robertogreco + virtualworlds   27

Playing at City Building | MIT Architecture
"A century ago, American children regularly played at city building in schools and youth serving institutions. Much of this activity took the form of “junior republics” – miniature cities, states, and nations run by kids. With supervising adults in the background, the young officials made laws, took civil service exams, paid taxes, ran restaurants, printed newspapers, and role played other civic activities. This talk, which draws on my forthcoming book States of Childhood, explores the historical and contemporary significance of these participatory simulations. I'll argue that the history of the republic movement helps to make visible children’s widespread contributions to American city building, and how their varied contributions were rendered invisible through an earlier era’s discourse about simulation and play. I'll also discuss the republic movement's resonances with a range of contemporary techniques and technologies from role playing and gamification to virtual worlds and augmented reality games, and suggest how recent work in the history of computing and information technology is making available new bodies of theoretical and empirical research for scholars and practitioners seeking a “usable past.”

Playing at City Building
A century ago, American children regularly played at city building in schools and youth serving institutions. Much of this activity took the form of “junior republics” – miniature cities, states, and nations run by kids. With supervising adults in the background, the young officials made laws, took civil service exams, paid taxes, ran restaurants, printed newspapers, and role played other civic activities. This talk, which draws on my forthcoming book States of Childhood, explores the historical and contemporary significance of these participatory simulations. I'll argue that the history of the republic movement helps to make visible children’s widespread contributions to American city building, and how their varied contributions were rendered invisible through an earlier era’s discourse about simulation and play. I'll also discuss the republic movement's resonances with a range of contemporary techniques and technologies from role playing and gamification to virtual worlds and augmented reality games, and suggest how recent work in the history of computing and information technology is making available new bodies of theoretical and empirical research for scholars and practitioners seeking a “usable past.”

Jennifer Light

Director of the Program in Science, Technology, and Society; Bern Dibner Professor of the History of Science and Technology; Professor of Urban Studies and Planning
Jen Light’s eclectic interests span the history of science and technology in America over the past 150 years. She is the author of three books as well as articles and essays covering topics from female programming pioneers, to early attempts to organize smart cities, to the racial implications of algorithmic thinking in federal housing policy, to the history of youth political media production, to the uptake of scientific and technical ideas and innovations across other fields. Professor Light is especially fascinated by smart peoples’ bad ideas: efforts by well-intentioned scientists and engineers to apply scientific methods and technological tools to solve social and political problems—and how the history of their failures can inform contemporary scientific and engineering practice.

Light holds degrees from Harvard University and the University of Cambridge. She has been a member of the Institute for Advanced Study and the Derek Brewer Visiting Fellow at Emmanuel College, University of Cambridge. Her work has been supported by the Graham Foundation for Advanced Studies in the Fine Arts and the Andrew W. Mellon Foundation, and honored with the Catherine Bauer Wurster Prize from the Society for American City and Regional Planning History and an honorary doctorate from the Illinois Institute of Technology. Light serves on the editorial boards IEEE Annals of the History of Computing; Information and Culture; Historical Studies in the Natural Sciences; and Journal of Urban History. Professor Light was previously on the faculty of the School of Communication and the Departments of History and Sociology at Northwestern University."
jenniferlight  2018  children  youth  teens  urban  urbanism  cityplanning  cities  citybuilding  schools  education  civics  modeling  participatory  simulations  participation  government  governance  democracy  politics  computing  technology  society  history  via:nickkaufmann  childhood  play  roleplaying  gamification  virtualworlds  worldbuilding 
december 2018 by robertogreco
Heterotopias |
"Heterotopias is a project focusing on the spaces and architecture of virtual worlds.

Heterotopias is both a digital zine and website, hosting studies and visual essays that dissect spaces of play, exploration, violence and ideology.

The zine can be bought from the pages listed on your left. Sales of the zine go directly to supporting the project.

For updates follow @heterotopiasZn or sign up to our newsletter.

Creator and Editor Gareth Damian Martin

Associate Editor Chris Priestman"
architecture  design  games  geography  gaming  videogames  chrispriestman  garethdamianmartin  vr  virtualreality  virtualworlds  play  exploration  violence  ideology 
october 2017 by robertogreco
hey are you cool
"The first person I met in DayZ said "hey are you cool"
What he meant was "You're not going to try to kill me, right?"

This is a record of the other players I've encountered in DayZ (and a few other odds and ends).

by Christopher Livingston"

[Related: https://irondavy.exposure.co/the-architecture-of-rust ]
videogames  storytelling  2014  minecraft  dayz  games  sandboxgames  survival  virtualworlds  tumblr  gaming  christopherlivingston 
may 2014 by robertogreco
The Architecture of Rust by David Cole - Exposure
"Quotes taken from the official Rust description."

“Rust is a survival game created by Facepunch Studios. Inspired by games like DayZ, Minecraft and Stalker – Rust aims to create a hostile environment in which emergent gameplay can flourish.”

“The aim of the game is to survive. To do this the player should gather resources. Hitting a tree with a rock will give you wood, hitting a rock with a rock will give you rock and ore.”

“You can go out and hunt a variety of wildlife such as boars, chickens, rabbits, bears, wolves and deer. Once you have killed an animal you can butcher it to gather its meat and skin. You can craft a fire using wood and cook the meat inside the fire. Then you can eat.”



[Related: http://heyareyoucool.tumblr.com/ ]
videogames  storytelling  2014  rust  minecraft  stalker  davidcole  games  sandboxgames  survival  virtualworlds  dayz  gaming 
may 2014 by robertogreco
Audiences experience 'Avatar' blues - CNN.com
"James Cameron's completely immersive spectacle "Avatar" may have been a little too real for some fans who say they have experienced depression and suicidal thoughts after seeing the film because they long to enjoy the beauty of the alien world Pandora. On the fan forum site "Avatar Forums," a topic thread entitled "Ways to cope with the depression of the dream of Pandora being intangible," has received more than 1,000 posts from people experiencing depression and fans trying to help them cope. The topic became so popular last month that forum administrator Philippe Baghdassarian had to create a second thread so people could continue to post their confused feelings about the movie."
depression  virtualworlds  sadness  pandora  hollywood  culture  future  psychology  media  environment  film  avatar  blues  immersion  movies  3d  health 
january 2010 by robertogreco
Students Prefer Real Classroom to Virtual World ~ Stephen's Web ~ by Stephen Downes
"it is important to recognize that students, as a demographic, are very conservative, especially higher up in the system. These are the people who have adapted very well to the current system. Why would they support change? I've said this before, that the best test of online learning is with the many people (the majority, actually, and the less wealthy) that the current system doesn't serve"
stephendownes  technology  virtualworlds  education  statusquo  change  resistance  class 
june 2009 by robertogreco
Intel: Human and computer intelligence will merge in 40 years
"Most aspects of our lives, in fact, will be very different as we close in on the year 2050. Computing will be less about launching applications and more about living lives in which computers are inextricably woven into our daily activities."
everyware  future  intelligence  singularity  via:preoccupations  metaverse  ubicomp  virtualworlds  ai  computing  intel 
july 2008 by robertogreco
» Tiltfactor is…
"first academic center to focus on social activist games. Our mission is to research and develop software and art that creates rewarding, compelling, and socially-responsible interactions, with a focus on inventive game design for social change."
activism  virtualworlds  games  gaming  gamedesign  social  art  programming  simulations  interaction  collective  via:hrheingold 
july 2008 by robertogreco
IBM - Virtual worlds, real leaders - United States
"Online games, and specifically massively multiplayer online role—playing games, offer a glimpse at how leaders develop and operate in environments that are highly distributed, global, hyper-competitive, and virtual. This report explains how."
via:preoccupations  secondlife  ibm  elearning  games  leadership  learning  metaverse  pedagogy  virtualworlds  wow  virtual  gaming 
july 2008 by robertogreco
Jane McGonigal saves SXSW for me « Kitten Fluff - "10 skills games can give you which ultimately give you a better quality of “life”:
"...mobility, cooperation radar, ping quotient, influency (ability to adapt persusive ability), multi capitalism, protovation (rapid, fearless innovation: failing is fun), open authorship, signal/noise management, longbroading, emergent sight (spot patter
arg  gamedesign  janemcgonigal  keynote  games  gaming  play  happiness  society  sxsw  virtualworlds  life 
june 2008 by robertogreco
Mind Candy » Home
"Mind Candy is one of the world's leading developers of social multi-player games, helping kids (and big kids!) around the world play and have fun together."
arg  virtualworlds  gaming  games  gamedesign  children  play  multiplayer  videogames  socialnetworks 
june 2008 by robertogreco
Seriosity: The Enterprise Solution for Information Overload
"We use psychological and economic principles that drive successful multiplayer online games to improve collaboration, innovation and productivity. We offer consulting services to help enterprises develop a game strategy optimized for their challenges and
games  business  arg  attention  collaboration  learning  management  leadership  mmo  mmog  seriousgames  virtualworlds  janemcgonigal  happiness  education  play  productivity  psychology  mmorpg  workplace  work  gaming  currency  money  economics  metaverse  email  enterprise2.0  complexity  entertainment  scarcity  socialsoftware  infooverload  im  wikis 
june 2008 by robertogreco
Spotlight on DML | Constance Steinkuehler: Digital Montessori for Big Kids
"Virtual worlds are like digital montessori for big kids. Virtual worlds are interest-driven learning environments in which the learner is purposefully surrounded with well chosen and well-designed symbolic and material tools and artifacts. They enable th
virtual  virtualworlds  children  teens  learning  interestdriven  self-directed  immersion  community  interests  technology  education  games  gaming 
may 2008 by robertogreco
Croquet Consortium
"powerful new open source software development environment & software infrastructure for creating & deploying deeply collaborative multi-user online applications & metaverses on & across multiple operating systems & devices. Derived from Squeak"
opensource  croquet  visualization  programming  collaboration  squeak  virtualworlds  smalltalk  learning  pedagogy  metaverse  platform  alankay  glvo 
april 2008 by robertogreco
Clickable Culture - Google Spreadsheet As Virtual World
"Controlled multi-user environment; Presence indicators; Real-time text chat; Unique, mobile avatars; Spatial relationships between users; User-generated content; Dynamic content; Inhabitable zones; Persistent world; Communication with outside world"
collaboration  community  googledocs  virtualworlds  webapps  socialsoftware  lifeasgame 
april 2008 by robertogreco
MapJack - Your City Online
"Jack may look like an ordinary guy, but he sure gets around, with the help of us of course -- a small team dedicated to high quality Immersive Street-Side Imagery, and bringing mass coverage online."
search  mapping  maps  locative  sanfrancisco  googlemaps  travel  streetview  panorama  geolocation  virtualworlds  visualization  virtualization  virtual  streets 
march 2008 by robertogreco
..::: Mogi :::..
"players move outside, pick up virtual items through mobile phone then trade w/ other players to complete collections...based on players' location...from Web interface, players see in real time on 3D map positions of connected players, collection items."
japan  interface  gps  geotagging  games  gaming  pervasive  mobile  phones  ubiquitous  ubicomp  tokyo  location  locative  location-based  moshimonsters  videogames  virtualworlds  navigation  social 
march 2008 by robertogreco
IBM sounds death knell for desktop | News | TechRadar.com
"Virtual Workplace will become the rule; IM & and other real-time collaboration tools will become norm, bypass e-mail; "Beyond Phone Calls to Collaborative Business Processes"; Interoperability & Open Standards; "New meeting models emerge"
future  predictions  business  computing  virtualworlds  work  IBM  via:preoccupations  mobile  phones  computers  communication  collaboration 
march 2008 by robertogreco
EveryScape
"EveryScape isn't an online world, it's the world online. EveryScape takes you from the streets to the sidewalks and through the doors of the world's cities and tours. Letting businesses organizations and consumers build and share their world the way they
maps  mapping  photography  virtualworlds  virtual  urbanism  travel  tourism  visualization  visual  geotagging  collaborative  location  locative  local  navigation  360  3d  buildings  cities  collaboration  internet  online  webapps 
january 2008 by robertogreco
Pay Up, Kid, or Your Igloo Melts - New York Times
"Many [parents] said they liked the aspects of the sites that require children to read, learn strategy, make decisions...But some worry that the games are extensions of marketing plans to hook children on brands, teach them how to shop"
clubpenguin  webkinz  online  internet  web  children  virtual  virtualworlds  social  socialnetworks  socialsoftware  games  play  gaming  money  parenting 
november 2007 by robertogreco
When Reality Feels Like Playing a Game, a New Era Has Begun
"Our online lives are just twists on the videogame leaderboards, where we jockey to get our blog a higher rank on Technorati and compete to acquire more friend-adds on MySpace than the next guy."
games  gaming  play  cartography  life  pmog  arg  videogames  virtualworlds  immersion  technology  society  experience  culture  pervasive  gamechanging  lifeasgame  puzzles  psychology 
october 2007 by robertogreco
Areae, Inc.
"Areae, Inc. is a company dedicated to taking the tired old virtual world and making it into something fresh and new. Something anyone can jump into. Something where anyone can find something fun to do or a game to play. Something where anyone can build t
mmog  multiplayer  socialsoftware  games  play  interface  social  web  online  community  gne  internet  software  society  secondlife  metaverse  areae  sandiego  raphkoster  programming  gaming  comics  metaplace  mmorpg  gamedesign  gamedev  virtualworlds  virtual 
december 2006 by robertogreco

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