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SimCity clearly pays homage to the device of wonders of the past. It is the postmodern equivalent of these archaic visual machines, and it perfectly demonstrates the fluid boundaries between simulation and art, urban planning and literature, technology and entertainment. The evolution of SimCity has been characterized by a reduction of abstraction in the graphic depiction of urban and natural elements, to the point that some commentators such as Israels argued that the game displayed a sense of aesthetic perfection that only true works of art possess. Although SimCity was originally designed for a single-player, offline experience, since its inception it has always been a moderately massively online game. SimCity is one of the first computer games to be used for pedagogical and educational purposes. In SimCity, however, this desire is never satisfied. In a sense, the game is truly Bunuellian: pleasure is constantly postponed, delayed and deferred.
This chapter considers what it means to a play a game in a series like 'Street Fighter', and what kinds of pleasure are found in that moment of revelation as one executes a 'special move' - the super-powered secret techniques of a chosen player-character. It discusses what it means to be 'good' or 'bad' at this predominantly two-player game, and how this impacts on the shared experience of spectacle, since, as Guy Debord suggests, 'The spectacle is not a collection of images; it is a social relation between people that is mediated by images'. By figuring the performing gamer into a critique of spectacle, the chapter foregrounds the spectacular potential of play. The chapter explores the relationship between the spectacular aesthetic and a sense of gratification associated with skilled gameplay, called the 'reward-spectacle'. The reward-spectacle is a textual motif of games design and play.
As an extension of the well-established Warcraft series, World of Warcraft is a subscription-based massively multiplayer role-playing game that came online in late 2004. Alongside an analysis of the game's specific stylistic and textural milieu, it is the way that this particular multiplayer game facilitates a balance between player agency and restriction and the relationship between interpellation and identity that provide the main focus of this chapter. In addition, a variety of issues around player identity arise because of the social context afforded by the game and it is a core contention of this essay that it is the complex interactions between text and player/s that breathe vitality and drama into this world. Assessing what impact playing a social and fantasy-based game like World of Warcraft has on personal identity is not easy, particularly as identity is performative and has playful aspects.
This chapter examines the balance between notions of play and claims to the status of realism, of various kinds, in the squad-based tactical shooter Full Spectrum Warrior. All forms of media communication include modality markers that signify their status; distinctive framing routines and formal devices, for example, that establish through convention whether something is meant to be taken as reality or fantasy. Functional realism is particularly central to game understanding issues because of its perceived potential to translate into the series of terms that begins with 'training', implying as it does the modelling into gameplay of particular modes of activity or behaviour that might be learned by the player. Interpellation is understood as a fundamental mechanism in the maintenance of bourgeois ideology. The form of interpellation offered by games would include the role of the player as player, a playful subject self-consciously aware of the act of playing.
This chapter provides an introduction to the concepts of privacy, such as privacy-by-design and provides specific challenges related to privacy in HCI such as personally identifiable information, personal health data, personal genetic data, and location data. The chapter discusses Federal and state laws, as well as case law related to privacy of information, and how interfaces may enhance privacy or confuse users.
This chapter focuses on the technology-based interfaces/mechanisms used for voting, and the legal rules specifying the user experience of those electronic technologies used for voting. A legal history of electronic mechanisms for voting is presented, with a focus on the most influentual current Federal statutes--the Help America Vote Act (HAVA) and The Uniformed and Overseas Citizens Absentee Voting Act (UOCAVA).
This chapter provides (1) an overview of human subjects research in HCI; (2) a brief history of legal regulation for human subjects research in the United States; (3) an overview of applicable laws and how these are operationalized for academic research via university Institutional Review Boards (IRBs); (4) challenges for HCI research specifically under this regulatory regime; and (5) regulatory mechanisms for research beyond formal law, including professional responsibility and social norms.
This chapter provides an introduction to the core concepts of HCI, for those with a legal background but not an HCI background. The chapter covers the history of HCI, the role of the individual user, different disciplines contributing to the "waves of HCI", the key role of design in HCI, HCI organizations, and doing user research.
Artificial Intelligence is an area of law where legal frameworks are still in early stages. The chapter discusses some of the core HCI-related concerns with AI, including deepfakes, bias and discrimination, and concepts within AI and intellectual property including AI infringement and AI protection
This chapter will delve into the relationship between intellectual property (IP) and human-computer interaction (HCI), examining how intellectual property rights and limitations influence the design process, drive technological progress, and shape user experiences.The chapter provides detailed discussions of the three main types of IP providing recognition and/or financial benefit for what people invent or create: patent, copyright, and trademark.
This chapter focuses on treaties, which can be established between individual countries or can be multilateral, such as those involving the United Nations. While much of the international law that impacts the U.S. is in the form of a treaty, there are also international laws that impact HCI in the U.S., such as the GDPR. Because the focus of this book is on U.S. law, the reason why only certain treaties and international laws are discussed in this chapter relates to their direct relevance or strong influence on U.S. law and HCI.
This chapter covers the core concepts of digital accessibility, including different definitions of accessibility, born-accessible design, technical standards for accessibility such as WCAG and EPUB3, core legal rules for accessibility including Section 504 and Section 508 of the Rehabilitation Act, the Americans with Disabilities Act, the Air Carrier Access Act, and the 21st Century Communications and Video Accessibility Act, as well as state laws related to digital accessibility. This chapter also describes concepts in the legal framework including effective communications and nexus.