web browsers

By Lene Tøftestuen, 25 May, 2021
Language
Year
Record Status
Abstract (in English)

Blaseball, a fantasy baseball simulator developed by The Game Band, took 2020 by storm, quickly developing from a niche web game to an legitimate cultural phenomenon, including a whole catalogue of fan-created merchandise, more than a dozen albums of music, including a musical, and a dedicated following of players from around the world. Much of the attraction of the game comes from the passionate involvement of the fans and the openness The Game Band have shown to players making the game their own.In this paper, I demonstrate how The Game Band and players make use of the affordances of web browsers as a platform to create an inclusive space for play where each player can enjoy the game in their own way without precluding or diminishing other ways of playing Blaseball. The specific examples I examine are the use of a minimalist, text-forward approach to the game in a way that gives players licence to imagine a diverse, inclusive league of Blaseball characters; the development of "forbidden knowledge" as a way to include players with an interest in spoilers without alienating those who wish to avoid this information; and the player-led creation of a wiki that supports simultaneous-yet-mutually-exclusive descriptions of characters and events in the game, which allows the community of fans to enjoy a variety of interpretations of the minimalist events of the game without excluding any other faction of the fanbase.In using a minimalist, text-forward approach to game development, The Game Band not only created a low-cost, quick-to-iterate game by excluding the time- and labour intensive components of visual art, video, and audio elements; they also created an opportunity for fans to develop their own visions of the in-game characters and events without being limited by canonical race, gender, or sexual orientation. This seemingly-practical choice for a project from a small team is in fact pivotal to the game’s inclusiveness.Given the easy access to the game's code that web browsers offer, it was inevitable that players would explore and try to divine how the game works. While such behaviour could be seen as cheating, in Blaseball the interaction with the game’s code and data is part of the experience. In response to the grey area such interactions exist in, The Game Band and players developed the idea of "forbidden knowledge"— knowledge players had back-door access to but hadn't been made public by the game itself. I examine the concept of forbidden knowledge within the context of traditional methods of cheating, as studied by Mia Consalvo, and demonstrate how forbidden knowledge, as a social practice, is an inclusive response.Finally, I demonstrate how players make use of the mutability of web content to allow multiple visions of the same game to coexist in the form of the Blaseball wiki. This wiki loads random fan-generated player backstories every time the page refreshes so that no single vision of the game dominates all others.

(Source: Author's own abstract)

Content type
Year
Language
Publication Type
Platform/Software
Record Status
Description (in English)

"Bicycle Built For Two Thousand" (2009) is an online work by Aaron Koblin and Daniel Massey.

The work is the product of 2000 people around the globe working together, although none of them knew about it.

The project includes 2,088 voice recordings collected through Amazon's Mechanical Turk web service.

Hired workers were prompted to listen to a short sound clip and then they had to record themselves imitating with their own voice what they heard. 

Put together, these thousands of samples recreate “Daisy Bell”, a popular song from late 1800s.

Why this song?

The song "Daisy Bell" originally written by Harry Dacre in 1892, was made famous in 1962 by John Kelly, Max Mathews, and Carol Lockbaum as the first example of musical speech synthesis.

In contrast to the 1962 version, "Bicycle Built For Two Thousand" was synthesized with a distributed system of human voices from all over the world.

The aim was to use countless human voices to create something digital.

How did it work? The workers involved completed their task in a web browser, through a custom audio recording tool created with Processing.

They were not given any information about the project.

The pay rate for each recording was $0.06 USD.

In total, people from 71 countries participated. The top ten were the United States, India, Canada, United Kingdom, Macedonia, Philippines, Germany, Romania, Italy, and Pakistan.

 

Source: http://www.bicyclebuiltfortwothousand.com/info.html

Description in original language
Description (in English)

Mark Ditto Mark is a conceptual novel generated by a browser extension. When installed and activated, the extension will alter any names of people which appear on the currently displayed Internet page: first names are changed to “Mark,” and last names are changed to “Ditto.” In this way, Mark Ditto Mark transforms the Internet into a gigantic, sprawling novel about someone named “Mark Ditto.”

Screen shots
Image
Mark Ditto Mark logo
By Eric Dean Rasmussen, 14 June, 2012
Language
Year
Record Status
Abstract (in English)

This workshop presented a hands-on introduction to the RiTa.js toolkit
It is a toolkit for digital literature designed to work natively
in web browsers.

RiTa.js is an easy-to-use natural language library that provides simple
procedural tools for experimenting with digital literature. The philosophy behind
the toolkit is to be as simple and intuitive as possible, while still providing
adequate flexibility for more advanced users. RiTa.js is written in 100%
JavaScript and runs natively in popular web browsers. It is both free and opensource.

(Source: Author's abstract, 2012 ELO Conference site)

Platform referenced