Chocolate-Covered Broccoli

https://www.youtube.com/watch?v=FktsFcooIG8

Daphne Bavelier, TEDxCHUV: ‘Your brain on video games’:

Now, at this point, a number of you are probably wondering well, what are you waiting for, to put on the market a game that would be good for the attention of my grandmother and that she would actually enjoy, or a game that would be great to rehabilitate the vision of my grandson who has amblyopia, for example?

Well, we’re working on it, but here is a challenge. There are brain scientists like me that are beginning to understand what are the good ingredients in games to promote positive effects, and that’s what I’m going to call the broccoli side of the equation. There is an entertainment software industry which is extremely deft at coming up with appealing products that you can’t resist. That’s the chocolate side of the equation. The issue is we need to put the two together, and it’s a little bit like with food. Who really wants to eat chocolate-covered broccoli? None of you. And you probably have had that feeling, right, picking up an education game and sort of feeling, hmm, you know, it’s not really fun, it’s not really engaging. So what we need is really a new brand of chocolate, a brand of chocolate that is irresistible, that you really want to play, but that has all the ingredients, the good ingredients that are extracted from the broccoli that you can’t recognize but are still working on your brains. And we’re working on it, but it takes brain scientists to come and to get together, people that work in the entertainment software industry, and publishers, so these are not people that usually meet every day, but it’s actually doable, and we are on the right track. I’d like to leave you with that thought, and thank you for your attention.

I’m currently playing Valiant Hearts: The Great War. In speaking to the colleague that recommended the game, I told him it feels like perfect edutainment. An extremely engaging action-puzzler, rich with gorgeous music and gut-wrenching narratives, that also aims to teach the historical significance and effects of World War I. A new brand of chocolate.

Anamanaguchi on Song Exploder

Peter Berkman and Ary Warnaar, Anamanaguchi:

There’s a big community of people who will take old Nintendo’s from 1985 and use them as synthesizers; people in Sweden, New York, Japan, London; taking apart these old video game consoles and old home computers and using them as synths instead of game consoles. They’d write software specifically for producing music on them.

The appeal isn’t necessarily using the actual console. The appeal is the limitations. You get such a shortened language of electronic music. It really simplifies the idea of how to build the sounds that you want from the simplest building blocks. It’s kind of expanded to using this language of simple digital music but applying it to everything else as well.

The cool part about the NES as a sound chip thingy, you get all this bit-quantization which means it has 16 values for volume. When a note fades out, it looks like stairs instead if a diagonal line.

First off, Song Exploder is a brilliant podcast by Hrishikesh Hirway. Rather than explain it in my own words, here’s the official description:

A podcast where musicians take apart their songs, and piece by piece, tell the story of how they were made.

If you’re not subscribed, do so now.

I have been a fan of Anamanaguchi since hearing Another Winter in the Scott Pilgrim vs. The World: The Game demo in 2010. The song sent my mind racing back to the NES era gaming. There is such a comfort in 8-bit sounds.

Anamanaguchi has put out two EPs, a series of singles (including my personal favorite, Airbrushed) as well as a debut full-length in the form of a kickstarted double LP titled Endless Fantasy. Last year, I had a great time writing up an experimental dual-review of the record against Vampire Weekend’s Modern Vampires of the City which you can find here.

Give this Song Exploder episode a listen. It’s fascinating to learn what goes on behind electronic (namely chiptune) music.

Rose Gold Lining

Mackenzie Craven, Rose Gold Lining:

Let’s rewind. I’m 26 years old. Freshly married. And healthy! That young, dumb kind of healthy that convinces you it’s okay to only see the doctor when you need a prescription filled. You drink green smoothies and run half marathons, therefore you’re untouchable – right? Life has been good in this blissful, newlywed, dumb-healthy bubble – perfect, even. Filled with morning coffee and walks to the farmers market hand-in-hand with my husband, Kenny. Bike rides to the breweries, hikes with our dog Hugo. I ate the chia seeds and I wore out my running shoes, so I was completely blindsided by my diagnosis. I have breast cancer?

Brilliant, brave, and honest. One of the best pieces I’ve ever read. Take a moment to read and appreciate this woman’s work. #KenzieKicksCancer

Social Justice Warriors?

An all-star roster of games journalists joined Adam Rosser on BBC Radio 5 live’s Game On for a discussion on the “social justice warrior.” Some of my favorite moments below:

Pat Garratt, VG247:

I’ve seen many squabbles on the Internet and they do sort of go the way of the dodo. I think what we are actually seeing is this section of the gaming community is about to be pushed out. I think that’s why their so angry. It’s literally like taking a toy away from a child. If you actually take a toy away from a child, they just completely freak out. This is exactly what is happening, I think.

Dan Person, GamesIndustry.biz:

There’s an awful lot of psychology and studies into this idea of the online personality; This idea of the power of anonymity, and the keyboard warrior and what that kind of does to people when you take away the consequences of actions in that way. That’s still a relatively new area of study. The Internet is certainly, in human terms, a very recent invention.

I think when you get unfettered and unregulated communities of young, let’s face it, mostly men who are operating in this way without any kind of adult or intelligent supervision, they can become very quickly violent and vile and unpleasant. That echo chamber can accentuate that effect. And then when somebody comes into the playroom and says, “hey guys. You know you should stop doing that and perhaps behave like adults,” there is often that phase of tantrum, basically. And if those children happen to be handling a large blunt object, then that can become dangerous.

Keza McDonald, Kotaku UK:

The Internet gamifies people. It turns you into someone who’s not a real person. You’re some imaginary thing on the end of a Twitter handle. It makes it easier for people to behave inhumanly towards you. Anyone who basically decides to do cultural criticism of games that goes beyond just the assessment of software will probably come up against people who ask them, “why can’t you just talk about the game?” Again, for these people, games are systems that are self-contained and for them the community and the world of gaming is also a system that is self-contained. So as soon as you start trying to place it in a real world context or you start talking about it in a way that they’re not used to, I think that it really confuses people and upsets them.

'How to attack a woman who works in video gaming'

Jenn Frank, The Guardian:

See, the best, most successful hate campaign dreams big. For some, it isn’t only about targeting one woman, two women, or a handful of women. The endgame is to frighten all women out of the video games industry – no matter what they write, film, create or produce – and to additionally frighten anyone who would support them.