Sunday, July 15, 2012

SouthPromo: #SportsMedia in #MIAMI. Currently setting up media interviews for NFL players at @HangOutDay. 7/20 & 7/21 Hit me for your time slot.

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Source: http://twitter.com/SouthPromo/statuses/224162673611382786

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Australian Gay and Lesbian Law Blog: How the proposed ...

I have been asked to set out how the proposed changes to Queensland's Surrogacy Act 2010 will breach Australia's human rights obligations. When looking at the treaties below, it appears that the proposed changes breach Australia's obligations under:
  • the International Convention on the Rights of the Child
  • the Universal Declaration on Human Rights
  • the International Covenant on Civil and Political Rights
  • the International Covenant on Economic, Social and Cultural Rights
  • the International Convention for the Elimination of all forms of Discrimination Against Women

Australia has signed a number of human rights treaties. Signing the treaties is Australia saying to the rest of the world that it is prepared to be bound by the treaties. However, signing the treaties is not the same as saying the obligations under the treaties are part of Australian law. That only happens when laws are passed enacting the obligations under the treaty.

As was seen in the case of Nick Toonen, even if the law of a State is discriminatory, if it is in breach of Australia's fundamental human rights obligations it can be overturned. Mr Toonen was the manager of the Tasmanian AIDS Council. He complained to the United Nations Human Rights Committee about Tasmania's anti-sodomy laws which, he said, impacted on his right to privacy and were in breach of Australia's fundamental human rights obligations. Mr Toonen was successful, resulting in the passage by the Keating government of the Human Rights (Sexual Conduct) Act 1994, which provides:

Sexual conduct involving only consenting adults acting in private is not to be subject, by or under any law of the Commonwealth, a State or a Territory, to any arbitrary interference with privacy within the meaning of Article 17 of the International Covenant on Civil and Political Rights.

A reminder...

?The proposal by the Queensland government is to:

Relevant treaties

International Convention on the Rights of the Child

Breach of Article 2.2

Article 2.2 provides:

States Parties shall take all appropriate measures to ensure that the child is protected against all forms of discrimination or punishment on the basis of the status, activities, expressed opinions, or beliefs of the child's parents, legal guardians, or family members.? (emphasis added)
One might think that if the laws are passed banning these surrogacies that they will therefore stop. Aside from? any issue to do with IVF clinics, it is clear that a belief that such surrogacies will not happen is foolish, and contrary to evidence.

In essence, there are two medical forms of surrogacy: traditional and gestational. Traditional means that the surrogate is the genetic mother of the child. In other words, she can be impregnated at home, using a turkey baster or syringe. Doctors are not required. Gestational means that there is not genetic link by the surrogate with the child- she gestates the child, without the genetic link. This form necessarily involves medical intervention. It is likely, in light of what has happened in Queensland in the past, that traditional surrogacies will continue, legal or not.

Before the enactment of the Surrogacy Act 2010, an all party committee chaired by former Attorney-General Linda Lavarch inquired into altruistic surrogacy in Queensland. It concluded:

The committee has concluded that whilst prohibition may have dissuaded some, it has not prevented altruistic surrogacy occurring in Queensland ? To promote the best interests of the child, the committee wants to ensure that children born of altruistic surrogacy are not stigmatised by the manner of the conception and not disadvantaged by the lack of legal recognition of their intending parents, for example, in terms of child support or inheritance.? The committee?s proposal for a specific mechanism to enable the transfer of legal parentage is an expression of this principle.
?
From 1988 to 2010 Queensland's law governing surrogacy was the Surrogate Parenthood Act 1988. It criminalised all forms of surrogacy, in Queensland or out of Queensland, but as the committee concluded, surrogacy nevertheless happened. Given that doctors did not provide IVF for gestational surrogacy, the only form of surrogacy that could happen was traditional.

The case of Re Evelyn was the nightmare case of a traditional surrogacy gone wrong, ending up in a devastating Family Court case. The significance of Re Evelyn was that at the time the child was conceived, using a Queensland father's sperm and a South Australian mother's egg, surrogacy was illegal in both South Australia and Queensland, but nevertheless happened, and as far as I am aware, no one was prosecuted.

Therefore, the evidence demonstrates that children will continue to be conceived via traditional surrogacy, and no doubt in breach of?? the proposed provisions. Those children will never be able to call their parents as their parents as a matter of law. This is because the illegal surrogacy will not enable a parentage order to be made. Nor can an adoption order be made (both because it would be approving of an illegal act, and also because the Adoption Act 2009 (Qld) specifically discriminates against same sex couples and singles), and nor does a Family Court order denote parentage.

For those children born to those arrangements, their parents will as a matter of law be the surrogate, and if she has a husband or a male partner, that husband or male partner, not the intended parents. This is due to the effect of presumptions under the Status of Children Act 1978 (Qld).

Therefore:

  1. Children will be born to intended parents where the surrogate and her partner, not the intended parents will be recognised at law as the parents.
  2. The intended parents will not be the parents of the children as a matter of law.
  3. The reason that the intended parents will not be recognised is because of either their sexuality or because of their relationship status (not married, or single) or both.
  4. this would amount to discrimination against the children in breach of Article 2.2.
Breach of Article 3.1

Article 3.1 provides:

In all actions concerning children, whether undertaken by public or private social welfare institutions, courts of law, administrative authorities or legislative bodies, the best interests of the child shall be a primary consideration.?? (emphasis added)

The proposals, by not recognising the intended parents,resulting in discrimination against children, is clearly not in the best interests of children, and are therefore in breach of Article 3.1. What impact can there be on a child who knows and loves their parents, to be reminded regularly that their parents are not recognised by the State, and that therefore there is something wrong with the child? This is a return to legitimate and illegitimate children, a distinction removed in 1978 because of the adverse stigma on children with the passage by the Bjelke-Petersen government of the Status of Children Act.

Breach of Article 6.2

Article 6.2 provides:?

States Parties shall ensure to the maximum extent possible the survival and development of the child.
The child may well suffer significant psychological problems by not being able to properly identify and name his or her parents, a situation that neither the child nor the child's parents can fix.

Breach of Article 7.1

Article 7.1 provides:

The child shall be registered immediately after birth and shall have the right from birth to a name, the right to acquire a nationality and. as far as possible, the right to know and be cared for by his or her parents.?

The child will be left knowing that his or her parents are as a matter of law someone else entirely, and that he or she can do nothing to fix it.

Possible breach of Article 8.1

Article 8.1 provides:?

States Parties undertake to respect the right of the child to preserve his or her identity, including nationality, name and family relations as recognized by law without unlawful interference.

It is arguable that the failure to allow the child to recognise the intended parents as his or her parents, either through a process of surrogacy or adoption means that the child's identity is not able to be preserved.

Universal Declaration of Human Rights

The Universal Declaration was adopted by the United Nations General Assembly in 1948. Australia's then External Affairs Minister (and former High Court judge) "Doc" Evatt played a key role in the process leading up to the adoption of the declaration.

Breach of Article 1

Article 1 speaks for itself:

All human beings are born free and equal in dignity and rights.They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.

Article 2

Article 2 provides:

?Everyone is entitled to all the rights and freedoms set forth in this Declaration, without distinction of any kind, such as race, colour, sex, language, religion, political or other opinion, national or social origin, property, birth or other status. Furthermore, no distinction shall be made on the basis of the political, jurisdictional or international status of the country or territory to which a person belongs, whether it be independent, trust, non-self-governing or under any other limitation of sovereignty. (emphasis added)

Breach of Article 7:

All are equal before the law and are entitled without any discrimination to equal protection of the law. All are entitled to equal protection against any discrimination in violation of this Declaration and against any incitement to such discrimination.

International Covenant on Civil and Political Rights

The Covenant follows on from the Universal Declaration of Human Rights, and entered into force in Australia in 1980, and in respect of Article 41 in 1993.

Article 2.1:

Each State Party to the present Covenant undertakes to respect and to ensure to all individuals within its territory and subject to its jurisdiction the rights recognized in the present Covenant, without distinction of any kind, such as race, colour, sex, language, religion, political or other opinion, national or social origin, property, birth or other status.

Article 2.3:

3. Each State Party to the present Covenant undertakes:

(a) To ensure that any person whose rights or freedoms as herein recognized are violated shall have an effective remedy, notwithstanding that the violation has been committed by persons acting in an official capacity;

Article 3:

The States Parties to the present Covenant undertake to ensure the equal right of men and women to the enjoyment of all civil and political rights set forth in the present Covenant.

Article 24.1:
?Every child shall have, without any discrimination as to race, colour, sex, language, religion, national or social origin, property or birth, the right to such measures of protection as are required by his status as a minor, on the part of his family, society and the State.

It is questionable as to whether this article might have been breached by the proposals.

Without a doubt, the surrogacy proposals would be in breach of Article 26, because those proposals are to restrict access to surrogacy based on sexuality or relationship status:

All persons are equal before the law and are entitled without any discrimination to the equal protection of the law. In this respect, the law shall prohibit any discrimination and guarantee to all persons equal and effective protection against discrimination on any ground such as race, colour, sex, language, religion, political or other opinion, national or social origin, property, birth or other status.

International Covenant on Economic, Social and Cultural Rights

Breach of Article10:


The widest possible protection and assistance should be accorded to the family, which is the natural and fundamental group unit of society, particularly for its establishment and while it is responsible for the care and education of dependent children. Marriage must be entered into with the free consent of the intending spouses....

Special measures of protection and assistance should be taken on behalf of all children and young persons without any discrimination for reasons of parentage or other conditions. Children and young persons should be protected from economic and social exploitation. Their employment in work harmful to their morals or health or dangerous to life or likely to hamper their normal development should be punishable by law. States should also set age limits below which the paid employment of child labour should be prohibited and punishable by law.?

Convention for the Elimination of all forms of Discrimination Against Women

Article 5 provides in part:

States Parties shall take all appropriate measures:
(a) To modify the social and cultural patterns of conduct of men and women, with a view to achieving the elimination of prejudices and customary and all other practices which are based on the idea of the inferiority or the superiority of either of the sexes or on stereotyped roles for men and women;
It is arguable that the proposals are in breach of this Article, because they are based on the model that every child deserves a mother and a father.? The proposals contain customary, stereotypical views of what men and women should do with child rearing, and in particular:
  • it is not optimal for single men to raise children alone
  • it is not optimal for single women to raise children alone
  • it is not optimal for a lesbian couple to raise children alone
  • it is not optimal for a gay couple to raise children alone,
but so bad that those people should be banned from seeking surrogacy and be subjected to legal prosecution and imprisonment; as opposed to those in heterosexual relationships who will be able to proceed and obtain parentage orders.

Social science research certainly indicates that the care provided for children by same sex couples is no worse than that provided by heterosexual couples.

Article 16 provides, in part:

States Parties shall take all appropriate measures to eliminate discrimination against women in all matters relating to marriage and family relations and in particular shall ensure, on a basis of equality of men and women:...

(d) The same rights and responsibilities as parents, irrespective of their marital status, in matters relating to their children; in all cases the interests of the children shall be paramount;

(e) The same rights to decide freely and responsibly on the number and spacing of their children and to have access to the information, education and means to enable them to exercise these rights;


It is arguable that the Queensland Government's proposals:
  • ?are in breach of the rights of lesbian co-parents to be recognised as "parents" within item (d);
  • by virtue of sexuality and relationship status breach item (e) for women who are intended parents, whether as singles, or as part of a lesbian couple.

Source: http://lgbtlawblog.blogspot.com/2012/07/how-proposed-queensland-laws-will.html

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Saturday, July 14, 2012

The Coming Gaming Machine, 1975-1985 | A Thaumaturgical ...

Was going through old backups in the hope of finding some stuff I?ve lost and I ran into this, a draft I was working on around the turn of the millennium. Never went anywhere, and was never published. I was just pressing delete, when I realized it might actually be of interest to someone. It was a bit of an attempt at a history of the future of gaming, during the heyday of the console. Please excuse any stupidity?I haven?t even looked at it, just copied it over ?as is.?

Abstract

The early 1980s are sometimes referred to as the ?Golden Age? of computer games. The explosion of video games?in arcades, as home consoles, and eventually on home computers?led many to question when the fad would end. In fact, rather than an aberration, the decade from 1975 to 1985 shaped our view of what a computer is and could be. In gaming, we saw the convergence of media appliances, the rise of the professional software, and the first ?killer app? for networking. During this period, the computer moved from being a ?giant brain? to a home appliance, in large part because of the success of computer gaming.

Introduction

Sony?s offering in the game console arena, the Playstation 2, was among the most anticipated new products for the 2000 Christmas season. Although rumors and reviews added to the demand, much of this eagerness was fueled by an expensive international advertising campaign. One of the prominent television spots in the US listed some of the features of a new gaming console, including the ability to ?tap straight into your adrenal gland? and play ?telepathic personal music.? The product advertised was not the Playstation 2, but the hypothetical Playstation 9, ?new for 2078.? The commercial ends with an image of the Playstation 2 and a two-word tag line: ?The Beginning? 1.

The beginning, however, came over twenty-five years earlier with the introduction of home gaming consoles. For the first time, the computer became an intimate object within the home, and became the vehicle for collective hopes and fears about the future. In 1975 there were hundreds of thousands of gaming consoles sold, and there were dozens of arcade games to choose from. By 1985, the year the gaming console industry was (prematurely) declared dead, estimates put the number of Atari 2600 consoles alone at over 20 million world-wide2.

The natural assumption would be that gaming consoles paved the way for home computers, that the simple graphics and computing power of the Atari 2600 was an intermediary evolutionary step toward a ?real? computer. Such a view would obscure both the changes in home computers that made them more like gaming consoles, and the fact that many bought these home computers almost exclusively for gaming. But during the decade following 1975, the view of what gaming was and could be changed significantly. Since gaming was the greatest point of contact between American society and computing machinery, gaming influenced the way the public viewed and adopted the new technology, and how that technology was shaped to meet these expectations.

The Place of Gaming

When the University of California at Irvine recently announced that they may offer an undergraduate minor in computer gaming, many scoffed at the idea. The lead in an article in the Toronto Star, quipped, ?certainly, it sounds like the punchline to a joke?3. As with any academic study of popular culture, many suggested the material was inappropriate for the university. In fact, despite the relatively brief history of computer gaming, it has had an enormous impact on the development of computing technology, how computers are seen and used by a wide public, and the degree to which society has adapted to the technology. Games help define how society imagines and relates to computers, and how they imagine future computers will look and how they will be used. The shift in the public view of computers from ?giant brains? to domestic playthings occurred on a broad scale during the ten years between 1975 and 1985, the period coincident with the most explosive growth of computer gaming.

Games have also played a role in both driving and demonstrating the cutting edge of computing. While they are rarely the sole purpose for advances in computing, they are often the first to exploit new technology and provide a good way for designers and promoters to easily learn and demonstrate the capabilities of new equipment. Programmers have used games as a vehicle for developing more sophisticated machine intelligence4, as well as graphic techniques. Despite being seen as an amusement, and therefore not of import, ?the future of ?serious? computer software?educational products, artistic and reference titles, and even productivity applications?first becomes apparent in the design of computer games?5. Tracing a history of games then provides some indication of where technology and desire meet. Indeed, while Spacewar might not have been the best use of the PDP-1?s capabilities, it (along with adventure games created at Stanford and the early massively multiplayer games available on the PLATO network) foreshadowed the future of computer entertainment surprisingly well. Moreover, while the mainstream prognostications of the future of computing are often notoriously misguided, many had better luck when the future of computing technology was looked at through the lens of computer games.

Computer Gaming to 1975

The groundwork of computer gaming was laid well before computer games were ever implemented. Generally, video games grew out of earlier models for gaming: board and card games, war games, and sports, for example. William Higinbotham?s implementation of a Pong-like game (?Tennis for Two?) in 1958, using an oscilloscope as a display device, deserves some recognition as being the first prototype of what would come to be a popular arcade game. Generally, though, the first computer game is credited to Steve Russel, who with the help of a group of programmers wrote the first version of the Spacewar game at MIT in 1961. The game quickly spread to other campuses, and was modified by enterprising players. Although Spacewar remained ensconced within the milieu of early hackers, it demonstrated a surprisingly wide range of innovations during the decade following 1961. The earliest versions were quite simple, two ships that could be steered in real time on a CRT and could shoot torpedoes at one another. Over time, elaborations and variations were added: gravity, differing versions of hyperspace, dual monitors, and electric shocks for the losing player, among others. As Alan Kay noted: ?The game of Spacewar blossoms spontaneously wherever there is a graphics display connected to a computer?6.

In many ways, Spacewar typified the computer game until the early 1970s. It was played on an enormously expensive computer, generally within a research university, often after hours. Certainly, there was little thought to this being the sole, or even a ?legitimate,? use of the computer. While time was spent playing the game, equally as important was the process of creating the game. The differentiation between player and game author had yet to be drawn, and though a recreational activity?and not the intended use of the system?this game playing took place in a research environment. There was no clear relationship between computer gaming and the more prosaic pinball machine.

However, after a ten year diffusion, Spacewar marked a new kind of computing: a move from the ?giant brain? of the forties to a more popular device in the 1970s. Stewart Brand wrote an article in Rolling Stone in 1972 that clearly hooked the popular diffusion of computing to ?low-rent? development in computer gaming. Brand begins his article by claiming that ?ready or not, computers are coming to the people.? It was within the realm of gaming that the general public first began to see computers as personal machines.

Perhaps more importantly, by taking games seriously, Brand was able to put a new face on the future of computing. At a time when Douglas Englebart?s graphical user interfaces were being left aside for more traditional approaches to large-scale scientific computing, Brand offered the following:

? Spacewar, if anyone cared to notice, was a flawless crystal ball of things to come in computer science and computer use:
1. It was intensely interactive in real time with the computer.
2. It encouraged new programming by the user.
3. It bonded human and machine through a responsive broadhand (sic) interface of live graphics display.
4. It served primarily as a communication device between humans.
5. It was a game.
6. It functioned best on, stand-alone equipment (and disrupted multiple-user equipment).
7. It served human interest, not machine. (Spacewar is trivial to a computer.)
8. It was delightful. (p. 58.)

Brand?s focus was on how people could get hold of a computer, or how they could build one for themselves. The article ends with a listing of the code for the Spacewar game, the first and only time computer code appeared in Rolling Stone. He mentions off-handedly that an arcade version of Spacewar was appearing on university campuses. Brand missed the significance of this. Gaming would indeed spread the use of computing technology, but it would do so without the diffusion of programmable computers. Nonetheless, this early view of the future would be echoed in later predictions over the next 15 years.

On the arcade front, Nolan Bushnell (who would later found Atari), made a first foray into the arcade game market with a commercial version of Spacewar entitled Computer Space in 1971. The game was relatively unsuccessful, in large part, according to Bushnell, because of the complicated game play. His next arcade game was much easier to understand: a game called Pong that had its roots both in a popular television gaming console and earlier experimentation in electronic gaming. Pong?s simple game play (with instructions easily comprehended inebriated customers: ?Avoid missing ball for high score?) drove its success and encouraged the development of a video gaming industry.

Equally important was the tentative television and portable gaming technologies that began to sprout up during the period. Though Magnavox?s Odyssey system enjoyed some popularity with its introduction in 1972, the expense of the television gaming devices and their relatively primitive game play restricted early diffusion. It would take the combination of microprocessor controlled gaming with the television gaming platform to drive the enormous success of the Atari 2600 and its successors. At the same time, the miniaturization of electronics generally allowed for a new wave of hand-held toys and games. These portable devices remain at the periphery of gaming technology, though these early hand-held games would be forerunners to the Lynx, Gameboy and PDA-based games that would come later.

By 1975, it was clear that computer gaming, at least in the form of arcade games and home gaming systems, was more than an isolated trend. In the previous year, Pong arcade games and clones numbered over 100,000. In 1975, Sears pre-sold 100,000 units of Atari?s Pong home game, selling out before it had shipped7. It had not yet reached its greatest heights (the introduction of Space Invaders several years later would set off a new boom in arcade games, and drive sales of the Atari 2600), but the success of Pong in arcades and at home had secured a place for gaming.

The personal computer market, on the other hand, was still dominated by hobbyists. This would be a hallmark year for personal computing, with the Altair system being joined by the Commodore PET, Atari?s 400 and 800, and Apple computers. Despite Atari?s presence and the focus on better graphics and sound, the computer hobbyists remained somewhat distinct from the console gaming and arcade gaming worlds. Byte magazine, first published in 1975, made infrequent mention of computer gaming, and focused more heavily on programming issues.

Brand was both the first and among the most pronounced to use gaming as a guide to the future of computing and society. In the decade between 1975 and 1985, there were a number of predictions about the future of gaming made, but most of these were off-handed comments of a dismissive nature. It is still possible to draw out a general picture of what was held as the future of gaming?and with it the future of computing?by examining contemporaneous accounts and predictions8.

Many of these elements are already present in Brand?s prescient view from 1972. One that he seemed to have missed is the temporary bifurcation of computer gaming into machines built for gaming specifically, and more general computing devices. (At the end of the article, it is clear that Alan Kay?who was at Xerox PARC at the time and would later become chief scientist for Atari?has suggested that Spacewar can be programmed on a computer or created on a dedicated machine, a distinction that Brand appears to have missed.) That split, and its continuing re-combinations, have driven the identity of the PC as both a computer and a communications device. As a corollary, there are periods in which the future seems to be dominated by eager young programmers creating their own games, followed by a long period in which computer game design is increasingly thought of as an ?art,? dominated by a new class of pop stars. Finally, over time there evolves an understanding of the future as a vast network, and how this will affect gaming and computer use generally.

Convergence

1975 marks an interesting starting point, because it is in this year that the microprocessor emerges as a unifying element between personal computers and video games. Although early visions of the home gaming console suggested the ability to play a variety of games, most of the early examples, like their arcade counterparts, were limited to a single sort of game, and tended to be multi-player rather than relying upon complex computer-controlled opponents. Moreover, until this time console games were more closely related to television, and arcade video games to earlier forms of arcade games. Early gaming systems, even those that made extensive use of microprocessors, were not, at least initially, computers ?in the true sense?9. They lacked the basic structure that allowed them to be flexible, programmable machines. The emerging popularity of home computers, meanwhile, was generally limited to those with an electronics and programming background, as well as a significant disposable income.

As consoles, arcade games, and personal computers became increasingly similar in design, their futures also appeared to be more closely enmeshed. At the high point of this convergence, home computers were increasingly able to emulate gaming systems?an adaptor for the Vic-20 home computer allowed it to play Atari 2600 console game cartridges, for example. On the other side, gaming consoles were increasingly capable of doing more ?computer-like? operations. As an advertisement in Electronic Gaming for Spectravideo?s ?Compumate? add-on to the Atari 2600 asks ?Why just play video games? ? For less than $80, you can have your own personal computer.? The suggestion is that rather than ?just play games,? you can use your gaming console to learn to program and ?break into the exciting world of computing.? Many early computer enthusiasts were gamers who tinkered with the hardware in order to create better gaming systems10. This led some to reason that video game consoles might be a ?possible ancestor of tomorrow?s PC?11. As early as 1979, one commentator noted that the distinction between home computers and gaming consoles seemed to have ?disappeared?12. An important part of this world is learning to program and using the system to create images and compose music. Just before console sales began to lose momentum in the early 1980s, and home computer sales began to take off, it became increasingly difficult to differentiate the two platforms.

Those who had gaming consoles often saw personal computers as ultimate gaming machines, and ?graduated? to these more complex machines. Despite being termed ?home computers,? most were installed in offices and schools13. Just as now, there were attempts to define the home computer and the gaming console in terms of previous and future technologies, particularly those that had a firm domestic footing. While electronic games (and eventually computer games) looked initially like automated versions of traditional games, eventually they came to be more closely identified with television and broadcasting. With this association came a wedding of their futures. It seemed natural that games would be delivered by cable companies and that videodisks with ?live? content would replace the blocky graphics of the current systems. This shift influenced not only the gaming console but the home computer itself. Now associated with this familiar technology, it seemed clear that the future of gaming lay in the elaborations of Hollywood productions. This similarity played itself out in the authoring of games and in attempts to network them, but also in the hardware and software available for the machines.

Many argued that the use of cartridges (?carts?) for the Atari 2600, along with the use of new microprocessors and the availability of popular arcade games like Space Invaders, catapulted the product to success. Indeed, the lack of permanent storage for early home computers severely limited their flexibility. A program (often in the BASIC programming language) would have to be painstakingly typed into the computer, then lost when the computer was turned off. As a result, this was only appealing to the hard-core hobbyist, and kept less expert users away14. Early on, these computers began using audio cassette recorders to record programs, but the process of loading a program into memory was a painstaking one. More importantly, perhaps, this process of loading a program into the computer made copy-protection very difficult. By the end of the period, floppy disk drives were in wide use. This remained an expensive technology in the early days, and could easily exceed the cost of the computer itself. Taking a cue from the gaming consoles, many of these new home computers accepted cartridges, and most of these cartridges were games.

The effort to unite the computer with entertainment occurred on an organizational level as well. Bushnell?s ?Pizza Time Theaters? drew together food and arcade gaming and were phenomenally successful, at one point opening a new location every five days. Not surprisingly, the traditional entertainment industry saw electronic gaming as an opportunity for growth. Since the earliest days of gaming, the film industry served as an effective ?back story? for many of the games. It was no coincidence that 1975?s Shark Jaws (with the word ?shark? in very small type), for example, was released very soon after Jaws hit the theaters. The link eventually went the other direction as well, from video games and home computer gaming back into motion pictures, with such films as Tron (1982), WarGames (1983) and The Last Starfighter (1984).

In the early 1980s the tie between films and gaming was well established, with a partnership between Atari and Lucasfilm yielding a popular series of Star Wars based games, and the creation of the E.T. game (often considered the worst mass-marketed game ever produced for the 2600). Warner Communications acquired Atari?the most successful of the home gaming producers, and eventually a significant player in home computing?in 1976. By 1982, after some significant work in other areas (including the ultimately unsuccessful Qube project, which was abandoned in 1984), Atari accounted for 70% of the group?s total profits. Despite these clear precedents, it is impossible to find any predictions that future ties between popular film and gaming would continue to grow as they have over the interceding fifteen years.

This new association did lead to one of the most wide-spread misjudgments about the future of gaming: the rise of the laserdisc and interactive video. Dragon?s Lair was the first popular game to make use of this technology. Many predicted that this (or furtive attempts at holography15) would save arcade and home games from the dive in sales suffered after 1983, and that just as the video game market rapidly introduced computers to the home, they would also bring expensive laserdisc players into the home. The use of animated or live action video, combined with decision-based narrative games or shooting games, provided a limited number of possible outcomes. Despite the increased attractiveness of the graphics, the lack of interactivity made the playability of these games fairly limited, and it was not long before the Dragon?s Lair machines were collecting dust. Because each machine required (at the time) very expensive laserdisc technology, and because the production costs of games for the system rivaled that of film and television, it eventually became clear that arcade games based on laserdisc video were not profitable, and that home-based laserdisc systems were impractical.

The prediction that laserdiscs would make up a significant part of the future of gaming is not as misguided as it at first seems. The diffusion of writable CD-ROM drives, DVD drives, and MP3 as domestic technologies owes a great deal to gaming?both computer and console-based. At present, few applications make extensive use of the storage capacities of CD-ROMs in the way that games do, and without the large new computer games, there would be little or no market for DVD-RAM and other new storage technologies in the home. Unfortunately, neither the software nor the hardware of the mid-1980s could make good use of the video capability of laserdiscs, and the technology remained too costly to be effective for gaming. A few saw the ultimate potential of optical storage. Arnie Katz, in his column in Electronic Games in 1984, for example, suggests that new raster graphics techniques would continue to be important, and that ?ultimately, many machines will blend laserdisc and computer input to take advantage of the strengths of both systems? 16 (this despite the fact that eight months earlier he had predicted that laserdisc gaming would reach the home market by the end of 1983). Douglas Carlston, the president of Broderbund, saw a near future in which Aldous Huxley?s ?feelies? were achieved and a user ?not only sees and hears what the characters in the films might have seen and heard, but also feels what they touch and smells what they smell?17. Overall, it is instructive to note the degree to which television, gaming systems, and home computers each heavily influenced the design of the other. The process continues today, with newer gaming consoles like the Playstation 2 and Microsoft?s new Xbox being internally virtually indistinguishable from the PC. Yet where, in the forecasting of industry analysts and work of social scientists, is the video game?

A Whole New Game

Throughout the 1970s and 1980s, arcade games and console games were heavily linked. New games were released first as dedicated arcade games, and later as console games. The constraints of designing games for the arcade?those which would encourage continual interest and payment?often guided the design of games that also appeared on console systems. In large part because of this commercial constraint, many saw video games (as opposed to computer games) as a relatively limited genre. Even the more flexible PC-based games, though, were rarely seen as anything but an extension of traditional games in a new modality. Guides throughout the period suggested choosing games using the same criteria that they would apply to choosing traditional games. Just as importantly, it was not yet clear how wide the appeal of computerized versions of games would be in the long run. As one board game designer suggested, while video games would continue to become more strategic and sophisticated, they would never capture the same kind of audience enjoyed by the traditional games18.

Throughout the rapid rise and fall of gaming during the early 1980s, two changes came about in the way people began to think about the future of gaming. On the one hand, there emerged a new view of games not merely as direct translations of traditional models (board games, etc.), but as an artistic pursuit. The media and meta-discourse surrounding the gaming world gave rise to a cult of personality. At the same time, it became increasingly difficult for a single gaming author to create a game in its entirety. The demand cycle for new games, and increasingly more complex and intricate games, not only excluded the novice programmer, it made the creation of a game a team effort by necessity. As such, the industrial scale of gaming increased, leaving smaller companies and individuals unable to compete in the maturing market.
This revolution began with home computers that were capable of more involved and long-term gaming. As one sardonic newspaper column in 1981 noted:

The last barriers are crumbling between television and life. On the Apple II you can get a game called Soft Porn Adventure. The Atari 400 and 800 home computers already can bring you games on the order of Energy Czar or SCRAM, which is a nuclear power plant simulation. This is fun? These are games? 19

The capabilities of new home computers were rapidly exploited by the new superstars of game design. An article in Popular Computing in 1982 noted that game reviewers had gone so far overboard in praising Chris Crawford?s Eastern Front, that they recommended buying an Atari home computer, if you didn?t have one, just to be able to play the game20. Crawford was among the most visible group of programmers who were pushing game design beyond the limits of traditional games:

Crawford hopes games like Eastern Front and Camelot will usher in a renaissance in personal computer games, producing games designed for adults rather than teenagers. He looks forward to elaborate games that require thought and stimulate the mind and even multiplayer games that will be played cross-country by many players at the same time, with each player?s computer displaying only a part of the game and using networks linked by telephone lines, satellites, and cable TV.

Crawford extended his views in a book entitled, naturally, The Art of Computer Game Design (1982), in which he provided a taxonomy of computer games and discussed the process of creating a video game. He also devotes a chapter to discussing the future of the computer game. Crawford notes that changes in technology are unlikely to define the world of gaming. Instead, he hoped for new diversity in gaming genres:

I see a future in which computer games are a major recreational activity. I see a mass market of computer games not too different from what we now have, complete with blockbuster games, spin-off games, remake games, and tired complaints that computer games constitute a vast wasteland. I even have a term for such games?cyberschlock. I also see a much more exciting literature of computer games, reaching into almost all spheres of human fantasy. Collectively, these baby market games will probably be more important as a social force than the homogenized clones of the mass market, but individual games in this arena will never have the economic success of the big time games.21

In an interview fifteen years later, Crawford laments that such hopes were well off base. Though such hopes were modest?that in addition to the ?shoot the monsters!? formula, as he called it, there would be a ?flowering of heterogeneity? that would allow for ?country-western games, gothic romance games, soap-opera games, comedy games, X-rated games, wargames, accountant games, and snob games? and eventually games would be recognized as ?a serious art form??he suggests that over fifteen years they proved to be misguided22. In fact, there were some interesting developments in the interim years: everything from Sim City and Lemmings to Myst and Alice. A new taxonomy would have to include the wide range of ?god games? in addition to the more familiar first-person shooters. In suggesting the diversification of what games could be, Crawford was marking out a new territory, and reflecting the new-found respectability of an industry that was at the peak of its influence. The view that ?programmer/artists are moving toward creating an art form ranging from slapstick to profundity,? appeared throughout the next few years23.

During the same period, there was a short window during which the future of gaming was all about the computer owner programming games rather than purchasing them. Indeed, it seemed that the ability to create your own arcade-quality games would make home computers irresistible24. Listings in the BASIC programming language could be found in magazines and books into the early 1980s. It seemed clear that in the future, everyone would know how to program. Ralph Baer noted in an interview in the same year that students ?should be able to speak one or two computer languages by the age of 18, those who are interested. We?re developing a whole new generation of kids who won?t be afraid to generate software?25. By the time computers began to gain a foothold in the home, they increasingly came with a slot for gaming cartridges, much like the consoles that were available. In part, this was dictated by economic concerns?many of the new manufacturers of home computers recognized that software was both a selling point for the hardware and a long-terms source of income26?but part of it came with a new view of the computer as an appliance, and not the sole purview of the enthusiast. Computer games during the 1980s outgrew the ability of any single programmer to create, and it became clear that, in the future, games would be designed more often by teams27.

Connected Gaming

By the 1980s, there was little question that networking would be a part of the future of gaming. The forerunners of current networked games were already in place. The question, instead, was what form these games would take and how important they would be. The predictions regarding networking tended to change from the highly interactive experiments in networked computing, to the experiments in cable-television and telephone distribution of games in the 1980s. A view from 1981 typifies the importance given to communications and interfaces for the future of gaming. It suggests that in five years time:

Players will be able to engage in intergalactic warfare against opponents in other cities, using computers connected by telephone lines. With two-way cable television, viewers on one side of town might compete against viewers on the other side. And parents who think their children are already too attached to the video games might ponder this: Children in the future might be physically attached to the games by wires, as in a lie detector28.

A 1977 article suggests the creation of persistent on-line worlds that ?could go on forever,? and that your place in the game might even be something you list in a will29. Others saw these multi-player simulations as clearly a more ?adult? form of gaming, that began to erase the ?educational/ entertainment dichotomy?30. The short-term reality of large-scale on-line gaming remained in many ways a dream during this period, at least for the general public. But the ability to collect a subscription fee led many to believe that multiplayer games were ?too lucrative for companies to ignore?31. Indeed, the multiplayer games like Mega Wars could cost up to $100 a week to play, and provided a significant base of subscribers for Compuserve32.

The software industry had far less ambitious plans in mind, including a number of abortive attempts to use cable and telephone networks to distribute gaming software for specialized consoles. Despite failures in cable and modem delivery, this was still seen as a viable future into the middle-1980s. Even with early successes in large-scale on-line gaming, it would be nearly a decade before the mainstream gaming industry would become involved in a significant way.

Retelling the Future

The above discussions suggests that when predictions are made about the future of gaming, they are often not only good predictors of the future of computing technology, but also indicators of general contemporaneous attitudes toward the technology. Given this, it would seem to make sense that we should turn to current games to achieve some kind of grasp on the future of the technology. It is not uncommon to end a small piece of history with a view to the future, but here I will call for just the opposite: we should look more closely at the evolution of gaming and its social consequences at present.

Despite a recognition that games have been important in the past, we seem eager to move ?beyond? games to something more serious. Games seem, by definition, to be trivial. Ken Uston, in an article appearing in 1983 in Creative Computing on the future of video games expressed the feeling:

Home computers, in many areas, are still a solution in search of a problem. It is still basically games, games, games. How can they seriously expect us to process words on the low-end computers? The educational stuff will find a niche soon enough. But home finance and the filing of recipes and cataloguing of our stamp collections has a long way to go.

A similar contempt of gaming was suggested by a New York Times article two years later: ?The first generation of video games swept into American homes, if ever so briefly. And that was about as far as the home-computer revolution appeared ever destined to go?33. More succinctly, in an issue in which Time named the personal computer its ?Man? of the Year, it notes that the ?most visible aspect of the computer revolution, the video game, is its least significant?34. Though later the article goes on to suggest that entertainment and gaming will continue to be driving forces over the next decade, the idea of games (at least in their primitive state) is treated disdainfully.

This contempt of gaming, of the audience, and of popular computing, neglects what has been an extremely influential means by which society and culture have come to terms with the new technology. Increasingly, much of the work with computers is seen from the perspective of game-playing35. Games are also central to our social life. Certainly, such a view is central to many of the post-modern theorists that have become closely tied to new technologies, who view all discourse as gaming36. Within the more traditional sociological and anthropological literature, games have been seen as a way of acculturating our young and ourselves. We dismiss this valuable window on society at our own peril.

A recognition of gaming?s central role in computer technology, as a driving force and early vanguard, should also turn our attention to today?s gamers. Recent advances in gaming, from involved social simulations like The Sims, to ?first-person shooters? like Quake that have evolved new communal forms around them, to what have come to be called ?massively multiplayer on-line role playing games? (MMORPGs) like Everquest and Ultima Online, the games of today are hard to ignore. They have the potential not only to tell us about our relation to technology in the future, but about the values of our society today. Researchers lost out on this opportunity in the early days of popular computing, we should not make the same mistake.

Notes

1. A copy of this advertisement is available at ?AdCritic.com?: http:// www.adcritic.com/content/sony-playstation2-the-beginning.html (accessed 1 April 2001).
2. Donald A. Thomas, Jr., ?I.C. When,? http://www.icwhen.com (accessed 1 April 2001).
3. David Kronke, ?Program Promises Video Fun N? Games?, Toronto Star, Entertainment section, 19 March 2000.
4. Ivars Peterson, ?Silicon Champions of the Game,? Science News Online, 2 August 1997, http://www.sciencenews.org/ sn_arc97/8_2_97/bob1.htm (accessed 1 April 2000).
5. Ralph Lombreglia, ?In Games Begin Responsibilities,? The Atlantic Unbound, 21 December 1996, http://www.theatlantic.com/unbound/digicult/dc9612/dc9612.htm (accessed 1 April 2001).
6. Stewart Brand, ?Spacewar: Fanatic Life and Symbolic Death Among the Computer Bums,? Rolling Stone, 7 December 1972, p 58.
7. Thomas.
8. While there is easy access to many of the popular magazines of the period, it remains difficult to obtain some of the gaming magazines and books, and much of the ephemera. The reasons are two-fold: First, academic and public libraries often did not subscribe to the gaming monthlies. Often these were strong advertising vehicles for the gaming industry, and as already suggested, the subject matter is not ?serious,? and is often very time-sensitive. More importantly, there has been a strong resurgence of nostalgia for gaming during the period, and this has led to the theft of many periodical collections from libraries. It is now far easier to find early copies of Electronic Games magazine on Ebay than it is to locate them in libraries.
9. Martin Campbell-Kelly and William Aspray, Computer: A History of the Information Machine (New York: BasicBooks, 1996), p. 228.
10. Jake Roamer, ?Toys or Tools,? Personal Computing, Nov/Dec, 1977, pp. 83-84.
11. Jack M. Nilles, Exploring the World of the Personal Computer (Englewood Cliffs, NJ: Prentice-Hall, 1982), p. 21.
12. Peter Schuyten, ?Worry Mars Electronics Show,? New York Times, 7 June 1979, sec. 4, p2, col. 1.
13. Richard Schaffer, ?Business Bulletin: A Special Background Report,? Wall Street Journal, 14 September 1978, p.1, col. 5.
14. Mitchell C. Lynch, ?Coming Home,? Wall Street Journal, 14 May 1979, p. 1, col. 4.
15. Stephen Rudosh, Personal Computing, July 1981, pp.42-51, 128.
16. Arnie Katz, ?Switch On! The Future of Coin-Op Video Games,? Electronic Games, September 1984. Also available on-line at http://cvmm.vintagegaming.com/egsep84.htm (accessed 1 April 2001).
17. Douglas G. Carlston, Software People: An Insider?s Look at the Personal Computer Industry (New York: Simon & Schuster, 1985), p. 269.
18. William Smart, ?Games: The Scramble to Get On Board,? Washington Post, 8 December 1982, pg. C5.
19. Henry Allen, ?Blip! The Light Fantastic,? Washington Post, 23 December 1981, C1.
20. A. Richard Immel, ?Chris Crawford: Artist as a Game Designer,? Popular Computing 1(8), June 1982, pp. 56-64.
21. Chris Crawford, The Art of Computer Game Design (New York: Osborn/McGraw-Hill, 1984). Also available at http:// www.vancouver.wsu.edu/fac/peabody/game-book/ and at http://members.nbci.com/kalid/art/art.html (accessed 1 April 2001).
22. Sue Peabody, ?Interview With Chris Crawford: Fifteen Years After Excalibur and the Art of Computer Game Design,? 1997, http://www.vancouver.wsu.edu/fac/peabody/game-book/Chris-talk.html (accessed 1 April 2001).
23. Lee The, ?Giving Games? Go with the Classics? Personal Computing, Dec. 1984, pp. 84-93.
24. ?Do it yourself,? Personal Computing, Nov/Dec 1977, p. 87.
25. Ralph Baer, ?Getting Into Games? (Interview), Personal Computing, Nov/Dec 1977.
26. Carlston, p. 30.
27. Ken Uston, ?Whither the Video Games Industry?? Creative Computer 9(9), September 1983, pp. 232-246.
28. Andrew Pollack, ?Game Playing: A Big Future,? New York Times, 31 December 1981, sec. 4, pg. 2, col. 1.
29. Rick Loomis, ?Future Computing Games,? Personal Computing, May/June 1977, pp. 104-106.
30. H. D. Lechner, The Computer Chronicles (Belmont, CA: Wadsworth Publishing, 1984).
31. Richard Wrege, ?Across Space & Time: Multiplayer Games are the Wave of the Future,? Popular Computing 2(9), July 1983, pp. 83-86.
32. Jim Bartimo, ?Games Executives Play,? Personal Computing, July, 1985, pp. 95-99.
33. Erik Sandberg, ?A Future for Home Computers,? New York Times, 22 September 1985, sec. 6, part 2, pg. 77, col. 5.
34. Otto Friedrich, ?Machine of the Year: The Computer Moves In,? 3 January 1983.
35. Richard Thieme, ?Games Engineers Play,? CMC Magazine 3(12), 1 December 1996, http:// www.december.com/ cmc/ mag/ (accessed 1 April 2001).
36. For overview, see Ronald E. Day, ?The Virtual Game: Objects, Groups, and Games in the Works of Pierre Levy,? Information Society 15(4), 1999, pp. 265-271.

Source: http://alex.halavais.net/the-coming-gaming-machine-1975-1985

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India's Kingfisher scraps flights as workers strike

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Source: http://news.yahoo.com/indias-kingfisher-scraps-flights-workers-strike-104254843.html

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Friday, July 13, 2012

Film producer Richard D. Zanuck dies, age 77

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Source: http://news.yahoo.com/film-producer-richard-d-zanuck-dies-age-77-204646572.html

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On Deck, a sports calendar for July 12 - Bangor Daily News

BASEBALL

Sunday Recreational Baseball

At Newton, Mass., Henry Baseball is looking for new players ages 16 to 45 to play Sundays at 11 a.m., games are finished by 2 p.m.; league also needs coaches and volunteers; contact Henry at 781-891-0621

LL World Series trip

At Millinocket, Millinocket Little League bus trip to 2012 Little League World Series in Williamsport, Pa., four-day, three-night trip, Aug. 16-19, opening weekend of LLWS, two days at LLWS and a stop at National Baseball Hall of Fame in Cooperstown, N.Y., on return trip; cost per person, based on hotel room occupancy: single $805, double $500, triple $395, quadruple $345, quintuple $315, includes roundtrip motorcoach, three nights hotel, transportation to and from stadium and admission to the Hall of Fame; LLWS admission is free; contact Brian Brown at 731-8053 or katahdinsports@aol.com

BASKETBALL

July 16-27

At Bangor, Bangor Hoops Summer Basketball Program, girls and boys camps, girls for grades 1-6, 7-12, boys for grades 3-4, 5-7, 8-12, at James Doughty School or Bangor High, $50 per week, need-based scholarships are available, contact Katie Herbine 624-1476 or Roger Reed 848-5136

Coyote Camp

At Old Town, Elementary School, Coyote Boys JamCamp July 16-20, 8:30 a.m.-2:30 p.m., open to boys entering grades 4-12, for fun and skill development, contact Brian E. McDormand, Old Town boys varsity basketball coach, 207-290-7641 or bmac195554@msn.com

Eagles Basketball Camps

At Bangor, Husson University, boys camp July 29-Aug. 2, girls camp Aug. 5-9, grades 3-9, $425 overnight, $375 day camp

?Bears ?n? Claws? Dinner

At Bangor, coach Richard Barron?s home, University of Maine women?s basketball team ?Bears ?n? Claws? dinner, July 19, 6-8 p.m. at choice of lobster or hamburger with potato salad, corn, desserts and drinks, $50 per person, those under 10 eat free from kids? menu, all proceeds benefit the Friends of Maine Women?s Basketball; contact Tracy Guerrette at tracyguerrette@umit.maine.edu or by phone at 207-581-1075.

CANOE RACING

Saturday, July 21

At Fort Fairfield, Forbes Landing on Aroostook River, Regatta on the Aroostook, canoe and kayak race, registration 3-4:30 p.m. 6.5 miles of flat water, $10 per person, for info contact 472-3882 or 227-6306

CYCLING

Sunday, July 22

At Fort Fairfield, Fort Fairfield Community Center, Spud Cycle Classic Bicycle Race, registration 8 a.m., 25- and 12-mile races start at the Blockhouse on Main Street, $15 per rider, for info contact 472-3882 or 227-6306

CHEERLEADING

Spirit Camp

At Orono, University of Maine Student Recreation Center, July 25-27, 9 a.m. to 3 p.m., grades 1-6, instruction will be provided by the University of Maine Cheerleaders; for more info, email Spiritcheercamp@aol.com, or call Tami Campbell at 862-3355.

FOOTBALL

Classes for Prospective Officials

At Bangor, ROTC Room, Bangor High School, Bangor Chapter of Maine Football Officials to hold classes for prospective officials, Tuesdays for 11 weeks at 7 p.m., starting Aug. 14; successful candidates will work middle school games next fall; call Alan Kochis at 989-4372 or Allan Snell at 835-4515

Brewer seeks coaches

Brewer Youth Football is looking for interested and experienced football coaches to potentially coach in its youth football program for grades 3-4 or 5-6; those interested may send notification

and contact information to brewerwitchesyouthfootball@yahoo.com

UMaine High School Day Camp

At Saco, Thornton Academy, University of Maine football team high school day camp, July 26, 4:30 p.m. to 8 p.m., $25 per person; Black Bear coaches will conduct drills and competitions, only equipment needed is cleats; to register or for more information, contact coach Shawn Demaray at shawn.demaray@umit.maine.edu; deadline is July 23; players must fill out medical and risk forms, available at GoBlackBears.com, and take them to the camp.

7-on-7 Camp

At Orono, University of Maine, Alfond Stadium, UMaine football team?s 7-on-7 High School Tournament, July 28, ?two-hand touch? event includes morning round-robin play and single-elimination playoffs in the afternoon, UMaine coaches will officiate; $150 per team, athletes should bring a lunch, snacks, footballs, a jersey, sneakers and cleats; no pads needed; cost includes UMaine t-shirt; to register or for information, contact coach Shawn Demaray at shawn.demaray@umit.maine.edu by July 20; players must fill out medical and risk forms and take them to the camp.

GOLF

July 23-27

At Winterport, Junior Golf Camp at Sonny?s Par 3 and Driving Range, ages 11-14, July 23-27, 8-11:30 a.m., golf fundamentals, rules and 9-hole tourney on final day, for info contact 223-5242 or visit sonnysrange.com

Friday, Aug. 3

At Rocky Knoll CC, Orrington, Brewer High School?s Class of 1967 Golf Scramble, 1-4 p.m., $25, prizes, tourney benefits BHS Scholarship Fund, alumni and friends welcome, sign up at Rocky Knoll or contact Lynn Hunt at 989-5876 or on the BHSClassof67 website

Saturday, Aug. 18

At Rocky Knoll CC, 7th annual John Bapst Hockey Boosters Golf Tournament, noon registration, 1 p.m. shotgun start, prizes, team entry of $300 includes carts, meals, mulligans, for more information, visit www.johnbapst.org or contact Melissa Harvey at 207-949-7535 or email mharvey1324@gmail.com.

ROAD RACING

Saturday, July 14

At Hermon, Hermon High School, 7th Annual Danforth?s to Dysart?s 5K Road Race and Blueberry Pie Challenge, 8 a.m. Fun Run ($5 half-mile), 8:30 a.m. 5K Walk ($15), 9 a.m. 5K ($15), for extra $10, run two miles, eat a piece of blueberry pie and finish race; race-day registration 7 a.m.; race benefits Hermon High cross country team

Saturday, Aug. 11

At Calais, 33rd Annual Johnson?s 5-Mile International Road Race, 9 a.m., contact the Calais Rec Department 454-2761 or calaisrec@calaismaine.org

Source: http://bangordailynews.com/2012/07/12/sports/on-deck-a-sports-calendar-for-july-12/

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Thursday, July 12, 2012

Meanwhile, In Space: Asteroid Mining Startup Planetary Resources Inks Deal With Virgin Galactic

Screen Shot 2012-07-11 at 6.26.39 PMWhen you're a tech startup attempting to do something as ambitious as mine asteroids in outer space, it's good to make some well-placed friends. So it makes sense that asteroid mining startup Planetary Resources has inked an agreement with private space flight company Virgin Galactic to utilize its new LauncherOne,

Source: http://feedproxy.google.com/~r/Techcrunch/~3/2SInYgsBbTc/

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