Terra Nova

A weblog about virtual worlds.

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I dwell in possibility

On Monday I am defending my dissertation via video conference to New Zealand, a semi-public review of a five year effort. I even got written up in a tome on Internet ethics, after being interviewed on my made up on the fly research methods.  Awesome.  But I am a little cross about something.  The examiners have an opportunity to send me questions that arose for them while reading my dissertation. There is an insistence on positing that the digital world is scary and littered with bad intentions, faulty manners, some creep-o-rama here and there, and really nothing really good at all.

I am annoyed that this is a major question that appears in both examiners' reports, amidst all the possible questions and areas of possibility and exploration, I am criticised for not being negative enough.  One examiner accuses me of 'techno-optimism' or 'techno-celebration'. Therefore I have developed this statement:

Why is it considered mandatory in media studies and related disciplines to explore the dystopian perspective (see page 33 of the thesis), and why is my work considered faulty because I believe in focusing (while explaining rather comprehensively, I think) on what’s positive and possible and hopeful and different about digital spaces and my experiences within them?  I in fact did review and integrate all the major 'negative' or 'dystopian' literature, as well, because my committee wished that I appear ‘balanced’, however I am in rather violent disagreement about this necessity.  In fact, I think the focus on negative aspects of media culture are a bit of an albatross around media studies’ neck.  I think the Internet is the most amazing thing to have happened to humanity in several hundred years.  Not perfect, but amazing.  I find the constant nagging to explore and predict all of the horrible facets quite disconcerting, and rather a waste of time.  These aspects exist, yes, but are typically the outliers, sometimes sensational, yes, but I believe it is my right as a scholar to choose to focus on the positive aspects without being  taken to task for some lack of judgment or critical thinking.

Now, if it is mandatory that scholars of media studies take these stances: ‘the media are out to get us!’, then perhaps my ultimate disciplinary home will be a different one.  I understand the legacy, of propaganda, radio, Nazis, mass media, effects and impacts, and other drivers of thinking in this area; media studies considers itself responsible for informing and protecting the unassuming media consumer.   I suppose this is a useful task.

 But I am an unabashed techno-optimist, and I think our populous is becoming much more capable and empowered and broadly literate via these technological vehicles and venues, and I think that should be allowed with some suggestion that my decision to focus on what I believe to be the truth is somehow lacking.  My focus on the positive does not mean I am not rigourous; it just means that I have dismissed the writings of pundits such as Oppenheimer as I think they are a bit crusty, certainly dogmatic and prone to fear mongering, and often have no actual experience in the areas they choose to consider so critically.    In a way, I do not even believe they deserve any attention at all, however we continue to demand that their insight be heard and integrated.  I am not sure this is right.

I do make a point of reading them (know your enemies, right?), but I find their scholarship typically weak and their research projects built in order to vociferously and crossly prove particular (rather negative) points.  The world used to be so much better before were all interconnected.  Spam will destroy us.  Kids spend a little too much time indoors.  So do I. Yes.

Perhaps I am guilty of this coddling of my dogma, as well, but I believe that this area needs to be generally balanced, and that is why I took the approach I did.  Also, the cultures and environments I study are typically extremely positive cultures and ecosystems that thrive happily, even with some occasional ganking and bad language and homophobia (that’s gonna take a couple thousand more years to resolve, or so it seems).  I am taking an inside out approach, not the outside in observation and conjecture so typical of media effects research.  And as a participant observer of gaming cultures, starting at age 12 or earlier, I know intimately what I am talking about.  I also know several dozen gamers personally, in addition to the 10,000 surveyed in my study.  Despite some insistence that these sorts of entertainment must be folly, and that which will take all real culture down, I believe their gaming experiences constitute the development of critical and fundamental literacies that are critical to life in digital spaces, and the exploration of which is the basis of my thesis.

I hope this clarifies why I have not taken one of the more expected positions.  My focus is on habits, practices and opportunities, not a limited set of concerns or visceral reactions to our changing world.  ‘I dwell in possibility’, not a mere assessment of digital spaces’ less perfect or less savoury aspects.  I will leave that to others more concerned than I.  Change is not disconcerting to me.  People do some messed up things when cloaked in anonymity.  We will live.

Lisa Galarneau on Nov 20, 2009 in Blatant Self-Promotion, Lisa G | Permalink | Comments (16) | TrackBack (0)

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Virtual Worlds Workshop at Indiana University

This August, Lee Sheldon and I are hosting VW2, a one-week workshop on the possibilities and pitfalls of using virtual worlds for business and research. Our aim is to help professionals who are new to the field from wasting several years and heaven knows how many millions of dollars re-learning the same old lessons. Our focus is practical, not academic: Here's what you do, and here's what you DO NOT do.

In designing the program, we've been fortunate to have the input of an illustrious advisory board. Rich Vogel and Ron Meiners are coming to give keynote lectures. Participants will learn by developing applications specific to their own environment. This includes pitching ideas, writing design documents, setting up hiring plans, choosing tools, and building their own virtual environments. On exit, participants will have created a shovel-ready virtual world project for their home organization.

More information about the board and the workshop here.


Edward Castronova on Jun 03, 2009 in Blatant Self-Promotion | Permalink | Comments (1) | TrackBack (0)

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State of Play 6: Possibly My Last Press Release In This Space

Here is the dull version of the marketing release about SoP.  For the interesting version (which discloses all manner of personal information, including my many vices) you'll have to sign up for the email channel.


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The Sixth Annual State of Play conference returns to New York City this summer!

            On June 19-20, 2009, New York Law School’s State of Play VI Conference will convene in New York to examine the past, present and future of virtual worlds. In conjunction with the University of Southern California Network Culture Project at the Annenberg School for Communication, and with support from the John D. and Catherine T. MacArthur Foundation, the conference will focus on the startling rise of virtual worlds and multiplayer online games, and ask whether these worlds have reached a plateau in their development. At the same time we will question whether we have reached a limit in our understanding of these worlds, and ask whether there are useful research questions still left to pursue.

Continue reading "State of Play 6: Possibly My Last Press Release In This Space" »

Dan Hunter on May 19, 2009 in Blatant Self-Promotion | Permalink | Comments (1) | TrackBack (0)

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G20, we20, v-we20

London Summit

We20

Next week sees the meeting of the G20 in London and we have the opportunity to use the unique power of virtual worlds to have a voice.



[edit 29 March 09] There.com are supporting we20 by setting aside a meeting space where all Thereians can we20, see over the fold for details.

Continue reading "G20, we20, v-we20" »

Ren Reynolds on Mar 27, 2009 in Blatant Self-Promotion | Permalink | Comments (4) | TrackBack (0)

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Research Methods, Culture and Virtual Worlds

Monday, March 30th at 11am Pacific Time, Tom Boellstorff, Celia Pearce, Thomas Malaby and I will be in Second Life on a panel discussing the following question:

What can qualitative and experimental methods tell us about virtual worlds and culture?

Roland Legrand of the Belgian news outlet MediaFin, and author of Mixed Realities, will moderate the panel.  Click here to get details on attending the event in Second Life.

And read on for the dramatic backstory!

Continue reading "Research Methods, Culture and Virtual Worlds" »

Robert Bloomfield on Mar 27, 2009 in Academia, Blatant Self-Promotion, Psychology and Culture | Permalink | Comments (8) | TrackBack (0)

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State of Play 6


 
 
On June 19–20, 2009, New York Law School’s State of Play VI Conference will convene in New York to examine the past, present, and future of virtual worlds. In conjunction with the University of Southern California’s Network Culture Project at the Annenberg School for Communication, and with support from the John D. and Catherine T. MacArthur Foundation, the conference will focus on the startling rise of virtual worlds and multiplayer online games, and ask whether these worlds have reached a plateau in their development.  At the same time, we will question whether we have reached a limit in our understanding of virtual worlds, and ask whether there are useful research questions still left to pursue.
 
The State of Play conferences examine the significance of virtual worlds and massively multiplayer online spaces. It continues to be the only conference series that studies these environments from multiple perspectives: commercial, academic, governmental, and technological. Six years after the founding of State of Play, this year’s conference will take stock of how we got to where we are, question whether there is anything new to say about online worlds, and ask what should be the direction of the these worlds and their study as we move forward. Multiple panel sessions are planned, along with specialist workshops, and a graduate student symposium.
We invite your participation.
 
For more information and to register, visit www.nyls.edu/stateofplay.

Dan Hunter on Mar 24, 2009 in Blatant Self-Promotion | Permalink | Comments (5) | TrackBack (0)

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Game as Cultural Form, Play as Disposition

William James I've just posted a piece to SSRN about play. In the past I have focused on games as a culturally-shaped activity (what we anthropologists would call a "cultural form"), and in the course of that I have made explicit efforts to decouple games from the concept of play (see here, for example). I argued that it is not very useful to see play as an activity, with games as a subset of it, and suggested that play more usefully denotes a disposition, a way of approaching the world.

In doing that I wasn't trying to argue that games and play are not related to each other, but rather that we need to move beyond seeing them as intrinsically linked (where the question of, for example, whether something is a game boils down to whether it brings about a playful experience). The primary motivation was to make room for an approach to games on their own terms, but the issue of play has been simmering with me for a long time. The posted essay is the result – a long-planned attempt to articulate play as a disposition.

Continue reading "Game as Cultural Form, Play as Disposition" »

Thomas Malaby on Dec 14, 2008 in Academia, Blatant Self-Promotion, Philosophy & Ethics, Psychology and Culture, Sociology | Permalink | Comments (42) | TrackBack (1)

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Why this blog exists...

Many many years ago, four ne'er-do-wells became interested in a topic that was both arcane and pointless. One of the things which catalyzed their interest was an activity that was so ridiculous that it didn't seem possible. Yet this ridiculous activity formed the basis of the early work of all of the four ne'er-do-wells (and was the core of three tenure cases and one book deal).

When they looked at this ridiculous activity they noticed that there was this guy, who had this company. The guy had been a child actor in Hollywood, and had formed the company to make money doing the ridiculous activity. And this company seemed to be making a ridiculous amount of money. All of the four ne'er-do-wells met the ex-actor, and looked at his company, and simply couldn't believe their eyes.

Simply. Could. Not. Believe. Their. Eyes.

So they created a blog. They called it Terranova, and they started to look at the weird topic of virtual worlds, and the ridiculous activity of gold farming, and the ex-actor called Brock Pierce, and the company called IGE. But they never got very far, because investigating this stuff is hard, and calls for fact-checking, and is slightly dangerous. So they didn't do much with it.

But then the most talented of the founders of the blog got a commission to write a piece for Wired, providing chapter and verse on the early days of gold farming, and Brock, and IGE.

And the others read it.

And. Simply. Could. Not. Believe. Their. Eyes.

Dan Hunter on Dec 10, 2008 in Blatant Self-Promotion | Permalink | Comments (7) | TrackBack (0)

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Escort derails coverage of science museums in 'Second Life'

First, the disclaimer: I work for Village Voice Media.  Village Voice Media runs the Westword.  The Westword ran this story on science museums in Second Life.  Yes, I'm practicing both partiality and blatant (semi)self-promotion.  Now that that's out of the way...

As I reported over on Heartless Doll, we have here another feature piece on Second Life that gets derailed by the decadence factor.  It can't seem to focus on the story at hand: namely, that science is finding a home in a world where the welcome lack of safety concerns leaves room for education.  Specifically, the article highlights the creation of science museums, like the in-world branch of San Francisco's Exploratorium, that let visitors approach learning in the form of rides that would be too dangerous or costly to build in real life.  In addition, there's talk of a replica nuclear reactor, which could serve as a practice tool for those preparing to work with the real thing.

That's all downright fascinating -- especially the part about the people who'll hold the key to our future nuclear safety looking for virtual analogs -- but this piece looses its focus from the beginning, spending its first eight paragraphs ogling  a Second Life escort who happens to walk through one science center.  Yes, she's "hot."  Yes, she's wearing knee-high boots.  But wasn't there a story being told here?  Not to put down the Westword for their valiant effort, but it's about time that the hook behind virtual world coverage is no longer addiction, or crazy avatars, or sex.  Not that I don't like sex, because you all know I do, but because there's more to talk about here than favors being exchanged for Linden dollars...

BonnieRuberg on Sep 18, 2008 in Blatant Self-Promotion | Permalink | Comments (7) | TrackBack (0)

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On Emoticon Flirting

Not to bring down the general caliber of academic discussion currently going on here at Terra Nova, but :).

I recently wrote a feature for a new Village Voice Media pop culture blog I co-anchor called "Top 10 Emoticons for Flirting Online with Minimal Effort."  Silly though the piece may be, it brings up some hopefully interesting points about the shifted meanings of what appear to the untrained eye as simple ASCI faces.  Much like the socially normalizing LOL, which can supposedly save the dignity of even Second Life players sitting naked in their lawn chairs, emoticons take on new, adapted meanings in online, multiuser environments.

Any additional meanings to add?

BonnieRuberg on Aug 11, 2008 in Blatant Self-Promotion | Permalink | Comments (10) | TrackBack (0)

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