The Party Party
01. Imagine 03:48
02. Dick Is A Killer 03:48
03. Who's the Nigga? 03:48
04. KGBtv 04:59
05. Sunday Bloody Sunday 03:09
06. Boys and Girls 04:38
07. I'm John Kerry 04:44
[I pledge allegiance to the flag of the United States of AmericaRead more at Music For America.
And to the Republic for which it stands
One nation under God
Indivisible?
people (this is it) It feels so good to be back..]
Scrutinize every word, memorize every line
I spit it once, refuel, reenergize, and rewind
I give sight to the blind, my insight through the mind
I exercise my right to express when I feel it's time
It's just all in your mind, what you interpret it as
I say to fight you take it as I'm gonna whip someone's ass
If you don't understand don't even bother to ask
A father who has grown up with a fatherless past
Who has blown up now to rap phenomenon that has
Or at least shows no difficulty multi task
And juggling both, perhaps mastered his craft slash
Entrepreneur who has held long too few more rap acts
Who has had a few obstacles thrown his way through the last half
Of his career typical manure moving past that
Mister kiss his ass crack, he's a class act
Rubber band man, yea he just snaps back
Come along, follow me as I lead through the darkness
As I provide just enough spark, that we need to proceed
Carry on, give me hope, give me strength,
Come with me, and I won't steer you wrong
Put your faith and your trust as I guide us through the fog
Till the light, at the end, of the tunnel, we gonna fight,
We gonna charge, we gonna stomp, we gonna march through the swamp
We gonna mosh through the marsh, take us right through the doors..cum
on.
To the people up top, on the side and the middle,
Come together, let's all bomb and swamp just a little
Just let it gradually build, from the front to the back
All you can see is a sea of people, some white and some black
Don't matter what color, all that matters is we gathered together
To celebrate for the same cause, no matter the weather
If it rains let it rain, yea the wetter the better
They ain't gonna stop us, they can't, we're stronger now more then ever,
They tell us no we say yea, they tell us stop we say go,
Rebel with a rebel yell, raise hell we gonna let em know
Stomp, push up, mush, fuck Bush, until they bring our troops home come on just...
Come along, follow me as I lead through the darkness
As I provide just enough spark, that we need to proceed
Carry on, give me hope, give me strength,
Come with me, and I won't steer you wrong
Put your faith and your trust as I guide us through the fog
Till the light, at the end, of the tunnel, we gonna fight,
We gonna charge, we gonna stomp, we gonna march through the swamp
We gonna mosh through the marsh, take us right through the doors, come on
Imagine it pouring, it's raining down on us,
Mosh pits outside the oval office
Someone's trying to tell us something, maybe this is God just saying
we're responsible for this monster, this coward, that we have empowered
This is Bin Laden, look at his head nodding,
How could we allow something like this, Without pumping our fist
Now this is our, final hour
Let me be the voice, and your strength, and your choice
Let me simplify the rhyme, just to amplify the noise
Try to amplify the times it, and multiply it by six
Teen million people are equal of this high pitch
Maybe we can reach Al Quaida through my speech
Let the President answer on high anarchy
Strap him with AK-47, let him go
Fight his own war, let him impress daddy that way
No more blood for oil, we got our own battles to fight on our soil
No more psychological warfare to trick us to think that we ain't loyal
If we don't serve our own country we're patronizing a hero
Look in his eyes, it's all lies, the stars and stripes
They've been swiped, washed out and wiped,
And Replaced with his own face, mosh now or die
If I get sniped tonight you'll know why, because I told you to fight
So come along, follow me as I lead through the darkness
As I provide just enough spark, that we need to proceed
Carry on, give me hope, give me strength,
Come with me, and I won't steer you wrong
Put your faith and your trust as I guide us through the fog
Till the light, at the end, of the tunnel, we gonna fight,
We gonna charge, we gonna stomp, we gonna march through the swamp
We gonna mosh through the marsh, take us right through the doors
And as we proceed, to mosh through this desert storm, in these
closing statements, if they should argue, let us beg to differ, as we
set aside our differences, and assemble our own army, to disarm this
weapon of mass destruction that we call our president, for the
present, and mosh for the future of our next generation, to speak and
be heard, Mr. President, Mr. Senator
In My Father's Den seems likely to add to our national reputation for making dark and doom-laden stories about tortured people in small towns.Even so, In My Father's Den is a brilliantly made, impeccably acted, majestically photographed film which tells a story you certainly won't forget any time soon. Without a doubt, the best film I've seen this year.
Crowded into a cube-like trailer with two glass walls, the Sturkenbooms, along with their two sons, are living on display for four days, monitored via webcam and in person around the clock. To computer game aficionados, the story is all too familiar. The family is posing as a human version of The Sims, a popular game where players control a virtual family. Similar to their animated counterparts, the Sturkenbooms are instructed to perform tasks. But unlike the virtual Sims, whose survival depends on players' instructions to exercise, eat and shower, the Sturkenbooms are also assigned more playful chores by Redwood City, California-based game maker Electronic Arts, Inc. [...] The exhibition on the outskirts of Utrecht, 40 kilometres from Amsterdam, is a publicity stunt for the Dutch version of Sims 2, a sequel to the original game.Check out the webcast video here (although you need DSL to get "Breedband", the dialup "Smallband" is pitiful quality). Is this a Sim Sim?
Everything, to Fontaine, had a story. Each object, each fragment comprising the built world. A chorus of voices, the past alive in everything, that sea upon which the present tossed and rode. (All Tomorrow's Parties, 158-9).It can also be fun to follow the photos people are taking of your city (don't get confused though, as there is a bizzare doubling going on since there is also a Perth, Scotland; you can pretty much pick quite photos are from Western Australia and which are Scots, but it's a fun mix!) Live long Flickrnation!
Computer game players have found a home in one of Australia's cultural institutions.Read more... If there are any lecturing jobs in Melbourne in the near, future, I'm going to be trying really hard to get one...
In what it claims to be a world first, the Australian Centre for the Moving Image has allocated permanent space on the ground floor of its Melbourne premises for discussing, playing and watching computer games.
The lab's two rooms in Federation Square, which replace the centre's retail store, will be used for workshops and forums on commercial and independent games.
Workshop topics will include making videos using computer games (known as machinima), software and hardware modifying and online communities.
Stone: To parody a Bruckheimer movie, you have to do a Bruckheimer movie, basically. We went back and forth between parodying Bruckheimer moments, but in more of a hero's journey, kind of like a George Lucas-Matrix kind of movie. A Bruckheimer hero isn't like a Luke Skywalker, because a Bruckheimer hero knows from the beginning he's awesome, and then has a moment when he falters, and then in the end he's awesome, whereas the Frodo or Luke Skywalker, they don't believe they're the one, they don't believe they're the one, and then finally they're the one.They know they film-form at least, and I suspect this will be a great parody, although I fear how far the humour might go (I love South Park but from time to time have to supress a cringe!). Team America has opened in the US, but, sadly, down here in Australia we're waiting until December 2nd.
Now, though, manufacturers are starting to think about making games that are more appealing to women, like the Sims, a role-playing game that is viewed as one of the most popular games among women....the article does seem to suggest women should and increasingly are having influence in gaming design and production.
"Do women not play games because the games that are out there are designed for men, or is it just that women really don't like computer games?" said Elizabeth Sweedyk, an assistant professor of computer science at Harvey Mudd College in Claremont, Calif. "My guess is they don't like the games that are out there."
Why?Oct 14th:
Because the United States currently has, as Jack Womack so succintly puts it, a president who makes Richard Nixon look like Abraham Lincoln.
And because, as the Spanish philospher Unamuno said, "At times, to be silent is to lie."
But the creative intelligence of my friend from the DoD, and so many others like him, prevailed not at all -- in the face of ideology, cupidity, stupidity, and a certain tragically crass cunning with regard to the mass pyschology of the American people.Keep reading here.
One actually has to be something of a specialist, today, to even begin to grasp quite how fantastically, how baroquely and at once brutally fucked the situation of the United States has since been made to be.
Sure, it's not exactly ground-breaking stuff, but I'm quite happy with that as what remains from my interview. I'll post the full text of what I said after BlogNite since most of what I said for the interview I'll be saying on the night. Hope to see you there if you're in Perth on October 27th!
Associate lecturer from University of WA Tama Leaver (http://ponderance.blogspot.com) will be talking about the benefits and problems associated with using blogging in tertiary education.
Leaver believes blogging is under-utilised in Australian universities.
"As far as I am aware, I am the only person to utilise blogs as part of a course at the University of Western Australia," he said.
"Blogging, in effect, forces students to be concerned with their public voices in a more immediate way, which means that when they are writing or interacting online, they will, I hope, carry that critical awareness about potential readers, and the power of their online voices, into other contexts."
Leaver is excited about where blogging is heading in the future, as it becomes more widespread.
"I think it will hybridise with other media forms and become less recognisable as 'just' blogging."
As an example, Leaver pointed out that blogging began as text only and then included pictures. Now there is audio blogging and video blogging (vlogging) and mobile phone blogging (moblogging), where a series of photos is posted using a wireless-connected mobile.
"Blogging certainly has a role to play in terms of both culture and the future of technology," he said.
9 Die in Japan Suicides Tied to WebSome books contain information about suicide and even painless sucide. Do we see "books may have caused suicide"? Not recently, no. So some people made a suicide pact via a discussion board. "The internet made them...". They also arranged to meet by mobile phone. "Mobile phones made them...". In fact, they died in vans "Vans caused suicide pact...". Do you see a trend? No single factor outside the people caused them to do anything. They used a number of technologies and even a number of communication technololgies to meet and commit suicide together. The internet is as much to "blame" as cellphones/mobile phones ... i.e. not very much at all. So reporters, stop suggesting technological determinism as a way of attracting readers to your crappy articles or the internet may cause certains journos to have laptops sticking out of places from which, I assure you, the sun doesn't shine! Grrr.
By JAMES BROOKE
Published: October 13, 2004
TOKYO, Oct. 12 - Nine people were found dead on Tuesday in two rented cars with the windows sealed and charcoal burners at their feet in pacts that the police said were facilitated by Internet suicide sites.
The police said that in the first car, a minivan that had been rented for the day, they found seven bodies, including teenagers and a 33-year-old woman who had left a note for her children. Parked on a mountain road in a Tokyo suburb, the gray van had been wrapped in blue plastic sheets with the windows taped closed. Inside, the woman's body was in the driver's seat, and there were three bodies on each of the van bench seats. All were believed to have died of carbon monoxide poisoning.
"Mother is going to die, but I was happy that I could give birth to you," said a note found next to the driver, according to Kyodo News. An empty package of sleeping pills was found near the van.
The group may have come together through a suicide message board on the Internet, Japanese news media quoted the police as saying. Japan has a suicide rate about twice the rate of the United States, and there are Web sites where people discuss suicide and suicide techniques. Some Web sites even sell kits offering "painless" suicide.
Using a cellphone, one of the seven in the van e-mailed a friend in northern Japan on Monday evening, giving the approximate location of the van, a police spokesman for Saitama, a Tokyo suburb, told Agence France-Presse. All the van's occupants were dead by the time the police arrived, just after dawn.
I love that expression, "an echo of the person in the avatar" and I find the images fascinating. Some people living fantasies, some mapping their physical selves as closely as possible. The joys of online avatar diversity ....
Virtual people are to step offline and reveal themselves in a "real-life" photography exhibition. The Alter Ego display shows what kind of virtual characters people choose to be in online games and 3D worlds. [...] Photo-journalist Robbie Cooper wanted to see if people's real lives were echoed in their digital alter egos in role-playing environments. "It seemed really fascinating that there were people interacting in these environments and getting to know each other through avatars," Mr Cooper explained to BBC News Online. [...] According to Sony 58 million people worldwide interact in online games and that is set to grow. To Mr Cooper, the creation of virtual people, or avatars, for online environments is another form of art. [...] "Technologically-mediated interaction is made out to be dehumanising and unnatural, and I think that is maybe a bit exaggerated," said Mr Cooper. The self-images that people create vary, but most show that there is an echo of the person in the avatar. "Mostly people go for either human, or a variation on humans, like a dwarf or elf or humanoid alien," said Mr Cooper. But the more control players have over how the avatar looks, the more there is some sort of reflection of the real person. "It is quite a subjective thing, putting together a likeness. Your real life is bound to be reflected in it." But those echoes are not necessarily physical. They may be aspects of a person's personality rather than a look.
INTERNATIONAL GAME CULTURE EVENTHaving recently read Katie Salen's amazing co-written guide to games, Rules of Play , I'm very sad to be missing the opportunity to meet her and immerse myself further in Australia's emerging academica gaming hub.
GameTime sets out to provoke questions about game culture at large and invites audiences to engage, critique and play!
Symposium convened by Anoanetta Ivanova,Novamedia & Josephine Starrs, Sydney College of the Arts.
October 15th & 16 at the Australian Centre for the Moving Image
Federation Square, Melbourne.
Keynote Speaker Friday, October 15th 6pm
Tetsuya Mizuguchi from Japan, creater of REZ and Space Channel 5 will speak on
Emotional and Invisible Game Design
Other speakers include :
Katie Salen, USA
Game designer, writer and Director of Graduate Studies in Design and Digital Technology, Parsons School of Design
Ken Perlin, USA
Director of NYU Media Research Laboratroy and Center for Advanced Technology.
Isabelle Arvers, France
New Media consulting curator for Centre Pompidu in Paris, specialising in computer games, web animation and digital film.
And many more! Further details.
The Global InterfaceNoah at GTxA has already posted notes from N. Katherine Hayles' keynote session which sounds like it was amazing (not least of all for serious discussion of Greg Egan's work at Permutation City in particular). They're even using a blogger blog as the main discussion space ...
The purpose of this workshop is to bring together new media scholars across a variety of disciplines to investigate the global distribution of information technologies and to explore the possibilities for cultural production through the interface between human and computer. The interface serves as the nexus between artist, viewer, programmer, technology, and industry. It is the site where production and reception intersect. The click of the mouse on the web acts as a form of production, be it ideological, economic, or political, at the same time that it marks the subject’s reception of networked information. For example, the number of people who follow a link to a website (artistic, commercial, or personal) generate the site’s information capital, or "hits", which in turn translates into ideological significance, economic value, and position in Internet hierarchies. As subjects "surf" the Internet, they experience the possibility to perform alternate identities in virtual worlds as well as the prospects of participating in transnational communities that attempt to overcome restrictions of physical space, financial constraint, and varying political ideologies. While the global interface serves as an overarching theme of the workshop, our sessions will focus on such issues as post-human embodiment, online communities, digital art and narrative, and networked cultural production.
The timing of this workshop comes at the opportune moment when UCR is building a strong scholarly foundation in new media. The University is currently in the process of recruiting a new senior hire in Digital Media and Digital Arts, who will further support the development in this burgeoning field. According to the position description, this new hire will be “central to shaping the development of undergraduate and graduate programs for the study of digital art/media technique, execution, and critical analysis in collaboration with the U.C.R. Bourns College of Engineering.” One key goal of this workshop will be to create a forum to foster dialogue among the diverse voices currently working in new media, but in dispersed fields across campus, including dance, music, art history, visual art, literature, computer science, and film.
This critical collaboration across the disciplines of the academy mirrors the dispersed interconnectivity of the global interface itself. Mark Poster outlines how digital technologies like the Internet can traverse the limits of traditional communication models, such as print and broadcast, as follows:
1. Enabling many-to-many communications;
2. Enabling the simultaneous reception, alteration, and redistribution of cultural objects;
3. Dislocating communicative action from the posts of the nation…
4. Providing instantaneous global contact;
5. Inserting the modern/late modern subject into an information machine apparatus that is networked. [2001]
Humanity is no longer constituted by clearly bounded subjects, but instead begins to function more like a network, in which individuals act "as a point in a circuit" (Poster). The global interface serves as the site where this post-human transformation occurs.
Just as there are compelling potentials introduced by the global interface, there are also certain critical problems that the workshop will explore. While the technological interface has seemingly infinite possibility, "reality" and the physical body introduce certain material restrictions. Since Donna Haraway's seminal work on cyborg subjectivity, "The Cyborg Manifesto" [1985], the transforming status of the body at the human-computer interface has become an influential topic of debate. While Haraway formulated “the cyborg” from the perspective of global feminism, Allucquere Roseanne Stone [1991] takes up the issue of the transgendered virtual body. Margaret Morse [Virtualities 1998] argues against allowing virtual embodiment to obfuscate the material conditions of race, class, sex, et cetera borne by the physical body before the computer screen. Recently, James Tobias [2002] has argued that agency resides not solely in the virtual or the physical, but is produced between the two by the interface in a form of “medial agency.”
Additionally, economic conditions still shape who has access to digital technologies, and the influence of corporate capital has a persistent influence over digital cultural production. Artists in digital and new media must negotiate the conditions of capital in order to distribute and show their work. Recent work by Toby Miller and George Yudice on critical cultural policy confronts these artistic material considerations [Cultural Policy 2002]. These issues include how are digital artists trained and paid? Where and how does their work circulate? Who owns it? What are the interfaces with art spaces? What sort of system -- corporate, NGO, state-sponsored -- is the cultural production embedded in? For example, corporations invest in the academic field of game studies, focusing on mass marketed video games, while smaller scale works of net art and electronic literature lose institutional funding and often, critical attention.
Given the importance of digital technologies and the global interface in our daily lives, and UCR's current developments in new media, this workshop will take up the much-needed critical work of exploring the possibilities of community, embodiment, and cultural production enabled by digital mediation, as well as the restrictions of mediation presented by economic, material, and social conditions of existence.
Interview with Joe Boughton-dent, producer of Donkey JohnFor more information on Joe Boughton-dent's Donkey John, check out an audio interview here from SBS Radio (from 23rd Sept 2004).
Tama: Joe, thanks for taking the time to talk about the development of the Donkey John political simulation game. Could you please explain the genesis of Donkey John; who came up with the idea, who put the simulation together, and who or what body paid for the development?
Joe Boughton-dent: In May 2004 I was contracted to do some work helping to co-ordinate the Timor Sea Justice Campaign in Sydney. The Campaign aims to pressure the Australian Government into changing its hardline position in negotiations with East Timor over maritime boundary negotiations.
As a new country East Timor does not have maritime boundaries with any of its neighbours and the sooner it establishes these borders the sooner it will have access to revenue from oil and gas resources in the Timor Sea. The country desperately needs the money so it can begin to rebuild infrastructure levelled by Indonesian backed militias.
The oil and gas negotiations involve complex legal arguments but can also be seen as a a clear-cut question of justice. Under international law East Timor has a legitimate right to a larger share of the resources in the Timor Sea. At the time I began working for the Campaign, the Australian Government was refusing to acknowledge the validity of East Timor's claim.
I felt the best way to gain support was to simply alert people about what was going on. There wasn't really a need to convince anyone of the merit of East Timor's case because it speaks for itself - the disputed oil and gas resources are a lot closer to East Timor than they are to Australia. If it was possible to raise general awareness of the issue I was confident the Howard Government could be put in a situation where it was called on to defend a fairly indefensible position. Donkey John was one of the first ideas I came up with for getting the message across in a simple and appealing form.
The initial idea came to me during a solo car trip from Canberra to Sydney. I've done the drive many times and as I don't have a stereo to sing along to, my mind often wanders during the drive. I started thinking of possible cartoons that could express what was going on in the negotiations between Australia and East Timor, and eventually I stumbled across the word play of Xanana Gusmario. Once I had the fictional blend of the Italian plumber and the East Timorese President the rest wrote itself.
In the mid-eighties I spent a lot of time playing the hand-held game on which the Donkey John parody is based. Funny enough, the first time I clocked the score on the original game was at some political event my activist parents had dragged me to. I think I was about seven.
Anyway, once I had invented Xanana Gusmario there was only ever one format for the game - an internet based parody of the original hand-held game, with Prime Minister John Howard filling the role of the angry, barrel throwing, monkey.
I decided to keep the project separate from my coordinating work with the Timor Sea Justice Campaign as I was unsure of what would come of the idea, and I didn't want to be soaking up the limited resources available to the general campaign.
As such Donkey John was a side project that only became a reality thanks to the skills and generosity of two people in particular - Kaho Cheung, who did all the coding and design work, and Tom Spiers, who was responsible for the illustrations and splash screen. Both guys gave up a lot of time to take the game from a loose idea to a playable piece of online campaigning. Kaho, in particular, worked really hard to get the game-play right, giving it the infuriatingly addictive quality of the original.
T: Were you aware of other political simulation games (such as Escape from Woomera or the many, many US games centred around their upcoming Presidential elections? If so, do you have a favourite?
J B-d: I heard about the Woomera game when it got a bit of press as a controversial choice for an Australia Council grant. (I checked out the link when you sent it to me - very impressive) And I have seen the US games, of which my favourite is Bush Game, linked off the Punk Voter site.
However, I think my initial inspiration came from a site called Joe Cartoon. One of my workmates pointed the site out to me years ago, and since then I have spent endless hours enjoying its unique blend of cute animation and hill-billy humour.
T: After the initial launch and reception of Donkey John, do you believe the political message behind the game is being clearly received by people playing and discussing Donkey John?
J B-d: There are difficulties, of course, in monitoring what individual players take away from the game. The internet can be very one-sided that way. You put something up on a site and then others take it from there, interacting with the content in whatever way they choose. As a form of feedback I have become addicted to typing "donkeyjohn" into search engines, to check where the game has ended up and what people have to say about it. Something that stands out is that although there is no discussion forum on the donkeyjohn site, the game pops up in a lot of other online forums, and people are taking the chance to explain, or ask questions about, the politics behind the game.
As far as I'm concerned it's an ideal situation. Political campaigning like this is not meant to be a sledgehammer. Rather than preach bumper slogan soundbytes it aims to chip away at ignorance and apathy; to catch people off guard, get them thinking about what the oil deal means to East Timor and what they can do to affect the situation.
However, that's not to say we were totally above a few bumper sticker moments of our own - the loadscreen was designed as a gateway to the game that shouted the main political points and also hinted at some to the subtler stuff to follow.
Is the message missing the mark? I don't think so. The feedback I have indicates people like the game and enjoy the parody. And considering it was put together for only $33 (for the domain name), the site has gained a fair share of publicity. As far as I know it has been covered in Sydney's main papers, on radio, streetpress and popped up on websites based as far a field as Europe and the US.
T: Do you believe that political simulation games such as Donkey John will become a substantial and lasting part of the process of getting across political messages in Australia? Would you consider making another political game to explore/express ideas centred around another political cause.
J B-d: A few years back it looked like the Australian Democrats were going to play a substantial and lasting part of the Australian political process, so you can't take anything for granted really. Seriously though, online games are just one way of passing on a political message. The real battle is to engage people's imagination when it comes to politics, get them thinking, talking and taking action on issues that, if given the opportunity, they really do care about. Personally I think such a goal is too big an ask for a simple internet game. The real power to engage rests with our political leaders, their ability to offer leadership and capture the imagination. I used to think it didn't really matter who the Prime Minister was because, in terms of day-to-day living, the role is far removed from my daily experience. However, over the past six or so years I have seen reconciliation drop off the national agenda, a republic fall by the wayside and innocent kids locked up behind razor wire in the desert. And what happened to beating climate change? Being a leader should encompass more than just having the top job, and managing to keep it.
Games, songs and other examples of creative political expression are outlets that reflect frustration with the way things are and a desire for change. I am optimistic that the ballot box will catch up, but in the meantime these are just some of the ways we can keep ourselves sane, and entertained.
T: Was the use of the split two-screen handheld game style a specific reference to the 1980s and the international era of conservatism in which these style of games were popular? (If not, what did inspire the design choice)
J B-d: The game and watch split-screen style was not a direct comment on the conservatism of the era, but it is linked. The particular design for Donkey John says more about the age of those involved in putting the game together than it does about Thatcher, Reagan and the pre-statesman, pro-eyebrows, 80s version of Howard.
Thanks to the programming skills of Kaho we were able to put together a game that has a bit more to it than a lot of the simple animations that have emerged in the 2004 Australian election. And looking at Escape from Woomera, the genre is going to go a lot further, which is great. If you can combine a few good ideas I think it helps engage a wider audience. Lets hope the politicians pick up on that one.
The Victorian Government wants R ratings to be applied to computer and video games despite the Office of Film and Literature Classification review board banning the controversial video game Manhunt. [...] Under the Victorian proposal, the game could be considered for an R rating, meaning it could be sold or hired out to anyone over 18 years of age. Attorney-General Rob Hulls said the Bracks Government had pushed for uniform laws covering all mediums, but the Howard Government had refused to support the move. R ratings apply for films and literature, but the highest rating for computer and video games is MA15+. The banning of Manhunt last week also prompted the Interactive Entertainment Association of Australia to describe the legislation as socially out of sync. "As part of a national classification regime, the Federal Government needs to act to resolve a clear gap in the system whereby computer games, unlike films, are not subject to R18+ or X18+ ratings," Mr Hulls said. IEAA chief executive Beverly Jenkin said the guidelines failed to recognise that more than 70 per cent of video game players were aged over 18 and 20 per cent aged over 39.With any luck, the Victorian amendment will pass swiftly, the Office of Film and Literature Classification will see the sense in the amendment, and it will become Federal Law. I suspect that transition might be easier under a Latham-led Labor government (although I'm not 100% sure after Latham's conservatisim in other areas. Still, it's a lot more likely than
"Didn't my nails and cuticles look great? What a good debate!" Mr Cameron's article, purportedly quoting Senator Kerry after the event.While Fox has been caught and withdrawn the article, the damage was already done after these ridiculous statements were live on Fox's news website which sees a great deal of traffic. After being caught out and widely embarrassed by reports in other media, this tiny apology appeared on a FOX Campaign 2004 page on Friday:
"Women should like me! I do manicures," the story also quotes Senator Kerry as telling the crowd.
The article also has the Democratic candidate contrasting himself to US President George W Bush.
"I'm metrosexual - he's a cowboy," Mr Cameron quoted Senator Kerry as saying.
Editor's NoteWhile I'm pleased to see an apology at all, surely they could have been more specific about what they were apologising for! (I don't believe for a minute it was an accident, but I didn't expect Fox to admit they were seeing how far they could push their fabrications during an election!) It seems Outfoxed was right on the money! Oh, and for those who live in Perth (where I live), my copy of the Outfoxed documentary has arrived, so if anyone wants to sit down and watch it (and lament the powerful media!), let me know!
Earlier Friday, FOXNews.com posted an item purporting to contain quotations from Kerry. The item was based on a reporter’s partial script that had been written in jest and should not have been posted or broadcast. We regret the error, which occurred because of fatigue and bad judgment, not malice.
Cyber-Athletics, the FutureNow you, too, can get fit while being psychologically f**ked over by the many, many varieties of torture going on to "texture" the world of Doom 3! Learn to kill your foes on "realistic" Iraqi soil while pumping your body with adrenalin from intense excercise! *Sheesh!* [Via WaxyLinks]
The future of electronic gaming belongs to cyber-athletics. No longer does leisure activity have to negatively impact the health of those who enjoy playing video games. The GameRunner is a clean and complete solution to the health risks that go hand in hand with being a video game addict.
A Whole New Level of Addiction
You think gaming is addictive with a joystick, or a mouse? Try out the GameRunner and you'll never turn back. You'll be blasting through games so hard and fast that you won't notice anything else until you're finished. After a few days you're body will begin thanking you for the wonderful fitness sessions you've been having. Maintaining a healthy and active lifestyle is important in order to be able to function at work or school both mentally and physically. The GameRunner is the answer to your fitness needs. [...]
Military Applications
The current trend in America's Department of Defense is toward computer based simulation to produce strategic advantages as well as cost savings. Simulation training is 70% more effective than conventional instruction. In advance of a military mission, we are now capable of accurately mapping enemy terrain in great detail. Mission and combat rehearsals are greatly enhanced with the increased retention of crucial logistical information possible when troops actually walk through these locales on the GameRunner. This type of rehearsal is vital, because one wrong turn or mistake in reporting logistical information to air or tank support can be deadly when operating in foreign territory. The GameRunner will prove to be an invaluable resource for military training.