The app is part of the larger surveillance program called which includes face scanning cameras and closed-circuit television cameras for monitoring planted in the city streets, along with checkpoints that control areas Palestinians can enter. The database is referred to as the “secret Facebook for Palestinians”. The military’s justification is that this is necessary to thwart terrorist activity in Hebron. Once a soldier takes someone’s photo and a match in the database is made, presumably through some type of artificial intelligence, the app shows various notifications: it will light up yellow if the person is to be detained, red if the person is to be arrested, and green to release the person. However, the notification does not tell the soldier what the grounds are for the arrest or detention.

When these programs first launched in 2020, there was a need to actually build the database with photos and other personal information like family history, education, drivers license, and security rating. So, the Israeli military launched a competition to incentivize soldiers. Each army unit was expected to take at least 1,500 photos a week, the unit with the most photos would win prizes like a night off. On their daily patrols, the soldiers were allowed to stop any Palestinian and take their photo whether they consented or not. Children, unaware of the circumstances, posed happily while the elderly and women tried to resist. The soldiers are participants in an involuntary crowdsourcing scheme of big data.

I would argue that Blue Wolf was not designed to control the behavior of Palestinians, the ones being surveilled, who have not consented or opted into this program. If it was designed for this purpose, it fails – the app does not make them more compliant or docile in the eyes of the government. If anything, the use of this app gives them further reasons to resist. The behavior modification occurring here is on the part of the soldiers, the users of the program. They have been trained to respond to the colors of the interface. They are not given more detailed instructions or are allowed to ask questions. To further complicate the scenario, the soldiers also have not consented or opted into using the app. Whether the soldiers have any sense of fulfillment or emotional engagement (Sicart) using the app (other than maybe winning a prize) is unclear. Situating Blue Wolf with Zuboff, both the users and the surveilled have been tuned, herded and conditioned. However, instead of a company profiting off of this behavior, it’s the Israeli government who retains and increases control of both the Palestinian population and its own military by taking away their rights and autonomy.

Sources:

  1. How Israel automated occupation in Hebron
  2. Israel escalates surveillance of Palestinians with facial recognition program in West Bank

Gamification without joy or purpose

This past Saturday, I used a ride hailing app on my phone to get to Baltimore Penn Station. Having worked on an early on-demand ride app a decade ago, I struggle to pay close attention to the experience of using my phone to hail a vehicle. When you’ve had a varied career in software, you generally want to forget all of the specific details you’ve accrued by working in industries you never thought you’d know anything about. For any single purpose service software, the design patterns, user interfaces and workflow tend to converge on an ossified user experience bereft of delight. My experience of this for hire vehicle software is strictly utilitarian. The brain’s automation of drudgery is sometimes a blessing. This Saturday though, a notification from this particular transportation app puzzled me. I received an anniversary badge for six years using the service. I swiped the banner with this message quickly to the left. Remembering the blog assignment for class, and despite previously deciding to write Linkedin’s persistent gameful efforts, I investigated this badge further. 

First, I had to discover a way to recall the badge. Finding the badge again wasn’t straightforward for me. The “Notifications” option from the hamburger menu (eww) informed me that there were “no notifications yet.” Next, it occurred to me that playful elements like badges must be associated with the “Rewards” screen. As discussed in Walz and Detterding’s introduction to The Gameful World, advertising / rewards systems were early manifestations of gameful experiences. But the “Rewards” section of this transportation app only revealed stale discounts for the service I had ignored and affiliate links to related services like hotel reservations. After 30 seconds fiddling around in the settings, and perhaps owing to colorblindness, I noticed a “new” profile option, and navigated to this profile, where my badge lived along with an assortment of others.

The “Lyftiversary” badge depicts a lopsided, physics defying cake with a lit candle on it. Part of the icing, likely due to OS settings, is black. A message congratulating me for six years (cueing the confetti) with this service confusing me; the first trip in my history dates from 2014. 

My anniversary badge in all its glory.

My anniversary badge in all its glory.

There are two “locked” badges on my profile. One award, called “Helping Hand” is granted if I donate through the company’s charitable giving effort, which rounds up your trip fee to a whole dollar amount and donates the remainder to a charity. Receive the “Two-Wheeler” badge by reserving a Citi bike through the service. Inspecting the app thoroughly and conducting an internet search produced no evidence that these badges relate to any material benefit to me as a user of this service.

Reflecting on this experience and the reading we’ve done so far, I think it would be difficult to construe these badges as “playful” in Sicart’s sense. This element doesn’t “bring[] the benefits of play” to “[an] activity[] that is not play.” As Bogost decries gamification as “contorted [game design] techniques for producing compliance,” I could play this service better, but there’s little motivation to do it without any benefit to me beyond the elements of the game. There is certainly an emphasis on “emotional engagement” in the relationship I’ve had with this service in the celebration of our anniversary, a type of engagement we would shed from these soft-automated services in one of Sicart’s potential futures. Part of my skepticism in class about the efficacy of various digital mechanisms like gamification, geolocation-based advertising, and data pillaging comes from a doubt about the sophistication of these methods, and the broad applicability of techniques that find success for one or two companies for a duration of time. These mechanisms succeed in conjunction with other coincidental factors, in the Pokémon GO example, IP probably aided in it’s success as much as the game. In the case of my experience with this badge, the notification nagged me enough to zap me of my attention as a resource independent of any other techniques intended and poorly implemented.

Bluey Episode About Play

I was talking with a friend about class and limitations making play fun, and he mentioned an episode of Bluey that explores this: “Shadowlands” (season 1, episode 5).

It’s adorable, but it does also require Disney+ subscription to watch. In case you have it, here’s the link: https://www.youtube.com/watch?v=iXx0znW2muQ

If you can’t watch the whole episode, this clip should be free, though it does appear to cut off right before the “a-ha” moment when the character who has previously been changing all the group’s gameplay to make it easier for her learns that the rules are what make games fun: https://youtu.be/lU1aHKr3hJg

GHDI workshops and consultations

Just wanted to alert you to two extremely helpful facets of our program:

1. You can consult with the simpatico and highly skilled/knowledgeable GC Digital Initiatives Fellows: they’re great for chatting through ideas for final projects, thesis topics, etc.

2. You can attend one of the many stimulating workshops on offer each semester from the GCDI, starting with tomorrow’s Intro to Python, Part 2.

See you Monday!

games, play, extraction, use, and politics

My attempts to explain Don Quiquote to family and friends have been interesting. Last week after our group’s presentation, I sent a voice note to a close comrade, telling them about our game and the concept/utility of gamifying a story at all. It was not my best explanatory work, but it started a cool conversation about the potential for using games and play to further our own radical/revolutionary goals. I’ve had similar experiences discussing parts of the course material throughout the semester thus far.

 

The idea of turning a text into a game is very new to me, so it does not fit as cleanly into my more well-tread, politics-driven elevator pitches about various topics and ideas (but we’re getting there). I think that is the beauty of this experience, though: through our collective gamification, not only have I felt challenged to help create something interesting and different, but I’ve also been afforded an opportunity to practice speaking about it with others.

 

The latter portion of that process, speaking with others, is vitally important to me. I hate the idea of standing still in the academic context, remaining a consumer and not insisting on being a sharer, first. This course’s core concepts have been easy to share because of the accessibility of the idea of games and play—I’ve found myself discussing some of the concepts with people at work, with my students, with my friends. There is something about games and play that make the sharing of these ideas feel less like the extractive tooth-pulling I normally encounter in GC courses, and more like organic and genuine sharing. The extraction method is fine, but it is also exhausting and makes me resent a lot of things about the academic context and its policing of information.

 

By contrast, working with my group was genuine fun: everything from the generation of the game’s name to the discussion about the story itself had a levity to it that I didn’t realize I needed from this semester until I had it. When I worked on the presentation it was easy to channel those good vibes and help produce something that would be generative, accessible, and useful.

 

I am still stuck on this idea of use and usefulness, which I know might be framed as antithetical to pure play, but I can’t help it—I insist on ensuring that what I do in the GC is tied to some form of political education, improvement of material conditions, etc. After our group’s presentation, I remember blurting that the game we’d created could have helped me a ton in law school with memorization. Upon immediate further reflection, I knew I did not want a future filled with better (or any) lawyers, but I also knew that my lizard brain was reminding me to seek out the practical applications of these ideas. I am still reflecting on this, and I am still speaking about it with others. It’s nice to have engaged in an activity that generates such possibilities.

The —, —-, — and — of Tristram Shandy

The team I worked with put together The Life and Opinions of Tristram Shandy, Gentleman game. I appreciated the approach we took to playing with the first book, which focused on a formal or even ahistorical dissembling of the text. The game elaborates the tropes employed by the narrator of the novel, in which interruption and digression often stunt plot advancement of the protagonist in favor of ancillary detail that reveals more about character, intellectual topics of the time, and reveal the idiosyncrasies of time as a matter of subjective experience. Thinking through how we could express the digressive narrative in a game took the entire team’s input into account. At the beginning of each session when we met, I had a slight dread that what we were talking about might not materialize into anything resembling a game. Each time though, our combined inputs helped push us into an articulable experience for someone on a screen. I gained respect for the advantages an engaged group of people could bring to a project like this.

I processed the text in ways that lend themselves to digital methods. I wrote scripts that used regular expressions to isolate only the dashes in the text, leveraged the Natural Language Toolkit/nltk to find punctuation in the text, and translated the first book of the novel to morse code from scratch. I also conducted a few experiments, for example morse code page that scrolls down, repeating the first book ad nauseam until you click on the text which reverts to the top of the translated text. There were a few Javascript functional tidbits I added to the site like storing a name for the dedication.

Isolating the dashes and confirming that they differ in length in the original text struck me as something I might gloss over in standard reading of the text. It’s well worth thinking through how and if the length of dashes add semantic meaning to the text.

All congratulations aside, I wish we had more time to make the experience somewhat more playful for the interactor. At minimum, I know we could make the existing interactions slightly more fun by animating how the text appears upon each expansion. In keeping with the narration of the novel, we could add more whimsy to the experience of navigating the steps to play. When I reflect on the end product and the experience of making it, it occurs to me that we end up playing more than visitors to the website possibly could, which gives me a slight twinge of disappointment, even allowing for time constraints and the necessity to produce something over a matter of hours.