Pocket Lint: interesting links, by email if you’d like

Pocket Lint is an idea I’ve been kicking around for a while, inspired by Roo’s Letter and the weekly ritual of going through all my saved links in Pocket and clearing them out on a Friday. And by the fact that lots of the links I’d normally tweet during UK hours are now happening during Australian ones, and some folks I used to provide that service for might like it if it came back in some form. So this will be a hopefully-weekly pick of the best of my saved links, featuring interesting things on the loose themes of journalism, games, social justice, news and internet culture. As an experiment, I’m also turning it into a regular email: you can sign up here or using the form below if you’re interested. I promise not to spam you.

Why we should give free money to everyone
“Studies from all over the world drive home the exact same point: free money helps. Proven correlations exist between free money and a decrease in crime, lower inequality, less malnutrition, lower infant mortality and teenage pregnancy rates, less truancy, better school completion rates, higher economic growth and emancipation rates.”

A tale of two trolls
Two people were convicted of sending threatening tweets to Caroline Criado-Perez this week; Helen Lewis looks at what their different stories and circumstances say about online abuse more broadly.

How Buzzfeed mastered social sharing
Long Wired feature on the rise of Buzzfeed and its analytical approach to making things go viral

Headlines Against Humanity
Spot the fake clickbait headlines. Harder than you’d think.

The myth of the free market in American healthcare
“If everyone in the U.S. was on Medicare, the savings would move the federal budget from deficit to surplus.”

Reading and hypothesis
On story, backstory, narrators (reliable or otherwise) and interactive fiction, and how they relate to Gone Home. Spoilers ahoy.

Kids Won’t Listen
Why teenage girls are sick of articles about teenage girls written by grown-up men.

Not-games of the year
“There have been plenty of great Game of the Year lists over the last month or so, and I don’t feel like I need to add to them, a week into the new year. Instead I’m going to write about things that weren’t games, but which felt like they could inspire them; the experiences I had and things I saw that I want to think hard about this year.”

“I want all games to have more needless buttons.”

Despite the castration, it’s been a good year A 2004 look at Christmas circulars from sketch writer and journalist Simon Hoggart, who died this week.

Room of 1000 Snakes (Requires Unity web player.)

Tumblr of the week: Movie Code Free game of the week: Looming (because I’ve been playing it this week, not because it’s new)

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We work here: online abuse is a workplace issue

When harassment or threatening messages are characterised as “just the internet”, it’s doubly frustrating. On one hand, that’s a glib way to deny the reality of the harm caused and emotions experienced by the people on the receiving end. On the other, it assumes the internet is something you can switch off if you want – a harmless unreality that’s an optional extra, and not part of your real life.

The reality, however, is that many people on the receiving end of online abuse are being abused at work. The internet is not just a place of play and recreation; it’s also a work environment. Journalists, community managers of all kinds, marketers, and any number of other professionals cannot do their jobs effectively without the ability to access social media, and to speak freely there without being harassed for their presence.

Amanda Hess, in a long and excellent piece on women, harassment and the internet, speaks to this problem and a few others. She points out that online abuse, arguably, constitutes employment discrimination, as it discourages women from pursuing work online as well as causing significant distress to those who do and who are harassed in return.

Those who have reason to expect harassment are discouraged from promoting themselves and their work. They may employ particular strategies to protect themselves that aren’t necessary for those who are less likely to be abused, and that may hurt them professionally. (An illustrative example: I didn’t use my own image in profiles anywhere online for several years, because I was keen not to have my appearance used as ammunition, positive or negative. During that time I had more than one conversation with male social media journalists, seemingly unaware of these issues, who told me not using my own photograph was unprofessional.)

The prevalence of online abuse manages to put minorities who work online at a disadvantage in two ways: either they moderate their behaviour to be safer but take professional consequences, or they do not moderate their behaviour and risk more severe abuse. Either way there is an extra cost to working online, which is currently borne entirely by those on the receiving end of systematic harassment.

In addition to those employment issues, Hess also speaks about her experiences with police, and the fact that keeping track of her stalkers has cost her money. The police response to Twitter abuse is, in her account, frequently to tell her not to use Twitter. If your job requires you to use Twitter, or your work’s success relies on your personal ability to promote it, this advice is impossible to take without harming yourself economically and professionally.

Increasingly, for many careers, social media is not a space where participation is optional.  “Just ignore it” doesn’t work and isn’t appropriate when a customer in a shop starts yelling abuse at a retail worker. It’s not appropriate online either. We work here.

Libraries, games and books

There’s no need for physical media any more, not really, not unless it is a beautiful and delightful object that requires physical existence in order to truly accomplish what it sets out to do.

I am thousands of miles away from my McSweeney’s quarterlies, my copies of the Codex Seraphinianus and House of Leaves, but I kept them, when we moved; they live in boxes in my parents’ spare wardrobe along with the textbooks and miscellany I couldn’t bear to get rid of. Since we landed I’ve bought three books: The Norton Anthology of Poetry, a Bible-sized chunk of literature that I pick up maybe every week or so for a hit; a field guide to Australian birds, because it helped me feel less like an alien if I could identify the stuff in the sky here; and S., a gorgeous full-colour library book full of fake marginalia and individually-produced inserts. A formal experiment of the sort I can’t devour enough of.

I can’t remember the last time I bought a physical copy of a game for the PC. Digital downloads have supplanted physical games for the PC, and in doing so they’ve freed a vast multitude of new, small, interesting games from the strange tyranny of the physical product. (Except possibly in Australia, where you can actually buy things like The Basement Collection on disk, presumably because the internet here runs about the same speed as a smoke signal.)

Now Steam sales and Kickstarters have turned my PC gaming library into the same sort of collection as the bookshelves I tore up before we moved to Australia. It’s loosely organised by genre and by ‘feel’, in a way that’s intuitive to me but makes little to no sense otherwise. Its construction and contents reflect a lot about me; the things I’ve chosen to dedicate time to, the games I want close at hand for replaying.

It’s also full of games I probably won’t play to completion, in much the same way as the Shelf of Shame I used to keep my unread books on. For most of those games it doesn’t matter – the concept of ‘completion’ is pretty fuzzy on games without linear narrative – but there are more that I haven’t started than I feel entirely comfortable with.

That never stops me from buying more. It reminds me in some ways of the glory days of the PS2, when publishers produced the most astonishing array of strange and wonderful (and often utterly awful) games, and you could pick them up relatively cheaply knowing you would get a flawed but often interesting experience. (The collection of interesting PS2 games is also in London; the bad ones we traded in, so some other poor sucker has the joy of playing Air Rescue Rangers and America’s Top Ten Most Wanted now.)

I’m also now part of the friends and family sharing system, which means I tend towards buying games that I might have been on the fence about, so I can share them with others who will probably get as much from them as I will. But it also means my Steam library has an extra 200 or so games in it that I didn’t put there, that don’t fit the system. Like merging books with housemates or lovers whose tastes overlap but don’t entirely cohere. I had to make a new category for games I don’t want to play – not the same as games I haven’t played yet but will, one day. Games I just don’t want.

But that sharing is a joy, and not just because we don’t need to pay twice for two people who share the same computer to play the same game. It’s joyous because I get to explore and discover games I’d never have thought to try, and because I also get to explore someone else’s library, the way I used to wander through bookshelves when I visited friends. It’s joyous because that library even in its barest form – as a list of names without categorisation – is a sort of access to someone’s identity, a carefully chosen stack of media that says, at the very least: this is how I like to spend my time.

Media consumption, especially conspicuously, is a way of constructing identity; it follows then that Steam sales are cheap ways of being people.

Make new year habits, not resolutions

I don’t make new year resolutions any more, because I always break them. But I do try to make new habits every year, and the start of January is a good time to take stock.

It takes quite a long time to make a new habit. The commonly-cited 21 days claim is most likely a myth, but it’s possible – it just takes a little longer, and the length of time is different for everyone.

Most of the resolutions people make are really about changing habits. Write every day, get fit, eat healthily, stop smoking – when you turn them into resolutions, breaking them becomes a trigger to stop trying. That’s setting yourself up to fail. But turning them into habits makes them an ongoing project that can cope with some setbacks.

Changing the timeframe helps too. Instead of “exercise every weekday starting tomorrow”, I went with: by the summer, I would like to be someone who exercises more days than not, more weeks than not. That’s not a grand resolution, and it’s not a sudden change; it was a slow process, but so far – two years on – a sustainable one.

Grand sweeping changes take time. They’re incremental processes created not from one single decision, but from hundreds and hundreds of small ones. They have to be, when it comes to changing what you do every day or every week, because they also involve changing who you are. Changing your personality overnight is more often the result of trauma than positive self-directed life changes.

What new year’s resolutions are really about isn’t rigid adherence to new behaviour patterns. They’re about becoming a slightly different person by the time the next new year rolls around. They’re climate, not weather, and what matters is your trajectory.

The most important habit I want to keep in 2014 is the relatively new discipline of making games, regularly releasing them, and using the process to learn new skills. And the most important new habit I want to have by this time next year is writing and publishing something, however small, more days than not. I’m starting as I mean to go on.

Tabloid vs broadsheet, Facebook edition

There’s a lot of chatter around about Facebook at the moment in the light of the high levels of traffic it’s driving to publishers, and the way it’s trying to define itself as a news destination as well as a social one. Particularly interesting post on this topic at AllThings D today, which talks about the not-entirely-successful news feed redesign, and the dichotomy between what Facebook seems to want for itself and what its users seem to want from it.

Most people think of Facebook in a similar way: It’s a place to share photos of your kids. It’s a way to keep up with friends and family members. It’s a place to share a funny, viral story or LOLcat picture you’ve stumbled upon on the Web.

This is not how Facebook thinks of Facebook. In Mark Zuckerberg’s mind, Facebook should be “the best personalized newspaper in the world.” He wants a design-and-content mix that plays up a wide array of “high-quality” stories and photos.

The gap between these two Facebooks — the one its managers want to see, and the one its users like using today — is starting to become visible.

I’m not a fan of the constant return to the print metaphor whenever we talk about new ways of depicting news online – the newspaper idea – because it tends so badly to limit the scope of what’s possible to what’s already been done. It’s an appeal to authority, the old authority of print pages, the idea not just of a curated experience delivered as a package but also a powerful force in the political world. An authoritative voice. And it’s likely that Facebook would not be upset if, as a side effect of becoming a more newspaper-ish experience, it also gained more power.

But what we’re talking about here isn’t just a newspaper-Facebook vs a not-a-newspaper-Facebook. It’s the tension between tabloid and broadsheet style, played out in microcosm in the news feed, just as it’s being played out in a lot of news organisations that used to be newspapers. It’s the question of whether you can really wield power and authority, whether you can be trusted, if you’re posting hard news alongside cat gifs. It’s the Buzzfeed questions played out without any content to publish, an editor’s dilemma without editorial control.

It’s also an identity question, because it always is with social media. We’re not one person universally across all our services; we don’t behave the same way on Twitter as we do on Facebook. What Zuckerberg wants isn’t just a news feed change, it’s also a shift in the way we express and construct our Facebook selves – a shift more towards the Twitter self, perhaps. A more serious, more worthy consumption experience and sharing motive, a more informational and less conversational self.

Maybe that’s a really difficult problem to solve, adjusting the way identity works within an online service. Or maybe tweaking people is easy to do, if you just find the right algorithm and design tweaks.

In defence of ‘gamer’

Simon Parkin in the New Statesman has an excellent take on the ways gamer culture strikes out at those outside it, and the way homogenous stereotypes reinforce that behaviour – it’s a great piece, and you should definitely read it, but the headline is wrong. It says “If you love games, you should refuse to be called a gamer.” But I love games. I’m a gamer. I’m a player too. And the good guys don’t get to do boundary policing and gatekeeping any more than the bad guys do.

(To be clear I don’t think Simon’s advocating this position – his point is that this is not a homogenous community, that people who play games aren’t just one thing, and I am 100% with him on that score.)

A friend of mine did some research looking at women who play games, their experiences of games and game culture, and found that a great deal of the people who responded to her survey would not define themselves as gamers, in part because of the stereotype and the hostility they felt from the community. I don’t look like the stereotype, so I can’t be one – a similar issue to the one facing feminism, where the strawfeminist is assumed to be the definition of feminism. Except that in gaming the stereotype is celebrated, rather than criticised on all sides.

Gamer as an identity isn’t going to disappear. It’s not limited to videogames (though lots of videogamers seem to think it is). It’s not limited to those who play vs those who don’t play. It’s a useful label, something that people bond over and around – and that’s not limited to dudebros playing CoD. It applies to me playing PC games, and tabletop RPGs, and board games, and live games, and finding commonality with all those gamer communities. It implies a shared vocabulary and a shared set of interests, but it’s also big enough these days to accommodate a huge number of overlapping sub-communities. And one of those – in fact, several of those – are mine.

Gaming has a huge identity problem. Many gamers see gaming as an integral part of their identity, and one of the messier results of that is that many people still perceive criticism of the games they like as criticism of them as people. That leads to all sorts of awfulness – backlash against those who are discriminated against in games and who dare to speak out, critics being attacked for doing valuable work. Some groups of gamers behave more like fandom than most of fandom does – ingroup/outgroup policing, jostling for status, assuming an outsider position, banding together against perceived adversaries. None of that is healthy or particularly sensible given the spread of the hobby.

But that doesn’t mean that’s all the label is. That headline falls into the trap that the article laments: assuming gamers are homogenous, and that the identity itself holds no value. It holds value for me: it’s been important in fostering a sense of togetherness, in creating shared spaces where I feel like I belong, diverse spaces that include other gamer women and other queer gamers. And many of us fought to be called gamers, used that label in public in spite of hostility, and we would not have done that or continue to do that if it wasn’t a valuable and useful thing.

I can criticise the actions of others who identify as gamers while also calling myself a gamer. I can be proud to be part of a community that makes Journey and Gone Home and Dys4ia and all those other games. I can be proud of being part of a community that’s – slowly but surely – getting broader, more accepting and more diverse, and I can fight against – not disown – the backlash against that process in my small corner of this culture.

Owning this identity helped me find friends on the other side of the world. It would be a shame to lose it.

Viral identities

Rob Horning has a very interesting meditation on the viral self over at the New Inquiry, touching on emotion, accuracy, viral content and the reasons why we pass certain stories on:

The point of viral content, in part, is not to learn about “little girls in Afghanistan who are better at skateboarding than you’ll ever be” or other such stories (which often turn out to be untrue) but to be the person who responds correctly to them and who tells someone else about them. The function of viral content is to permit vicarious participation in the emotions of the story, and vicarious participation in the social. The perceived virality, popularity, of the content, illusory or not, elicits a richer emotional response in the consumer of the content. Virality may function as disinhibition for a reader, authorizing fantasy and emotional investment, a suspension of disbelief that is sustained by apparent social support. Everyone is talking about this! In that sense it is “real” regardless of whether the details are accurate. The circulation of the story makes it a social fact.

Much of it is quotable for insight about how viral content taps a desire to be viral ourselves, to have our own identities spread and carried through social media alongside the things we post. His points about how viral sites themselves have a limited half-life – a sort of meta-virality – are particularly interesting. Especially given that this is presumably an element of what Buzzfeed is attempting to avoid by growing its more serious reporting side.

Once everyone knows about Upworthy and can source viral material from it themselves, though, its thrill is gone. Virality settles into traditional mass-media reach. And Facebook’s engineers, whose algorithms underlie virality in practice, retool how their site’s newsfeed works, as Ezra Klein explains here, to thwart overpopular or overliked content. And so new viral-content providers must be uncovered, new ruses to evade filters and stoke consumers’ vanity devised. Viral content sites themselves have a viral life span.

He also talks intelligently about the problems of identities constructed solely or primarily through social media, the way that becomes a responsibility with a watching audience – something that I suspect bites particularly hard for online “anchor” journalists, who tend to meld professional and public identities into a single social entity, and who tend to set great store by the numbers attached.

11 quick thoughts on the new Steam reviews

Steam reviews are a thing now, apparently.

Now it’s easy to see what other Steam users think about a product before you buy. With Steam Reviews, you can browse for reviews that others have found helpful, or write your own reviews for titles you’ve played on Steam

A few quick thoughts in no particular order:

  1. Valve is displaying the time you’ve spent on a particular game next to your review. That’s interesting; that suggests they might also use it as a ranking factor for your review. It certainly means people will judge your review as less helpful if you’ve spent less time in the game than others. For positive reviews maybe that makes some sense; for negative reviews maybe it doesn’t, so much, because I don’t need to play 20 hours of Duke Nukem Forever to know it’s awful, or more than 5 minutes of the PC port of Fez to know it’s unplayably crashy on my setup, for example.
  2. They’re also flagging up the number of things you’ve bought on Steam, even ahead of your Steam level (which is to some extent a proxy for money spent). That’s an even more interesting choice, because it is almost certainly going to affect how people see the review on a subconscious level.
  3. You have to launch the game via Steam in order to review it. So I can’t review some of the games I’ve played most, because I didn’t buy them on Steam. Platform lock-in. But I also can’t review games just for the sake of hating on them from a distance, which deals with some of the Metacritic & Amazon swarming problems.
  4. But what I can do, if I want to game this system, is launch the game once, leave it on overnight to gather Steam cards & game cred, and then review it. Whether anyone will care enough to actually do that is an open question at this point.
  5. The only ranking factor they specifically mention is time – ie more recent reviews will be visible on game pages – and that’s framed as a good thing for the devs. But there will be others – game time and helpfulness are the obvious ones, but Valve would be daft not to include things like friendship data, similarity of game libraries etc in personalising reviews for individual readers.
  6. They’re defaulting to post-moderation, removing or hiding things when flagged, and not giving devs the ability to hide things directly without moderator input. That makes some sense (hide all negative reviews won’t be a valid strategy) but is also potentially concerning (we don’t yet know how much moderator support they have, or the moderation guidelines by which they’re operating, or the speed with which they’ll respond, or… etc).
  7. This could be a serious Metacritic competitor, because of Steam’s metadata about who’s played what games for how long, which could tie into an authority system using upvotes and activity more generally…
  8. …but (at the moment) they’re not including a scoring system, just recommend vs not recommend. Thankfully. Any numerical system would be exactly as open to abuse as the current Metacritic system is, with all the existing issues about people only looking at the score when purchasing or devs’ pay/bonuses being dependent on numerical scores that are, let’s be honest here, based on spit and whimsy and nothing more.
  9. The language stuff – allowing users to review games in their own languages and search for reviews in particular languages – is great for users especially in areas underserved by games press. And potentially a nightmare for devs, if they can’t translate.
  10. Helpful vs non-helpful is a nice way to harness the middle bit of the 1:9:90 rule.
  11. Mutualisation is interesting. I wonder how many devs and users were clamouring for this feature.

Work for free if you want to, but don’t work for nothing

This debate kicked off again recently thanks to a New York Times piece, presumably paid, by Tim Kreider, calling unpaid writing online “slavery”. It’s not, of course, but there are issues here: skilled professionals struggle to make a living, or to charge what their time is worth, while brands build businesses on the back of workers who don’t know what they’re worth, who are disempowered from organising for appropriate remuneration, or who are willing to forgo financial compensation for the sake of other concerns.

For many people trying to break into journalism or other creative industries – a group that doesn’t include established folks like Tim Kreider – sometimes working for free is the only option, and let me be clear: that sucks. It means certain careers are only open to those with the financial wherewithal to support themselves through months, sometimes years, of unpaid work. It means creative jobs are increasingly only open to the upper classes, and that’s a problem for the arts and for the media.

For others who work part-time or outside their day jobs in creative spaces – hobbyists, craft workers, dabblers, amateurs, the folks who couldn’t afford to give up the paying work to gamble on the unpaid – there are issues of accessibility and the appropriateness of charging for small works, which take some tricky balancing with the need for artists to earn a living. The situation is starting to evolve: it’s interesting to see Anna Anthropy charging for a new Twine game; it’s good to see Forest Ambassador getting a funding route through Patreon. There’s a sliding scale between free and paid, now. More people have the option of pursuing many paths at once, building portfolio lives rather than diving into singular pursuits; that’s a reaction in part to the closing down of paying routes into creative careers. It’s becoming easier to make small creative projects pay for themselves – so long as you own them and they don’t live on someone else’s platforms.

Working for websites or companies that don’t guarantee you anything but generic ‘exposure’ isn’t usually anything more than a gamble. If you’re going to write for no money for the New York Times in a piece which you know will grace their international front and which links back to your personal work, that might be pretty exciting. But if you’re writing something that might get a thousand views or fewer for a site that doesn’t do much to jazz up your CV, then it’s worth asking yourself whether you’d be better off cutting out the middle man and putting it on your own blog. After all, big media companies don’t own exposure on the net; if anything can go viral online, it’s worth asking yourself if you’d rather those views went to your portfolio site rather than someone else’s platform.

And sometimes working for money works out as working for nothing, when you take other factors into account. Working a low-salary job that doesn’t pay overtime but that requires an hour or two every day extra of your time, or where the commute is also costly in terms of time and cash. Taking on a commission that balloons far beyond its original remit, taking up more and more of your time, so that the rewards no longer outweigh the stress and the energy and the work involved in completing it.

There’s a sliding scale between unpaid labour that offers tangible benefits, and straight-up exploitation. Coffee-fetching internships on film sets seem straightforwardly the latter, but most unpaid entry-level work isn’t so clear cut. When it comes to making the decision to take something on, I’m in a much more privileged position than most; I can afford to turn down opportunities that don’t quite fit my priorities, and I can decide to do things that leave me out of pocket because I want to do them. But wherever you draw your own personal lines, whether through desire or necessity, there’s a list of things worth thinking about before you commit.

Does it give me an opportunity to learn, or to teach? Is it for charity, or non-profit? Is it going to be fun? Is it going to be interesting? Is it going to lead to paid work – and if the folks involved say it will, do I have any confidence in their assertions? Is it creative work that I’ll enjoy? Is it going to give me genuine opportunities to make connections, or to raise my profile, or to put my work in front of people who I would like to see it? Is my expertise easy to get from other sources? Can I reuse the results? Can I afford the time away from work, family and other commitments, or the extra hours I’d need to put in outside work, or the travel? Is it going to be a pleasant and relatively stress-free experience?

If the answer to all or most of those questions is ‘no’, then: fuck you, pay me.

Scientifically accurate comments

PopSci has turned off its comments, citing research demonstrating that rude comments beneath an article polarise a reader’s opinion of its content, and tend to make people doubt the science involved.

Given their stated aims, it seems like a reasonable move – if they’re not going to be able to give the conversation the attention it needs, and especially if they’re facing coordinated astroturfing to undermine their science. They don’t owe anyone a platform.

A politically motivated, decades-long war on expertise has eroded the popular consensus on a wide variety of scientifically validated topics. Everything, from evolution to the origins of climate change, is mistakenly up for grabs again. Scientific certainty is just another thing for two people to “debate” on television. And because comments sections tend to be a grotesque reflection of the media culture surrounding them, the cynical work of undermining bedrock scientific doctrine is now being done beneath our own stories, within a website devoted to championing science.

Has anyone yet tried a pre-mod commenting policy requiring scientific accuracy and cited sources in comments? That could be an interesting community – labour-intensive for the moderators and maintainers, but a fascinating place for expert discussion.