Kids, Parents, and Video Games Video games stir up more controversy between kids and parents than almost anything else. Kids love 'em - and parents, well, at best have mixed feelings about them. There is a terrific recent book which addresses many of the issues surrounding video games. Electronic Classroom: September 1997 Exploring Literacy Column from RT Caity's Question: Literacy as Deixis on the Internet Donald J. Leu, Jr. Syracuse University Syracuse, New York, United States Character-Driven Game Design: Characters, Conflict, and Gameplay Petri Lankoski Staffan Björk In GDTW2008 Proceedings, Liverpool John Moores University, UK (12th – 13th Nov). Contemporary computer and video games utilize characters in large extent.
Game Studies - Creative Player Actions in FPS Online Video Games: Playing Counter-Strike by Talmadge Wright, Eric Boria and Paul Breidenbach Introduction The global sale of computer and console games now exceeds $10 billion dollars annually, inducing further integration of the entertainment, computer and military industries (Poole 2000). Cassell and Jenkins (1999), Bryce and Rutter (2000, 2001) and Manninen (2001) in the academic world and Herz and Pietsch (1997) and Poole (2000) in the trade-book market have begun to address the implications of this integration by examining the changes in social relationships resulting from the expansion of new 3D gaming technology employed in one genre of games, the multiplayer, first-person "shooter" (FPS) games.
Envisioning the Post-LMS Era: The Open Learning Network (EDUCAUSE Quarterly Key Takeaways Although central to the business of higher education, the LMS has also become a symbol of the status quo that supports administrative functions more effectively than teaching and learning activities. Personal learning environments offer an alternative, but with their own limitations. A game we all win: Dumping DRM can increase sales while reducing piracy The standard line that Digital Rights Management (DRM) functions as a bulwark against online music piracy is being challenged by a trio of economists from Rice and Duke Universities. Their game theory research sides with a growing sentiment that DRM technologies which restrict music file copying and moving sometimes encourage illegal file sharing instead. "In many cases, DRM restrictions prevent legal users from doing something as normal as making backup copies of their music," contends one of the researchers, Dinah Vernik, assistant professor of marketing at Rice's Jones Graduate School of Business.
The 7 Most Unintentionally Creepy Places on the Internet The Internet is enormous. And given that it has, up to this point, been almost completely anonymous it's not surprising there are some pretty strange parts. So it takes a mind-bending, almost admirable level of dedication to stand out among the tangle of crazy. These are seven websites that prove the internet can still make the hairs on the back of your neck stand on end ... Intellect Ltd. Call for Papers Contributors are asked to follow JGVW's Notes for Contributors and the Intellect Style Guide The Journal of Gaming & Virtual Worlds (JGVW) is a peer-refereed, international journal that focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic, pedagogical and professional approaches to the study of electronic games across platforms and genres, as well as ludic and serious online environments such as massively multiplayer online role-playing games and Second Life™. JGVW aims at researchers and professionals working in and researching creative new media and entertainment software around the globe, and seeks to document, harmonize, juxtapose and critically evaluate cutting-edge market trends and technological developments, as well as sociocultural, political, economic and psychological concerns. Prospective guest editors are invited to approach the Associate Editors with a proposal for a themed issue or series.
A Declaration of the Independence of Cyberspace by John Perry Barlow <email@example.com> 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. You are not welcome among us. You have no sovereignty where we gather. We have no elected government, nor are we likely to have one, so I address you with no greater authority than that with which liberty itself always speaks.
What’s the “problem” with MOOCs? « EdTechDev In case the quotes didn’t clue you in, this post doesn’t argue against massive open online courses (MOOCs) such as the ones offered by Udacity, Coursera, and edX. I think they are very worthy ventures and will serve to progress our system of higher education. I do however agree with some criticisms of these courses, and that there is room for much more progress. I propose an alternative model for such massive open online learning experiences, or MOOLEs, that focuses on solving “problems,” but first, here’s a sampling of some of the criticisms of MOOCs. Criticisms of MOOCs
Virtual people to get ID checks 29 July 2011Last updated at 01:12 Is that cyclops the same one you saw yesterday? The faces and behaviour of online avatars could help identify the people controlling them, scientists believe. Using both characteristics, researchers hope to develop techniques for checking whether the digital characters are who they claim to be. Such information could be used in situations where login details are not visible or for law enforcement. Impersonation of avatars is expected to become a growing problem as real life and cyberspace increasingly merge.
Teddy Wayne: Sharing on the Internet The popular social blogging site Tumblr is hiring writers and editors to cover the world of Tumblr.—The Times.Facebook and Twitter Could Be Good for Your Brain: New research supports the health of social networking.—WebProNews. Hey, you—yes, you, scanning past me for celebrity news. Did you fail to notice what I’m about?