“ 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.”
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
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Already out of date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
“ Gender Miscommunication” (Nightingai1e, 2006)
Social photo stories
Or remix social media into narratives
Example: "Farm to Food", Eli the Bearded (2008)
Library of Congress collections
Social photo stories
Social photo stories
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)
Social photo stories Example: "Food to Farm", Eli the Bearded (2008)
“ 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.
Religious gaming (Left Behind: Eternal Forces, 2006)
Literary gaming (Kafkamesto, 2006)
(BBC Climate Challenge; Ayiti: both 2007-present)
Genres
First-person shooter
Puzzle
Platform jumper
Strategy
“ Adventure”
Sports
Minigame (Koster fractals)
New forms
Katamari
Portal
Augmented reality games
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
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)
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 )
Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos Mirror worlds
Augmented Reality
“ Human Pacman,” Adrian David Cheok, circa 2005
-mobile devices game players general use tools -science fiction explores (Vernor Vinge, Rainbows End )
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 / )
Interactive Fiction
Speaking of text adventures:
Inform 7, free IF editor
(Richard Liston, Ursinus College, classroom example 2008)
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
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)
()
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.”
21-century boom
James Paul Gee (author of preceding quote)
Marc Presnsky
Henry Jenkins
John Seely Brown
Mia Consalvo
Constance Steinkuehler
Kurt Squire
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)
Gee on Rise of Nations
“Fish tank” tutorial
Strategic self-assessment
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
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
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)
Pedagogical functions
Jason Mittell, Middlebury college:
Skills
Simulations
Politics (criticism, activism)
Media studies (psych, cultural studies, media)
NITLE brownbag, January 2008
Pedagogy: virtual worlds
Ancient Spaces project, University of British Columbia
Machu Picchu, Arts Metaverse, Open Croquet
Pedagogy: virtual worlds
Second Life,
Bryan Zelmanov
Pedagogy: social software
“ Emotional bandwidth” (Linden Labs)
Social presence
Self-expression
Game studies
Serious Games
Conferences
Scholarly articles and books (MIT Press)
Games Learning Society conference, http://www.glsconference.org/2008/index.html
Game studies
Liberal arts instances
Aaron Delwiche, Trinity (image)
Christian Spielvogel, Hope
Harry Brown, Depauw
III. Mobile
All of Web 2.0, just more so
Ambient
Accelerating
Annotating
http://www.phonebashing.com/
(Found on BBC site, June 2005)
The problem of the American situation
Pedagogical elements
Information on demand
Time usage changes
Class/world barrier reduction
Mobile, multimedia, social research
Personal intimacy with units
Spatial mapping
Swarming
Pedagogies: new forms
John Schott, Carleton College, 2006; University of Umea, 2004
Challenges
Platform profusion
Walled gardens
Network limitations
Student privacy
Faculty/staff privacy
Copyright poaching
(Blackbelt Jones,
November 2007;
Open Handset Alliance)
National Institute for Technology and Liberal Education (NITLE) http://nitle.org Liberal Education Today blog http://b2e.nitle.org
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