By mistaking realism for believability, video games have given us an interesting paradox: the so-called Uncanny Valley Problem, wherein the more lifelike nonliving things appear to be, the more cognitively unsettling they become. — Tom Bissell, Extra Lives: Why Video Games Matter (via kwakerjak)

(via discovergames)

What is Innovation Fatigue?


You stand braced against the late spring dawn. The air stings with leftover cold, but even now you can feel the the sun warming the air. Mists rise off the rooftops providing further evidence that the day will warm. As the sun crests the horizon you watch the solar panels on those same rooftops begin to stir. The shuddering of the hydraulics and the early morning confusion of the sensor systems that monitor and aim the panels makes each set up look like a waking giant. 

Below, traffic starts to increase as the people living around the city wake up and leave for their jobs. Self-driving cars pull up in front of each building and remain until they are full before speeding off. Groups form, people lingering as they wait for favored travel companions or coworkers. Once inside, each programs their destination, and the car creates and takes the most efficient route. 

But do you stand in amazement or awe? No, you take in all this information with the same sense of wonderment that you spare your unmade bed. This innovation, this technology is a simple fact. But if you did stop to think about how far society has come, you would be overwhelmed with such utter disbelief that you simply could no longer comprehend it. Instead you are dulled, passive, even dismissive of the novel and the innovative.


But the question I want to address now is this one: Who is Innovation Fatigue? 

Currently Innovation Fatigue is one man show who that is convinced that the world can be saved by video games and gardening, and has already a developed a way to make the two go hand in hand.

Innovation Fatigue creates games of all types which encourage players to examine the role of a global citizen, urging players to seek fulfillment and opportunity in places and times that wouldn’t normally be home to games. Innovation Fatigue insists that games are not to be confined to paper, board, disc or screen, but, rather, pushes players to live in their world and play in it too.