Showing posts with label rules/laws. Show all posts
Showing posts with label rules/laws. Show all posts

02 November 2014

Vote Happy

Election Day will soon be upon us, once again.  Milwaukee has a Socialist running for Sheriff (she seems really lovely, smart, and on the right side of history!), and a Green Party candidate for State Treasurer (and in September, his numbers were pretty okay!).

In this sad/silly era of bought & sold candidates, dangerous zealots (as well as more clown-ish zealots), and a political campaign and lobbying system that encourages corruption, a progressive looking for genuine reform options often doesn't know which way to turn.  Of course, Democrats being in charge of things is less bad than Republicans.  So, the sensible choice seems to vote for Democrats in close races, and vote more radically (Greens, Socialists, liberal Independents) when it's expedient.  The fear-mongering lessons of Ralph Nader loom large, despite the fact that they're misguided.

Nationally, there are a lot of interesting races.  That said, the US House is guaranteed to remain in Republican hands, despite the fact that more people will probably end up voting for Democrats.  Thank you gerrymandering.

Unfortunately, the same reason can't be given for why the Senate seems poised to fall into Republican hands as well.  Though it would be awesome, wouldn't it?  To re-draw the state lines to re-organize people into more culturally appropriate regions? 

  • East and West Dakota - East Dakota would be a 40 or so mile wide strip surrounding the I-29 corridor, stretching from Grand Forks all the way down to Kansas City (anything north of GF we can give to Canada).
  • Up North - the northern part of Minnesota and Wisconsin, along with the UP.
    Source: www.pastemagazine.com
  • The Middle Bit - a utopic plot of mostly rural farmland, focusing primarily on the biography of me, including Clinton, Wisconsin, stretching up north to Madison, then over to Decorah, Iowa, then up to Minneapolis.  It looks a bit like those Tetris pieces that go down one, over one, down one again (see picture, except the other one, and turned vertically).
  • Austin, Texas - Austin, Texas.
  • Yellowstone - Just a really cool state to visit.  First bear governor.
  • Iraq - I know we're mostly moved out, but it's time to start colonizing, people.

The State of Wisconsin has a useful resource for figuring out what all is going to be on your ballot

At the top of the ballot, of course, is the Mary Burke / Scott Walker race for Governor.  This one will come down to turnout, and while I'm not overly excited about Mary Burke, she's the choice.

Down the ballot a ways is our rootin'-tootin' Sheriff Clarke, running against Angela Walker.  It seems the last time the Journal Sentinel deigned to mention her in an article was August 8th, when Chris Moews was being backed against the gun-loving sheriff by Michael Bloomberg. 

14 September 2014

Thoughtless Chess

This afternoon, I invented a new game, "Thoughtless Chess".  You probably own this game already, though you may not have realized it.  The game is played on a standard chess board, with the standard chess pieces, and the pieces move exactly like they do in the normal game.

The difference, is the player.  The rules of Thoughtless Chess are few:

Source: theliftedbrow.com
  1. Of utmost importance is to realize that the object of Thoughtless Chess is not to win (nor to lose).  The object is to let the game unfold as it will, and see what happens.  There is an infinite number of possibilities for a game of chess - the goal of Thoughtless Chess is to create a random, human-generated chess match (though don't intentionally be random - see rule #2)
  2. You must make your move in a very short amount of time; and you are not permitted to plan or strategize your move (or future moves).
    • Patterns are permitted ("I feel like annihilating all of the pawns", or "I wonder how long I can go without taking a piece", etc.); any such patterns, which seem to be amounting toward a larger strategy should be called out, by any player or observer.  If that person can articulate the strategy being enacted, the player who is carrying out should desist, and will be shunned with pursed lips and shaken heads.
  3. While moves should not take time to plan, the players should be mindful of legal moves later in the game.  A player in check must make a move to get out of check.  After an initial check and un-check, however, a follow-up check is no more likely than any other eventuality (at least theoretically).
Chess theory is a long, proud tradition - The Lifted Brow published the image above as part of a lengthy investigation of the chess scene in Blade Runner (I know, you're probably saying, like I was, what chess scene in Blade Runner).  Poorly written villains use chess as a metaphor for the game of life (at least the sort of life where there is royalty and expendable little people).

Chess is a beautiful, noble game.  Players furrow their brows and stroke their chins to show how deeply they are considering their options.  Thoughtless Chess is an opportunity to experience the game itself, without the pesky mind games.

03 January 2014

I was on a jury... and it was really awful... but hugely important

Last month I was called for jury duty and was ultimately selected to serve on a criminal trial involving two young black men who were accused of perpetrating an armed robbery in the Western Suburbs of Milwaukee. The experience was singularly unpleasant, not only in the ‘this is jury duty and it sucks” way, but also in the resulting loss of faith in humanity (which was already fairly unsteady).

The trial itself took the better part of a week, starting on Monday afternoon (after a couple hours of jury selection) and ending Thursday afternoon. Almost all of that time was spent on the prosecution, which made a fairly circumstantial case that the two young black men in the room were in fact the two, similarly shaped, young black men appearing on a poor-quality surveillance video. The defense* re-called one witness, a Milwaukee cop, and asked a few questions to demonstrate how little police work really went into all of this (not following up on additional leads or suspects, etc.)

At that point, after some final arguments, the case was given over to us, the jury. This is the point at which everything went to hell.

It was approximately 4:15pm by the time we adjourned to the jury room (a dreary room with a long table and mis-matched chairs, the windows covered in privacy tape and an alarm on the door). As we took our seats, the bailiff came in and said we would need to elect a foreperson. He asked for any volunteers and the old woman seated next to me (who will hereafter be referred to as Crotchety O’Lady) said, “I’ll do it.” She was eager, but worked hard to seem resigned to it.

The long and short of it was that most of the folks on the jury were convinced by 'authorities'.  The prosecutor and police officers who testified laid a flimsy groundwork based on burner cell phones and the aliases assigned to burner phones in the contact list of one guy who was not very believable, and whose vehicle was at both locations according to the grainy video footage.

*   *   *

3 May 2018
I am sorry that i didn't post this in real time... It was a lazy period for me (regular life, in other words).  [Is it just me #iijm or do we find ourselves creating irl type abbreviations in the real world (#itrw) - i wanted to abbreviate #irt and #iow when i was typing earlier this paragraph, but then realized i was making those up.)

I was called to be a juror in late 2013, and it was in the early days of my being a person with a real job.  When i was actually called into a court room, i answered honestly (mostly**) when the attorneys were selecting jurors.  I did make myself sound banal (a "staffing specialist" rather than a "graduate student"), and not overly opinionated.

Mostly what i found being on a jury is that people crave leadership and most people have strong prejudices that they are astoundingly unaware of.  There were a few (or perhaps a couple) people on this particular jury who were actively and obstinately racist in their preference for convicting.  But at the beginning of deliberations, almost all (actually all, except for a middle aged African American lady, who described the defendants as "guys who could my kids", and me) jurors were initially in favor of conviction despite the lack of any compelling evidence.

In the end the two of us had convinced enough of the jurors that there was enough doubt to acquit one defendant entirely and get a hung jury for the other. 

Since serving on the jury, i have been shocked by the number of times i've heard friends, colleagues and other folks discuss openly how they have or planned to avoid jury service by answering introductory questions to the effect that they are prejudiced or would not be able to be impartial.  Jury service is a pain in the ass, but the fact that so many middle and upper class and educated people shirk their responsibility means that juries are largely and disproportionately peopled by under-educated and  underprivileged people... people who are more likely to be unintentionally prejudiced.

And these people need a leader in their midst in order to do the right thing.

*Note: In point of fact there were two separate “defenses” as each defendant was being tried independently of the other, with separate counsel. This becomes important later in the post and only one of the two “defenses” called anybody to the stand.

** Defense attorneys asked whether any of the potential jurors had any "pre-conceptions" of whether the defendants in this case were guilty or not.  My immediate instinct was to answer that, "yes, i would go into the case starting with an assumption about their guilt - namely that they are not guilty, unless the prosecution can prove otherwise."  I withheld this smart-alec remark, which i think would've gotten me tossed by prosecution despite it's accuracy.  

17 November 2008

Game

**what follows is an extensive definition of the word game, written by me for my 'Theories of Media' class (taught by Professor Tom Mitchell & Professor Mark Hansen), which was not accepted into their elite definition collection (we should come up for a name for that), but was, i think, worth looking at...

“. . . Games are popular art, collective, social reactions to the main drive or action of any culture. Games, like institutions, are extensions of social man and of the body politic, as technologies are extensions of the animal organism. Both games and technologies are counter-irritants or ways of adjusting to the stress of the specialized actions that occur in any social group. As extensions of the popular response to the workaday stress, games become faithful models of a culture. They incorporate both the action and the reaction of whole populations in a single dynamic image.”(McLuhan, 235)
classic german board game

The modern English word ‘game’ comes from the Old English (and Middle High German) word gamen meaning ‘joy, glee’ and from the Old Norse word gaman which means ‘game, sport, merriment.’ The word may also derive from the Gothic term gaman which means ‘participation, communion.’ The common prefix for all these sources is ga- which means ‘together.’

The Oxford English Dictionary has as its definition of the word game, “1.Amusement, delight, fun, mirth, sport” and “3.a.an Amusement, diversion, pastime” (OED). While these definitions account for the enjoyment and pleasure generally associated with games, it fails to recognize the fundamental connection that games have with rules. Marshall McLuhan says games are “contrived and controlled situations, extensions of group awareness that permit a respite from customary patters” (McLuhan, 243). This definition encompasses both the diverting nature of games and the imposition of the structure of rules on the players. McLuhan also calls games ‘contrived,’ emphasizing the artificiality of the structure of rules. When the OED does address the subject of rules in the fourth definition it describes a game as “4. a. A diversion of the nature of a contest, played according to rules, and displaying in the result the superiority either in skill, strength, or good fortune of the winner or winners” (OED), connecting the rules of the game with competition. Of course, competition is as much a part of games as their diverting, amusing nature, though non-competitive games (cooperative or solitary games, for instance) exist just as surely as games that aren’t enjoyable do. What is essential to a game is an agreement by the players to abide by the artificially imposed rules and structure of the game, to play by the rules.

The verb ‘to play’ is fundamentally entwined with games. This connection serves both to keep the game in the realm of the amusement and to associate the playing of games with the act of a child’s play. In Beyond the Pleasure Principle, Sigmund Freud describes a very young child’s invention of a game. The child would throw his toys out of sight and say ‘gone’ which Freud “eventually realized…was a game and that the only use he made of any of his toys was to play ‘gone’ with them” (Freud, 599). The difference between the child simply engaged in the act of playing with his toys and playing a game with them is the imposition of a set of rules for playing. Ludwig Wittgenstein’s ‘language-games’ provide another useful example of a non-traditional way to think about what a game is. Wittgenstein imagines the naming of objects, without providing a context for the use of that object (for example, telling a non-chess player that the king is called ‘king,’ but not what that piece does on the board) as a kind of language game. He then extends the idea of this primitive language as a game to “also call the whole, consisting of language and the actions into which it is woven, a ‘language-game’” (Wittgenstein, 4). Language itself is a collection of arbitrary rules, a code, that speakers of common languages must agree to abide by for communication to be possible.

A player must follow all of the rules of that particular instance of the game (‘house rules’ may apply, but these, too, must be determined before the game) or they are not, strictly speaking, playing that game. “There is, then, a sort of passion that binds the players to the rule that ties them together—without which the game would not be possible” (Baudrillard, 131). Baudrillard argues that it is a passion for the rules themselves that draw people to play games. He goes on to draw a distinction between the rules of the game and the law of the land. While laws are based on a supposed moral consensus, rules are arbitrary and have no meaning outside the confines of the game. “Because the Law establishes a line, it can and must be transgressed. By contrast, it makes no sense to “transgress” a game’s rules; within a cycle’s recurrence, there is no line one can jump (instead, one simply leaves the game)” (Baudrillard, 131-2). Laws can be broken or bent and they change through the course of history. While the rules of games may evolve over time, they do not change for the players during any one occurrence of a game.

In pointing out that in transgressing the rules a player ‘simply leaves the game,’ Baudrillard also reveals another limitation of games. “All board-games are limited as to time and space” (Murray, 5). In fact all games are temporally and spatially limited. Another fundamental feature of games is an object or goal at the end of them. A game ends upon completion (or failure to complete) the pre-determined goal. A game also takes place within a certain area, on a board or field or within certain boundaries. A single game cannot take place everywhere at once, but must be confined. In discussing why war is not a game, even though it shares many of the features of games, Marshall McLuhan says that “what disqualifies war from being a true game is probably what also disqualifies the stock market and business—the rules are not fully known or accepted by all the players. Furthermore, the audience is too fully [a] participant” (McLuhan, 240). The audience is in danger of becoming part of war, because unlike a game, it has no respect for its boundaries. Gilles Deleuze calls chess a “game of state…each [piece] is like a subject…of enunciation, that is, the chess player or the game’s form of interiority” (Deleuze, 352). Chess is a game-form of war, though Deleuze argues that the game Go may be a better game of war, because the board (just as the field of battle) grows as the game goes along.

There are virtually endless varieties of games, including: board games, card games, sports, video games, role-playing games, word games (puzzles), online games and gambling. Each of these groups also has its own sub-sets and variations. Archeologists have discovered Sumerian board games dating back to as early as 2600 B.C. and images of ancient Greeks and Egyptians playing earlier versions of games still played today (Avedon, 21). Marshall McLuhan, in his chapter on games in Understanding Media, discusses the differences in the perception of gambling in tribal and individualist cultures. What is deemed a vice by many Western cultures is seen as “mocking the individualist social structure” (McLuhan, 234) because the competition is brought to the extreme. “This further motive is the desire of the anticipated winner, or the partisan of the anticipated winning side, to heighten his side’s ascendancy at the cost of the loser” (Veblen, 277). Whether money is at stake or not, competitiveness is often at the center of games.

McLuhan claims that games are extensions of social man and as such, the competitive nature in games is a logical extension of individualist social structures. But there are also cooperative games, such as role-playing games and their digital offspring multi-player worlds online. Role-playing games are essentially storytelling games, where one player creates a world for the other players to explore, narrating as the game progresses. Multi-player online worlds are similar, where each player plays the part of some character in a larger narrative, but the world is made up entirely of computer code. While there is some competing and fighting within these games, because players can simply narrate their actions and do what they want, the games are generally structured in such a way as to make it necessary to form a group of players to complete the assigned tasks.

One way that games have extended beyond their basic existence is in the creation of game theory. Perhaps most famously exemplified by the Prisoner’s Dilemma, “game theory is concerned with the actions of decision makers who are conscious that their actions affect each other” (Rasmusen, 9). Game theory is a branch of economics that studies the affects that competitors who are aware of each other have on each other. Game theory takes as its ‘rules,’ players, actions, payoffs and information. These four elements go in to determining possible outcomes for real-world economic situations.

Works Cited


Avendon, Elliot M & Brian Sutton-Smith. The Study of Games. New York: John Wiley & Sons, 1971.


Baudrillard, Jean. Seduction. Basingstoke: Macmillan Education, 1990.


Deleuze, Gilles. A Thousand Plateaus: capitalism and schizophrenia. Minneapolis: University of Minnesota Press, 1987.


Freud, Sigmund. The Freud Reader. Ed. Peter Gay. New York: W.W. Norton & Company, 1989.


McLuhan, Marshall. Understanding Media: The Extensions of Man. Cambridge: MIT Press, 1964.


Murray, H.J.R. A History of Board Games Other Than Chess. Oxford: Oxford University Press, 1951.


The Oxford English Dictionary. (http://www.oed.com/)


Rasmusen, Eric. Games and Information: An Introduction To Game Theory. Blackwell, 2001.


Veblen, Thorstein. The Theory of the Leisure Class: an economic study of institutions. New York: Macmillan, 1899.


Wittgenstein, Ludwig. Philosophical Investigations: The German Text, with a revised English translation. Trans. G.E.M. Anscombe. Malden: Blackwell, 2001.