adamcrowe + augmentationistsvsimmersionists   119

Michael Wolff -- Facebook: a tale of two media models
'...its $100bn-plus valuation vastly exceeds the value of its relatively low value ads, meaning it really has to become much more like television than like Google. Except that it isn't television. It doesn't really even have an audience – that is, people thinking and feeling something similar (ideally, all at once). And it isn't run by people who even care about media – or doing what media does: that is, holding people's attention by means of pain, or charm, or jokes. (Facebook will eventually try, like all other internet companies, to hire media people – but they won't get the jokes.) Of course, the future is coming and we have somehow convinced ourselves that forward-thinking technology companies, by learning so much more about people's behavior and habits and knowing more about them than they do themselves, will somehow, with undreamed-of efficiency, sell them something. And these social media savants will be able to do this without having to rely on the much more mysterious and hit-and-miss process of producing good stories.'
advertising  facebook  augmentationistsvsimmersionists 
8 days ago by adamcrowe
Gamasutra -- Personality And Play Styles: A Unified Model
'The three-style GNS model aligns closely with three of the Keirsey/Bartle styles. The Gamist design style, which focuses on the mechanics or rules of play of a game, clearly matches the rules-oriented, competitive, hard fun-seeking Guardian/Achiever style. Similarly, Rational/Explorers are most likely to be drawn to the Simulationist design style that delights in the building of and immersion in complex and logically consistent worlds. And the human-centric, "people fun" storytelling impulses of Idealist/Socializers will usually be expressed as a focus on Narrativism as the primary means of making a game fun. -- Caillois explicitly links mimesis to "simulation," or the active construction of secondary realities. This is the hallmark of the creative Rational/Explorer. To a Rational, the fun of discovering or building new worlds is in mapping their unique characteristics through exploration, thereby enabling the comprehension of the internal structure of that new world. The Rational/Explorer interest in mimesis is thus associated with Lazzaro's "easy fun," which describes the distinct gamer preference for immersion in the world of the play experience.'
psychographics  mimesis  augmentationistsvsimmersionists  psychology 
5 weeks ago by adamcrowe
The Boston Globe -- Is our modern wired lifestyle damaging us and our relationships?
'...our uses of new technologies demean real friendships, lead us to treat others as objects, lower our expectations for real human connection, turn emotion into performance, make us confused about when we are alone and when we are together, and is creating a generation of narcissists so fragile that they need constant social reassurance. Turkle reads as diseased much that many of us see as signs of robust social health. So, for Turkle, those posting cellphone photos from the presidential inauguration were not sharing the moment with distant friends, but were pathologically escaping from the here and now. Turkle reads teens’ texting not as a sign that they’re more socially connected than ever, but as evidence of a need for constant reassurance. But, suppose human nature is more malleable than her psychological model allows. Suppose the Internet is devising a self that is social in new ways that include intimacy, but that also find real human value in thinly spread connections.'
psychology  media  themediumisthemassage  literaryculturevsoralculture  augmentationistsvsimmersionists  SherryTurkle  from delicious
january 2011 by adamcrowe
Edge Perspectives with John Hage -- Alone Together - An Important New Book by Sherry Turkle
'The technology has power because it addresses psychological vulnerabilities that many of us have. We want connection, but many of us fear the consequences of connection. True intimacy can be very scary. ...this is particularly true of the narcissists: "In a life of texting and messaging, those on that contact list can be made to appear almost on demand. You can take what you need and move on. And, if not gratified, you can try someone else.” This can set into motion a vicious cycle. As Sherry points out: "...if we ask, “What does simulation want?” we know what it wants. It wants – it demands – immersion. But immersed in simulation, it can be hard to remember all that lies beyond it or even to acknowledge that everything is not captured by it. For simulation not only demands but creates a self that prefers simulation. Simulation offers relationships simpler than real life can provide. We become accustomed to the reductions and betrayals that prepare us for life with the robotic.'
psychology  tethered  self  technology  behaviours  virtuality  simulation  simulacra  quantifiedself  financialization  numbers  numbing  dissociation  ambientintimacy  ambientimmediacy  augmentationistsvsimmersionists  SherryTurkle  from delicious
january 2011 by adamcrowe
Gamepocalypse Now -- Foursquare
'I'm pretty sure that Foursquare + Fantasy = Larping [Live-action RP]. So far, most of the real world games (boktai, treasure world, etc.) have been more trouble than they have been worth. Geocaching is different, though, I think because there is a real cache when you get there, not a virtual one. Why go through real space to get to a virtual treasure?'
foursquare  foraging  treasurehunt  roleplay  narrativeenvironments  augmentationistsvsimmersionists  from delicious
july 2010 by adamcrowe
Gamasutra -- Greg McClanahan's Blog - Achievement Design 101
'#5. "Holy crap, did you see that?!" achievements should either be easy or fully within the player's control to accomplish. Sometimes something crazy will happen in a game, and it'll be so over-the-top and ridiculous that anyone experiencing the moment will start laughing and pointing at the screen. It'll be fun. They'll want to share the moment. Achievement designers will want to enhance the experience by attaching an achievement to it. The problem here is that once an achievement has been attached to it, it's no longer a fun little event that occurs naturally. It's now a very specific event that the player must painstakingly attempt to create. #11. Don't use achievements to force the player down a specific path in an open-ended game.' -- Like life, for example.
thegamingofeverydaylife  achievements  nudge  play  augmentationistsvsimmersionists 
july 2010 by adamcrowe
Console War -- Why achievements and trophies became such an important part of game design
'"There is definitely potential for that, but it's something we're very aware of. After you've put all this steam into a great moment and then suddenly a trophy pops up, it can pull you out of the experience." Gearbox Software CEO Randy Pitchford, a self-professed "Achievement Hunter," says meta-game addicted gamers often look to how a game's achievements or trophies are implemented to determine what games they buy. While achievement and trophy statistics are a great way for players to compare themselves to friends, developers are finding completion statistics an invaluable asset to discover how gamers are exploring their worlds. "Achievements and trophies are becoming one of the most easily accessible data mining techniques out there. Because we can pull and see what percentage of gamers is achieving any variety of things, we instantly get a huge amount of feedback about our community."'
gameing  gamedesign  achievements  metagaming  augmentationistsvsimmersionists 
july 2010 by adamcrowe
The American Scholar -- Reading in a Digital Age by Sven Birkerts
'From the vantage point of hindsight, that which came before so often looks quaint with respect to technology. Indeed, we have a hard time imagining that the users weren’t at some level aware of the absurdity of what they were doing. The switchboard operators crisscrossing the wires into the right slots; Dad settling into his luxury automobile, all fins and chrome. The marvel is that all of them—all of us—concealed their embarrassment so well. The attitude of the present to the past depends on who is looking. The older you are, the more likely it is that your regard will be benign—indulgent, even nostalgic. Youth, by contrast, quickly gets derisive, preening itself on knowing better, oblivious to the fact that its toys will be found no less preposterous by the next wave of the young. -- In a lifetime of reading, which maps closely to a lifetime of forgetting, we store impressions willy-nilly, according to private systems of distribution... The source may fade as the sensation remains.'
temes  technology  media  themediumisthemassage  novel  reading  readerlywriterly  augmentationistsvsimmersionists  from delicious
july 2010 by adamcrowe
NYTimes.com -- Mind Over Mass Media by Steven Pinker
'Critics of new media sometimes [cite] research that shows how “experience can change the brain.” But cognitive neuroscientists roll their eyes at such talk. Yes, every time we learn a fact or skill the wiring of the brain changes... But the existence of neural plasticity does not mean the brain is a blob of clay pounded into shape by experience. Experience does not revamp the basic information-processing capacities of the brain. ...the effects of experience are highly specific to the experiences themselves. If you train people to do one thing (recognize shapes, solve math puzzles, find hidden words), they get better at doing that thing, but almost nothing else. Music doesn’t make you better at math, conjugating Latin doesn’t make you more logical, brain-training games don’t make you smarter. Accomplished people don’t bulk up their brains with intellectual calisthenics; they immerse themselves in their fields. Novelists read lots of novels, scientists read lots of science.'
media  themediumisthemassage  synaptics  feedback  augmentationistsvsimmersionists 
june 2010 by adamcrowe
YouTube -- TED: Jane McGonigal: Gaming can make a better world
"21 billion hours of gameplay a week can save the world." As always, good insights and numbers and enthusiasm, but honestly, I think these "Super-Empowered Hopeful Individuals" are going to kick her out of her own party. "WE have to make the real world work more like a game." "Gamers are a human resource that WE can use to do real world work." -- Who's WE, exactly? I'll tell you what WILL change the world: more people designing their own 'games'; more people being systems aware so that paternalistic nudgings – of the WE kind – can't so easily manipulate people into chasing after incentives that aren't their own. How's that for an "EPIC WIN"?
thegamingofeverydaylife  ludotopianism  paternalism  nudge  bravenewworld  JaneMcGonigal  augmentationistsvsimmersionists  peoplearethekillerapp 
march 2010 by adamcrowe
Global Guerrillas -- JOURNAL: Driving Resilience By Building Networks (Comment)
On augmented reality etc. Comment: g48: '...when people become dependent upon things that are not necessary, they become leveraged, they become vulnerable, they become subject to manipulation. What they lose is an increment of resilience, an increment of self-reliance, and an increment of direct contact with others. -- The most resilient technologies are simple machines that can be maintained (and ideally, built) in community workshops with community labor. -- More digital media will not house us, feed us, keep our towns clean, or protect us against attack. It won't lessen the labor of digging a trench for water pipes, as the machine for that purpose is a simple one, hand shovels still work in a pinch. It won't make our food taste better or keep us warm. It won't deepen our capacity for friendship, love, and philosophical or spiritual insight. But it may very well distract us from all of those things, to the point where there is nothing left for us to do, except watch, and be watched.'
criticism  technology  temes  extensionsofman  numbing  augmentationistsvsimmersionists  hackersvsvectoralists  sustainability  resilience 
february 2010 by adamcrowe
New York Times -- Turn On, Tune In, Veg Out
'... every single one of us is as dependent on science and technology - and, by extension, on the geeks who make it work - as a patient in intensive care. Yet we much prefer to think otherwise. -- Scientists and technologists have the same uneasy status in our society as the Jedi in the Galactic Republic. They are scorned by the cultural left and the cultural right, and young people avoid science and math classes in hordes. The tedious particulars of keeping ourselves alive, comfortable and free are being taken offline to countries where people are happy to sweat the details, as long as we have some foreign exchange left to send their way. Nothing is more seductive than to think that we, like the Jedi, could be masters of the most advanced technologies while living simple lives: to have a geek standard of living and spend our copious leisure time vegging out.'
geek  culture  starwars  technology  augmentationistsvsimmersionists  idiocracy  deindustrialization  NealStephenson 
january 2010 by adamcrowe
MIT TechTV – Keynote: Henry Jenkins: Revenge of the Origami Unicorn
7 Core Concepts of Transmedia Entertainment: #Drillability #Mythology: Continuity vs Multiplicity #Immersion & Extractability #World Building #Seriality #Subjectivity #Performance -- On mask play in transmedia activism: "It's a way of taking transmedia back into society and trying to change the world using a shared mythology that shapes our experience." Example: Anonymous [V for Vendetta] vs The Church of Scientology -- It's getting a bit too easy to point to something and say 'transmedia'. HJ: "The best transmedia story of the last few years has been Barack Obama." http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html
transmedia  storytelling  intertextuality  additivecomprehension  performance  augmentationistsvsimmersionists  masks  metaphor  mythology  activism  HenryJenkins 
december 2009 by adamcrowe
io9 -- Reading Is The Best Brain Implant
'The written word implants a story in your brain, but lets you imagine all the details of how people look and move and speak. Even a comic book leaves room between panels for you to fill in an entire world of your own devising. Pundits call the internet the first interactive, social medium, but we all know that is a lie. A book invites you into a collaboration from the very first sentence, where you're given words but must call upon your imagination to stage every scene in your mind's eye. That's why when you read, you get to play creator too.'
reading  readerlywriterly  imagination  synaptics  augmentationistsvsimmersionists  themediumisthemassage  media 
december 2009 by adamcrowe
Wired -- Placebos Are Getting More Effective. Drugmakers Are Desperate to Know Why.
'"To remain dominant in the future, we need to dominate the central nervous system." By attempting to dominate the central nervous system, Big Pharma gambled its future on treating ailments that have turned out to be particularly susceptible to the placebo effect. ...one way that placebo aids recovery is by hacking the mind's ability to predict the future. We are constantly parsing the reactions of those around us—such as the tone a doctor uses to deliver a diagnosis—to generate more-accurate estimations of our fate. One of the most powerful placebogenic triggers is watching someone else experience the benefits of an alleged drug. Researchers call these social aspects of medicine the therapeutic ritual. ...why would the placebo effect seem to be getting stronger worldwide? Part of the answer may be found in the drug industry's own success in marketing its products.'
psychology  marketing  pharmacology  drugs  placebo  performance  therapy  theatre  augmentationistsvsimmersionists  socialproof  mimicry  hype  theadvertisedlife 
august 2009 by adamcrowe
Gamasutra -- The History and Theory of Sandbox Gameplay
'"Sandbox" sometimes challenges traditional narrative, but it always puts something new in its place. ...[it] transforms predetermined narrative into dynamic, responsive narrative. ...the sandbox game distinguished itself by making the responses more significant and meaningful. -- ...a common challenge in sandbox design: player commitment to open story. ...that game design is so fun in itself that, if properly packaged, it can well be reinterpreted as gameplay itself. -- Sandbox play is essentially amoral/non-moral, in the sense that real action is often governed by the hypothetical: "What happens if I run this guy over?" ...until GTAIV, the PC personality was something of a narrative problem; the hero was a bi-polar thug for whom nothing was truly out of character. Such a character is not terribly interesting... With GTAIV, however the scarred warrior turned ironical and embittered anarchist justifies much better the peculiar range of action of a GTA hero.'
*  meta  gaming  play  gameplay  gamedesign  design  sandbox  possibilityspace  space  narrativeenvironments  virtualworlds  simulation  simcity  spore  GTAIV  puppetry  augmentationistsvsimmersionists  storytelling  framing  probabilityspace  narrativearchitecture  causality  contiguity  continuity  morality  realism  psychology  motivation  narrativeacts  emergence  existentialism 
august 2009 by adamcrowe
io9 -- 7 Virtual Reality Technologies That Actually Work
'Here are seven VR technologies that work, and that may yet point the way to truly successful virtual reality. #Multiplayer Online Gaming. One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11.5 million subscribers. Another example is Second Life. The world of Second Life can't really be classified as a game, since the goal seems really just to be to wander around and interact with people, much like the real world. There is even a Second Life Shakespeare Company that performs Shakespeare's works within Second Life. #Project Natal. ...a system that requires no keyboard and no controller, where a user's voice and motions serve as their method for interacting with the system.'
virtualreality  mmorpg  roleplay  worldofwarcraft  augmentationistsvsimmersionists  simulation  interface  design  wii  controllers  gestures  projectnatal  xbox  virtualworlds 
june 2009 by adamcrowe
First Monday -- Storytelling in new media: The case of alternative reality games 2001–2009
'This paper presents five Alternate Reality Game (ARG) case studies which reveal common features and mechanisms used to attract and retain diverse players, to create task–focused communities and to solve problems collectively. Voluntary, collective problem solving is an intriguing phenomenon wherein disparate individuals work together asynchronously to solve problems together. ARGs also take advantage of the unique features of new media to craft stories that could not be told using other media. -- We suggest that the collective story that emerges during an ARG normally supplants the grand or master narrative (Lyotard, 1984) and allows players to become actors and heroes. ...the goal of these games is not to create an alternate reality, but to create a storyline that infiltrates real life. If the drive to solve collective problems could be yoked to a significant social goal, ARGs could result in collective behavior that does more than market media products.'
agile  storytelling  alternativerealitygaming  collectiveintelligence  collaboration  narrativeactivism  puzzle  exogenous  metanarratives  productnarratives  narrativeobjects  objects  narrativeenvironments  augmentationistsvsimmersionists  puppetry  liminality  liminalobjects  rabbitholes  campfires  socialgraph  storygraph  agencyagency  seriousgames  cognitivesurplus  synaptics  #processing  #complexity  thegamingofeverydaylife 
june 2009 by adamcrowe
OnFiction -- The Actor Problem
'For Walton, fiction yields only pseudo-emotions. If we go to the cinema to watch a thriller and feel frightened, this is not real fear. -- Pierce counters Walton's: It is badly misleading, though perfectly ‘natural,’ to say that acting is pretending. To say this connotes that the pretender falsifies himself, though he knows perfectly well who he really is. But the actor-artist is searching for himself through enactment---experimentally finding the other “in” himself, and so finding and developing himself in his freedom. If he is in a production with a pre-established script, the playwright has left a character type to be enacted.' -- In fiction we visit in imagination places we have never seen, we become people whom we are not, we enter many more situations than a lifetime could contain. In doing so we—like Wilshire's actor—undertake mental enactments. Thereby, we discover aspects of ourselves, a perfectly good outcome for the emotions we experience.'
psychology  acting  enactment  reenactment  cognition  fiction  augmentationistsvsimmersionists  reflexivity  transformation 
may 2009 by adamcrowe
The Daily Dish -- In Praise of Silence
"On one level, people have understood the power and importance of silence for a long time. It's why we go to the woods, or the ocean, or up on mountainsides to renew ourselves. And why we take up meditation, or spend time in quiet cathedrals. But even the most majestic mountainside loses a large piece of its power to inspire if it has to compete with a cell phone, text reply, or other efforts to stay connected elsewhere at the same time. Or even to record the moment, instead of simply being in it. We also have an ingrained habit of constant connection that makes disconnecting more difficult. And potentially more painful. Where there's a will there's a way, of course. Which is what makes me suspect that at least part of the constant connectivity movement and technology stems from an inherent desire, within many of us, to have all that distraction. We are not, as a species, hard-wired for solitude. We're social animals, made to exist in tribes and packs. And yet ..."
sousveillance  augmentationistsvsimmersionists  attention  tethered  self  distraction  solitude 
may 2009 by adamcrowe
Telegraph -- 'We don't need a Twittericulum'
'"Think of a princess, a beautiful princess locked up in a tower. Think about how she must feel, yearning to escape. Now, imagine you are reading a book about that princess, engrossed in what is to become of her. You feel for her, you care about her, you want her to escape. Yes?" she asks. Ah, yes, I suppose so, I nod, wondering where we are going. "You see," she says flashing her trademark, wide-mouthed smile. "Don't tell me youngsters playing a computer game in which the princess is locked in the tower give a stuff if she gets out or not. They don't. They don't because those sort of computer games aren't about empathising with or understanding her plight. She is just there as a goal. The game is all about getting her out of the tower because that means they win. Game over. It's all so meaningless. In the truest sense of the word," she says shaking her head in exasperation. "It… means… nothing," she says slowly, drumming her red fingernails on her desk to emphasise each word.' -- True
*  psychology  thegamingofeverydaylife  gaming  behaviours  augmentationistsvsimmersionists  immersion  imagination  empathy  emotionalintelligence  simulation  numbers  points  continuouspartialattention  attention  concentration  intermittentvariablerewards  feedback  addiction  virtuality  reality  children  learning  education  socialmedia  twitter  boredom 
april 2009 by adamcrowe
Sherry Turkle – Computer Games As Evocative Objects: From Projective Screens To Relational Artifacts (PDF)
"We relate to [computational objects] as psychological machines, not only because so many of these new objects might be said to have primitive psychologies, but because they cause us to reflect upon our own." -- 'In some ways, Case's description of his inner world of actors who address him are capable of taking over negotiations is reminiscent of the language of people with MPD. But the contrast is significant: Case's inner actors are not split off from each other or his sense of "himself." He experiences himself very much as a collective self, not feeling that he must goad or repress this or that aspect of himself into conformity. He is at ease, cycling through from Katherine Hepburn to Jimmy Stewart. To use [Philip] Bromberg's language, online life has helped Case learn how to "stand in spaces between selves" and still feel one, to see the multiplicity and still feel a unity.'
psychology  simulation  aliveness  gaming  evocativeobjects  objects  computers  collective  distributed  self  selfobjects  multiplepersonalitydisorder  multitude  MUDs  mmorpg  behaviours  roleplay  gender  transformation  therapy  acting  reflexivity  relationalobjects  augmentationistsvsimmersionists  SherryTurkle  pdf  mecosystem 
january 2009 by adamcrowe
if:book -- more compelling than choice
Comment: Barbara Fister: "... an amorphous, self-organizing group that works to sustain a story - that reminds me of what it felt like as a kid to play "let's pretend" with a group, all working off the same premise. I haven't had that experience as an adult, and I remember exactly when we all looked at each other and realized we were too old to do anymore. We had become self-conscious and it ruined the improvisational ability to make stuff up on the fly together. I'd love to have that experience again!" -- :((
play  roleplay  improvisation  acting  performance  design  immersion  augmentationistsvsimmersionists  alternativerealitygaming  storytelling  narratology  improv 
november 2008 by adamcrowe
Infothought -- Nick Carr: "Is Google Making Us Stupid?", and Man vs. Machine
"I've often wished there was what I call "technology-positive social criticism"... criticism of techo-hype often seems to end up couched in a certain type of fogeyism (which alienates tech types) because there's no power-center for that criticism."
criticism  paradigms  scale  thinking  doublethink  technology  media  literacy  ecology  mediaecology  literaryculturevsoralculture  augmentationistsvsimmersionists  hackersvsvectoralists 
july 2008 by adamcrowe
RN Book Show -- The Science of Fiction
"Cognitive scientists at the University of Toronto in Canada claim to have found that reading fiction affects our psychology, in effect re-wiring our brains as we process the emotional ebb and flow of character and plot."
reading  readerlywriterly  storytelling  archetypes  fiction  psychology  empathy  emotionalintelligence  augmentationistsvsimmersionists  storygraph  mp3  via:courtneykuehn 
july 2008 by adamcrowe
Wired -- Why In-Game Ads Just Won't Work
'This enhanced realism is based entirely on the idea that ads permeate our daily lives to the extent that any recreation of reality lacking them will be unconsciously seen as less than perfect.' -- IF Ads THEN Ads++
advertising  gaming  strangeattractors  augmentationistsvsimmersionists  verisimilitude  realism  productplacement  theadvertisedlife  kipple 
june 2008 by adamcrowe
The New Yorker -- Saving the World Through Game Design (Online Only Video)
“World of War Craft…is the best-designed reality of all time. What’s great about it is that the minute you log onto the game you have a display of all the people who want to be your allies. They want to collaborate with you. They want to help you. You have a clear mission and a purpose. [The mission] is important because there is a narrative around the importance of your quest. And your getting constant real-time feedback about levels that you’re achieving and talent points you’re amassing. And [it’s] just an incredible amount of info designed to make you feel like a hero, to help you collaborate with other people and to make you successful. We don’t have the kind of display and these kinds of alliances in real life. For people who play these games it’s real discouraging. They want real life to work more like this game.”
JaneMcGonigal  design  thegamingofeverydaylife  worldofwarcraft  augmentationistsvsimmersionists  immersion  gaming  alternativerealitygaming  seriousrealitygaming  SRG  worldwithoutoil  simulation  simulacra  psychology  consciousness  collaboration  criticaldesign  literacy  do 
june 2008 by adamcrowe
Terra Nova -- A New Virtual World Winter?
"If you could embed a small world into your Facebook page, why would you take all the trouble to go to a big alternate universe walled off from the web?"
virtuaworlds  platforms  serviceecologies  socialdesign  augmentationistsvsimmersionists 
june 2008 by adamcrowe
Guardian - The house where real and virtual worlds meet
"There is a drive to use virtual spaces for other types of remote sensing, such as monitoring vulnerable natural environments."
virtualworlds  netaverse  simulation  narrativeenvironments  storytelling  objects  narrativeobjects  augmentationistsvsimmersionists  augmentedreality 
march 2008 by adamcrowe
YouTube - Star Wars according to a 3 year old.
Love how she says, "we blowed it up together". We! Gotta love kids and their porous sense of self.
starwars  children  augmentationistsvsimmersionists 
march 2008 by adamcrowe
Terra Nova -On the Convergence of Virtual Worlds and Social Networking Sites
"Virtual worlds are a rare medium of social interaction that can enable you to transcend your real-world social statuses. But if your real-world persona is connected to your 3D avatar via a profile, you will be much less able to transcend it."
augmentationistsvsimmersionists  identity  roleplay  status  virtualworlds  asynchronous  communication  socialobjects  profile  socialnetworking  behaviours  psychographics  psychology  self  performance  design  masks  class  age  privacy  leaky 
february 2008 by adamcrowe
Kzero - Augmentalists vs Immersionalists. Which one are you?
"A majority of 44.2% of the research participants opted for ‘Keep me just about the same as I am’, whilst the opposite, ‘I would dramatically alter my physical appearance’ represented 14.7%."
augmentationistsvsimmersionists  virtualworlds  socialnetworking  socialgraph  storygraph  behaviours  psychographics  avatars  self  privacy  identity  roleplay  acting  people 
february 2008 by adamcrowe
Blackbeltjones - Glanceable Pored-Over
"the best interaction and information design is stuff that can be glanced-at or pored-over but unfortunately, most commercial interaction design falls between these two stools, in the ‘don’t make me think’ category."
*  attention  design  thinking  engagement  ambient  interaction  glanceable  participation  immersion  augmentationistsvsimmersionists  via:russelldavies 
january 2008 by adamcrowe
Metaversed.com - The Future of Content: Watching the Detectives
"Eventually such entrepreneurs will prevail, however, in the long run in the Long Tail because ultimately, people don't want others telling their story for them; they want to tell it themselves."
advertising  media  tv  entertainment  socialmedia  brandedenvironments  virtualgoods  virtualworlds  transmedia  augmentationistsvsimmersionists  narrativeenvironments  objects  narrativeobjects  storytelling  narrativeactivism  content  television 
december 2007 by adamcrowe
New York Times - Coke Promotes Itself in a New Virtual World
"And while people who frequent social networks tend to depict themselves truthfully, people setting up avatars in virtual worlds are probably creating fantasy figures so their actions may be less useful to advertisers." Then make a fantasy Coke!
virtualworlds  coca-cola  marketing  advertising  There  augmentationistsvsimmersionists  roleplay  behaviours 
december 2007 by adamcrowe
Guardian - MTV starts own virtual world
MTV = MeTaVerse. -- Release: "MTV will be responsible for target group communication and the editorial preparation of the content." Not so fast. You've got 'governance' problems to deal with. Good luck with that!
mtv  virtualworlds  entertainment  narrativeenvironments  storytelling  objects  narrativeobjects  advertising  governance  worldvsplatform  augmentationistsvsimmersionists  performance  design  * 
december 2007 by adamcrowe
CNN - China Leads the US in Digital Self-Expression
"Our findings show that Chinese youth experience this new emotional space-the 'emobytes'-more intensely than young Americans" - [Respondents] "Online interactions have broadened my sense of identity" - "Online interactions have made me more self-aware"
*  behaviours  internet  web  digital  youth  china  america  technographics  privacy  anonymity  identity  roleplay  psychology  research  numbers  avatars  immersionst  virtualworlds  friendship  relationships  augmentationistsvsimmersionists 
november 2007 by adamcrowe
Virtual Worlds News - Cyworld Announces Plans to go 3D
Shin Cho, co-CEO, Cyworld: "The key difference between Cyworld 3D and Second Life is that... Second Life mostly provides ready-made content, while Cyworld 3D will focus on providing user-created content." -- WHAT?!
cyworld  3d  virtualworlds  content  immersion  collaboration  worldvsplatform  augmentationistsvsimmersionists 
november 2007 by adamcrowe
New York Times - Pay Me for My Content
"People happily pay for content in certain Internet ecosystems, provided the ecosystems are delightful. People love paying for virtual art, clothing and other items in virtual worlds like Second Life, for instance."
aggregation  content  intellectualproperty  free  virtualgoods  virtualworlds  businessmodels  art  creativity  place  hackersvsvectoralists  economics  immateriallabour  affectivelabour  work  augmentationistsvsimmersionists  immersion  narrativeenvironments  storytelling  objects  narrativeobjects 
november 2007 by adamcrowe
Raph Koster - Facebook virtual worlds
"... fundamentally, most people *check* Facebook, you don’t *live* on Facebook. It’s about bursts of time. As a result, the most popular game is Scrabulous, which is turn-based."
virtualworlds  facebook  gamemechanics  games  design  gameplay  augmentationistsvsimmersionists  behaviours  place  socialnetworking 
november 2007 by adamcrowe
Kotaku - Advertising: The Blurred (Marketing) Line Between Games and Reality
Comment: "I'd rather have better MMOs... make it free, then use gimmicks like item sales to make money, and thereby making the best things in the game world attainable by being purchased only, thus ruining the immersion the game was attempting to create."
advertising  china  mmorpg  gaming  tourism  travel  businessmodels  virtualworlds  augmentationistsvsimmersionists 
november 2007 by adamcrowe
uWorld
"uWorld is a Matrix-kind World with NHCI(Natural Human Computer Interaction). uWorld gives them an opportunity to reincarnate themselves in this fascinating virtual world, and accomplish the life goals that they’ve been dreaming of all the time."
china  virtualworlds  web  3D  augmentationistsvsimmersionists  intellectualproperty 
october 2007 by adamcrowe
BBC - Universal avatars bestride worlds
"While the character's appearance may change depending on where it is taken, its basic characteristics, such as looks and underlying personal data, would be retained."
avatars  augmentationistsvsimmersionists  selfservers  virtualworlds  lindenlab 
october 2007 by adamcrowe
Christine Rosen - Virtual Friendship and the New Narcissism
'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.”'
*  socialnetworking  behaviours  identity  weakties  communities  curation  extensionsofman  skin  immunesystem  archetypes  personality  roleplay  augmentationistsvsimmersionists  attention  solipsism  self  selfservers  portraits  psychology  emotionalintelligence  literaryculturevsoralculture  facebook  myspace  panopticon  surveillance  sociology 
october 2007 by adamcrowe
Christine Rosen - Virtual Friendship and the New Narcissism
"Since there are only a few archetypes, ideals, or icons to strive for... it is an overwhelmingly dull sea of monotonous uniqueness, of conventional individuality, of distinctive sameness.. idiosyncrasies stand out better than grandeur in this new domain"
*  socialnetworking  behaviours  identity  weakties  communities  curation  extensionsofman  skin  immunesystem  archetypes  personality  roleplay  augmentationistsvsimmersionists  attention  solipsism  self  selfservers  portraits  psychology  emotionalintelligence  literaryculturevsoralculture  facebook  myspace 
october 2007 by adamcrowe
Guardian - User-generated gaming
"PlayStation3's Little Big Planet walked away with the Best Original Game award... Yet the reaction from some of has been surprising. Forum members on several sites appear aghast that a "a phyics [sic] simulator/level editor" would take such a prize."
gaming  content  themediumisthemessage  games  platforms  augmentationistsvsimmersionists  businessmodels  interface  entertainment  collectiveintelligence  crowdsourcing  modification  mods  levels  thegamingofeverydaylife  media 
august 2007 by adamcrowe
Behind the Buzz - Chaotic Fiction
"Chaotic Fiction - an Alternate Reality in which the players interact with the characters to create the story as it goes, not really about puzzle solving to find the next chapter, but based on interaction between characters and players."
*  chaoticfiction  alternativerealitygaming  augmentationistsvsimmersionists  augmentedreality  gaming  epistolary  gameplay  games  mystery  puzzle  acting  roleplay  scripting  levels  eastereggs  experience  brands  interaction  design  marketing  storytelling  transmedia  rabbitholes  dci  thegamingofeverydaylife  propagation 
july 2007 by adamcrowe
Wired - Embedding Ads Into Games Seemed Like a Good Idea
"Discovery paid to develop two new levels of gameplay that it offered free on Xbox Live. The result: Downloads far exceeded expectations, ratings were great, and fanboys sang Discovery's praises."
gaming  advertising  levels  gameplay  games  design  behaviours  research  immersion  liminality  space  ambient  media  narrativeenvironments  storytelling  objects  narrativeobjects  dci  augmentationistsvsimmersionists 
july 2007 by adamcrowe
Wired - How Madison Avenue Is Wasting Millions on a Deserted Second Life
"Companies say, 'It's an experiment but what are they learning?" Tobaccowala asks. "Basically, they're learning how to create an avatar and walk around in Second Life." Which is fine if that's what you want to do. Just don't expect to sell a lot of Coke"
advertising  marketing  electricsheep  brands  backlash  socialmedia  virtualworlds  augmentationistsvsimmersionists  businessmodels 
july 2007 by adamcrowe
Broader Perspective - Capitalist or Socialist Upload Scenario?
Issues/problems... "The real question is what processing power will become available to digital intelligences post-upload or post-creation and the resulting evolution and goals which may become at odds with those of biological humanity. (?)"
transhumanism  posthumanism  singularity  augmentationistsvsimmersionists  internet  web  extensionsofman  centralnervoussystem  immunesystem  collectiveintelligence  selfservers  evolution  uploading 
july 2007 by adamcrowe
Wired - Martha Stewart Geeks Out for Wired's Annual How To Guide
Stewart: ""You own it if you made it." You don't own the pie if you buy it. You just don't. Nothing is better than taking the pie out of the oven. What it does for you personally, and for your family's idea of you, is something you can't buy."
geeks  geeking  building  creativity  technology  media  augmentationistsvsimmersionists  design  interaction  relationalobjects  objects 
july 2007 by adamcrowe
Serious Games Interactive
"Serious Games Interactive develops computer games that are high quality products, making them able to stand up to other commercial titles but also a natural teaching material for teaching in schools." -- Some papers to read in the 'Resources' section
seriousgames  gaming  learning  simulation  narrativeenvironments  storytelling  augmentationistsvsimmersionists  dci  scenarioplanning  thegamingofeverydaylife 
july 2007 by adamcrowe
innovation playground - The 7 Basic Rules of Social Network Design for Marketers
Basically, either build a better Facebook or bugger off. We all prefer the second option. Of course, you never cared/dared to ask.
socialmedia  socialnetworking  brandedutility  brands  marketing  businessmodels  backlash  attention  identity  augmentationistsvsimmersionists  privacy  datamining 
july 2007 by adamcrowe
Rory Sutherland - One last Cannes observation
"Yet a bunch of people whose experience of humanity seems confined to their contemporaries at art-school is allowed to presume a ludicrous degree of visual literacy and deconstruction on the part of the everyday public."
literaryculturevsoralculture  readerlywriterly  semiotics  semiology  advertising  augmentationistsvsimmersionists 
july 2007 by adamcrowe
Aleks Krotoski - Social Networks in virtual worlds:
Video: Includes an overview, interactions in cyberspace, Places of collaboration in SL, Places of friendship in SL, Social Learning Theory and How to measure this."
virtualworlds  augmentationistsvsimmersionists  socialnetworking  video  presentations 
july 2007 by adamcrowe
blog.pmarca.com - Analyzing the Facebook Platform, three weeks in
"The third is that you cannot create your own world -- your own social network -- using the Facebook platform. You cannot build another Facebook with it."
facebook  platforms  media  ning  socialmedia  networks  socialnetworking  augmentationistsvsimmersionists  hackersvsvectoralists  api  businessmodels  internet  web  development  communities  design 
june 2007 by adamcrowe
Guardian - Inside IT: How we have been fooled by utopian visions of the future
Initial thought is this guy is confused: "What he wants is to show how we're told that the importance of a new technology lies not in what it can do in the here and now, but what the more advanced models might be able to do one day." Will read his book
technology  utopia  dystopia  media  McLuhan  ideology  information  immateriallabour  augmentationistsvsimmersionists  singularity  transhumanism  psychology  culture  governance  "capitalism" 
june 2007 by adamcrowe
Broader Perspective - This is a Transparent Society
Design Noir theme. How can we design for this? Will we start hiding from our possessions? "One has to assume that everything one does or says in public or semi-public environments is being recorded and will be increasingly played back. "
design  designnoir  privacy  identity  selfservers  lifecasting  surveillance  cctv  mirrorworlds  metadata  video  media  extensionsofman  centralnervoussystem  immunesystem  augmentationistsvsimmersionists 
june 2007 by adamcrowe
microscopiq - It Ain’t Easy Being Mii
"... your Mii has a life of its own ... It’s an interesting place to be because nobody has quite been there before... creating a strong connection between the player and their avatar by making it look like you, while being someone else entirely."
nintendo  avatars  softwareagents  virtualworlds  virtuality  psychology  roleplay  artificiallife  immersion  augmentationistsvsimmersionists  selfservers  identity 
april 2007 by adamcrowe
Guardian - Virtual drug taking pushes online users to far-out alternative reality
"And if Red Light Center's nascent drug culture takes off, avatars will soon be clamouring for effective treatments for addiction and withdrawal. Even in the virtual world, there is such a thing as too much entertainment."
virtualworlds  drugs  psychology  extensionsofman  centralnervoussystem  simulation  JeanBaudrillard  avatars  augmentationistsvsimmersionists 
april 2007 by adamcrowe
Henry Jenkins - Notes from a New World: Interview with Wagner James Au (Part One)
"For the most part, there is no tension, because the native participatory culture hardly knows the corporations are even there, or care all that much that they are."
virtualworlds  augmentationistsvsimmersionists 
april 2007 by adamcrowe
Law.com - If a Tree Falls in a Virtual Forest, Who Owns the Lumber?
'"The question is: Do the non-negotiable contracts that let you participate and buy things in games, do they trump any possible property interest you might acquire in the game?"'
virtualworlds  law  intellectualproperty  business  content  augmentationistsvsimmersionists 
april 2007 by adamcrowe
InformationWeek - Why Online Games Are Dictatorships
"Second Life [has] a crafting economy based on creating and exchanging virtual objects... these objects are artificially scarce... the ability of these objects to propagate freely throughout the world is limited only by the software that supports them."
virtualworlds  gaming  democracy  economics  politics  money  communities  civility  intellectualproperty  augmentationistsvsimmersionists 
april 2007 by adamcrowe
Talent imitates, genius steals - Digitourists and Digitravellers
Sarah Morning's excellent paper: 'The Digital Consumer' Contrasts Digitourists (passives) and Digitravellers (interactives). Pass it on.
branding  digital  planning  media  storytelling  transmedia  consumerism  behaviours  demographics  virtuality  space  place  mapping  navigation  augmentationistsvsimmersionists  themediumisthemessage 
april 2007 by adamcrowe
Reuters/Second Life - Comverse demos Second Life on mobile phones
"Comverse has created an application that runs Second Life on Java-enabled mobile phones, along with other software that allows integrated SMS and instant messaging and the streaming of mobile video directly in-world."
virtualworlds  mobile  augmentationistsvsimmersionists  IM  avatars  selfservers 
april 2007 by adamcrowe
Gwyn’s Home - The Schism Around Voice: Multicasting vs. Broadcasting
EXTREMELY INSIGHTFUL thoughts on SL voice functionality: "A few [immersionists] will survive on their ghettos, they will be freaks, outcasts, but still enjoy SL, of course, in their tiny text-based communities. They will be ignored and disregarded."
virtualworlds  voice  augmentationistsvsimmersionists  augmentedreality  extensionsofman  mouth  ear  identity  privacy  roleplay  behaviours  immersion  evolution  artificiallife  * 
april 2007 by adamcrowe
Morph VOX Pro - Voice Changing Software
"Change your voice in online games, instant messaging, and the studio. Try our voice changer software!"
gaming  software  virtualworlds  privacy  identity  augmentationistsvsimmersionists  voice  avatars 
april 2007 by adamcrowe
Gwyn’s Home - Home: No Place Like SL?
ExtropiaDaSilva: "after June 07 immersionists will be a dying breed... would it not be a simpler and quicker option to simply head for Home, which was built to cater exclusively for the consumerist-augmentist from day one..." Great comments, too.
ExtropiaDaSilva  virtualworlds  home  playstation  augmentationistsvsimmersionists  consumerism  content  avatars  roleplay 
april 2007 by adamcrowe
Wired 14.04: When Virtual Worlds Collide
"But if you view your avatar as an extension of yourself, moving from EverQuest to World of Warcraft is like volunteering for a lobotomy. You have to surrender the skills you've cultivated, along with all your (other)worldly possessions."
avatars  virtualworlds  matrix  extensionsofman  selfservers  softwareagents  replicants  augmentationistsvsimmersionists  simulation  gaming  lifecasting  identity 
april 2007 by adamcrowe
Gamesblog - GTA IV spectre looms, courts controversy
"But the best quote comes from a well-meaning political spinster City Councilman, who claims: Setting Grand Theft Auto in the safest big city in America would be like setting Halo in Disneyland."
gaming  storytelling  narrativeenvironments  virtualworlds  violence  simulation  verisimilitude  psychology  behaviours  augmentationistsvsimmersionists  tagdescription 
april 2007 by adamcrowe
PSFK - Where Is Your Avatar?
"As the real/virtual line continues to blur, what's next? With the growing acceptance and creation of avatars and their realms, could avatar brands, celebrities, and a unique avatar culture be so far behind?"
avatars  softwareagents  software  augmentationistsvsimmersionists  augmentedreality  extensionsofman  body  selfservers  replicants  transhumanism  virtualworlds 
april 2007 by adamcrowe
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