fellowship with (and pick on) stormboy (12)

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littleredkiss484

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Hey :hug:
Sorry just got of the Phone with me mate.
All the systems are running I have to go in tomorrow at 10 am to do final testing
Sorry you have to go in when you're supposed to be off.
I hope it doesn't take too long! :hug:
 
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littleredkiss484

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Think I will go out for coffee number two :D
I could use some
tea.gif
, but it's kind of getting late....maybe I'll get some tomorrow.
 
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Stormboy

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I could use some
tea.gif
, but it's kind of getting late....maybe I'll get some tomorrow.

hi Kris :wave:
I have been to work and back got a coffee and toasted sanger on the way back.
Will go soon for my second coffee.
Just planning on relaxing the rest of the day as the PC testing all went well all working 100^% .... i hope! :preach:
 
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littleredkiss484

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hi Kris :wave:
I have been to work and back got a coffee and toasted sanger on the way back.
Will go soon for my second coffee.
Just planning on relaxing the rest of the day as the PC testing all went well all working 100^% .... i hope! :preach:
Hello! :wave:

I'm glad the testing went well and I hope it works when you are back to work. I'm probably going to go to bed, soon.

Have a great rest of the day! :hug: ;)
 
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Stormboy

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Hello! :wave:

I'm glad the testing went well and I hope it works when you are back to work. I'm probably going to go to bed, soon.

Have a great rest of the day! :hug: ;)

Hey There! :hug:
Will do, it ripper day out there, the nights are gettign cool but the days are crackers :)
Golly I though my 12 threads was good soph has like 23! Looks like that were all you guys hang out! :)
 
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littleredkiss484

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Hey There! :hug:
Will do, it ripper day out there, the nights are gettign cool but the days are crackers :)
Golly I though my 12 threads was good soph has like 23! Looks like that were all you guys hang out! :)
We've been getting a lot of rain here for the past 2 days which is good because we need it.

Yeah, Soph's thread is about the only place most of us who are left hang out. Even that thread seems be slow during the week when everyone is on facebook. To tell you truth I think most of the former members hang out on fb. I think that place is getting kind of old and the games get me stressed and make my hand hurt. :p I quit playing most of the games, though.
 
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Stormboy

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We've been getting a lot of rain here for the past 2 days which is good because we need it.

Yeah, Soph's thread is about the only place most of us who are left hang out. Even that thread seems be slow during the week when everyone is on facebook. To tell you truth I think most of the former members hang out on fb. I think that place is getting kind of old and the games get me stressed and make my hand hurt. :p I quit playing most of the games, though.

Send the rain this way lol we still need it hope we get plenty this winter! to fill the dams

Not sure facebook don't seem the same as here, unless we start a CF group loland then all post are central :D
I don't really play game lol if I do I get on the xbox :D

Got invite to BBQ tonight so much for relaxing afternoon lol
 
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littleredkiss484

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Send the rain this way lol we still need it hope we get plenty this winter! to fill the dams

Not sure facebook don't seem the same as here, unless we start a CF group loland then all post are central :D
I don't really play game lol if I do I get on the xbox :D

Got invite to BBQ tonight so much for relaxing afternoon lol
I still play some arcade games :)

A BBQ sounds like fun! Is that for ANZAC Day?
 
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Stormboy

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lol to long for PM

With this in mind, it seems appropriate to examine the most popular video game in America. Farmville is a free, browser-based video game that is played through one’s Facebook account. Users harvest crops, decorate their farms, and interact with one another, in what is ostensibly a game about farming. While this may sound like a relatively banal game, over seventy-three million people play Farmville.[7] Twenty-six million people play Farmville every day. More people play Farmville than World of Warcraft, and Farmville users outnumber those who own a Nintendo Wii.[8] This popularity is not surprising per se; even in the current recession, video game revenues reached nearly twenty billion dollars in America last year.[9] The video games industry is a vibrant one, and there is certainly room in it for more good games.

Farmville is not a good game. While Caillois tells us that games offer a break from responsibility and routine, Farmville is defined by responsibility and routine. Users advance through the game by harvesting crops at scheduled intervals; if you plant a field of pumpkins at noon, for example, you must return to harvest at eight o’clock that evening or risk losing the crop. Each pumpkin costs thirty coins and occupies one square of your farm, so if you own a fourteen by fourteen farm a field of pumpkins costs nearly six thousand coins to plant. Planting requires the user to click on each square three times: once to harvest the previous crop, once to re-plow the square of land, and once to plant the new seeds. This means that a fourteen by fourteen plot of land—which is relatively small for Farmville—takes almost six hundred mouse-clicks to farm, and obligates you to return in a few hours to do it again. This doesn’t sound like much fun, Mr. Caillois. Why would anyone do this?

One might speculate that people play Farmville precisely because they invest physical effort and in-game profit into each harvest. This seems plausible enough: people work over time to develop something, and take pride in the fruits of their labor. Farmville allows users to spend their in-game profits on decorations, animals, buildings, and even bigger plots of land. So users are rewarded for their work. Of course, people can sidestep the harvesting process entirely by spending real money to purchase in-game items. This is the major source of revenue for Zynga, the company that produces Farmville. Zynga is currently on pace to make over three hundred million dollars in revenue this year, largely off of in-game micro-transactions.[10] Clearly, even people who play Farmville want to avoid playing Farmville.

If people don’t play Farmville because of the play itself, perhaps they play because of the rewards. Users can customize their farms with ponds, fences, statues, houses, and even Christmas trees, and compare their farms with those of their friends. It’s important to note that Farmville is a public game, shared with friends across the largest social networking site in America. It makes sense that some people would enjoy the aesthetics of Farmville, of designing and arranging their farms. No doubt some users want to show off their handiwork, and impress and compete with their virtual neighbors. Nevertheless, it is difficult to imagine seventy-three million people playing a game that isn’t fun to play, just to keep up with the Joneses. After all, we have real life for that sort of thing.

Even Zynga’s designers seem well aware that their game is repetitive and shallow. As you advance through Farmville, you begin earning rewards that allow you to play Farmville less. Harvesting machines let you click four squares at once, and barns and coops let you manage groups of animals simultaneously, saving you hundreds of tedious mouse-clicks. In other words, the more you play Farmville the less you have to play Farmville. For such a popular game, this seems suspicious. Meanwhile, Zynga is constantly adding new items and giveaways to Farmville, often at the suggestion of their users. Hardly a week goes by that a new color of cat isn’t available for purchase. What fun.

Again: if Farmville is laborious to play and aesthetically boring, why are so many people playing it? The answer is disarmingly simple: people are playing Farmville because people are playing Farmville.

My mother began playing Farmville last fall, because her friend asked her to join and become her in-game neighbor. In Farmville, neighbors send you gifts, help tend your farm, post bonuses to their Facebook pages, and allow you to earn larger plots of land. Without at least eight in-game neighbors, in fact, it is almost impossible to advance in Farmville without spending real money. This frustrating reality led my mother—who was now obligated to play because of her friend—to convince my father, two of her sisters, my fiancée and (much to my dismay) myself to join Farmville. Soon, we were all scheduling our days around harvesting, sending each other gifts of trees and elephants, and posting ribbons on our Facebook walls. And we were convincing our own friends to join Farmville, too. Good times.

The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies. As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness.[11] We play Farmville, then, because we are trying to be good to one another. We play Farmville because we are polite, cultivated people.

One wonders if this is a good thing. It is difficult to imagine Aristotle or Caillois celebrating Farmville as essential to citizenship. Indeed, when one measures Farmville against Roger Caillois’ six criteria for defining games, Farmville fails to satisfy each and every one. Caillois stated that games must be free from obligation, separate from ‘real life,’ uncertain in outcome, an unproductive activity, governed by rules, and make-believe.[12] In comparison:

(1) Farmville is defined by obligation, routine, and responsibility;
(2) Farmville encroaches and depends upon real life, and is never entirely separate from it;
(3) Farmville is always certain in outcome, and involves neither chance nor skill;
(4) Farmville is a productive activity, in that it adds to the social capital upon which Facebook and Zynga depend for their wealth;
(5) Farmville is governed not by rules, but by habits, and simple cause-and-effect;
(6) Farmville is not make-believe, in that it requires neither immersion nor suspension of disbelief.

Of these points, the fourth is the most troubling. While playing Farmville might not qualify as work or labor, it is certainly a productive activity, as playing Farmville serves to enlarge and strengthen social capital. Capital is defined as “any form of wealth employed or capable of being employed in the production of more wealth.”[13] New media companies like Zynga and Facebook depend upon such wealth in generating revenue, just as President Obama depends on social capital to raise money, to organize, and to communicate. Unlike President Obama, though, Zynga is not an elected official, and is not obligated to act with the public’s interests in mind.

Zynga has recently used Farmville to raise almost one million dollars to support earthquake relief efforts in Haiti.[14] Social capital can allow organizations to do great and noble things, and to do so quickly and efficiently. Zynga actually began its charitable efforts with Haiti last fall, around the time my family began playing Farmville. Also at this time, Zynga was engaged in numerous “lead gen scams,” or advertisements that trick customers into making purchases or subscribing to services. As of November, one third of Zynga’s revenue (roughly eighty million dollars) came from third-party commercial offers, such as Netflix subscriptions that came with Farmville bonuses, or surveys that involved hidden contractual obligations.[15] One user reportedly was charged almost two hundred dollars one month, as a result of cell-phone services for which she had unknowingly signed up, while following Farmville ads in search of bonuses.[16] So many users were scammed, in fact, that Zynga and Facebook are now involved in a related, multi-million-dollar class action lawsuit.[17]

The wheel keeps spinning, faster and faster. More people are signing up to play Farmville every day, as well as other similar Zynga games, such as Mafia Wars, YoVille, and Café World. Analysts estimate that, if the company goes public in the summer of 2010, Zynga will be worth between one and three billion dollars.[18] This value depends in its entirety on the social capital generated by users, like you and me, who obligate one another to play games like Farmville. Whether this strikes you as a scam or just shrewd business is beside the point. The most important thing to recognize here is that, whether we like it or not, seventy-three million people are playing Farmville: a boring, repetitive, and potentially dangerous activity that barely qualifies as a game. Seventy-three million people are obligated to a company that holds no reciprocal ethical obligation toward those people.

It is precisely at a moment like this—when Citizens United v. Federal Election Commission has made it legal for corporations to spend unlimited monies on political advertisements—that we must talk about our relationship to corporations, and to one another. We are obligated to examine what we are doing, whether we are updating our Facebook status or playing Call of Duty, because the results of those actions will ultimately be our burden, for better or for worse. We must learn above all to distinguish between the better and the worse. Citizens must educate themselves in the use of sociable applications, such as Wikipedia, Skype, and Facebook, and learn how they can better use them to forward their best interests. And we must learn to differentiate sociable applications from sociopathic applications: applications that use people’s sociability to control those people, and to satisfy their owners’ needs.

As cultivated citizens, we are obligated to one another. We care about one another. As Cornel West has said, democracy depends upon demophilia, or love of the people.[19] Unfortunately, sociopathic companies such as Zynga depend upon this love as well. The central task of citizenship is learning how to be good to one another, even when—especially when—it is difficult to understand our own actions. If Howard Zinn had but one lesson to teach us, it is that cultivated citizens must constantly look around and examine what they’re doing, because there is a fine line between being a cultivated citizen and being someone else’s crop.
 
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