Category Archives: Blog

Standing on the verge of an epic win: can gaming make the world a better place?

Jane McGonigal‘s recent TED talk is getting a lot of attention, and with good reason, because it’s a radical idea she’s pushing – radical in both senses of the word, in fact.

Here’s the thesis: computer games give us a sense of being able to achieve greatness, of being able to attempt awesome things and of that attempt being worth the effort, in a way we rarely feel in our meatspace lives. Why else would we spend so much time playing them? Just one gamer might spend thousands of hours a year chasing XP, completing quests and levelling up – but what is it that these people getting good at doing, exactly? And can we maybe encourage them to get good at things that can have an effect in the real world as well as in a virtual one?

McGonigal isn’t talking through her hat, either – she’s been working on this stuff for some years now. She was part of the team behind the Superstruct project, which was mentioned here a number of times (and in which peripatetic Futurismic columnist Sven Johnson took part, alongside Jamais Cascio and many other futurist types, professional or otherwise)… and there’s a new one in the works called Urgent Evoke. But let’s hear her tell it in her own words:

The easy angle for criticism is her incredible optimism (which, incidentally, she ascribes to a fundamental aspect of the gamer’s mindset), but given all the doom and gloom around at the moment, it’s a refreshing change. Instead of saying why it won’t work, maybe we should think about how it could?

And here’s a serendipitous supporting story [via SlashDot]: an Australian lecturer altered the structure of his university courses to reflect that of games – experience points, levelling up, and so on – and saw his students respond with far greater enthusiasm as a result. Now he’s suggesting that absorbing similar ideas into the workplace could engage greater engagement among employees from those notoriously (or allegedly, depending on your point of view) feckless Generation Ys and Millennials. What do you think?

Interview with Futurismic’s fiction editor Chris East

Hard-workin’ Futurismic fiction editor Christopher East doesn’t post here very often; not only does he spend hours combing through the slush pile for this very organ, a lot of his time is taken up by, y’know, having a life, and a job and a family. That sort of stuff. Not that I’m jealous or anything. Ahem.

So, if you want to know a bit more about him (and you should, because he’s not only one of the sharpest unpaid fiction eds in the business, but also a jolly decent chap, as we Brits might say), Chris has been interviewed recently by Andrew Porter of writer/reader blog The Science Of Fiction. Here he is talking about how he knows when a story is the right one, and on how he writes rejections:

Chris East: Of course, now that I’ve been at it for a while, I understand why most editors don’t [write personal rejections].  It’s not always possible (crush of time, number of submissions), it’s not always warranted (sometimes there’s not much to say – the story just doesn’t do it for me), and really, the effort rarely pays off (I mean, except for personal satisfaction, there isn’t much incentive).  It’s also not really an edtior’s job to teach writers — it’s the editor’s job to find stories.  But as a writer I always appreciate it when the editor says something helpful, so I do still try to provide some feedback.  I’m also proud that I’ve never resorted to using a form rejection.  I can see how people might think I do, of course – you do tend to repeat yourself once you’ve written a few thousand responses!  But take my word for it, I write every rejection from scratch.

Andrew Porter: As a zine that only publishes one story a month I would imagine that you are often sitting with several stories that you would like to publish but can’t. How do you make final determinations between near equals (i.e. topical relevance, good title, etc.)

Chris East: This has never been a real problem for us, actually.  In fact, our inventory tends to run on the thin side most of the time.  I suspect this is a combination of high standards and a fairly specific focus on near-term future SF – I guess there aren’t that many available stories that fall perfectly into our wheelhouse. So I honestly don’t recall having the kind of one-or-the-other decisions you describe.  The exception might be when we’ve  received a story very similar to something that we’ve already published.  If we’ve recently featured a story about brain implants, for example, we might hesitate to publish another brain implant story close on the first one’s heels.  (Which, since we publish so infrequently, equates to “the past several months.”)  But mostly, it’s kind of a know-it-when-I-see-it situation.  In other words, “Yep, this is a Futurismic story!”  Or, “Nope, it isn’t!”

Lots more after that… some of it quite surreal, in fact. Enjoy!

Autoplaying ads: an apology

Hey, folks; I’ve had a few comments and emails from regular readers informing me that they were seeing ads on the site that were autoplaying video and audio, and which in some cases were hard or impossible to close down. I want to thank those of you who got in touch for doing so; Futurismic‘s readers are its lifeblood, and I long ago vowed never to subject you to tacky crap ads of that sort.

Indeed, the agency now managing those ad blocks made a point of telling me that they don’t accept ads of that sort on their network, which is why I decided to start working with them and drop the old Project Wonderful slots (whose new geolocational bidding system had pretty much deep-sixed the tiny income they used to make for the site). I’ve now informed the agency of the problem, and they’re looking into removing the offending ads from their system forthwith.

In the meantime, please pipe up and get in touch if you’re still seeing them: what would be extra helpful is if you could let me know what browser you’re using when you see them, whereabouts you’re located in the world (i.e. which US state, or which smaller nation), and – most importantly – what the offending adverts are promoting.

Thanks again for your patience; normal service will hopefully be resumed very soon. 🙂

Human skin as broadband data conduit

Forget broadband-over-power-lines or wi-fi; how cyberpunk would it be to transmit 10mbps of data through the human body itself? Very cyberpunk, fo’ sho’.

The researchers placed two electrodes 12 inches apart on a subject’s skin and were able to clock data transmission rates of 10 megabits per second. The technology may pave the way for ultra-efficient implantable body monitors that cut energy needs by 90%.

Transmitting data directly through the skin is much more efficient than current wireless transmission technologies (bluetooth, wifi), since it requires much less energy. The body is an excellent medium for the transmission of signals, and researchers found that low-frequency electromagnetic waves encounter very little interference when sent through the skin.

It’s unclear how useful this research is for those of us living in the real world… unless, perhaps, you have a short Cat-5 lead at your LAN party, and a flatmate who’s willing to stand with one hand jammed in the router ports while the other one grips the stripped cable ends…

Self-assembling silicon circuits

Photolithography is running up against its limitations, as logic circuits become so small that the wavelength of light itself is too large to mask the patterns accurately. MIT boffins reckon they have a solution, though: self-assembling semiconductor circuits [via NextBigFuture].

Berggren and Ross’ approach is to use electron-beam lithography sparingly, to create patterns of tiny posts on a silicon chip. They then deposit specially designed polymers — molecules in which smaller, repeating molecular units are linked into long chains — on the chip. The polymers spontaneously hitch up to the posts and arrange themselves into useful patterns.

The trick is that the polymers are “copolymers,” meaning they’re made of two different types of polymer. Berggren compares a copolymer molecule to the characters played by Robert De Niro and Charles Grodin in the movie Midnight Run, a bounty hunter and a white-collar criminal who are handcuffed together but can’t stand each other. Ross prefers a homelier analogy: “You can think of it like a piece of spaghetti joined to a piece of tagliatelle,” she says. “These two chains don’t like to mix. So given the choice, all the spaghetti ends would go here, and all the tagliatelle ends would go there, but they can’t, because they’re joined together.” In their attempts to segregate themselves, the different types of polymer chain arrange themselves into predictable patterns.

Clever stuff, though still very much in the developmental stages. Maybe another new lease of life for Moore’s Law?