Storytelling and news about human rights

Posts Tagged: games

Uzbekistan's Cotton Slaves: Videogame Highlights Forced Labour and Human Rights Abuse

A Uzbek boy pulls a bag with cotton collected on the field some 50 km south from Tashkent (Reuters)

photo: Reuters

A British company has launched a videogame to put players in the shoes of the more than one million Uzbekistan citizens and children who are forced to harvest cotton in abusive conditions.

My Cotton Picking Day, by Game the News, challenges gamers to fill the cotton bag of an emaciated picker with the daily 50kg quota Tashkent authorities impose.

The game allows just two options: pick cotton with the right hand or pick cotton with the left. Each click gains about 1.5 cotton grams, making the road to 50kg hours long. Fatigued players are threatened by a taskmaster who says: “Get on with it or you are in for a beating!”

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To get as many people to the voting booths this year, some of our favorite game developers and organizations are creating new games or improving past campaigns.

Here are four fun and free games to get you ready for this year’s American Presidential Election.

Source: gamesforchange.org

berfrois:


On June 27, 2011 the Supreme Court of the United States struck down a California law that would have banned the sale or rental of violent video games to minors, ruling in a 7-2 decision (Brown v Entertainment Merchants Association) that the law was a violation of the First Amendment. While the decision on its face is about the boundaries and horizons of Constitutionally protected speech, it’s also—like previous Court decisions that explore the convergence of artistic expression, ideas, and free speech—a fascinating document of interpretation, as the Justices “read” video games as postmodern media theorists, grappling with everything from the minutiae of photo-realistic graphics to larger philosophic concerns about what it means to become, literally, part of a narrative.
….[shortened]
In his concurring opinion Justice Alito also explores the interactive dimension of video games (such as Mortal Kombat [1]) although, unlike Scalia, he finds that this quality fundamentally distinguishes video games—in potentially dangerous ways—from the interactivity of books and films. In language which is, paradoxically, a representation of violence in the same way that video game images are a representation of violence, Alito becomes, briefly, a horror writer depicting a gruesome murder, as he describes an avatar who
sees a realistic image of the victim and the scene of the killing in high definition and in three dimensions; who is forced to decide whether or not to kill the victim and decides to do so; who then pretends to grasp an axe, to raise it above the head of the victim, and then to bring it down; who hears the thud of the axe hitting her head and her cry of pain; who sees her split skull and feels the sensation of blood on his face and hands.
“Alito recounts all these disgusting video games,” Scalia writes, “in order to disgust us—but disgust is not a valid basis for restricting expression.” It’s an argument that is both simple and complicated, veering into semiotics: the relationship between the signifier (words or images that represent something) and the signified (the idea or concept to which the signifier refers) is really a matter of imagination. The “real” to which language refers is always a product of language itself, so that reality is cajoled, conjured, and brought into being by the very signs we use to describe it. Scalia flirts with these deconstructive ideas throughout the majority opinion, as when he suggests that “Alito’s argument highlights the precise danger posed by the California Act: that the ideas expressed by speech—whether it be violence, or gore, or racism—and not its object effects, may be the real reason for governmental proscription.”
All of which raises the question: what does it mean when the sort of reality that the justices legislate is not so much reality per se, but representations of reality, and is there even a difference?

“The Supreme Court School of PoMo Theory”, Nicholas Rombes, The Rumpus

berfrois:

On June 27, 2011 the Supreme Court of the United States struck down a California law that would have banned the sale or rental of violent video games to minors, ruling in a 7-2 decision (Brown v Entertainment Merchants Association) that the law was a violation of the First Amendment. While the decision on its face is about the boundaries and horizons of Constitutionally protected speech, it’s also—like previous Court decisions that explore the convergence of artistic expression, ideas, and free speech—a fascinating document of interpretation, as the Justices “read” video games as postmodern media theorists, grappling with everything from the minutiae of photo-realistic graphics to larger philosophic concerns about what it means to become, literally, part of a narrative.

….[shortened]

In his concurring opinion Justice Alito also explores the interactive dimension of video games (such as Mortal Kombat [1]) although, unlike Scalia, he finds that this quality fundamentally distinguishes video games—in potentially dangerous ways—from the interactivity of books and films. In language which is, paradoxically, a representation of violence in the same way that video game images are a representation of violence, Alito becomes, briefly, a horror writer depicting a gruesome murder, as he describes an avatar who

sees a realistic image of the victim and the scene of the killing in high definition and in three dimensions; who is forced to decide whether or not to kill the victim and decides to do so; who then pretends to grasp an axe, to raise it above the head of the victim, and then to bring it down; who hears the thud of the axe hitting her head and her cry of pain; who sees her split skull and feels the sensation of blood on his face and hands.

“Alito recounts all these disgusting video games,” Scalia writes, “in order to disgust us—but disgust is not a valid basis for restricting expression.” It’s an argument that is both simple and complicated, veering into semiotics: the relationship between the signifier (words or images that represent something) and the signified (the idea or concept to which the signifier refers) is really a matter of imagination. The “real” to which language refers is always a product of language itself, so that reality is cajoled, conjured, and brought into being by the very signs we use to describe it. Scalia flirts with these deconstructive ideas throughout the majority opinion, as when he suggests that “Alito’s argument highlights the precise danger posed by the California Act: that the ideas expressed by speech—whether it be violence, or gore, or racism—and not its object effects, may be the real reason for governmental proscription.”

All of which raises the question: what does it mean when the sort of reality that the justices legislate is not so much reality per se, but representations of reality, and is there even a difference?

“The Supreme Court School of PoMo Theory”, Nicholas Rombes, The Rumpus

(via penamerican)

Source: berfrois

Indie video game makers team up with Electronic Frontier Foundation. Pay-what-you want for 8 independent video games on the Mac, PC, or Linux. 

I really like this idea—combining fun with charity. EFF is highly resourceful at tapping into its diverse base of supporters. 

Source: humblebundle.com

The hidden fees in used video games. Sort of like buying a used book and discovering that chapters were missing.
(via Gamasutra - News - GameStop settles class action suit over deceptive used game practices)

The hidden fees in used video games. Sort of like buying a used book and discovering that chapters were missing.

(via Gamasutra - News - GameStop settles class action suit over deceptive used game practices)

Source: gamasutra.com