ACRL-NEC 2008 presentation

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    ACRL-NEC 2008 presentation - Presentation Transcript

    1. Cyberculture, Academia, and the New Web University of Connecticut ACRL/NEC 2008 conference
    2. Plan of the talk
      • Pieces of Web 2.0
      • Gaming the world
      (Vermont trees and sky, winter 2008)
    3. Plan of the talk
      • Not talking about:
      • Mobile/ wirelessness
      • “ Web 3.0”
      (Second Life message, 2006)
    4. Thematics
      • Emergence in
      • time and space
      • Pedagogy
      • Open determinism
      (“Sorpdragon,” Voicethread 2007)
    5. Memes
      • Shadow IT
      • Storytelling
      • Giants
      (Middlebury bridge, January 2006)
    6. One odd metaphor
      • Web 2.0 and education is like gaming and education: awareness is challenging
      • Huge, financially and quantitatively successful worlds
      • Global and rapidly developing scope
      • Bad anxieties, policies, and media coverage
      • Perceived lack of seriousness
    7. Five responses
      • Web 2.0 and education is like gaming and education: intersections are happening
      • Take advantage of preexisting projects and services
      • Mod/warp/hack
      • DIY
      • Literacy: new media
      • Influence
      (World of Warcraft)
    8. I. Web 2.0
      • (Web 2.0 Bullshit Generator, http://emptybottle.org/bullshit/ )
      • “ Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.”
      (David Sifry, April 2007 )
    9. (Flickr blog, March 2008)
      • Will YouTube kill the podcasting star?
      (eMarketer, February 2008; Via Podcasting News)
    10. (Le Monde, January 14 2008)
    11. (March 2008 http://wikimediafoundation.org/wiki/Press_releases/10M_articles )
      • The term’s history: Tim O’Reilly, 2005
      • Expands “social software”
      • Draws on Web history
      • Microcontent, rather than sites or large documents
      (NITLE blog Liberal Education Today, http://b2e.nitle.org )
    12. I. Web 2.0
      • Multiply authored microcontent
      • Open content and/or services and/or standards…
      (Pepysblog, 2003-)
      • … leading to networked conversations
      (Pepysblog, 2003-)
      • O’Reilly: Web 2.0 is a platform for development
      • Open APIs
      • Access to data
      • Virtue of the lazyweb
      ( http://www.hurricanearchive.org/ , Center for History and New Media,George Mason University)
      • Programming staff
      • Perceived recognition
      • Web 2.0 components, movements
      • Collaborative writing platforms: the wiki way
    13. -Viégas, Wattenberg, Dave (Historyflow, IBM, 2004) Wikis are (often) textually productive
      • Web 2.0 components, movements
      • collaborative writing platforms: the blogosphere
      (Radio Open Source blog/podcast)
      • State of the blogosphere, more
      • Diversity: diaries, public intellectuals, carnivals, knitters, moblogs, warblogs home and abroad…
      • 12 people million using three platforms, including LiveJournal: majority women (Anil Dash, MeshForum 2006)
      NIH guidelines, http://www.ncbi.nlm.nih.gov/books/bv.fcgi?rid=citmed.section.61024
      • What’s happened since “podcasting” in 2004? Neologisms:
      • godcasting
      • nanocasting
      • podfading
      • podsafe
      • podspamming
      • podvertising
      • porncasting
      (Missing Link podcast, Southwestern University)
      • Web 2.0 influences rich media: video
      (Gootube? Suetube?)
      • Videoblogging
      • (vlog? vog?)
      (Ask a Ninja; Rocketboom; Howard Rheingold)
      • Social object: the person
      • FaceBook
      • MySpace
      • LinkedIn
      • ZoomInfo
      • CyWorld…
      “ Less than four years after its launch, 15 million people, or almost a third of the country's population, are members.” ( BusinessWeek , September 2005)
      • Social organization of information, new forms: folksonomy
      • Search
      • Retrieval
      • Self-awareness
        • http://del.icio.us/
        • for DoctorNemo
      • Community surfacing
      • Ontology
      • Concepts
      • Collaborative research
    14. Keeping up
      • NITLE workshop tag cloud, 2008
      • Extrapolating principles: Ton Zylstra on the social object:
      “ In general you could say that both Flickr and del.icio.us work in a triangle: person, picture/ bookmark, and tag(s). Or more abstract a person, an object of sociality , and some descriptor...” (Zylstra in Second Life, 2007)
      • “… In every triangle there always needs to be a person and an object of sociality . The third point of the triangle is free to define[,] as it were.”
      • - http://www.zylstra.org , 2006
      • (emphases added)
      • (“Online Communities”, XKCD, April 2007 )…
      For academia, this can seem a bit overwhelming
      • (“Online Communities”, XKCD, April 2007 )
      • Already out of date
      For academia, this can seem a bit overwhelming
      • Flickr and storytelling
      • Tell a story in 5 frames group
      “ Gender Miscommunication”, Nightingai1e, 2006
    15.  
    16.  
    17.  
    18. “ Gender Miscommunication” (Nightingai1e, 2006)
    19. Social photo stories
      • Or remix social media into narratives
      • Example: "Farm to Food", Eli the Bearded (2008)
      • Library of Congress collections
    20. Social photo stories
    21. Social photo stories
    22. Social photo stories
      • Flickr, Tell A Story in Five Frames group ( http://www.flickr.com/groups/visualstory/ )
      Example: "Food to Farm", Eli the Bearded (2008)
    23. Social photo stories Example: "Food to Farm", Eli the Bearded (2008)
    24. Social photo stories
      • Pedagogies:
      • Remix
      • Archive work
      • Social presentation
      • Visual literacy
      ( http://www.flickr.com/groups/visualstory/discuss/72157603786255599/ ; http://www.flickr.com/photos/library_of_congress/ )
      • Social workshopping
      In the Tell a story in 5 frames group, 'Alone With The Sand' , moliere1331 (2005)
    25. Pedagogies and publications
      • Teaching with Web 2.0: it’s not all new
      • - Web 1.0, internet pedagogies
      • Hypertext
      • Web audience
      • Discussion fora
      • Collaborative document authoring
      • Groupware
      • Teaching with Web 2.0: it’s not all new
      • Earlier pedagogies
      • Journaling
      • Media literacy
      • Teaching with Web 2.0: principles
      http://smarthistory.blogspot.com/ Distributed conversation Collaborative writing Object-oriented discussion Connectivism (G. Siemens, 2004)
      • Wiki pedagogies
      • Collective research
      • Group writing
      • Document editing
      • Information literacy
      • Discussion
      • Knowledge accretion
      (Romantic Audiences project Bowdoin College, 2005-present
      • Discussion
      • Knowledge accretion
      • Social object pedagogies
      • Prompts
      • Discussion object
      • Composition materials
      • More social object pedagogies
      • Annotate details
      • Remix (“Make it mine”)
      Edugadget http://www.edugadget.com/2005/05/07/flickr-creative-commons
      • RSS pedagogies
      • Shaping Web reading
      • Pushing student-created content (mother blog, Feed to Javascript)
      • Web 2.0 wrangling
      (Bloglines)
      • Teaching with Web 2.0: “ net.gen ”:
      • “ Fully half of all teens and 57 percent of teens who use the Internet could be considered Content Creators, according to a survey by the Pew Internet & American Life Project.”
      http://www.pewtrusts.com/pdf/PIP_Teens_1105.pdf
      • “ [S]tudents… write words on paper, yes— but… also compose words and images and create audio files on Web logs (blogs), in word processors, with video editors and Web editors and in e-mail and on presentation software and in instant messaging and on listservs and on bulletin boards—and no doubt in whatever genre will emerge in the next ten minutes.
      • Note that no one is making anyone do any of this writing .”
      Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key." CCC 56.2 (2004):297-328. Emphasis added.
      • Academic open archives for social media
      • Freesound archive
      • DIY copyright
      • Social networking values
      • University of Pompeu Fabra (Barcelona)
      ( http://freesound.iua.upf.edu/ )
      • Podcasts and teaching: profcasting
      • Bryn Mawr College: Michelle Francl, chemistry
      • Duke: “Classroom recording”
      • Learning objects: Gardner Campbell, University of Richmond
      • Duke: “Course content dissemination”
      • Information literacy
      • Student program podcasting on campus
      • War News Radio
      • (Swarthmore College)
      • PEPI courses (University of British Columbia, department of Land and Food Resources)
      • Media to enhance other media
      • Podcast + pdfs: Allegheny College, Gothcast
      • Podcasts and research
      • Public intellectual
        • Out of the Past
        • Engines of Our Ingenuity
        • In Our Time
        • University Channel
        • The Missing Link
      • New forms of scholarly communication
      CommentPress implementation, Institute for the Future of the Books McKenzie Wark, Eugene Lang College
      • Still more bookblogging
      Siva Vaidhyanathan, University of Virginia
      • Combining Web 2.0 forms
      • Podcasting
      • Blogging
      • Digital storytelling
      • Web-based photography
      • YouTube
      • Video mashups
      • Middlebury College, Jason Mittell and Barbara Ganley
      • Blend teaching with research
      • BG now involved in rural community media
    26. II. Gaming
      • Long history of gaming
      • Predigital
        • Chess, go, Senet, mancala, backgammon, dice, cards
        • Kriegspiel
        • Cold War games
      • Digital
      • Spacewar
      • Zork to IF boom (1980s)
      • 1990s rebirth
    27. Gaming in 2008
      • Physical platforms
      • Console
      • Cell phone
      • PSP
      • Extended forms (DDR)
      • New forms: Wii
      • PC
      • CD, DVD
      • Browser
      • Downloadable
      • … And these can be combined
      • Size: huge
        • (WoW: 10 million subscribers, January 2008)
      • Player range: genders, classes, nations
      • Interface, device driver
      Eve Online, from site
      • Growing content diversity
      • Current events (Kumawar)
      • Political argument (September 12th, FoodForce)
      • Religious gaming (Left Behind: Eternal Forces, 2006)
      • Literary gaming (Kafkamesto, 2006)
      (BBC Climate Challenge; Ayiti: both 2007-present)
    28. Genres
      • First-person shooter
      • Puzzle
      • Platform jumper
      • Strategy
      • “ Adventure”
      • Sports
      • Minigame (Koster fractals)
      • New forms
      • Katamari
      • Portal
      • Augmented reality games
    29. Economics of games
      • Who creates games?
      • Businesses
      • Governments
      • Nonprofits
      • Amateurs
      • Scales
      • Large games
        • $millions
        • EA, Microsoft
      • Modding
        • Back to Doom, hacking, View Source
        • Neverwinter Nights
      • Casual games
      • Other economics
      • Gambling
      • Gold farming
      • Currency trading
    30. Offshoot: machinima
      • Tools
        • Counterstrike, Halo
        • Second Life
        • The Movies
      • Art movement
        • Machinima Academy of Arts and Sciences ( http://www.machinima.org/ )
      (Koulamata, “The French Democracy”, 2006)
    31. Virtual worlds
      • “’ Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. A graphic representation of data abstracted from the banks of every computer in the human system…”
      Antecedents, early digital: science fiction 1984: William Gibson, Neuromancer 1992: Neal Stephenson, Snow Crash - Neuromancer
      • Antecedents, digital: the MUD, Adventure (1970s-present)
      (LambdaMOO, 1990-present)
      • Antecedents, predigital: Theater of Memory
      (from Philippe Codognet, http://webia.lip6.fr/~codognet/ )
      • Avatar spaces
      • -Activeworlds
      • -Atmospheres
      • -There
      (Activeworlds, 1995-present; image via www.virtualworldlets.net )
      • -Habbo Hotel
      • -Cyworld
      (Club Penguin, 2005-present) 2d-3d worlds -Runescape -VMK
    32. Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos Mirror worlds
    33. Augmented Reality
      • “ Human Pacman,” Adrian David Cheok, circa 2005
      -mobile devices game players general use tools -science fiction explores (Vernor Vinge, Rainbows End )
    34. Interactive Fiction
      • Speaking of text adventures:
      • 1980s boom: Infocom
      • Ongoing art form
      • Nick Montfort, Twisty Little Passages
      (“Dead Cities”, from Lovecraft Commonplace Book project 2007 http:// www.illuminatedlantern.com/if/games/lovecraft / )
    35. Interactive Fiction
      • Speaking of text adventures:
      • Inform 7, free IF editor
      (Richard Liston, Ursinus College, classroom example 2008)
    36. Narrative
      • Where is storytelling in a game?
      • Sequence of activities
      • Cut-scene or cinematic
      • Writerly player
      • Encyclopedia world (Murray, Manovich)
      • Ludology vs. narratology
      • Linearity?
      • Game on rails
      • Branching outcomes
      • Multilinear
      • Open-ended
      • IF: established long enough to be used for political satire…
      • Defective Yeti, January 2006 http://www.defectiveyeti.com/archives/001561.html
    37. Alternate reality games
      • Permeability of game boundary (space and time)
      • Focus on distributed, collaborative cognition
      • Increased ephemerality
      (Perplex City, 2003-2006)
      • Political ARGs (ex: World Without Oil , May 2007)
      ()
        • Example: Chain Factor – casual game, TV show (2007)
      Combined with other games, media
      • New platforms (ex: Myspace, for SilverLadder, 2007-ongoing)
    38. Most widely played ARGs
      • Art of the Heist, various for Audi, 2005 (500,000 website visitors, on-going players ?);
      • The Beast, Sean Stewart et al for Microsoft & Dreamworks, 2001 (3 mill players worldwide);
      • I Love Bees (aka Haunted Apiary), 42 Entertainment for Microsoft, 2004 (3 mill+ players worldwide);
      • Jamie Kane, BBCi, 2005/..(20,000+ players)
    39. Alternate reality games
      • Majestic, Electronic Arts, 2001(800,000 initially registered, 70,000 ongoing players);
      • MetaCortechs, independent [“Project Mu” in credits](1.3 mill, 113 countries);
      • Perplex City, Mind Candy, 2005/.. (100,000s website visits, 14,000+ players worldwide).
      • -Christy Dena, “ARG-stats” (2007-ongoing) http://www.christydena.com/online-essays/arg-stats/
    40. Gaming and education
      • “Video games… situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.”
    41. 21-century boom
      • James Paul Gee (author of preceding quote)
      • Marc Presnsky
      • Henry Jenkins
      • John Seely Brown
      • Mia Consalvo
      • Constance Steinkuehler
      • Kurt Squire
    42. James Paul Gee’s argument
      • Semiotic domains; tranference
      • Embodied action and feedback
      • Projective identity
      • Edging the regime of competence (Vygotsky)
      • Probe-reprobe cycle
      • Social learning (roles; consumption-production)
    43. Gee on Rise of Nations
      • “Fish tank” tutorial
      • Strategic self-assessment
    44. Multimedia literacies
      • Gee: multimodal principle
      • Selfe et al : multimodal literacy
      • Bogost: procedural rhetoric
      Dean for American game (2004) Archived at http://www.deanforamericagame.com/play.html
    45. Multimedia literacies
      • “… within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.”
      • Constance Steinkuehler,
      • FuturePlay 2007, Toronto
      • Quoted in http://www.gamasutra.com/php-bin/news_index.php?story =16264
    46. Context and immersion
      • James Paul Gee’s argument
      • Semiotic domains
      • Squire: experiential learning
        • Learners prefer immersive environments to targeted scenes
    47. Which educational theory?
      • Ian Bogost: behaviorist versus constructivist
      • Issues summoned up:
        • Media effect (violence)
        • Transfer across domains, platforms
        • “ Simulation gap”
        • Subjectivity and assessment
      Image from Scot Osterweil, presentation to Learning from Video Games: Designing Digital Curriculums (NERCOMP SIG , 2007)
    48. Pedagogical functions
      • Jason Mittell, Middlebury college:
      • Skills
      • Simulations
      • Politics (criticism, activism)
      • Media studies (psych, cultural studies, media)
        • NITLE brownbag, January 2008
    49. Pedagogy: virtual worlds
      • Ancient Spaces project, University of British Columbia
      Machu Picchu, Arts Metaverse, Open Croquet
    50. Pedagogy: virtual worlds
      • Second Life,
      • Bryan Zelmanov
      • Pedagogy: social software
      • “ Emotional bandwidth” (Linden Labs)
      • Social presence
      • Self-expression
    51. Game studies
      • Serious Games
      • Conferences
      • Scholarly articles and books (MIT Press)
      • Games Learning Society conference, http://www.glsconference.org/2008/index.html
    52. Game studies
      • Liberal arts instances
      • Jason Mittell, Middlebury
      • Richard Liston, Ursinus
      • Aaron Delwiche, Trinity (image)
      • Christian Spielvogel, Hope
      • Harry Brown, Depauw
    53. National Institute for Technology and Liberal Education (NITLE) http://nitle.org Liberal Education Today blog http://b2e.nitle.org

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