Monday, April 27, 2009

kyte.tv - Staying Single to be broadcast


I've decided to broadcast Staying Single as part of my PhD - but to broadcast it in a wider and more focussed way that I did for my MA.

I've created Sophie's channel on kyte.tv and have broadcast a basic intro to Sophie. However I am planning to broadcast an episodic tv version of Staying Single - in a similar way to Sofia's Diary was on Bebo - over the next few months.


I'm still in pre-production phase on this however, and would be willing to take on any advice or hands-on experience that might help shape or move this project on.

Please feel free to contact me on singlesophieregan@yahoo.co.uk

Jeff Gomez' 8 defining characteristics of a transmedia produciton - 2007

The Producers Guild of America blog reports on Jeff Gomez’s insights at the ‘Creating Blockbuster Worlds’ event in 2007:

The 8 defining characteristics of a transmedia production:

  1. Content is originated by one or a very few visionaries
  2. Cross-media rollout is planned early in the life of the franchise
  3. Content is distributed to three or more media platforms
  4. Content is unique, adheres to platform-specific strengths, and is not repurposed from one platform to the next
  5. Content is based on a single vision for the story world
  6. Concerted effort is made to avoid fractures and schisms
  7. Effort is vertical across company, third parties and licensees
  8. Rollout features audience participatory elements, including:
    - Web portal
    - Social networking
    - Story-guided user-generated content

Examples of contemporary trans-media properties include: The Blair Witch Project, The Matrix, Hot Wheels: World Race / Acceleracers, Bionicle, Pokemon, Magic: The Gathering, James Cameron’s AVATAR, many Disney projects including High School Musical, Pirates of theCaribbean, Fairies, Hannah Montana.

Vid Lit

I just found a VidLit of the MyBad book - VidLit have made some great mini video (literature) adaptations of books which cross the line between a TV 'short' and yet give something to promote the book too.

Definitely worth thinking about...


The Rosetta Project

Fifty to ninety percent of the world's languages are predicted to disappear in the next century, many with little or no significant documentation.

The Rosetta Project is a global collaboration of language specialists and native speakers working to build a publicly accessible digital library of human languages. Since becoming a National Science Digital Library collection in 2004, the Rosetta Archive has more than doubled its collection size, now serving nearly 100,000 pages of material documenting over 2,500 languages—the largest resource of its kind on the Net.

A major concern of our project is the drastic and accelerated loss of the world’s languages. Just as globalization threatens human cultural diversity, the languages of small, unique, localized human societies are at serious risk. In fact, linguists predict that we may lose as much as 90% of the world’s linguistic diversity within the next century. Language is both an embodiment of human culture, as well as the primary means of its maintenance and transmission. When languages are lost, the transmission of traditional culture is often abruptly severed meaning the loss of cultural diversity is tightly connected to loss of linguistic diversity. To stem the tide and help reverse this trend, we are working to promote human cultural and linguistic diversity, as well as to make sure that no language vanishes without a trace.

Wednesday, April 22, 2009

Writing for Nonreaders in the Postprint Era

Writing for Nonreaders in the Postprint Era


INTERNET-AGE
WRITING SYLLABUS AND
COURSE OVERVIEW.

BY ROBERT LANHAM

- - - -

ENG 371WR:
Writing for Nonreaders in the Postprint Era

M-W-F: 11:00 a.m.–12:15 p.m.
Instructor: Robert Lanham

Course Description

As print takes its place alongside smoke signals, cuneiform, and hollering, there has emerged a new literary age, one in which writers no longer need to feel encumbered by the paper cuts, reading, and excessive use of words traditionally associated with the writing trade. Writing for Nonreaders in the Postprint Era focuses on the creation of short-form prose that is not intended to be reproduced on pulp fibers.

Instant messaging. Twittering. Facebook updates. These 21st-century literary genres are defining a new "Lost Generation" of minimalists who would much rather watch Lost on their iPhones than toil over long-winded articles and short stories. Students will acquire the tools needed to make their tweets glimmer with a complete lack of forethought, their Facebook updates ring with self-importance, and their blog entries shimmer with literary pithiness. All without the restraints of writing in complete sentences. w00t! w00t! Throughout the course, a further paring down of the Hemingway/Stein school of minimalism will be emphasized, limiting the superfluous use of nouns, verbs, adverbs, adjectives, conjunctions, gerunds, and other literary pitfalls.

Prerequisites

Students must have completed at least two of the following.

ENG: 232WR—Advanced Tweeting: The Elements of Droll
LIT: 223—Early-21st-Century Literature: 140 Characters or Less
ENG: 102—Staring Blankly at Handheld Devices While Others Are Talking
ENG: 301—Advanced Blog and Book Skimming
ENG: 231WR—Facebook Wall Alliteration and Assonance
LIT: 202—The Literary Merits of Lolcats
LIT: 209—Internet-Age Surrealistic Narcissism and Self-Absorption

Required Reading Materials

Literary works, including the online table of contents of the Huffington Post's Complete Guide to Blogging, will serve as models to be skimmed for thorough analysis. Also, Perez Hilton's Twitter feed.


SECTION 1:
LECTURE AND DISCUSSION

The Writing Is on the Wall:
Why Print/Reading Will Go the Way
of the Pictograph

Four weeks will be devoted to discussing the publishing industry and why―with the exception of wordless celebrity glossies―the print medium is, um, boring and, furthermore, totally dull.

Week 1:
Reading is stoopid

This fundamental truth may seem obvious to today's youth, but this wasn't always the case. Students will examine why former generations carried around heavy clumps of bound paper and why they chose to read instead of watching TV or playing Guitar Hero.

Week 2:
Printing words isn't good
for the environment

Students will evaluate why, as BuzzMachine founder Jeff Jarvis articulates, "Paper is where words go to die." Paper is also where rainforests go to die, which, needless to say, isn't good for the Hyla rhodopeplatree frog. Thus, while older generations wax nostalgic about curling up by the fireplace with a good book or the Sunday paper, students will be encouraged to remember The Lorax (the animated anti-logging-industry television special, not the book).

Week 3:
Curling up with
a good book/newspaper
is dangerous

Students will explore the dangers of curling up by fires with books and newspapers. That paper could catch fire should an ember unexpectedly pop out. And all that curling is not good for people's backs. Especially since most readers of books, magazines, and newspapers are elderly and are thus already more likely to suffer from back ailments.

Week 4:
The Kindle Question

Is Amazon's wireless reading device the Segway of handheld gadgets? Should it be smaller, come with headphones, and play MP3s instead of display book text? Students will discuss.


SECTION 2:
WRITING WORKSHOP

I Can Haz Writin Skillz?

This section of the course is a workshop where students will work to perfect their tweeting, blogging, and short-form writing skills.

Week 5:
Grammar and Technique

Navigating the ever-changing landscape of Internet slang and chatspeak is essential to creating effective tweets, instant messages, and text messages. Students will practice using emoticons to create powerful dialogue and to establish dramatic irony. They'll learn to gracefully integrate complex expressions into their IM writing, substituting the trite LOL ("laughing out loud") and "meh" (the written equivalent of a shrug) with more-advanced expressions like BOSMKL ("bending over smacking my knee laughing") and HFACTDEWARIUCSMNUWKIASLAMB ("holy flipping animal crackers, that doesn't even warrant a response; if you could see me now, you would know that I am shrugging like a mofu, biotch"). Students will be encouraged to nurture their craft, free of the restraints of punctuation, syntax, and grammar.

Week 6:
140 Characters or Less

Students will acquire the tools needed to make their tweets come alive with shallow wit. They'll learn how to construct Facebook status updates that glitter with irony, absurdity, and dramatic glibness. When tweeting, for instance, that "John is enjoying a buttery English muffin," why not add a link to an image of a muffin with butter oozing from its nooks and crannies? Or why not exaggerate a tad and say that there's bacon on that muffin, even if there's not? It's called poetic license when writers do it! Students will be encouraged to show honesty and vulnerability in their tweets: "Lydia is lounging about in her underwear at 401 Park Street apartment #2, feeling guilty about telling her boss that her uncle died but enjoying the day off." There's no such thing as oversharing when you're a writer.

Week 7:
Blogging

No postprint writing class would be complete without a comprehensive overview of blog writing. Students will work to make their blogging more vivid using the fundamentals of the craft, such as imagery, foreshadowing, symbolism, and viral paparazzi photos of celebrity nip slips. Students will practice posting viral YouTube videos with eye-catching headlines like "Check this out," "BOSMKL," and "Doesn't this CRAZY cat look like she's giving that ferret a high-five?" Students will learn time-saving tricks, like how to construct an 800-word blog entry in 30 seconds using a simple news article and copy-and-paste. And, as an exercise in the first-person narrative form, students will blog intimate details about their lives, their studies, and their sexual histories (with pictures), with the intent of being linked to by gossip sites and/or discovered by future employers.


SECTION 3:
LECTURE AND DISCUSSION

The Industry—Getting Published

Students will learn inside knowledge about the industry—getting published, getting paid, dealing with agents and editors—and assess why all the aforementioned are no longer applicable in the postprint, post-reading age.

Week 8:
New Rules

Students will analyze the publishing industry and learn how to be more innovative than the bards of yesteryear. They'll be asked to consider, for instance, Thomas Pynchon. How much more successful wouldGravity's Rainbow have been if it were two paragraphs long and posted on a blog beneath a picture of scantily clad coeds? And why not add a Google search box? Or what if Susan Sontag had friended 10 million people on Facebook and then published a shorter version of The Volcano Lover as a status update: "Susan thinks a volcano is a great metaphor for primal passion. Also, streak of my hair turning white—d'oh!"

Attendance: Unnecessary, but students should be signed onto IM and/or have their phones turned on.

Evaluation: Students will be graded on the RBBEAW* system, developed to assess and score students based on their own relative merit.

A+ = 100–90
A = 89–80
A- = 79–70
A-- = 69–60
A--- = 59–50
A---- = 49–0

Instructor: Robert Lanham, star of the vblog seriesWriter's Block: Embrace It—Stop Wasting Time and Live!

- - - -

* Raised by Boomers, Everyone's a Winner

Sunday, April 12, 2009

MIPTV - Disney Interactive's Cindy Rose delivers eye-opening keynote

Thought provoking facts from Disney Interactive, which makes me realise that one of the keys to the 'success' of writing for new platforms is to know HOW consumers will react to your work.

Multi-tasking teenagers, (as quoted by Cindy Rose) who are watching TV whilst on 5 websites and IM, are partially attentive to these 7 tasks simultaneously (aided by the 'clickability' factor) - but if they were playing an online role in a game or caught up by an 'experience' such as reading a traditional book they would be far
more immersed and probably less likely to click away and multi-task... I am working on a piece now that will test which types of interactive entertainment consumers WANT to be immersed in, and which types they like to receive in 'bite-size-chunks'....


http://www.reedmidem.com/mipblog/index.php/2009/04/02/109-disney-interactive-s-cindy-rose-delivers-eye-opening-keynote

Television is just the tip of the entertainment iceberg for today’s consumers, Cindy Rose, senior vice-president and managing director of Disney Interactive Media Group, EMEA, said in her keynote on cross-platform gaming
.

With a sequence of 10 slides and a battery of statistics, she depicted vividly a new world where multi-tasking and interactivity are essential for all ages. A survey of consumers aged 13 to 75 posted the question: Is your computer becoming more of an entertainment device than your TV? Among the millennials (ages 13-24) 80% answered yes; Gen Xers (25-41) 74%; baby boomers (42-60) 64%; and even among seniors it was 51%.

A poll of Disney consumers aged seven to 14 showed “they are typically on five websites at the same time while watching TV and instant messaging, all at the same time”.

On average, 80% own and use multiple gaming devices - for example 84% have a DS and a Wii. The typical day of a European child consists of gaming for breakfast, mobile phone before and after school, PC before dinner and family TV after. Rose said those trends caused her to look closely at her own children’s entertainment schedules.

Rose provided a quick tour of Disney’s 23 interactive sites, ranging from Tinkerbell through Pirates Of The Caribbean to the forthcoming World Of Cars.

At Club Penguin “an ad-free online playground”, boys’ favourite activities were games and parties, while girls opt to decorate their igloos and customise their penguins. That brand was already on multiple platforms and in merchandising, with the potential for theme parks and other earners. While the “Disney difference” was that her company had the scope and resources to do that, she told broadcasters: “You can no longer be satisfied serving up traditional linear TV shows.”

Wednesday, March 4, 2009

The Late Fragment - interactive film

http://www.latefragment.com/

About

Late Fragment is the first project conceived, through the CFC Media Lab’s Interactive Narrative Feature Program (INFP), which experiments with the creation, development, production, financing, marketing and distribution of interactive feature films. It has been produced by the CFC Media Lab in co-production with the National Film Board of Canada. It was written and directed by Daryl Cloran, Anita Doron and Mateo Guez.


About CFC

CFC celebrates 20 years of launching Canada’s most creative ideas and voices in film, television and new media to the world. As Canada’s largest institution for advanced training in film, television and new media, CFC proudly has more than 1000 alumni working in Canada and abroad. A leader in the rapidly changing entertainment landscape, CFC is committed to promoting and investing in Canada’s diverse talent and during this anniversary year will launch new programs that will continue to bring inspiring storytellers to the world.

About CFC Media Lab

CFC Media Lab provides a unique training, research and production think-tank environment for emerging new media artists, content developers and practitioners. CFC Media Lab has been experimenting with the interactive narrative form since 1997 and in the past ten years, have produced over 80 prototypes ranging from web-based interactive documentaries to “shuffle videos” – the creation of randomly generated movies on the i-Pod. For more information please visit: www.cfccreates.com

About the NFB

The National Film Board of Canada produces and distributes bold and distinctive social issue documentaries, auteur animation and innovative digital content that provide the world with a unique Canadian perspective. The recipient of its 70th Academy Award® nomination for Madame Tutli-Putli, directed by Chris Lavis and Maciek Szczerbowski, the NFB has garnered more Oscar® nominations than any production company or organization outside Hollywood. Since its founding in 1939, Canada’s public producer and distributor has won over 5000 awards, including 12 Oscars and more than 90 Genies. For more information about the NFB or to order films, go to www.nfb.ca or call 1-800-267-7710.

Tuesday, March 3, 2009

Twitter Book

http://www.twittertitters.com/2009/03/how-twitter-built-a-book.html

How Twitter built a Book

Parlour Games

http://www.seedsofknowledge.com/parlour-games.html

Victorian Parlour Games

By Tamera Bastiaans



Contrary to popular belief, Victorians did love games, indoors and out. Here are some Victorian Parlour Games as well as some modern parlor games that can be played indoors or out.

Lookabout

The host shows everyone a little knick-knack in the room. All the guests are to leave while the host hides it. When they return, everyone is to look for the item until they spot it. They are then to sit down. The last one to find it loses (or has to be "it"). It makes it a bit more difficult if guests continue to mill for a few seconds before they sit down.

You're Never Fully Dressed without a Smile

One person is selected to be "it." That person is the only one in the group who is allowed to smile. He or she can do anything they want to try and get someone to smile. If the person smiles, he or she becomes it. The person who never smiles is declared the winner.

Blindman's Bluff

One person is blindfolded, and all other guests scatter around the room. When the blindfoled person catches someone, they then have to tell who it is they have captured or the prisoner is then freed and the blindman must continue his/her pursuit until he/she can identify the person caught. The blindfold then changes hands.

Change Seats!

This is a variation on a Victorian game, but a warning to those attempting this one, clear the room of precious little decorations, it can get a little wild! All but one person sits in a chair. The person in the middle asks someone in the circle "Do you love your neighbor?" The person selected then has to state either "No." at which point the people in the chairs on each side of him/her have to change seats QUICKLY. If they aren't quick enough, the person in the middle may slip into one of the vacated seats, making the unseated neighbor it. The chosen person may instead answer, "Yes, I love my neighbor, except those who (fill in the blank....are wearing blue, or have brown hair, or play tennis, etc) Everyone who fits the description (ie is wearing blue for example) has to jump up and change seats, while the person in the middle tries to steal one. The person left standing has to ask another person if he/she loves his/her neighbor, beginning a new round.

Charades

This is a classic Victorian game with which most people are quite familiar.

Pass the Slipper

We used to play this at church when I was little. You take an object, the "slipper." Pick a person and put them in the center of the circle. They must close their eyes while the "slipper" is passed from person to person behind their backs. When the center person opens his/her eyes, the passing immediately stops and he/she must hazard a guess as to who holds the "slipper." If he/she is correct, they trade places. If wrong, the eyes are closed and the passing begins again.

Forfeits

We played a version of this when I was little as well. One person is chosen to leave the room. All the other guests must "forfeit" a special item that belongs to them. All of these items are placed in the center of the room and then the "auctioneer" is brought back in. He/she picks up an item and tries to describe it as one would an item about to be sold. In order not to forfeit the item, the owner must "fess-up" and do something amusing/embarrassing to win back the item (sing, dance, do an imitation, recitation, tell a clean joke, etc.) Victorian Parlour

The Name Game

Provide each guest with 10 small pieces of paper, and a pen or pencil. Ask them to write down the names of 10 famous people, leaders, movie stars, authors, sports figures, politicians, artists, inventors, scientists, etc. Encourage them not to make it too easy! Fold the papers, and put them into a hat, bowl, or basket. Seat guests in a large circle. Each round is limited to 30 seconds, so have a watch with a second hand available. Player One pulls out a name, and tries to get the person beside him/her to guess the name by giving clues, but never actually saying the name or what it starts with. Gestures are also no allowed. After the name is guessed, the clue giver can continue pulling names out of the hat until their time is up. The guesser gets to keep their pieces of paper, and the clue giver gets credit also. The bowl is the passed to the next person and the clue giver now becomes the guesser and there is a new clue giver. The bowl proceeds around the circle until everyone has guessed and everyone has given clues. The one with the most guesses correct wins.

Example: Name - Abraham Lincoln Clues: He lived in a log cabin. He was president during the Civil War. His wife's name was Mary Todd. He wore a stove pipe hat and had a beard. He was assasinated by John Wilkes Booth.

I'm Thinking of Something

One person picks something and commits it to memory (Mount Rushmore, the ocean, an item in the room). They do not tell what this item is but they say, for example, "I'm thinking of something large." The guests are then allowed to ask yes or no questions. "Is it a building?" "No" "Is it an animal" "No." "Is it a monument?" "Yes." "Is it in Europe?" "No" and so on until one person guesses the item correctly. If the person guesses incorrectly the game still ends and the wrong person must chose a new somtething. Players should never guess until they are completely sure they know the answer.

Alphabet Minute

Have everyone write a general topic of conversation down on a slip of paper, along with a letter of the alphabet. Pick two or three people at a time to play the game. Have them pick a topic out of a hat or basket. They then must start a conversation with one another regarding the topic. The catch is that they have to begin each sentence with a letter of the alphabet, beginning with the letter written in the slip of paper. They must follow the conversation through the alphabet, ending back with letter in which they started.

Example:

Topic: Shopping

Letter: H

Player 1 - "Hey, I have to go shopping, wanna come?"

Player 2 - "I'd love to, but I don't have much money"

Player 3 - "Just come anyway; it'll be fun!"

Player 1 - "Kim said she would meet us at the food court."

Player 2 - "Last time she was twenty minutes late!"

Player 3 - "Maybe she'll make it on time today."
And so on until they arrive back at H to finish. You can either time them and cut them off at 60 seconds. The go on to another group and see who gets the farthest in 60 seconds, or you can let them finish the alphabet and see which group finishes their topic and alphabet in the fastest amount of time.

Dictionary

We used to play this with family friends when I was growing up. Each person needs paper and a pen or pencil. You need at least one dictionary to play this game. Each person uses the dictionary in turn to look up a word (hopefully one unknown to most people) and writes down the real definition (in simplified form) and then makes up two or three others. The word and the definitions are read to the rest of the players and each has to guess which deifinition they believe is the correct one. The player gets points for each person he/she fools. The dictionary makes as many arounds as you would like, and the player with the most points at the end wins. Example:

Somnambulist

a. a person who practices rituals

b. a person who likes to be alone

c. a person who sleep walks

d. a person who is solemn and serious

(answer is c)
Children's  Parlour Games

Similes

Similes is a fun Victorian Parlour Game, and can actually be used in classrooms to teach similes. A simile is a figure of speech that compares to unlike things using like or as. One of the most famous come from Robert Burns, who wrote "My love is like a red, red rose." To play this game, you need a list of similes and a group of people. One person, we'll call him/her the "teacher," goes around the room and picks people. The "teacher" picks one person and begins a simile "Love is like a......" the player must finish the simile by stating...."rose." If the player finishes the simile incorrectly, the "teacher" thanks them but gives them the correct ending and moves on. The "teacher" should be fairly well versed in well-known similes so as to be able to accept variations or answers that are close (or even very creative!)

Click Here for a few well-known similes to print and and use for your party.

Name the Nursery Rhyme

How Well Do You Know Your Nursery Rhymes? Using a list of lines from nursery rhymes, do your best to guess the title (usually the first line) of the nursery rhyme.

Example: What! Lost your mittens? Answer: Three Little Kittens



Examples of parlor games include:



Younger children may not know where the term 'parlour games' comes from. You can explain to them that in Victorian times the late 1800's, before electricity and television, people spent their evenings playing games with friends and family. These games were usually played in a room called the parlour which is the equivalent to our family room.

Do You Love Your Neighbour?
Players- Five or more
Duration- A few minutes for each round
Equipment- Chairs, one less than the number of players

The chairs are lined up with all players sitting down except for one. The standing player asks one of the other players, 'Do you love you neighbour?' If he replies no, then the two players either side must quickly jump up and swap seats. He may reply yes, but must attach an exception. Eg 'Yes, except for those wearing blue jeans' or '...except for those with blonde hair.' Then all of those players must jump up and find a new chair.
Whatever the answer, while players are attempting to find a new seat the player who asked the question can try to sit down. Whoever is left standing asks another player, 'Do you love your neighbour?'

Hot Boiled Beans or Hot and Cold
Players- Three or more
Duration- A few minutes for each round
Equipment- An object that is easy to hide

One player is sent out of the room, while those remaining hide a small object such as a ball, pen or a watch. The player returns to the room as the others call, "Hot Boiled Beans and Bacon for supper, hurry up before it gets cold." The player attempts to find the missing object while everyone else calls out that her supper is getting "very cold", "freezing cold", "hot", "very hot", or "burning" in relation to how close or far she is from the hidden item. Once the item is found a new player is sent from the room and the object (or a new one) is hidden in a different location.

Lookabout
Players- Four or more
Duration- About 10 minutes for each round
Equipment- Any object that is easy to hide

Players are shown a little knick-knack -a teaspoon, pen, thimble, anything small- and are then asked to leave the room. A player remains in the room and hides the item. When they return, everyone is to look for the item until they spot it. They are then to sit down without saying anything. It is recommended to wander around for abit longer after finding the object so as not to reveal the hidden item to the other players.
The last one to find the object hides a new item for the next round.

Pass the Slipper
Players- Six or more
Duration- A few minutes for each round
Equipment- Traditionally a slipper, but any similarly sized object will do

Players form a circle, sitting on chairs or the floor with one person standing in the middle. They must close their eyes while the 'slipper' is passed from person to person behind their backs. When the center person opens her eyes, the passing immediately stops and she must hazard a guess as to who holds the 'slipper'. If the guess is correct, they trade places. If wrong, the eyes are closed and the passing begins again.

The Name Game
Players- Four or more, better with larger groups
Duration- A few minutes for each round
Equipment- Slips of paper, pencils, basket or hat

Provide each guest with 10 small pieces of paper, and a pen or pencil. Ask them to write down the names of 10 famous people- movie stars, authors, sports figures, politicians, artists, inventors, scientists, etc.
Fold the papers, and put them into a hat or basket. Seat guests in a large circle. Each round is limited to 30 seconds, so have a watch with a second hand available. The first player pulls out a name, and keeps giving clues to the person beside him, but never actually saying the name or what it starts with. Once the name has been guessed within the timeframe the guesser scores a point, as does the clue giver.
The hat is the passed to the next person and the clue giver now becomes the guesser and there is a new clue giver. The game continues around the circle until everyone has guessed and everyone has given clues. The one with the most guesses correct wins.

You're Never Fully Dressed without a Smile
One of the sillier parlour games, of which there were many. Parlour games often involved a person being required to perform silly actions in order to win the game.
Players- Four or more
Duration- A few minutes for each round
Equipment- None

One person is selected to be "it." That person is the only one in the group who is allowed to smile. He or she can do anything they want to try and get someone else to smile apart from touching them. If the person smiles, he or she becomes it. The person who never smiles is declared the winner.

Women And Gaming

http://www.womengamers.com/

Wendy Despain, Writer/Designer/Consultant for Quantum Content
AUTHOR: Cat Wendt | PUBLISHED: Feb. 3, 2009 | COMMENTS (0)

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Thanks to the extraordinary generosity of Santa this past holiday season, I managed to have a bit of a gaming epiphany. While lying on my parents’ couch, knee deep in my stocking stuffer copy of Fable II, it dawned on me that people actually sit down and write the games that eat up so much of my free time. They even get paid. It may seem obvious to some, but the concepts of “videogames” and “career” had not intermingled in my thoughts until late last year.

Lucky for me, Wendy Despain of Quantum Content was kind enough to grant me the honor of an interview. She offered insights into the craft of writing, shared her experiences in the industry, and revealed several tips for people hoping to work as game writers.

Wendy Despain, Writer/Designer/Consultant for Quantum Content

Wendy is a freelance multimedia writer and chair of the IGDA’s Game Writer’s Special Interest Group (SIG). She has written extensively for both television and video games, including in-character websites for Gene Roddenberry's Andromeda, movie/media blogging for Mr. & Mrs. Smith and Charlie and the Chocolate Factory, and dialogue writing for the BRATZ console game. Her most recent book, Professional Techniques for Video Game Writing, came out in May of 2008.



http://www.womeningames.com/


http://www.womeningamesinternational.org/

http://www.igda.org/women/

http://news.cnet.com/8301-13506_3-9986327-17.html

July 9, 2008 8:31 AM PDT

Just stop it already: Women do play video games

Over the past few weeks, I've heard from reputable news outlets that video games are made specifically for men and most women find little reason to play.

According to these neanderthals, games like MGS4 and GTAIV are designed for men, just like sports games are, driving simulators are, and most other titles are. And if titles are not made for men, they're made for children. All the while, women are left out in the cold.

But is that even close to true? I certainly don't think so, and to be quite honest, I think it's insulting to women to suggest such a thing. Just because most media outlets show men playing video games and the majority of people playing games are men, it doesn't mean women are left out, and you might be surprised to know that women really do play games and have a very real interest in the industry.

Even with that in mind, I don't see why it's so hard to accept. How have we come to a point where we denigrate the fact that women play video games and try desperately to paint it as a male-controlled industry? Evidently it stems from a total disregard for the facts, but maybe (just maybe) some people are opening their eyes for once.

According to the International Game Developers Association, women represent 40 percent of all gamers. And although the Entertainment Software Association pegs that number at about 38 percent, it found that the average female gamer plays games 7.4 hours per week.

With that in mind, how is it possible that women represent just 12 percent of the video game industry? Ostensibly, it's not for lack of interest--the numbers speak for themselves--so it must be something else. Unfortunately, it seems those same stereotypes may be to blame.

According to CNN, "More than 60 percent of female students enrolled in game design programs at The Art Institutes said they believed male dominance in the industry is a deterrent to women pursuing a career in gaming, according to a survey commissioned by SOE."

And therein lies the rub. Instead of inviting the fact that more women are getting into the gaming industry, the same old stereotype is ruling all else.

It's time we wake up and realize that women really do enjoy video games. It's not fair to simply say that because most developers are men and video game critics are overwhelmingly male, women aren't members of the gaming community. In reality, it's quite the opposite.

Some like to say that women only play games like Wii Fit, but the reality of the situation is quite different.

As Torrie Dorrell, senior vice president of global sales and marketing for Sony Online Entertainment, explained to CNN: "Women are out there in significant numbers playing MMOs, action games, first-person shooters. What is lacking in the equation are women behind these games."

So where do we go from here? Certainly we can't simply sit back and accept the fact that stereotypes exist in the video game industry and women are being forgotten. Instead, we need to finally pull our heads out of the sand and welcome the fact that women are very much a part of the video game industry and should play an even greater role in its development going forward.

So next time you hear someone say that women don't play video games or listen to some uninformed loon try to tell you that the video game industry is for men, make them realize that women play video games, too. And just in case they don't believe you, have them log on to Halo 3--I'm sure a woman would be more than happy to frag them into oblivion.

Want to know what Don is up to? Follow him on Twitter, identi.ca, and FriendFeed.

http://www.greatwomenofgaming.com/



http://www.station.sony.com/girl/


SONY ONLINE ENTERTAINMENT ISSUES INDUSTRY-WIDE CALL TO ACTION TO EXPAND G.I.R.L. SCHOLARSHIP PROGRAM

SAN DIEGO, Calif. – Nov. 13, 2008 – Sony Online Entertainment LLC (SOE), a global leader in online gaming, invited all companies doing business in the video game industry to join SOE's efforts to educate and recruit more women into the field of video game creation, design and production.

In a lunchtime keynote speech during the International Game Developers Association conference in San Francisco, Torrie Dorrell, senior vice president of Global Sales and Marketing for SOE, challenged companies in the video game industry to each make a $10,000 donation toward the G.I.R.L. – Gamers In Real Life – scholarship, with the goal of creating multiple scholarships and more opportunities for women.

"Today, I am challenging everyone to take action to help level the playing field for women pursuing a career in video games. By donating to the G.I.R.L. scholarship, we can encourage diversity in development and make a difference, hopefully creating more opportunities for women and ultimately making more video games women will want to play," said Dorrell.

First awarded in 2008, the G.I.R.L. scholarship was created by SOE and encourages female students toward career paths in the creative and applied arts, with the ultimate goal of developing video games that are more interesting for women to play. In 2009, the program will be managed by Scholarship America®, a leading non-profit educational support program. SOE will offer students of undergraduate programs related to video games a chance to compete for the scholarship by submitting original artwork and essays to a panel of judges.



Tuesday, February 24, 2009

Old English words

http://www.ibequeaththee.com/oldenglish.html

Mediascape experience

http://www.mscapers.com

Discover the unexpected – games, guides, stories triggered by your GPS location.


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Got a GPS device? It's not just for directions — not anymore. Transform it with Mscape. Download the software you need to play — and build — mediascapes. Then get out there and see for yourself.

Download Mscape Suite Version 2.1 | 10.5 MB

Make a Mediascape

It's easy. You don't have to start from scratch. We're all about sharing. Adapt mediascapes you like. Borrow parts to build your own. Upload yours to show what you've done. More…

Slang Research & the Slang & New Language Archive

http://www.kcl.ac.uk/schools/humanities/depts/elc/resources/slangresearch.html

Tony Thorne, former Head of the Language Centre at King's and now consultant, is engaged in ongoing research into contemporary slang, the language of subcultures, particularly of adolescents - schoolkids and students - and other varieties of new language including business jargon, media catchphrases and ‘lifestyle’ terms. He has written, broadcast and lectured on these topics extensively in the UK and worldwide, most recently commenting on swearing on BBC television and on racist language and the misuse of language by politicians and celebrities, on BBC radio. He previously wrote the Last Word column in the Sunday Express newspaper and currently contributes the Bizwords column to British Airway's Business Life magazine.

Tony is the compiler of the bestselling Dictionary of Contemporary Slang, and Fads, Fashions & Cults, the Dictionary of Popular Culture, both published in London by Bloomsbury Publishing. The Slang Dictionary is published in the USA by Pantheon Books, and local editions are on sale in Singapore, Japan, Russia, India and China. A completely new paperback edition of the Dictionary was published by A& C Black in January 2007. Tony Thorne’s Shoot the Puppy was published by Penguin UK in November 2007. The book is a scholarly yet entertaining compendium of the latest jargon, buzzwords and new usages recorded since 2000.

The English Language Centre at King's College is home to the Archive of Slang and New Language, a collection of printed materials (articles, academic studies, publications and authentic sources from the 17th century to the present) and a database of Contemporary English-language Slang from across the 'Anglosphere', as well as jargon, buzzwords and other examples of new English.

Slang and Teen Vernacular

http://notesfromtheslushpile.co.uk/2006/04/ya-voice-slang-and-teen-vernacular.html

Scott Westerfeld likes the idea of language so much that, as a child, he learned Braille, the tactile code used by blind people, as well as Esperanto, the artificial language based as far as possible on words common to all the European languages.

Language is the reason why Scott writes young adult (YA) novels. “When you are a teenager you are still in the act of acquiring language ,” he says. “One of the reasons I really like YA is that teenagers are more interested in voice than adults.”

Teenagers, he says, write more poetry per capita. They play more word games. They memorise more song lyrics. They like to spell things creatively. And a high percentage are in fact learning a language in school.

Slang is necessary to capture the teenage voice – in the teen domain, slang is often a factor that determines acceptance or exclusion, “you talk like me, you are like me”.

Slang as euphemism can turn embarrassment into amusement – why mention sex when you can describe two people “banging boots”? And admitting to playing “tonsil hockey” doesn’t sound as gross as saying you “tongue kissed” someone. Slang can define the previously undefined – a chubby girl wearing a midriff exposes her “muffin roll”.

“Teens are saying: I care about language, I am having fun with language; (slang) is pure emphasis on the joy and expansiveness of language. And that’s a perfectly good reason for slang.”

But YA writers beware. Today’s slang can be tomorrow’s embarrassment.

“Slang is like a fish,” Scott says. “Good when its fresh or when its old, a fossil. But in between is a nasty period, something you don’t want at all. I would never use anything from this year’s slang dictionary, your writing will be passé before it goes into print. Don’t listen to your teenager and reproduce what they say – and don’t try to talk like them either, that’s the worst mistake in the world.”

But slang is necessary to YA literature. “One of the most important things you need to know is that YA is voice and a voice is good when you get the feeling of being inside a world and being inside someone’s head. When you are a kid, there is less caution about verbal hygiene than in adult literature.”

What the YA author must do is generate his or her own slang – “Slang from 20 minutes in the future from the next town over; slang that’s a little bit off but hangs together.”

How to Generate Slang

Use the classics – “cool” and “lame”, believe it or not, have become classics, they’ve been around for so long. “You cannot go wrong if you use the classics,” says Scott.

Steal it from really far away. For a book set 300 years in the future, Scott used slang from 1920s Evelyn Waugh to create “future slang”. “Bogus” began life in the 1700s to refer to counterfeit coins before Waugh used it to mean “no good”, a meaning that persists to this century which Scott used to good effect through the mouths of his teenagers of the future.

Make it up yourself. In his Uglies trilogy (Uglies, Pretties, Specials), Scott describes a future world where everyone has to have an operation when they turn sixteen to become supermodel beautiful. Everybody is beautiful therefore everybody is equal. Except of course for the Uglies, a bunch of radical teens who want to keep their own faces. In the series, a “new surge” is someone who’s just had the operation. If you “surge”, you’re getting something fixed.

How to Make It Stick

Allan Metcalf wrote Predicting New Words: The Secrets of Their Success, chronicling the origins of a fascinating list of words and phrases. In the process he developed the FUDGE factor – a way to measure the potential success of a word. Scott subverts the FUDGE paradigm into a means for authors to create convincing slang for YA readers.

F stands for Frequency of use. “You have to use something more than once. Use it in context and then define it three paragraphs later.”

U is for unobtrusiveness. “It might look familiar, but it doesn’t stand out. It’s so unobtrusive that when you see it the Microsoft spell checker in the brain takes less time to reload.”

D is for diversity of use and situations. And G is for Generate other forms and meanings. “Don’t just use something one way, use it as a verb or noun. Meanings will start to support each other in the text. That’s the way language works.” Eg. “Did you surge last week?” “He was a new surge.” “Surgeless” “Resurgent”.

E is for the endurance of the concept. Can you make it stick? At the end of the day, says Scott, “Slang is like reading Shakespeare – you eventually figure out what they are saying.”

Slang Mechanisms

Just substituting words for words will not convince your reader. “More interesting is to produce slang out of familiar language.”

Retronyms are “words you didn’t have to say, but you have to say now.” You didn’t have to say acoustic guitar in the 1920s because all guitars were acoustic. You didn’t have to say broadcast TV, optical telescopes, pocket watch, biological parent, heterosexual parent, first wife, World War I – “all these imply huge change”.

So if your story is set in the future, and a character complains, “Dad was late picking me up in the ground car” implies that cars can fly. It creates a feeling of anticipation in the reader. What should one expect?

“A retronym can indicate a lot about the character. You learn a whole bunch of things about how that character moves … ‘I don’t know, she wants to hang out with me in meetspace’ indicates that we are not in cyberspace. The character is someone who hangs out a lot online.”

You can divine rules in slang just by trawling through synonyms in a dictionary. Notice for example how certain suffixes – eg. head – are associated with stupidity. Bakehead, ballooonhead, chucklehead. There is also a preponderence of food – bananahead, chowderhead, melonhead, cabbage head. This frees you to create your own: nappyhead, turniphead. The suffix –oid indicates something geeky, scientific – mathoid, cretinoid, humanoid. Then there’s –land as in Disneyland or Wonderland – ditherland, slumberland, wankerland. Fake high culture can be evoked by du jour – boy du jour, pain du jour, failure du jour.

Ungrammar and backformations can fill an idiom dictionary:

“It wasn’t much fun?” “No, it was much fun.”
“How much fun is this?” “Lots of much.”
Teenagers are often uncomfortable with things which is why they like generating euphemisms – an “unboyfriend” could be someone you hang out with but don’t have sex with; or maybe someone you have sex with but don’t hang out with.

“Build yourself a grid of the prefixes and the suffixes and you will end up with something you like,” Scott says. “You are gaining your reader’s trust – something that doesn’t happen when you are using your reader’s slang because you look like you are trying too hard. Make it up as you go along – if you make it up it will never go out of date”

Scott Westerfeld was speaking on ‘Slanguage: Teen Voices and Teen Vernaculars’ at the SCBWI Before Bologna Conference in Bologna, Italy on 25 March 2006

Thursday, February 5, 2009

Digital Exhibitors at London Book Fair 2009

THREE digital exhibitors at London Book Fair 2009...

http://www.lexcycle.com/

Wired Magazine: “Stanza has soared in popularity — making the iPhone a worthy competitor to Amazon's Kindle”
10 Most Awesome iPhone Apps of 2008

Stanza: a Revolution in Reading

What is Stanza?

Stanza is a free application for your iPhone and iPod Touch. Use it to download from a vast selection of over 100,000 books and periodicals, and read them right on your phone. It’s a wireless electronic library that stays open 24/7.

Reading revolutionized.

Forget carrying around stacks of books for school, work, or vacation. Stanza on your iPhone or iPod lets you hold a lifetime’s worth of reading in your pocket or handbag. Whether on a plane or waiting in line, your books are only a tap away.


Browse.

The built-in Lexcycle Online Catalog contains links to over 100,000 books, from classics to contemporary works. From Austen to Zola, the world’s greatest literature is all at your fingertips.

Share.

Have an existing collection of electronic books? Have documents you want to view on your iPhone? Move them onto Stanza iPhone/iPod by using the free Stanza Desktop application for Mac & PC.

Read.

Font sizes and colors, portrait mode or landscape, justification, line spacing, and hyphenation. It’s all under your control. Customize Stanza with your preferred style and enjoy distraction-free reading.

A million readers can’t be wrong.

Stanza is the most popular electronic book reader for a reason. Intuitive ease of use, unmatched customizability, and powerful library organization features all blend together to make finding, obtaining, and reading your books a joy.

Browse Online Catalog.

Browse from many online sources of books, and pick from over 100,000 books to download.

Flowing Covers.

Browse your library in glorious color with cover flow to bring the realism of a bookshelf to your fingertips.

Worth 1,000 Words.

Don’t like your book’s cover? Looking up other cover artwork is a breeze using the “Cover Lookup” feature.

Book Summaries.

Find out about the book before you download and read it.

Read Away!

Print-quality resolution, soft backlighting for nighttime reading, intuitive screen taps to turn pages. Immerse yourself in your book.

Find your Favorites.

Browse by subject, language, and author, or perform free-form searches for books.

Organize your Library.

Sort by title or author, or create custom collections to create reading lists and keep track of all your books.

Save your Place.

Stanza always remembers where you last left off in the book, and also lets you bookmark your favorite parts.

Your Words, Your Way.

Customize your colors, fonts, and every detail from line spacing to hyphenation.

Quick Tour: Stanza in Action

Watch a quick 10-minute introduction to using Lexcycle Stanza.

Shop Online.

Use the built-in store to buy the latest bestsellers and download them straight to your iPhone or iPod.

World-Wise.

Stanza has built-in support for English, French, German, Italian, Spanish, Chinese, Japanese, Russian, Danish, Portuguese, and Swedish.

Share Local, Read Global.

Automatically find books and other documents you share with Stanza Desktop over your local WiFi Network.








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