Keeping up with the Virtual Joneses: the Practices, Meanings, and Consequences of Consumption in Second Life
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades. -
Boris Pasternak - Poems
Classic Poetry Series Boris Pasternak - poems - Publication Date: 2012 Publisher: Poemhunter.com - The World's Poetry Archive Boris Pasternak(10 February 1890 - 30 May 1960) Boris Leonidovich Pasternak was a Russian language poet, novelist, and literary translator. In his native Russia, Pasternak's anthology My Sister Life, is one of the most influential collections ever published in the Russian language. Furthermore, Pasternak's theatrical translations of Goethe, Schiller, Pedro Calderón de la Barca, and William Shakespeare remain deeply popular with Russian audiences. Outside Russia, Pasternak is best known for authoring Doctor Zhivago, a novel which spans the last years of Czarist Russia and the earliest days of the Soviet Union. Banned in the USSR, Doctor Zhivago was smuggled to Milan and published in 1957. Pasternak was awarded the Nobel Prize for Literature the following year, an event which both humiliated and enraged the Communist Party of the Soviet Union. In the midst of a massive campaign against him by both the KGB and the Union of Soviet Writers, Pasternak reluctantly agreed to decline the Prize. In his resignation letter to the Nobel Committee, Pasternak stated the reaction of the Soviet State was the only reason for his decision. By the time of his death from lung cancer in 1960, the campaign against Pasternak had severely damaged the international credibility of the U.S.S.R. He remains a major figure in Russian literature to this day. Furthermore, tactics pioneered by Pasternak were later continued, expanded, and refined by Aleksandr Solzhenitsyn and other Soviet dissidents. <b>Early Life</b> Pasternak was born in Moscow on 10 February, (Gregorian), 1890 (Julian 29 January) into a wealthy Russian Jewish family which had been received into the Russian Orthodox Church. -
Second Life As an Emerging Platform for Intercultural Education
Freie Universität Berlin Fachbereich Erziehungswissenschaften European Master in Intercultural Education Second Life as an Emerging Platform for Intercultural Education Master Thesis by Annette Pohlke Engadiner Weg 4 12207 Berlin Tel.: 8174529 [email protected] handed in on the 31st of August 2007 Erstgutachter: Prof. Dr. Bernd Overwien Zweitgutachter: Dr. Antje Dohrn Table of Contents 1. Introduction...................................................................................................................................1 2. Virtual realities an their use in education................................................................................2 3. An introduction to Second Life...................................................................................................6 3.1 The language of Second Life.............................................................................................6 3.2 What is Second Life?...........................................................................................................8 3.3 Education in Second Life..................................................................................................11 3.3.1 Resources................................................................................................................11 3.3.1.1 Staff members specialised in education..............................................11 3.3.1.2 Mailinglist....................................................................................................12 3.3.1.3 Land for educators....................................................................................12 -
Rubicite Breastplate, Priced to Move Cheap
Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
Computer-Supported Cooperative Work for Music Applications
Computer-Supported Cooperative Work for Music Applications Author: Álvaro Mendes Barbosa April 2006 Dipòsit legal: B.48971-2006 ISBN: 978-84-690-3933-5 Dissertation submitted to the Department of Technology of the Pompeu Fabra University for the Program in Computer Science and Digital Communication, in partial fulfillment of the requirements of the degree: Doctor per la Universitat Pompeu Fabra with Mention of European Doctor Dissertation directed by Dr. Xavier Serra and co-directed by Dr. Sergi Jordà Universitat Pompeu Fabra Departamento de Tecnologia Estació de França Passeig de Circumvallació, 8 08003 Barcelona, España Research leading to this Dissertation was conducted by the author at: This Doctorate Research Work was supported through the award of a Doctorate Scholarship by: (SFRH/BD/5192/2001) The Author is affiliated with: To Sofia Abstract This dissertation derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work (CSCW), which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation or Education. The first contribution originated from this research work is an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of- concept application entitled Public Sound Objects (PSOs). -
The World of Paladium: a Players Guide
The World of Palladium: Players guide. The world of Paladium: A players guide. This guide and all of it's content is made according to the PALLADIUM BOOKS® INTERNET POLICY which can be found at http://www.palladiumbooks.com/policies.html. Palladium Fantasy RPG® is a registered trademark owned and licensed by Kevin Siembieda and Palladium Books, Inc © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental." The staff of The World of Palladium can in no way be held responsible for anything in this guide, nor anything that happens at The World of Palladium server. Page 1 of 92 The World of Palladium: Players guide. Table of Contents The Server Rules:................................................................................................................................. 5 Starting tips:........................................................................................................................................11 The haks needed:................................................................................................................................ 12 Class Rules:....................................................................................................................................... -
Page 1 บทที่ 2 เอกสารและงานวิจัยที่เกี่ยวข้อง 21.40 X = ญ ส 6ญ ในการวิจัย
2 flกÀ” —®”’©“÷Áflก£çŒ® ก”’ “ •“Ë® ⁄ç’ “ ç…ก ”fl®ก”…ก ”À“®• !” •"#•$…”À% $%À”&ก À'”(“fl)•** +# flกç”fl 甕$")&””ก#(“® * ç…ก ”flกÀ” ®”’©“√)÷Áflก ,献fl+fl-.+ /”0#0)”®ก”1fl’∫ก”’©“√ &“»,çŒ%2- 2.1 •”&” •”À1• 6,®fl•,2 À“®• 2.2 ก”0(2ก$2&(ก”À“®• 2.3 ” ”)0# ’√8fl•,2 À“®• 10.14457/KMITL.res.2011.402.4 -#* : ,®fl•,2 À“®• เมื่อ 03/10/25642.5 ®”’©“√)÷Áflก ,献ก (fl•,2” À“®• 00:56:09 2.1 •”” •”ÀÏ”•“Æ£®fl• £å”À“®•"# fl•,2 À“®• + )÷ÁÀ”8”"#)÷Á• ”ก)“Á»*กÀ””'”%’µ%2ÀÀ” 0# 0(2®-<,ç&çก“(⁄ç) 2fl•,2” 2”)”®’fl) fl=%0#ÀÀ“®• ÀÀ“®• &”ก&” -#fl!) ç0ก2 fl=((=ก fl=(>% fl•,2” À“®• fl=(>% À1”&“(0(2®-<’* *•(=ก ’ก’ 0#*กflÀ fl-.%ç ก”fl%’(*% 2”®&”…”0# fl=,®fl•,2 À“®• 0#ÀÀ“®• ก2&çflก’-”ก?ก”" )À1”•“6#“( *ก&” 2”® fl•,2” À“®• ก” fl-.ก’ ก(fl=()ç“(•”’ ““(&® fl=(>% fl•,2” À“®• )ç“(•”’ ”ก)À$-< $(“•fl@À($A• )’%fl% ก” fl-.fl•®À2,猕”À“Ë∫#&2”®À”:ก0#fl•®” ®”,2)çƒ (•”’ 2”®”ก )(ก” fl-.0&2®fl 0+20#0กfl- •’-’*)&62)À$ flก ก” fl-.0&2® (“∫fl)’®)÷ÁÀç”®)“Ë®•”(“fl)’®0#” ç)”®8$ก’ )•2”&”…” fl•,2” À“®• )“Ë® -#* : 0#*) -#fl=)À“®•&ç•”À1”•“6• fl®À’)8’•”fl-.À2%“ ” ”) 0# ’ 8ก”:ç®” ก”:çfl•,2” À“®• )'ก%ç® ” ”)0# ’ 8 •:ç 2®+ •’µก2fl, 'ก%献 fl&”#À 0#Àç”®À• :2®# #fl” 5 -B)2”” •”fl ’6กç”&ç”0#ก”fl%’(*% 2”®กç”ก#* ç”fl)•** ÷•+’»fl% #((fl•,2 ’∫fl) =% CInternetI 0#fl)•** ก”ÀÀ” ç fl- ’')”®ก”1”fl’:’% ก”1”fl’8$ก’ 0#ก”ÀÀ”,®•À“®•- 2”®”ก” ®”’ “ ç”fl)•** ก”ÀÀ”(2®: 2” À&fl•®ÀÀ”)ç“(•”’ 0%2# :2®fl” #’)8’+%2•”•’,®•ç * “ #fl-.-< “ À1”•“6)ก1”&ก(•”•’ 9 0#•”fl,ç” ก”®*ก( K %“fl”ç CEid O Pard, 2009I -< $(“⁄ç:ç’fl) fl=%)“Á *ก 1”flก(À®+“甕0çfl’'$” -B 2553 CInternet Porld Stats, 2010I ’fl) fl=%ก” fl-.0&2®0&2®ก”0(2®-<0#0กfl- ,ç)&62)À$*ก 0#)1”&ç flก’µก”fl- -0((ก”ÀÀ” ”ก $ ก”ÀÀ”0((“Ë®fl’*ก0&2®•”fl-. -
Virtual Worlds Don't Exist: Questioning the Dichotomous Approach In
the international journal of volume 10 issue 1 computer game research April 2010 ISSN:16047982 home about archive RSS Search Virtual Worlds Don't Exist: Vili Lehdonvirta Questioning the Dichotomous Dr. Vili Lehdonvirta is a Approach in MMO Studies Visiting Scholar at the Interfaculty Initiative in by Vili Lehdonvirta Information Studies, University of Tokyo, and a Researcher at the Abstract: Helsinki Institute for Information Technology, I argue that much influential scholarship on massivelymultiplayer Finland. His research online games and virtual environments (MMO) is based on a interests are virtual dichotomous “real world vs. virtual world” model. The roots of this economies, digital dichotomy can be traced to the magic circle concept in game studies consumption, online and the cyberspace separatism of early Internet thought. The model sociability and manifests on a number of dimensions, including space, identity, social persuasive technology. relationships, economy and law. I show a number of problems in the Vili is a CoFounder of use of this model in research, and propose an alternative perspective the Virtual Economy based on Anselm Strauss’s concept of overlapping social worlds. The Research Network and a world of players does not respect the boundaries of an MMO server, Member of the Advisory as it frequently flows over to other sites and forums. At the same Board at Live Gamer, time, other social worlds, such as families and workplaces, penetrate Inc. Vili has a PhD in the site of the MMO and are permanently tangled with the players' Economic Sociology world. Research programs that approach MMOs as independent mini from Turku School of societies are therefore flawed, but there are many other kinds of Economics and a MSc research that are quite feasible. -
Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado. -
Macy's Is the Back-To-School Destination for New Brands, Educational Activities and Give Back Programs
July 18, 2011 Macy's is the Back-to-School Destination for New Brands, Educational Activities and Give Back Programs Educate, activate and enjoy this back-to-school season with volunteerism programs, regional Spelling Bees and more! NEW YORK, Jul 18, 2011 (BUSINESS WIRE) -- Macy's (NYSE:M) is the place for back-to-school, announcing today several exciting new initiatives headlining the retailer's annual offering of exclusive fashion brands, family-oriented activities and charitable partnerships with Reading Is Fundamental(R), DoSomething.org(R) and the new online web series, Wendy. From fashionable and affordable apparel to give- back programs, Macy's is your fashion and lifestyle destination this back-to-school season. "With great fashion, reliable value and exciting events - Macy's is once again a popular one- stop destination for kids and teens getting ready for back-to-school," said Martine Reardon, executive vice president of marketing for Macy's. "We continue to introduce new brands to keep our assortment fresh and to develop compelling store events and cause programs that will get everyone excited about heading back into the classroom." NEW BACK-TO SCHOOL BRANDS Macy's is the shopping destination for new brands this season, with fresh fashion appealing to young men and women that want to look original, effortless and authentic, as they head back to school this fall. MATERIAL GIRL - This back-to-school season, Material Girl is launching new product categories to add excitement to its' already extensive assortment. Today's "Material Girl" will now be able to look good from head-to-toe with feminine, flirty and bold beauty items that allow experimentation and champion self-expression. -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces.