• "In this way, Dynamic Yield is part of a generation of companies whose core technology, while extremely useful, is powered by artificial intelligence that is roughly as good as a 24-year-old analyst at Goldman Sachs with a big dataset and a few lines of Adderall."

    This is good – and largely well written, bar an unnecessary cheap shot at one point. It overlaps with lots of what I have to teach students about AI: namely, those letter have become this huge suitcase concept for anything from gnarly machine learning problems and recurrent neural networks down to applied statistics and a splash of arithmetic. And meanwhile, everyone just keeps adding to this cyclone of nonsense as they try to out-claim one another. It's exhausting, and it pollutes the public sphere, such that inexperts – politicians, policymakers – get themselves tangled up about all the wrong things. Sigh.

  • "Dam-Drum is a handheld drum machine and sequencer with four unique sounds selected by Dam-Funk. This is a collaboration with Dam and Bleep Labs, who designed and built the drum in Austin, Texas." And that right there is your future of music merch: support your favourite artist by purchasing custom hardware with their sounds in. They only made 100, because exclusivity (or is it because longer runs would be painful to make), but it's got lovely packaging, and is surprisingly functional.
  • "I only got to hang out with Rachael once: in San Francisco, for a week, during the Game Developers Conference…

    Here’s how we did it: She shared my eyes and ears, and she wrote her impressions through my laptop and my BlackBerry. When we touched down at SFO, she wrote the first tweet, and she eavesdropped on the game designers that I sat with riding into town on the BART. We were working press—except I was the one sweating the deadlines, and looking for good ideas, while she was just loving it…" Chris Dahlen on writing pixelvixen707

  • "I am not naive and I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy and performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders."" Ian's whole article is great, and the comment thread is eye-opening.
  • "Something terrible has happened in our city (and may yet continue to happen). It's damnable, deplorable, heartbreaking. But it is also extraordinary, unusual, bizarre. Slamming the door on it without studying and understanding it is a dangerous and short-term tactic. Allowing yourself to feel nothing but anger, and doing nothing but lashing out … isn't that a little mindless? It would be nice, and useful, if we could ask London "why" without already having an answer in mind." Excellent, sober, cautious writing from Will Wiles.
  • "In this volume, people of diverse backgrounds — tabletop game designers, digital game designers, and game studies academics — talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles."
  • Lovely little round-up of games about architecture and the urban environment from Kars.