Universidade Do Vale Do Rio Dos Sinos

Total Page:16

File Type:pdf, Size:1020Kb

Universidade Do Vale Do Rio Dos Sinos 0 UNIVERSIDADE DO VALE DO RIO DOS SINOS UNIDADE ACADÊMICA DE PESQUISA E PÓS-GRADUAÇÃO CENTRO DE CIÊNCIAS DA COMUNICAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIAS DA COMUNICAÇÃO NÍVEL MESTRADO Rebeca da Cunha Recuero O LUGAR NO ESPAÇO VIRTUAL Um estudo etnográfico sobre as recriações de territórios do mundo concreto no Second Life São Leopoldo 2010 1 Rebeca da Cunha Recuero O LUGAR NO ESPAÇO VIRTUAL Um estudo etnográfico sobre as recriações de territórios do mundo concreto no Second Life Dissertação apresentada ao Programa de Pós- Graduação em Ciências da Comunicação da UNISINOS como requisito parcial para a obtenção do título de Mestre em Ciências da Comunicação. Orientadora: Profª. Drª Suely Fragoso São Leopoldo 2010 2 Rebeca da Cunha Recuero O LUGAR NO ESPAÇO VIRTUAL Um estudo etnográfico sobre as recriações de territórios do mundo concreto no Second Life Dissertação apresentada ao Programa de Pós-Graduação em Ciências da Comunicação da UNISINOS como requisito parcial para a obtenção do título de Mestre em Ciências da Comunicação. Aprovada em 23 de fevereiro de 2010. BANCA EXAMINADORA: Prof. Dr. Gustavo Fischer – Universidade do Vale do Rio dos Sinos Profª. Drª. Simone Pereira de Sá – Universidade Federal Fluminense Profª. Drª Suely Fragoso – Universidade do Vale do Rio dos Sinos (orientadora) 3 Dedico este estudo aos meus amigos da rede social Plurk, que, durante todo o processo de construção do meu trabalho, escutaram meus lamentos com atenção, insipiraram-me com ideias geniais e vibraram com as minhas conquistas para a concretização desta pesquisa, sempre respondendo aos meus plurks com palavras carinhosas, smileys incentivadores e boas conversas. :) 4 AGRADECIMENTOS À minha orientadora Suely Fragoso pelos ensinamentos passados, críticas construtivas, debates e correções relacionadas a este trabalho, pelo exemplo de profissional e de competência ímpar e, sobretudo, por acreditar que eu tenho algum potencial. Deixo aqui minha eterna gratidão por não ter tido apenas uma ótima orientadora, mas ter ganhado, também, uma grande amiga. Ao meu marido, companheiro e melhor amigo Luís Frederico Sequeira pela sua compreensão, paciência, carinho e apoio incansável para a construção deste trabalho. Por ele sempre estar ao meu lado, incentivando-me nos estudos e aguentando todos os meus momentos de crises identitárias e ideias caóticas que surgiram durante o processo. À minha irmã Raquel Recuero pelas horas de discussões relacionadas aos assuntos desta dissertação, por escutar as reclamações de uma mestranda “em crise” e por ser a primeira a sempre me estimular no mundo acadêmico dando-me mil ideias criativas para pesquisar. Aos meus pais ( Carlos e Lyl ) por serem exemplares em todos os sentidos e por terem sempre se preocupado com o meu crescimento intelectual, não medindo esforços para que eu pudesse progredir na vida acadêmica e chegasse até aqui. Aos amigos Jully Rodrigues , Natacha Kötz e Fernando Caprio que foram companheiros incansáveis no decorrer do meu mestrado ( offline e online ). Agradeço pelas nossas discussões e dicas relacionadas à minha pesquisa e pela marcante presença durante todo o desenvolvimento do meu trabalho. Aos meus irmãos “malas” ( Lucas, Saulo e Tomás ), que, ao mesmo tempo em que me desvirtuavam do foco da dissertação com a dinâmica bastante “conturbada” da minha casa (casamentos, formaturas, acidentes, etc.), contribuíram para o meu espairecer, ofereceram-me horas de descontração, alegrias e muitas risadas. Aos meus “pequenos” e fieis amigos: Darth Vader (in memorian ), MigMeg , Chewbacca , Web , Tag , Rocky Balboa , Raika , Hulk e Jabba the Hut pela companhia em todas as horas de construção desta dissertação, oferecendo-me sempre um carinho a mais e tirando-me da frente do computador após horas de trabalho para levá-los para passear (momentos em que tive ideias muito construtivas para a minha pesquisa). A CAPES pela bolsa que me foi proporcionada, cuja qual foi fundamental para que eu pudesse realizar o mestrado. Aos professores da UNISINOS que compartilharam seu conhecimento comigo, contribuindo para a construção e para a fundamentação teórica deste trabalho. E, por fim, aos entrevistados do SL que cooperaram de forma especial, sendo cordiais, prestativos e muito dispostos em colaborar com a pesquisa que aqui desenvolvi. 5 Le rêve est une seconde vie (Gerard de Nerval) 6 RESUMO A presente dissertação parte do reconhecimento da existência de representações de espaços do mundo físico em ambientes multiusuário online . Pretendemos identificar e discutir as motivações para a criação desse tipo de representação, bem como os modos como as mesmas são utilizadas e apropriadas por seus criadores e outros usuários. Iniciamos o trabalho com uma discussão teórica para diferenciar e definir três conceitos-chave para o tema da pesquisa: espaço, lugar e território. Nossa conceituação foi construída com base em estudiosos do espaço concreto, nas áreas da comunicação, geografia, sociologia e outras. De posse dos três conceitos, entramos em questões relacionadas à sociabilidade mediada pela internet, com especial atenção ao sentido identitário das relações com o espaço. A seguir, discutimos a associação dos usuários aos grupos sociais, lugares e identidades virtuais, com foco na reprodução de lugares concretos genéricos (como parques, florestas e bairros) e específicos (como cidades e monumentos históricos) no ciberespaço. Após uma revisão de diferentes tipos de ambientes multiusuário online , decidimos realizar o trabalho empírico no mundo virtual mulit-usuário (MUVE) Second Life , da Linden Lab . A escolha se deve à maior liberdade criativa que esse aplicativo propicia, à ausência de uma temática rígida e ao uso de várias linguagens (verbal, sonora e visual). A metodologia escolhida foi a etnografia virtual, que realizamos em 3 ilhas do Second Life: Ilha Brasil (representações de lugares genéricos) , Ilha RJ City (representações de lugares específicos) e Ilha Brasil Curitiba (representações mistas). Os resultados apontam para a existência de uma ligação simbólica de territórios e lugares virtuais com os territórios e lugares concretos, tanto pela sua dinâmica, identidade e apresentação visual, como pelas práticas sociais que neles têm lugar, o que sugere um importante papel da identidade cultural na criação e busca por lugares virtuais que representam lugares do mundo concreto. Palavras chave: Espaço, Lugar, Território, Ciberespaço, Etnografia virtual, Second Life , Representações Espaciais, Práticas Sociais, Identidade Cultural, Sociabilidade Online . 7 ABSTRACT This dissertation’s departing point is the recognition of the existence of representations of the physical world in multi-user online environments. We intended to identify and discuss the motivations behind the creation of this type of representation and the ways in which they are used and appropriated by their creators and other users. We began with a theoretical discussion aiming to differentiate and define three concepts central for the research theme: space, place and territory. To that end, we resorted to previous studies of material space in different areas of knowledge: communication, geography, sociology and others. With these three concepts, we addressed questions related to internet mediated sociability, with special attention to the identity meaning of spatial relations. Followed a discussion of users’ association to social groups, places and virtual identities focusing the reproduction of generic concrete places (such as parks, forests and neighbourhoods) and specific ones (as cities and historical monuments) in cyberspace. After a revision of the different types of multi-user online environments, we decided to locate the empirical investigation in the multi-user virtual world (MUVE) Second Life , by Linden Lab . This choice was due to the higher level of creative freedom provided by this system, to the absence of strict theme and the combined use of text, sound and image in Second Life ’s interface. The chosen methodology was virtual ethnography, which we have performed in 3 Second Life islands: Ilha Brasil (representations of generic places) , Ilha RJ City (representation of specific places) and Ilha Brasil Curitiba (mixed representations). Our results indicate the existence of a symbolic link between virtual and physical territories and places. This link is related to their dynamics, identity and visual presentation as well as to the social practices that happen there. This suggests that cultural identity plays an important role in the creation and search for virtual places which represent physical world places. Keywords: Space, Place, Territory, Cyberspace, Virtual Ethnography, Second Life, Spatial Representations, Social Practices, Cultural Identity, Online Sociability. 8 LISTA DE ILUSTRAÇÕES FIGURA 1: Países da América Latina que mais utilizam a Internet ........................................ 19 FIGURA 2: Informações com a apresentação dos membros do grupo do SL “Ilha da Paz” (imagem adquirida em 12/06/2009). ............................................................................ 76 FIGURA 3: Avatares do SL com identificação do seu nome e grupo (imagem adquirida em 02/03/2009). ................................................................................................................ 77 FIGURA 4: Comunidade do Orkut que se refere à cidade de Pelotas e um membro da comunidade que se identifica, em seu perfil, como sendo morador de Pelotas. ........... 78 FIGURA 5: Copacabana e a sua reprodução no MUVE Second Life .......................................
Recommended publications
  • Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
    Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................
    [Show full text]
  • The Videogame Style Guide and Reference Manual
    The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design.
    [Show full text]
  • Depersonalized Intimacy: the Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto
    Depersonalized Intimacy: The Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto hat i call “depersonalized intimacy” posits modes of being with Wone another that are not predicated on a self that is in control of its own value, its own self-knowledge, or its own interpersonal interactions. The demand to be a knowable, self-aware, and authentic self thwarts many a friendship, love affair, and intimate conversation, and yet we continue to turn to the self-help aisle or Oprah to learn to be better at expressing and knowing ourselves. When that fails, we lament that we are misunderstood, unheard, and unmet by the other. This disappointment suggests that there is a transparent, authentic, and real self that needs recognition and mir- roring. But this self is, I believe, a product of the neoliberal economization of the self, in which human capital becomes another site of investment and entrepreneurial ventures.1 As an antidote to this harmful and illusory expectation for the self, I suggest an ethics of depersonalized intimacy, in 1 On the neoliberalization of the self, see Wendy Brown on neoliberal reason: [B]oth persons and states are construed on the model of the con- temporary firm, both persons and states are expected to comport themselves in ways that maximize their capital value in the present and enhance their future value, and both persons and states do so through practices of entrepreneurialism, self-investment, and/or attracting investors. (22) ESC 42.1–2 (March/June 2016): 155–173 which we disinvest from an imagined relational self who is in charge of her actions and emotions and expected to perform herself to the other in an authentic and coherent manner.
    [Show full text]
  • Multiprocessing Contents
    Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References .............................................
    [Show full text]
  • Revisiting the Potential Uses of Media for Children's Education
    Revisiting the Potential Uses of Media in Children’s Education Chris Berdik Winter 2020 The Joan Ganz Cooney Center at Sesame Workshop About the Author Chris Berdik is a freelance science and education journalist in Boston. A former staff editor at The Atlantic Monthly and Mother Jones, he has covered topics such as virtual schools, DNA forensics, and climate engineering for national publications, including The New York Times, Wired, Popular Science, Politico, New Scientist, and The Washington Post. Since 2015, he has also been a regular contributor to the Hechinger Report, a nonprofit education newsroom. His reporting has won grants from the Pulitzer Center on Crisis Reporting, the Society of Environmental Journalists, and the Solutions Journalism Network. In 2012, Penguin published his book Mind Over Mind, about medical and non-medical placebo effects. He is now working on a book about noise, expected to be published by Norton in 2021. A full-text PDF of this publication is available as a free download from www.joanganzcooneycenter.org. 2 CoNteNtS 4 — INTRODUCTION 6 — PART ONE Uncharted Territory? 7 What’s Been Done (Or Overdone)? 7 Where Are the Gaps? 9 — PART TWO Key Ingredients 10 Starting Points 11 Digital Do’s and Don’ts 13 — PART THREE Adults in the Room 14 Encouraging Adults 15 Desperately Seeking Curation 16 Scaffolding 17 — PART FOUR Fake News! 18 Media Literacy 19 Privacy 21 — PART FIVE Pursuing Equity 22 Big Picture 23 Small Steps 24 — CONCLUSION 26 — CONTRIBUTORS 3 INtroDuCtIoN On November 10, 1969, Big Bird took his first outsized steps down Sesame Street, introducing the world to a character that was endearingly goofy, but always eager to learn.
    [Show full text]
  • [Thesis Title Goes Here]
    REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study.
    [Show full text]
  • Theescapist 031.Pdf
    In talking further with Alex, I realize he that instance when expectations aren’t It’s the best online mag I’ve ever had didn’t see it coming. He was in design met, when bitterness ensues. Raph the pleasure of reading, and that’s not mode when he made the characters. He suggests that the client is in the hands of just because it’s the only one I’ve read. “It only took us 26 minutes to break it!” thought serpents were powerful and the enemy, and that developers should Well, actually it is ... but it’s still the I said, laughing. Everyone else was quick-striking animals and they made not trust the players. Cory Ondrejka of best! (So cliche). What I love most about laughing, too. Well, everyone except sense as a model for a fighting style. He Linden Lab, the developers of Second the mag is what a lot of others seem to Alex. didn’t expect us to take the martial art in Life has a slightly different take on this enjoy ... the perspective presented by any other way than just that. We idea, as we discovered when Pat Miller your writers and their grasp on the You see, Alex had been tinkering and expected a Friday night of fun, relaxation spoke with him. Also in this issue, Bruce gaming world as a whole. I would have planning for weeks on a new idea for a and laughter. That’s what we made it, Nielson discusses different companies’ to say that my favorite read thus far tabletop game and this was its big debut seeing humor in places it was not policies regarding modders.
    [Show full text]
  • Read Book Life on the Screen Identity in the Age of the Internet
    LIFE ON THE SCREEN IDENTITY IN THE AGE OF THE INTERNET 1ST EDITION PDF, EPUB, EBOOK Sherry Turkle | 9780684833484 | | | | | Life on the Screen Identity in the Age of the Internet 1st edition PDF Book Signed by Author s. The power given to us by Internet and other network infrastructure by their carrying diverse applications lets us explore our personal complexities. A little outdated at this point. Jun 07, Sara rated it really liked it Shelves: information-technology , nonfiction. The author is a Professor of the Sociology of Science at the Massachusetts Institute of Technology, and a licensed clinical psychologist holding a joint Ph. The book has been signed by Turkle in that there is a stamp pasted to the front loose endpage with her signature on it. Paperback , pages. By Amy Bruckman. Professor Turkle writes on the "subjective side" of people's relationships with technology, especially computers. Welcome back. Also, loads of interesting case studies and stories. Turkle is a brilliant observer of the online world, and what makes the Net incredibly interesting is that it was never intended to be a social medium. Overall a great read that raises a lot of questions, but also provides a ton of useful categories and terms for thinking. Ashley Poston made her name with Once Upon a Con, a contemporary series set in the world of fandom, and her two-part space opera, Heart of It was a great way to stay in touch long-distance. Includes bibliographical references pages and index A book about people and how computers are causing us to reevaluate our identities in the age of the Internet Introduction : identity in the age of the Internet -- I.
    [Show full text]
  • Game Developer Magazine
    >> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game.
    [Show full text]
  • The New Third Place: Massively Multiplayer Online Gaming in American Youth Culture
    Tidskrift för lärarutbildning och forskning Nr 3/2005 Årgång 12 FAKULTETSNÄMNDEN FÖR LÄRARUTBILDNING THE FACULTY BOARD FOR TEACHER EDUCATION Tidskrift för lärarutbildning och forskning nr 3 2005 årgång 12 Tidskrift för lärarutbildning och forskning (fd Lärarutbildning och forskning i Umeå) ges ut av Fakultetsnämnden för lärarutbildning vid Umeå universitet. Syftet med tidskriften är att skapa ett forum för lärarutbildare och andra didaktiskt intresserade, att ge information och bidra till debatt om frågor som gäller lärarutbildning och forskning. I detta avseende är tidskriften att betrakta som en direkt fortsättning på tidskriften Lärarutbildning och forskning i Umeå. Tidskriften välkomnar även manuskript från personer utanför Umeå universitet. Tidskrift för lärarutbildning och forskning beräknas utkomma med fyra nummer per år. Ansvarig utgivare: Dekanus Björn Åstrand Redaktör: Fil.dr Gun-Marie Frånberg, 090/786 62 05, e-post: [email protected] Bildredaktör: Doktorand Eva Skåreus e-post: [email protected] Redaktionskommitté: Docent Håkan Andersson, Pedagogiska institutionen Professor Åsa Bergenheim, Pedagogiskt arbete Docent Per-Olof Erixon, Institutionen för estetiska ämnen Professor Johan Lithner, Matematiska institutionen Doktorand Eva Skåreus, Institutionen för estetiska ämnen Universitetsadjunkt Ingela Valfridsson, Institutionen för moderna språk Professor Gaby Weiner, Pedagogiskt arbete Redaktionens adress: Tidskrift för lärarutbildning och forskning, Gun-Marie Frånberg, Värdegrundscentrum, Umeå universitet, 901 87 UMEÅ. Grafisk formgivning: Eva Skåreus och Tomas Sigurdsson, Institutionen för estetiska ämnen Illustratör: Eva Skåreus Original: Print & Media, Umeå universitet Tryckeri: Danagårds grafiska, 2005:2001107 Tekniska upplysningar till författarna: Tidskrift för lärarutbildning och forskning framställs och redigeras ur allmänt förekommande Mac- och PC-program. Sänd in manuskript på diskett eller som e-postbilaga.
    [Show full text]
  • Children on Virtual Worlds September 08
    Children on virtual worlds September 08 What parents should know 2 Children on virtual worlds: What parents should know About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of excellence for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. Contact details: For contacting ENISA or for general enquiries on information security awareness matters, please use the following details: e-mail: Isabella Santa, Senior Expert Awareness Raising — [email protected] Internet: http://www.enisa.europa.eu/ Legal notice Notice must be taken that this publication represents the views and interpretations of the authors and editors, unless stated otherwise. This publication should not be construed to be an action of ENISA or the ENISA bodies unless adopted pursuant to the ENISA Regulation (EC) No 460/2004. This publication does not necessarily represent state-of the-art and it might be updated from time to time. Third-party sources are quoted as appropriate. ENISA is not responsible for the content of the external sources including external websites referenced in this publication. This publication is intended for educational and information purposes only. Neither ENISA nor any person acting on its behalf is responsible for the use that might be made of the information contained in this publication. Reproduction is authorised provided the source is acknowledged.
    [Show full text]
  • Mesterséges Világok Nyomában
    Budapesti Corvinus Egyetem Gazdálkodástudományi Kar E-Business Kutatóközpont MESTERSÉGES VILÁGOK NYOMÁBAN A VILÁGHÁLÓ ÉS A JÁTÉKIPAR SZIMBIÓZISA Készítette: Dobó Balázs Gutléber Csaba gazdasági informatika szak e-business szakirány 2008 Szakszeminárium-vezető: Füleki Dániel TARTALOMJEGYZÉK TARTALOMJEGYZÉK................................................................................................... 2 1. BEVEZETÉS................................................................................................................ 6 2. JÁTÉKOK, SZÁMÍTÓGÉPES JÁTÉKOK ............................................................... 10 2.1. Mi a játék? ........................................................................................................... 10 2.2. Mik azok a számítógépes játékok? ...................................................................... 13 2.3. Miért is játszunk a számítógépen?....................................................................... 14 3. VIRTUÁLIS VILÁGOK KIALAKULÁSA, PIACA ÉS JELLEMZŐI .................... 17 3.1. MMO, MMOG, MMORPG................................................................................. 17 3.2. Virtuális világok kialakulása ............................................................................... 18 3.2.1. Szerepjátékok és a MUD .............................................................................. 18 3.2.1.1. Asztali szerepjátékok ............................................................................. 18 3.2.1.2. Az első RPG..........................................................................................
    [Show full text]