Social_Software: September 2007 Archive Page
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
,
Cyberculture
,
Design
,
Modding
,
Social_Software
,
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
,
Business
,
Cyberculture
,
Essays
,
Games
,
Media
,
Social_Software
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
,
Psychology
,
Social_Software
,
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
,
Cyberculture
,
Language
,
Social_Software
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.
Categories:
Current_Events
,
Cyberculture
,
Media
,
PopCult
,
Social_Software
,
Weirdness
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.
Categories:
Academia
,
Culture
,
Cyberculture
,
Games
,
History
,
Humanities
,
Media
,
Social_Software
,
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.
Categories:
Cyberculture
,
Media
,
Social_Software
,
Technology
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
,
Cyberculture
,
Ethics
,
Social_Software
