In addition, there is an interesting post by Wyett Chang (July 19) that cites (emphasis added) I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.
Perhaps then, the lesson is: cheat on the explicit, but don't touch the implicit third-rail! Sure, design your world to "spawn monsters" but don't tell me that my team member is a bot! The casual irony, perhaps, is that this is precisely the argument that undermines role-playing as an entertainment ideal except in narrowly framed circumstances: after all, why is bad acting so bad? I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds.
After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research. While I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developers. And there are huge gaps in what we don't know. Where is the research about sports games, to take just one example?
"Most of the players hate this kind of activity, really, really hate it. As far as they're concerned, they're playing a game," he says. "And if someone comes along and turns it from a game into work, they think: 'I work all day, and now my fun is being spoilt by these people buying success.' You can't buy a gold medal and then claim you're the world high-jump champion. You have to jump something." I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us.
'live-action game' does not mean 'inside a video game'; it refers to a game played face-to-face. On the other hand, this will not be a live-action role-playing game. While many of us have LARP in our (shameful?) past, the only "thees" and "thous" at this event will be part of Monty Python jokes. No, the idea is to have an active, group-to-group competition that spurs both enjoyment and productive creativity. "P.S. Sorry for ruining the economy and all that." I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.
On the Commons--a great blog which extolls/explains the significance of common ownership regimes in areas like intellectual property--has a posting called "The Video Game Theory of Global Politics". In it David Bollier, author of Brand Name Bullies, suggests that MMOGs provide some insights into the international political economy of common ownership. He references, inter alia, Gilman Louie, head of In-Q-Tel, a CIA-funded venture capital firm (I shit you not) and game industry guy: I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds.
The site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies). It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact terms. This is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them. (And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.)
The site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies). It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact terms. This is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them. (And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.)
The site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies). It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact terms. This is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them. (And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.)
The site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies). It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact terms. This is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them. (And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.)