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robertogreco : wow   26

Cultural Artifacts In an Impermanent Digital World | Daniel Millsap
"the conflicting definitions of value attributed to the content generated by and on digitally created user communities but hosted by economically interested corporations that give little or no thought to making a decision to close an online community once it is no longer economically profitable for them to keep it open…

"The forums [of World of Warcraft] are always full of nostalgic reminiscences of and yearning for the return of earlier days, when battlegrounds took days instead of minutes, and quests were puzzles to be figured out and not inconvenient way points on a quest-helper map.

Newer players are unable to comprehend what it is that those people are longing for… they have no way to, for how do you archive memories of participation in an online game which is always changing in its purpose and in its goals? The temptation for newer players is to tell those people to shut up and deal with it. To adapt or get the heck out."
wow  worldofwarcraft  archives  memory  collectivememories  forums  archiveteam  jasonscott  web  online  danielmillsap  2011  experience  community  communities  preservation  change  culture  culturalartifacts  events  offline  internet 
november 2011 by robertogreco » Melanie McBride
"Toronto-based early adopter, educator & digital culture specialist who writes, teaches & researches emergent literacies & learning. In 2010, Melanie joined Ryerson University’s Experiential Design & Gaming Environments (EDGE) lab team, where she is currently researching & writing about children’s learning in gaming environments and virtual social spaces. Melanie is also at work on a book about digital literacies and the hidden curriculum of emergent learning & education. Melanie has taught secondary, post-secondary, industry, alternative, at-risk & adult education. When she is not writing and researching she can be found raiding in World of Warcraft or tending her crops in Minecraft."

"Research Interests: Social justice, situated informal learning, gaming/game culture, MMOs and multiplayer games, virtual and persistent worlds, transmedia, remix and maker culture, Open technology, Open education, critical pedagogy, critical theory, hidden and null curriculum, privacy"
games  education  melaniemcbride  toronto  teaching  learning  gaming  play  situationist  situatedlearning  criticalpedagogy  criticaleducation  open  opentechnology  informallearning  transmedia  mmo  wow  unschooling  deschooling  lcproject  tcsnmy  situatedinformallearning  socialjustice  criticaltheory  privacy  simulations  digitalliteracy  emergentcurriculum  emergentlearning  hiddencurriculum  minecraft 
may 2011 by robertogreco
Gamasutra - Features - Creating A Glitch In the Industry
"Q: This is like the unholy marriage of Animal Crossing & EVE Online.

SB: …That's actually a very good way [of describing it.] LittleBigPlanet is obviously an inspiration…in the aesthetics. I wish that we had a PS3 underneath this & that we're a lot better on 3D. But EVE, MOOs, & Animal Crossing have a cult following [here]

…I've never played EVE before…never got into it because it just seemed too hard to me. It's my favorite game to read about.

Q: Most games are boring to play & boring to read about. I'm not sure if EVE's boring to play; it's just an investment I don't want to make. But it's fascinating to read about.

SB: I've always imagined that while the fights can be exciting & it can be cool…to have victory in one of the fights, it's not really what it's about. I mean, people are playing the game to create the world. They're part of the corporations because they're buying into the agenda, even if it's roleplaying, against some other agenda. That's where the fun is."
stewartbutterfield  glitch  tinyspeck  games  eveonline  gaming  reading  cv  worldbuilding  2010  interviews  animalcrossing  littlebigplanet  gamedev  gamedesign  homoludens  play  facebookconnect  facebook  zynga  mmo  flickr  gne  wow  simcity  sims  everquest  muds  mushes  metaplace  secondlife  social  experience  thesims 
january 2011 by robertogreco
Jane McGonigal: Gaming can make a better world | Video on
"Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how."
janemcgonigal  2010  arg  sustainability  innovation  mmorpg  videogames  wow  gamedesign  games  gaming  culture  education  marketing  ted 
march 2010 by robertogreco
Can Playing Games Help You Get a Job? » Spotlight
"“When you think about what the teenagers are doing on ‘World of Warcraft,’ they are building worldwide virtual teams,” a vice president at IBM said in a recent “Frontline” interview. “Very sophisticated teams with very sophisticated skill levels in a very complex teaming environment. …That’s exactly what we try to do when we work with our colleagues in India and China.” Constance Steinkuehler, an assistant professor at the University of Wisconsin-Madison, has been making this very same argument in her work - that participating in these virtual communities can help kids learn how to collaborate, ask critical questions, make arguments, build social skills and even learn math."
wow  learning  informalearning  gaming  games  videogames  collaboration  criticalthinking  social  socialnetworking  math  tcsnmy 
november 2009 by robertogreco
Tobold's MMORPG Blog: World of Microtransactions, and how we got there
"The influence of time spent on rewards and thus social status in MMORPGs has led to a curious reversal of how people regard time spent: In other forms of entertainment the time spent in the entertainment activity is a gain, in a MMORPG time spent is often considered a loss, a cost. If you paid $15 for a movie ticket, you'd be seriously annoyed if the movie lasted only 5 minutes, because you counted on having paid for something like 90 minutes of entertainment. In MMORPGs, if it would take 90 minutes of killing monsters to do a quest and get a reward instead of just 5 minutes, you'd complain about "the grind". Any time spent in a MMORPG in an activity that doesn't give a reward is considered pointless, and any addition of a reward even as silly as an "achievement" to a previously pointless activity will make players pursue it." [via:]
mmorpg  wow  mmo  gaming  games  achievement  rewards  learning  engagement  time  economics  efficiency 
november 2009 by robertogreco
Designtalks - Videos - Ben Cerveny - Play at creativity
"[1] exploring boundaries... [2] tweaking the knobs... [3] call and response [games]... [4] drawing boxes...main difference between play and a game is that you apply a metric to a game...[in a game] you quantize the results of add a goal [to play creating a game]... [5] improvisation... experimentation... distilling patterns... play = understanding possibilities [exploring boundaries], game allows you to come to a systemic conclusion about goals... [6] forming the party... [7] finding the patterns... [8] incentive for interaction [project Natal]... [9] literacy in system models... [10] collaborative creativity... [legos at SXSW]"
bencerveny  play  creativity  collaboration  video  games  videogames  cognition  literacy  design  interaction  flickr  stamendesign  gne  metadata  visualization  rules  arg  observation  patterns  patternrecognition  experimentation  via:preoccupations  psychology  wow  set  natal  microsoft  simcity  systems  flow  modeling  conversation 
july 2009 by robertogreco
When Gen X Runs the Show - The Future of Work - TIME
"The Gen X managers who will be holding all this together will need to be adept at a few things that earlier generations, with their more hierarchical management styles and relative geographical insularity, never really had to learn. One of those is collaborative decision-making that might involve team members scattered around the world, from Beijing to Barcelona to Boston, whom the nominal leader of a given project may never have met in person. "By 2019, every leader will have to be culturally dexterous on a global scale," says Reid. "A big part of that is knowing how to motivate and reward people who are very different from yourself." ... [WoW] takes exactly the same skill set people will need more of in the future to collaborate on work projects," says Carter. "The kids are already doing it.""
collaboration  tcsnmy  generations  genx  geny  millennials  hierarchy  management  administration  demographics  generationx  generationy  training  leadership  wow  workforce  education  future  business  work  socialmedia  gaming  games  videogames 
june 2009 by robertogreco
D&D Victorious or When Did Life Become About Leveling Up? « Warren Spector’s blog
"Bottom line — I get World of Warcraft. It’s a game. You play it. You level up. You get cool stuff. It has a social component lacking from singleplayer games. Rah, rah, rah. Not so different from games of thousands of years ago. Facebook, though… Facebook, this thing I don’t quite understand, is a real agent of change in the world. And I don’t have a handle on the rules of this non-game. Still, I’m enjoying playing. So far."
games  gaming  facebook  wow  social  socialnetworking  via:preoccupations 
september 2008 by robertogreco
Games Without Frontiers: How Videogames Blind Us With Science
"And it's pretty much how kids already approach the games they love. They're already scientists; they already know the value of the scientific method. Teachers just need to talk to them in their language, so that the kids can begin to understand the joy of puzzling through the offline, "real" world too."
science  scientificmethod  classideas  teaching  learning  games  gaming  clivethompson  children  culture  videogames  tcsnmy  spreadsheets  wow  gamechanging 
september 2008 by robertogreco
IBM - Virtual worlds, real leaders - United States
"Online games, and specifically massively multiplayer online role—playing games, offer a glimpse at how leaders develop and operate in environments that are highly distributed, global, hyper-competitive, and virtual. This report explains how."
via:preoccupations  secondlife  ibm  elearning  games  leadership  learning  metaverse  pedagogy  virtualworlds  wow  virtual  gaming 
july 2008 by robertogreco
Moleskine City Blogs - Aram Bartholl, Virtual Vs Physical
"In which form does the network data world manifest itself in our everyday life? What comes back from cyberspace into physical space? How do digital innovations influence our everyday actions?" more:
virtualreality  blogs  arambartholl  proximity  privacy  space  data  location  wow  googlemaps  annotation  vr 
june 2008 by robertogreco
Interview with Vint Cerf - Quotes on the Internet, Google, and Spam - Esquire
"may seem like waste of time to play WOW with your son. But you're interacting with each other, solving problems....In Silicon Valley, failure is experience...if you fail at everything, that's different. But failure is a mark of experience more than anyth
failure  experience  success  play  problemsolving  wow  videogames  gaming  games  vintcerf  risk  learning  growth 
april 2008 by robertogreco
From Pixels to Plastic, Matt Webb - O'Reilly Emerging Technology Conference 2007
"As the internet sensibility hits the stuff in our homes, our product world is undergoing a massive transformation. But once there, what will we build?" see slides and notes at:
mattwebb  etech  technology  presentations  design  web  internet  social  software  interaction  products  physical  objects  networking  fabrication  socialsoftware  interactiondesign  wow  hardware  usability  future  manufacturing  diy  make 
april 2008 by robertogreco
defective yeti: The Perverse Appeal of LOST
"Like the creators of World of Warcraft, the writers of LOST have managed to throw a saddle on the addictive lure of leveling and ride it to success. And bully for them."
lost  television  gaming  culture  tv  wow  reviews 
april 2008 by robertogreco
BBC NEWS | Technology | When work becomes a game
"companies have realised that all the time employees spend gaming in virtual worlds is changing them...many organisations were considering ways of harnessing the skills and familiarity their employees have with virtual environments."
business  culture  games  gaming  productivity  simulations  training  trends  videogames  wow  work  virtual  workplace  technology 
october 2007 by robertogreco
RED HERRING | The Warcraft MBA
"New study examines how online games can teach business skills."
business  education  play  games  videogames  mmog  wow 
june 2007 by robertogreco
DefinitiveInk: "omg my mom joined facebook!!"
"Ugh. Fine, join facebook, but for the love of god, don’t friend your kids. It’s the online equivalent of trying to hang out with your kid and their friends."
facebook  parenting  wow  video  children  peers  socialsoftware  socialnetworks  families  society  thesimpsons 
june 2007 by robertogreco
Jan Chipchase - Future Perfect: Extreme Personalisation
"working Nokia phones hacked/customised by Mehmet Erkök, industrial design lecturer at İstanbul Teknik Üniversitesi's Department of Industrial Product Design"
mobile  phones  nokia  design  hacks  technology  personalization  janchipchase  customization  modding  wow  wireless  unproduct  prototyping 
may 2007 by robertogreco
From Pixels to Plastic (Schulze & Webb)
"Matt Webb takes the lessons of the Web, social software, and interaction design, and spins up new products—new social stuff—for our connected and creative lives."
presentations  design  web  internet  social  software  interaction  mattwebb  products  technology  physical  objects  networking  fabrication  socialsoftware  interactiondesign  wow  hardware  usability  future  manufacturing  diy  make 
march 2007 by robertogreco
Near Future Laboratory » World of Warcraft Bullshit Installation
"Research Insight 14: This game is for those who have too much time on their hands."
games  play  wow  mmog  software  user  experience  frustration  time  julianbleecker 
january 2007 by robertogreco
World of Warcraft: Is It a Game? - Newsweek Technology -
"Is World of Warcraft a game, or is it a harbinger of virtual realities that we all might inhabit? Only a Night Elf knows for sure."
community  business  culture  future  games  geography  mmog  online  play  videogames  virtual  social  sociology  wow  warcraft 
september 2006 by robertogreco

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