Cyberculture: September 2007 Archive Page
September 30, 2007
Download the 2007 Annual IF Competition Games
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Cyberculture
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Literature
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September 30, 2007
Google testing "My World" for launch later this year
ArsTechnica:
Google never releases a product until it's thoroughly ready for the general public, so I have high hopes for the user interface attached to Google's 3D world (whatever it should be like).
How will Google make money off of this? In-world ads? Virtual shopping malls? I have no idea.
Rumors of Google's plans to create a virtual world that rivals that of Second Life have popped up once again over the weekend. The company could now be collaborating with Arizona State University to test the 3D social network, which may be tied into Google's current applications of Google Earth and Google Maps.I really like Google's 3D model builder, SketchUp, but was frustrated because you can't really interact with (walk around in) the models you create, and the free version does not let you export the models to other programs, so I did not explore it much.
Google never releases a product until it's thoroughly ready for the general public, so I have high hopes for the user interface attached to Google's 3D world (whatever it should be like).
How will Google make money off of this? In-world ads? Virtual shopping malls? I have no idea.
Categories:
Business
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Cyberculture
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Design
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Modding
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Social_Software
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Technology
September 28, 2007
The Play's the Thing
Daniel Radosh brings to the mainstream press (New York Times) an argument that games researchers have been making for years.
Today's video games do aspire to cinematic levels of reality, but in the end you're still shooting at wooden ducks on the carnival midway. Way back when, the bleating speakers and photon-squirting CRTs meant that the graphics games at the time were hideously crappy, and they still look crappy. But the commercial interactive fiction still holds up as good interactive fiction. (We're talking on the scale of boutique art, with authors who know the tastes of their small audience very well.)
Update: Radosh reflects on the online response to his editorial.
If games are to become more than mere entertainment, they will need to use the fundamentals of gameplay -- giving players challenges to work through and choices to make -- in entirely new ways. The formula followed by virtually all games is a steady progression toward victory: you accomplish tasks until you win. Halo 3, for all its flawless polish, does not aspire to anything more. It does not succeed as a work of art because it does not even try.I welcome his sentiments, though he is romanticizing the success of "interactive fictions," which never "gave players the experience of genuinely living inside a story," because the art form developed to suit a medium that could not promise such an overwhelming experience. Having said that, the marketing of text games did play up that first-person perspective, and if you are willing to suspend disbelief for the sake of enjoying the game, it generally worked out.
Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player's desire for mastery in favor of enhancing the player's emotional and intellectual life.
There is no reason that gorgeous graphics can't play a role in this task, but the games with the deepest narratives were the text adventures that were developed for personal computers in the 1980s. Using only words, these "interactive fictions" gave players the experience of genuinely living inside a story. The steps required to advance the plot, though often devilishly perplexing, felt like natural behavior rather than arbitrary puzzle-solving. Today's game designers should study this history as a starting point for an artistic revolution of the future.
Today's video games do aspire to cinematic levels of reality, but in the end you're still shooting at wooden ducks on the carnival midway. Way back when, the bleating speakers and photon-squirting CRTs meant that the graphics games at the time were hideously crappy, and they still look crappy. But the commercial interactive fiction still holds up as good interactive fiction. (We're talking on the scale of boutique art, with authors who know the tastes of their small audience very well.)
Update: Radosh reflects on the online response to his editorial.
Categories:
Aesthetics
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Business
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Cyberculture
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Essays
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Games
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Media
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Social_Software
The marketers and programmers at Google's Blogger.com are not speaking with each other much, or so it would seem.
The folks in charge of the home page love verbs.
Here's a thumbnail I cropped from the blogger.com home page.

Verbs, verbs, everywhere verbs! Create! Publish! Go! Post! Interact! Take a tour! Name your blog! Okay, well "Get" as they use it in "Get Feedback" is a bit lame, but it's better than "Feed!"
Bear in mind I'm analyzing just one tiny sliver of the site, but the designers know that every square inch on a home page is precious, and look at how much effort they put into using verbs. For crying out loud, if you type the URL www.blogger.com, you're forwarded to a page named "start," and the inline title of that page is "Blogger: Create your Blog Now -- FREE"
But have you tried leaving a comment on a Blogger site lately? Here's the message you get:
The folks in charge of the home page love verbs.
Here's a thumbnail I cropped from the blogger.com home page.
Verbs, verbs, everywhere verbs! Create! Publish! Go! Post! Interact! Take a tour! Name your blog! Okay, well "Get" as they use it in "Get Feedback" is a bit lame, but it's better than "Feed!"
Bear in mind I'm analyzing just one tiny sliver of the site, but the designers know that every square inch on a home page is precious, and look at how much effort they put into using verbs. For crying out loud, if you type the URL www.blogger.com, you're forwarded to a page named "start," and the inline title of that page is "Blogger: Create your Blog Now -- FREE"
But have you tried leaving a comment on a Blogger site lately? Here's the message you get:
Your comment has been saved and will be visible after blog owner approval.Oh! The pain!
Categories:
Cyberculture
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Design
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Technology
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Usability
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Writing
September 27, 2007
Q&A: Ridley Scott Has Finally Created the Blade Runner He Always Imagined
A scene from Ridley Scott's youth, via Wired:
The air smelled like toast. Toast is quite nice, but when you realize it's steel, and it's probably particles, it's not very good. Crossing the footbridge at night, you'd be walking above the steel mill, crossing through the smoke, dirt, and crap, looking down into the fire.
Categories:
Aesthetics
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Cyberculture
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Design
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SciFi
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Technology
The New Atlantis
Most of my first-semester freshman know all about Facebook and MySpace, but many had never heard the term "blog" before (or weren't really able to define it). I've learned to refer in general terms to "online participation" and a "class journal" so that they have some context before I hit them with a full-on techno assault on the day we introduce blogs.
The structure of social networking sites also encourages the bureaucratization of friendship. Each site has its own terminology, but among the words that users employ most often is "managing." The Pew survey mentioned earlier found that "teens say social networking sites help them manage their friendships." There is something Orwellian about the management-speak on social networking sites: "Change My Top Friends," "View All of My Friends" and, for those times when our inner Stalins sense the need for a virtual purge, "Edit Friends." With a few mouse clicks one can elevate or downgrade (or entirely eliminate) a relationship.
To be sure, we all rank our friends, albeit in unspoken and intuitive ways. One friend might be a good companion for outings to movies or concerts; another might be someone with whom you socialize in professional settings; another might be the kind of person for whom you would drop everything if he needed help. But social networking sites allow us to rank our friends publicly. And not only can we publicize our own preferences in people, but we can also peruse the favorites among our other acquaintances. We can learn all about the friends of our friends--often without having ever met them in person.This is written for a popular audience, so there is a lot of summary with few citations, but it's still a good snapshot of social networking as a phenomenon. I strongly resist the idea that any one company (or a small number of companies) should have that much control over my ability to network. There was a time when I worked aggressively for status via my blog. While it is still a part of my professional identity, and still a part of the way I process events and trace emerging trends, I have become less directly interested in tracking the number of hits to my blog, and more interested in the collective effect of the academic blogs that I provide to my students.
Most of my first-semester freshman know all about Facebook and MySpace, but many had never heard the term "blog" before (or weren't really able to define it). I've learned to refer in general terms to "online participation" and a "class journal" so that they have some context before I hit them with a full-on techno assault on the day we introduce blogs.
Categories:
Cyberculture
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Psychology
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Social_Software
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Technology
September 23, 2007
Urban Dictionary: aibohphobia
aibohphobia
The irrational fear of palindromes (words that read the same forwards and backwards).This completely stupid fauxbia made me laugh for some reason. There appears to be a real art to writing a successful Urban Dictionary entry. Such entries are often gratuitously vulgar, even when the term being defined is not vulgar. If I weren't so sick, I'd try to think about it some more.
Dude 1: Hey, what's your name?
Dude 2: Bob.
Dude 1: AAAAAAAAAAH! *Runs and hides behind sofa*
Bob: Wow.
Dude 1: AAAAAAAAAAH! *Runs away and falls down stairs*
Categories:
Amusing
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Cyberculture
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Language
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Social_Software
September 22, 2007
dungeon.jpg (JPEG Image, 2535x1616 pixels)
Categories:
Aesthetics
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Cyberculture
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Design
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Games
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PopCult
September 22, 2007
Language Log: The prehistory of emoticons
Language Log offers a thorough discussion of the real story of the emoticon.
I'm glad someone has tied all those loose ends together...
Before seeing the Google Books page image, I had thought that Bierce's suggested punctuation looked like this: \___/. That's how it appears in a footnote to Andrew Graham's online essay, "Forked Tongue: The Language of Serpent in the Enlarged Devil's Dictionary of Ambrose Bierce," as well as the Wikipedia entry on emoticons. It's interesting to discover that the parenthesis-as-smile representation actually goes back 120 years. (In Ambrose Bierce's Civilians and Soldiers in Context: A Critical Study, Donald T. Blume dates this essay to September 25, 1887, but the version published in the 1912 collection may have been subsequently revised.)The pre-Fahlman trail included a 1979 reference an idea from a Reader's Digest article the author had read "long ago." I actually once sent a grad student to the library to look for this article, but he came back empty-handed. (I think I asked him to look from 1970 on, which explains why he didn't find the right article, which was published in 1962,
I'm glad someone has tied all those loose ends together...
Categories:
Cyberculture
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History
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Humanities
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Language
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Technology
September 19, 2007
Don't Tase Me, Bro!
Wired's Threat Level:
Just two days after it was yelled out in a University of Florida lecture hall, "Don't Tase Me, Bro!" has become the newest cultural touchstone of our pop-cultural lexicon.
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Current_Events
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Cyberculture
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Media
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PopCult
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Social_Software
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Weirdness
September 19, 2007
Carnegie Mellon celebrates 25th anniversary of 'smiley face'
Pittsburgh Post-Gazette:
Fahlman posted the emoticon in a message to an online electronic bulletin board at 11:44 a.m. on Sept. 19, 1982, during a discussion about the limits of online humor and how to denote comments meant to be taken lightly. "I propose the following character sequence for joke markers: :-)," wrote Fahlman. "Read it sideways."Several years earlier, in 1979, the "tongue-in-cheek" icon -) failed to make a similar splash.
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Cyberculture
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Humanities
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Language
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Literacy
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Media
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Writing
September 18, 2007
The Last Starfighter Musical at the New York Musical Theatre Festival
The New York Musical Theater Festival has some tidbits about an upcoming showing of a musical based on The Last Starfighter. Too bad I'm not really within day-trip distance of New York... this one would tempt me. My nine-year-old son would probably enjoy it, but the trip would be hard on my five-year-old daughter. Oh well... looks like the show has gotten good reviews. (Jason Scott raved geeky raves when he saw it a few years ago.)
From JONATHAN BETUEL's screenplay for the beloved 1980s sci-fi film comes the cosmically entertaining romantic musical fantasy THE LAST STARFIGHTER. It's Spring 1983 in a Sierra Nevada trailer park. High school senior Alex Rogan's hardworking, unrewarded life takes an unexpected turn when he breaks a video game record and is spirited away by the game's inventor, the alien huckster Centauri, to fight for the Star League in a faraway galaxy. Centauri leaves behind Beta, a body double droid of Alex, to cover Alex's absence with his mother, brother and beloved girlfriend Maggie while Alex is off fighting the evil Zur and the Ko-dan Armada. Beta's comic mishaps on Earth with Maggie and the neighbors in the trailer park, and shape-shifting alien assassins in pursuit of Alex on his home turf, alternate with Alex's heroic starfighter achievements. Alex must reach inside himself to discover his true potential - the universe and his life depend on it!
Categories:
Cyberculture
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Drama
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Games
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SciFi
September 17, 2007
Textfyre's Cornelson On An IF Resurgence
David Cornelson, interviewed in Gamasutra about his plans for marketing text-adventure games to young readers:
One of the reasons IF is so fascinating is that you have this junction of programming, game design, and writing. It's great to toy around with all three of those aspects and try to merge them into something beautiful.
The reality is that most of us have one, possibly two of those capabilities at a reasonably high level, but statistically very few people have all three of them at a high level (Andrew Plotkin, Emily Short, Graham Nelson, Michael Gentry, Paul O'Brian, Eric Eve, Adam Cadre, and more). I would even argue that some of these people have been able to overcome a lesser ability with sheer determination and free time.
I don't think you can build a business from this dichotomy. I do believe that if you offer someone a task that they're good at and give them a template to work towards, they will succeed. From there it was a matter of developing that template, which we've already done. The process is being duplicated for a second design and writing team and there seems to be a consensus that we've developed the right processes.
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Business
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Cyberculture
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Games
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Literacy
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Media
September 17, 2007
Students' 'Evolving' Use of Technology
Andy Guess (Inside Higher Ed):
So technology's utility in the classroom comes down to how it is used. The question, then, is: How can educators adapt their teaching methods to emerging technologies? And should they? Skeptics might point out that even students themselves are ambivalent when it comes to using the Internet and other digital tools for class, as the survey highlights. But the study's introduction, written by Chris Dede of the Harvard Graduate School of Education, suggests what professors can expect from digital natives' evolving modes of learning, what he calls "neomillennial learning styles." As new methods of interacting with information become more ubiquitous, he suggests, citing Second Life-type virtual immersion environments as an example, students will grow up with different expectations and preferences for acquiring knowledge and skills. The implication is less of an emphasis on the "sage on the stage" and a linear acquisition process focusing on a "single best source," focusing instead on "active learning" that comes from synthesizing information from multiple types of media. Noting that traditional ways of thinking and learning are undergoing a "sea change," Dede encourages a fusion of new and old. But what form that will take, exactly, is not addressed directly in the report.
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Academia
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Cyberculture
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Media
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Technology
September 17, 2007
Times to End Charges on Web Site - New York Times
New York Times:
In addition to opening the entire site to all readers, The Times will also make available its archives from 1987 to the present without charge, as well as those from 1851 to 1922, which are in the public domain. There will be charges for some material from the period 1923 to 1986, and some will be free.
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Business
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Cyberculture
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History
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Journalism
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Media
September 13, 2007
DHQ in the Public Eye
Melissa Terras writes in the introduction to Digital Humanities Quarterly v1 n2 (2007):
We at DHQ hope that we will eventually reach a wider audience (and trust our readers will help us do so), introducing the type and range of activities the digital humanities community is interested in, and featuring energetic, novel, and interesting articles on a variety of research, making use of all the Internet technologies at our disposal.One of the papers in this, our second issue, has already done just that. Dennis G. Jerz's Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original Adventure in Code and in Kentucky, was posted on the test site for proofreading a few weeks before launch, when one of our editors featured an advance mention of it on his blog. A few days later, it was picked up by the gaming community on a popular discussion list (rec.arts.int-fiction), garnering comments such as "HOLY MOLY!" and "It is clear on a single reading that this is the most important single paper ever written on the history of interactive fiction" before it had even been formally published. It doesn't stop there: the paper went on to be featured on Boing Boing (a "directory of wonderful things" which is read by hundreds of thousands of readers), then being mentioned on Slashdot, the popular technology-related news site. (We are pleased to report our servers survived being "slashdotted" so far, which is perhaps the best load test we could wish for). Shortly after, it featured on Metafilter, a community weblog that anyone can edit with a vast readership, where comments included "What academic research should aspire to be" and "I can feel a new LOLCATS meme coming on. (I can haz mint-cake?)." On the eve of publication, we have had a request from a local Kentucky newspaper wishing to republish the paper (which our publication terms willingly permit). This paper has legs.In addition, publication on DHQ has made the original game available again for a new audience. When the preprint version of this article became available on the internet in August 2007, Matthew Russoto modified Crowther's source code so that it will compile for today's computers. David Kinder made a Windows executable version. The colossal cave lives again.
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Academia
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Culture
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Cyberculture
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Games
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History
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Humanities
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Media
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Social_Software
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Technology
September 12, 2007
Nooglers and the PDB: Reactor - Google Blogoscoped Forum
A reader of Google Blogoscoped reveals that Google briefly posted a "confidential" video detailing its plans to compete with Facebook.
Google's recent big social effort is called Mocha-Mocha (or Mocka-Mocka?), and will become the infrastructure for all social stuff across all of their applications. As a part of this, a new feature called Activity Streams will be introduced or at least implemented in Reader this quarter. This will be comparable to Facebook's News Feed (Minifeed?) feature, and integrate Gmail's addressbook and contact list.
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Cyberculture
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Media
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Social_Software
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Technology
September 12, 2007
Battle With 'Gamer Regret' Never Ceases
Clive Thompon is not writing from the same world where I live.
Thirty-six hours? How in god's name had I managed to spend almost four hours a day inside this game? I should point out that this was not the only game I'd been playing during that time. I'd also been hip-deep in BioShock and Space Giraffe, so I'd been planted like a weed in front of my consoles for hours more. This is a missing-time experience so vast one would normally require a UFO abduction to achieve it. So the question of the column, and possibly the question of my eternal soul, is: Is this good thing? How much does it change the architecture of your life to spend that much time playing games? The dirty secret of gamers is that we wrestle with this dilemma all the time. We're often gripped by what I call "gamer regret" -- a sudden, horrifying sense of emptiness when we muse on all the other things we could have done with our game time.I vaguely remember what it was like to spend a whole weekend playing a video game. Last weekend I was up until 3 or 4 am Saturday and Sunday mornings, because I knew that would be the only blocks of unbroken time that I would have in order to solve some MT4 installation problems. Last week I scheduled consultations with students in my basic comp course, and while I thoroughly enjoy talking with each student, I hadn't realized just how quickly all my other work backed up. I sure wish I had the time to lament spending too much time on video games!
Categories:
Cyberculture
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Games
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Humanities
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Media
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Philosophy
September 5, 2007
Web hunt for Lotus louts
Metro.co.uk
A trio of vandals are facing trouble after posting a video of themselves smashing up a Lotus Elise on the internet. The three filmed themselves leaping and jumping on the bonnet and roof of the £20,000 sports car, parked in Marylebone, Central London. After originally posting the video on their MySpace pages, the group quickly withdrew it after learning of a witchhunt by angry internet Lotus fans.
Categories:
Current_Events
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Cyberculture
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Ethics
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Social_Software
September 3, 2007
The Trouble with "Addiction"
Nick Yee (The Daedalus Project) writes an 8-part post (this quote is from part 2) responding to media reports about "internet addiction."
High school and college students on football teams regularly die during practice (1, 2, 3), but their deaths are dealt with by the media with a very holistic perspective. The media questions whether the coach set an unreasonably exhausting regimen. The media questions whether the parents saw warning signs. They ask whether the school reviewed the coach's history thoroughly when the hiring was made. They wonder why the school mandates year-round practice that necessitates training in the hot summers. They ask whether the team physicians condoned the exhausting practices despite the individual's particular health idiosyncrasies. And in no time during all this does anyone suggest that football is addictive and caused the deaths. This is because that statement would be naïve and simplistic. When people die during or after playing an MMO however, it is typically "caused by an online gaming addiction". The wikipedia entry on "game addiction" lists several of these "notable cases". Even in cases where the person suffered from depression and other mood disorders, an "addiction" to the game itself is primarily blamed for the deaths. As another example, Kimberley Young's discussion of Internet Addiction Disorder implies that marital affairs that occur online are primarily the fault of the Internet, rather than having to do with personal choices. Why is it that explanations are complicated and holistic when it comes to football, and so simplistic when we talk about online games? Part of the reason is that football is too mainstream and too low-tech to be a tool for the media to instill paranoia with. No one is afraid of a leather ball.
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Cyberculture
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Ethics
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Games
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Health
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Journalism
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Media
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Rhetoric
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Science
