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Code is Law – Traduction française du célèbre article de Lawrence Lessig – Framablog. It’s not Cyberspace anymore. — Data & Society: Points. It’s not Cyberspace anymore.

It’s not Cyberspace anymore. — Data & Society: Points

It’s been 20 years — 20 years!? — since John Perry Barlow wrote “A Declaration of the Independence of Cyberspace” — a rant in response to the government and corporate leaders who descend on a certain snowy resort town each year as part of the World Economic Forum (WEF). Picture that pamphleteering with me for a moment… Governments of the Industrial World, you weary giants of flesh and steel, I come from Cyberspace, the new home of Mind. On behalf of the future, I ask you of the past to leave us alone. I first read Barlow’s declaration when I was 18 years old.

Twenty years after Barlow declared cyberspace independent, I myself was in Davos for the WEF annual meeting. What I heard left me conflicted and confused. Walking down the promenade through the center of Davos, it was hard not to notice the role of Silicon Valley in shaping the conversation of the powerful and elite. A Big Dose of AI-induced Hype and Fear Welcome to Babel The Internet Is Us.

Construire (3/5) : La construction, passion ludique. Troisième temps numérique d'une semaine consacrée au verbe "construire".

Construire (3/5) : La construction, passion ludique

Nous plongeons dans l'univers des jeux vidéo, pour parler de ce qui s'y construit. Avec Olivier Mauco, docteur en sciences politiques spécialiste des jeux vidéos et Bill Silverlight, joueur de Minecraft et créateur de la chaîne gaming multilingue LanguageCraft. Nous évoquons la place de la construction dans les jeux vidéo, les possibilités infinies qu'ils offrent et leurs imaginaires géographiques.



Schuler (Eds.). (1997). Reinventing Technology, Rediscovering Community: Critical Explorations of Computing as Social Practice. Ablex Publishing. Anderson, B., K. Tracey. (2001). Aporta, C., E. Argyle, K. (1996). Axelsson, A., Å. Aycock, A., N. Second life. Tables rondes Mardi 15 juin, 16h-19h, Salle des Actes, 45 rue d’Ulm 75005 Réalité, identité, communication et moralité dans les mondes virtuels.

Second life

Les mondes virtuels ne datent pas d’hier. Metaverse Law. Terra Nova. As my Pandaran reached level 100 in World of Warcraft, knowing that 10 million other people were playing alongside me, and something over 100 million accounts had been created over the decade lifetime of that influential game, I couldn’t help but think of how much I personally like some of the most unpopular games.

Terra Nova

If our goal is to study “popular culture,” then of course popularity matters. But there are so many other scientific, scholarly, and personal goals we might legitimately have! Experimental studies typically use small Ns of research subjects. Ethnographies of cultures often study low-population societies. How many books did Bronislaw Malinowski write about the inhabitants of the Trobriand Islands, a society that today Wikipedia tells me has only 12,000 members and must have had fewer nearly a century ago?

When the magazine New Scientist asked me what was the best game of the year, back in 2010, I could not resist answering A Tale in the Desert 5. Sociologists invade World of Warcraft, see humanity’s future. In their continued quest to plumb the mysterious depths of human interactions, some sociologists have stopped watching people—and started watching their avatars.

Sociologists invade World of Warcraft, see humanity’s future

And the US government is paying them to do it. While playing World of Warcraft and traipsing through Second Life might not sound like traditional academic disciplines, they are increasingly important for research into virtual communities. This burgeoning subdiscipline even has its own publication, the Journal of Virtual Worlds Research, edited by Jeremiah Spence. What gets studied? Gold farming, "goon culture," griefing, entrepreneurial activity, intimacy, even "The Visual Language of Virtual BDSM Photographs in Second Life," which appeared in the most recent issue of the journal. That last piece, by Professor Shaowen Bardzell of Indiana University, relied on "two years of ethnographic observation, interviews, and artifact analysis" to suggest that "BDSM fantasy in Second Life is far more than a sexual pastime...

Plenty to say.