"Animal crossing is a political hypothesis about how a different kind of world might work Dash with no losers" – Bogost

Writer Ian Bogost is in typical top form in his Atlantic review of Animal Crossing: New Horizons. He says "Animal Crossing is a political hypothesis about how a different kind of world might work—one with no losers. Millions of people already have spent hours in the game stewing on that idea since the coronavirus crisis began." — Read the rest

If there's a "gaming disorder", why isn't there a "smartphone disorder"?

The WHO proposes a "behavioral addiction pathology" for excessive video-game playing. But not one for a similar pattern of compulsive, harmful, endlessly looping use associated with smartphones and the internet in general. Ian Bogost writes that the proposed diagnosis reflects a desire to cast negative behaviors as the result of individual mental defects rather than more complex social, political, and economic factors at hand. — Read the rest

My short story about better cities, where networks give us the freedom to schedule our lives to avoid heat-waves and traffic jams

I was lucky enough to be invited to submit a piece to Ian Bogost's Atlantic series on the future of cities (previously: James Bridle, Bruce Sterling, Molly Sauter, Adam Greenfield); I told Ian I wanted to build on my 2017 Locus column about using networks to allow us to coordinate our work and play in a way that maximized our freedom, so that we could work outdoors on nice days, or commute when the traffic was light, or just throw an impromptu block party when the neighborhood needed a break.

Deflationary Intelligence: in 2017, everything is "AI"

Ian Bogost (previously) describes the "deflationary" use of "artificial intelligence" to describe the most trivial computer science innovations and software-enabled products, from Facebook's suicide detection "AI" (a trivial word-search program that alerts humans) to the chatbots that are billed as steps away from passing a Turing test, but which are little more than glorified phone trees, and on whom 40% of humans give up after a single conversational volley.

On saying "no": creativity, self-care, privilege, and knowing your limits

Austin "Steal Like an Artist" Kleon has posted a fantastic meditation on the idea that "creative people say no" — the idea that you have to say no in order to get your work done. The piece includes a bunch of amusing, funny, sometimes a little smarmy form-letters that famous artists have used to rebuff correspondents, and I share Kleon's horrified, tempted fascination with these artefacts.

Why modern phones are so awful

PHONE-CAMERON

Just today, I endured a typical 2015 phone call. My caller's voice was a warbling digital mess that cut in and out. Latency had us constantly talking over one another. After a few minutes of this, we switched to IM.

At Boing Boing, we have a weekly online meeting with several editors on the line. — Read the rest

The other side of Braid

In this deeply-personal postmortem of her game Problem Attic, Liz Ryerson explores her relationship to iconic indie darling Braid—and what the game may say about the culture of development.