Convergence Culture and Playable Media


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  • דוגמאות נוספות ...
  • לציין את ההבדל בין webisode ל mobisode
  • סיפור זכייתו של אתר the daily prophet בתביעה של WB
  • מה קורה שצרכנים מנסים להפוך את הכח הזה לכח פעיל ?
  • סכנות : בינוניות , ממוצע . חשיבה קולקטיבית ומחיקת אינדבדואליות .
  • clip
  • Can a Computer Game Make you Cry? תשובות בשבוע הבא של משחקי רצינים ומשחקים כתחום מעודד למידה
  • Convergence Culture and Playable Media

    1. 1. מפגש 4 Convergence Culture , עשייה משחקית , והעולם האמיתי שנקר בית ספר גבוה להנדסה ולעיצוב מחלקת לימודי חוץ אוקטובר – דצמבר 2009 ורד פנואלי [email_address]
    2. 2. - focus <ul><li>When Digital games become Playable Media… </li></ul>
    3. 3. TransMedia Story Telling (Jenkins 2006) <ul><li>The Matrix - key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or url-text where one can turn to gain all of the information needed to comprehend the Matrix universe.&quot; [ </li></ul>
    4. 4. TransMedia Story Telling (Jenkins 2006) <ul><li>Lost - distributing relevant narrative content across a range of media platforms, including The Lost Experience ARG, the novel Bad Twin, and the Lost webisodes, mobisodes, and video game. </li></ul>
    5. 5. Fan Community on the verge of media convergence… <ul><li> … may share plot details, or tips on completing game missions, or they may be even more active. They may generate new stories based around existing fictional characters, produce fan videos, or lobby producers to change the content of a show or game. Whereas these activities were once restricted to peripheral fan communities, they have now, to a large extent, entered the mainstream. (Jenkins 2006) </li></ul>Harry Potter fan art in ‘deviantart’
    6. 6. Media Convergence <ul><li>“ We are living in an age when changes in communications, storytelling and information technologies are reshaping almost every aspect of contemporary life - including how we create, consume, learn, and interact with each other. A whole range of new technologies enable consumers to archive, annotate, appropriate, and recirculate media content and in the process, these technologies have altered the ways that consumers interact with core institutions of government, education, and commerce. “ </li></ul><ul><li>(Henry Jenkins, 2006) </li></ul>
    7. 7. Collective Intelligence <ul><li>“ ... on the Internet people harness their individual expertise toward shared goals and objectives. Collective Intelligence refers to virtual communities’ ability to leverage the combined expertise of their members. (Levi 1997) </li></ul>
    8. 8. Collective Intelligence <ul><li>“ We are passing from the — &quot; I think, therefore I am &quot; —to - “We think, therefore we are” </li></ul><ul><li>(Levi 1997) </li></ul>
    9. 9. Wikipedia
    10. 10. Collective Intelligence <ul><li>Is it that good? </li></ul><ul><li>Advantages : </li></ul><ul><li>Free Expression </li></ul><ul><li>Accessibility </li></ul><ul><li>Risks : </li></ul><ul><li>Collective thinking </li></ul><ul><li>The creation of average Knowledge </li></ul><ul><li>Diminishing individual properties </li></ul><ul><li>Clips: penguin books </li></ul>
    11. 11. The Wisdom of Crowds The truth about Marika
    12. 12. The Lost ARG
    13. 13. The Lost ARG
    14. 14. The Lost ARG
    15. 15. A lternate R eality G ames <ul><li>מאפיינים : טשטוש גבולות בין מציאות למשחק . </li></ul><ul><li>פיזור המכניקה המשחקית על מבחר פלטפורמות : אימל , מסרונים , אתרי אינטרנט , טלפונים סלולרים , מקומות מהעולם האמיתי </li></ul><ul><li>- I love bees </li></ul><ul><li>- The Lost Experience </li></ul><ul><li>The Lost Ring </li></ul><ul><li> </li></ul><ul><li>- World With Out Oil </li></ul><ul><li>הארכיטקט ( אסף גורליק ) </li></ul>
    16. 16. Street Games
    17. 17. <ul><li>Can a Computer Game teach Collective Intelligence? </li></ul><ul><li>(Jane McGonigal, 2007) </li></ul>