Terra Nova

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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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Me vs. The Archbishop

My dissertation is currently being examined, so I have been holding out on posting it.  But there has been a whole new round of 'the Internet is bad for you' talk that makes me get my knickers in a twist, so I will give you all a sneak preview.

The latest, courtesy of the BBC:

Archbishop Vincent Nichols said MySpace and Facebook led young people to seek "transient" friendships, with quantity becoming more important than quality. He said a key factor in suicide among young people was the trauma caused when such loose relationships collapsed.

"Friendship is not a commodity," he told the Sunday Telegraph newspaper.

He added: "Friendship is something that is hard work and enduring when it's right".

The fact is he has this ENTIRELY wrong and I have data to prove it.  My research project involved, among other things, a 50-question survey that asked participants to describe the online gaming experiences (City of Heroes/Villains), with a focus on grouping, social dynamics, skills development, and yes, friendship and belonging.  The results were staggering, even to a gamer veteran like me.  For one thing, I got almost 10,000 responses in 3 weeks (this was in 2006).  For another thing, there were several open ended questions in the survey.  I got responses like this:

The long time it takes to progress during the later levels has greatly improved my patience as of late, allowing me to stay calmer under stress as a side-effect. Separately, forming and organizing pick-up groups has given me a venue to practice my leadership skills, and to a lesser extent my organizational skills. I've had co-workers and friends notice the improvements in patience and organization repeatedly, and the few that have been around during a situation leadership was called for noticed my improvements in that area as well. 

The fact that I am in charge of an super group in both City of Heroes and City of Villains has encouraged me to take a leap in my job: I've applied for a management position. I doubt I'd have ever even made the attempt had I not been in a position of leadership within the game.

Being in a super group comprised of people from all over the world has taught me to be patient when dealing with others and compromise my position on things. I often hold high positions in super groups/guilds and need to be patient with its members. This has transferred over to real life where I've learnt to be more patient with others in a work environment & a social one.

Needing to plan and prioritize has been a big thing for me, as has communication (though I've always found text-based communication much easier than face to face, which is easier than voice with no face a la Teamspeak). I've also found that I can deal with real life social situations better by being able to analyze them as if they were in game situations. (But I'm autistic, so my RL social skills have always been a bit lacking. Having a simplified model to compare them to has been a
boon to me.)

My chief reason for playing City of Villains was because I could not, physically, do much else. I was recovering from a traumatic brain injury and was going stir-crazy with the few hours a day I was actually conscious. This gave me a way to interact with RL friends because I was unable to get together with them. From there, it stemmed off into a way to communicate with them, and form other friendships. I have met several people from my super group at various locations, and that alone
is worth the playtime.

I have 10,000 of these comments, some even more poignant than those I just quickly grabbed.

Here is my proclamation:  digital game/social spaces have the power to be the most transformative social experiences some humans have ever had, indeed sanctuaries from our physical lives, as Ted Castronova has suggested.  This is sad, but it is true.  What Mr. Archbishop has wrong is the notion that because it's not physical it's somehow not real. Wrong!  This falls in the category of 'don't talk about things you know nothing about!'

I'm also gonna write Obama too and tell him to lay off the videogame criticism.  Wonder if he will read my diss?





Lisa Galarneau on Aug 03, 2009 in Lisa G | Permalink | Comments (40) | TrackBack (0)

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BIG News from Great Britain: VWs Make People Lonely and Sick

Yay, a super-scientist with all sorts of opinions about virtual worlds and their ill effects.  I am SO tired of this silliness.

Here's the lead-in:

Britons' health at risk from time spent in virtual worlds, says Dr Aric Sigman
Britons could be jeopardising their health as they spend more time in virtual worlds than the real one, according to the psychologist Dr Aric Sigman.

And the conjecture:

He claims the amount of face-to-face contact people experience has fallen by two-thirds over the past two decades, from six hours a day in 1987 to just two in 2007.

At the same time, he believes the amount of time UK citizens spend sitting in front of the TV, playing video games or visiting websites has doubled to eight hours a day.

Then:

"One of the most pronounced changes in the daily habits of British citizens is a reduction in the number of minutes per day that they interact with another human being," he said.

Does he know anything at all about virtual worlds?

He goes on to cite loneliness as a major cause of ill health:

'In an article published in the journal Biologist, he cites research that claims lonely people are more likely to suffer a stroke, develop high blood pressure or dementia and even die earlier.'

Well, in my experience (and doctoral research) VWs are a massive panacea for loneliness, a lack of belonging and other societal ills.  People do NOT have to have face-to-face meetings to have meaningful and lifechanging interactions with the millions of other occupants of virtual worlds.

Any other comments?  We have had lots of discussions here about what's really happening in online spaces, and how play and various online interactions (thinking discussion boards, support groups, etc.. here) can transform people's lives.  How do we connect the dots to other disciplines, research communities, etc?  How do we make 20 hours of WoW mandatory before writing ANYTHING about VWs?  Sheesh.  I'm indignant.

Lisa Galarneau on Feb 21, 2009 in Lisa G | Permalink | Comments (33) | TrackBack (0)

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(Virtual) Virtual Worlds Symposium: The Future of Retail in Virtual Worlds and Web 3D

My good friend John Eyles is an educator, philanthropist and activist, and also leads research and alliance efforts at Telecom New Zealand.  He is organizing this symposium to explore possibilities for retail endeavors in virtual worlds (ideally imagining possibilities beyond the usual brick and mortar simulacra).  I am doing a session on mobile gaming and virtual worlds (a la Parallel Kingdom, which launches Oct 31st), and he is also looking for some more contributors for other sessions that might be of interest, or inspire some new thinking in this area.

It's Oct. 29th - 31st, running for 30 hours so people world-wide can participate.

More information at http://www.futuretelco.net.  Schedule, etc. is forthcoming.

Lisa Galarneau on Oct 27, 2008 in Lisa G | Permalink | Comments (2) | TrackBack (0)

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An Atlas of our Terra Nova?

Truly a herculean effort has been undertaken!  The Association of Virtual Worlds has compiled 'The Blue Book: A Consumer Guide to Virtual Worlds", an index to 250 virtual worlds from all over our physical world, all neatly meta-tagged and linked.  Oh, and there's a glossary... 

Continue reading "An Atlas of our Terra Nova?" »

Lisa Galarneau on May 03, 2008 in Lisa G | Permalink | Comments (16) | TrackBack (0)

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Did We Ignore the Rise of the Personal World?

In a week when Sony has announced yet more delays (another in a longer series of gaffes that has spawned endless humiliation) in the development of their much hyped virtual space, Home, and when even the roar from WoW’s success seems to be fading into an echo, a reminder about the incredible success of a little game that could...  Like All in the Family or this year's indie darling Once (or the Aeron chair, for that matter), it almost never got made 'cause people making decisions about such things didn't believe Will Wright (who doesn't believe Will Wright?!) when he said it would be the best thing ever. Cause after all, who the heck would want to play in a virtual dollhouse?   

Continue reading "Did We Ignore the Rise of the Personal World?" »

Lisa Galarneau on Apr 25, 2008 in Lisa G | Permalink | Comments (17) | TrackBack (0)

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Let the Total Inundation Begin...

Amidst our talk of a possible virtual world winter,  and the frantic efforts of pundits looking for bright spots in a somewhat dismal holiday retailing season, more and more suggestions that kids will fuel the next wave of virtual world development ('the most annoying trend since Beanie Babies')....

From the NYTimes...

Second Life and other virtual worlds for grown-ups have enjoyed intense media attention in the last year but fallen far short of breathless expectations. The children’s versions are proving much more popular, to the dismay of some parents and child advocacy groups. Now the likes of the Walt Disney Company, which owns Club Penguin, are working at warp speed to pump out sister sites.

“Get ready for total inundation”...

Or is this just a new cog in the hype machine?  What happens when your 5-year old is inconsolable when they can't log on?  My prediction for 2008:  a fresh crop of virtual world 'addicts', and all the requisite concerned voices to go along with them, including the likes of...  wait for it...  Dr. Phil.

Lisa Galarneau on Dec 31, 2007 in Lisa G | Permalink | Comments (8) | TrackBack (0)

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Talking trash about intellectual trash...

I quite enjoy it when people get sick of hype and decide to rain all over the parade.  The problem is that too often people do it when their annoyance causes any degree of balance and levity to flee, as in the case of  Malcolm King writing in 'Australia's e-journal for social and political debate', who clearly has seen one too many articles about the amazing wonders of Second Life and the residents therein... Yes, he's a bit late to the SL bashing party, but the level of vitriol smells like a pile of fetid backlash to me (predicted by Ren for 2007.  Check).

Continue reading "Talking trash about intellectual trash..." »

Lisa Galarneau on Dec 05, 2007 in Lisa G | Permalink | Comments (13) | TrackBack (2)

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You know virtual worlds have arrived when...

There is now a customizable digital Barbie that connects (with included cradle?) to a virtual world - 'a next-generation fashion doll and stylish MP3 player all in one'.  You need the device to connect to the world, but once there can create a room, shop, and do other typical social VW stuff (all with parentally controlled permission settings).  From Amazon (who are suggesting I buy one):
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The hottest toy of the season is finally here! The interactive Barbie Girls let you do more with Barbie than ever before! At www.BarbieGirls.com, girls can create their own, personalized online space--everything from designing a "room" to creating a character--where they can then play games, chat with gal pals, watch videos and even shop with earned virtual money. They even play MP3's! Parents will appreciate extras such as word filters, moderation tools and other safety features to ensure that the virtual world stays friendly and fun for all visitors. Barbie Girls are the newest, coolest way to play.

Apparently the site has been up since April, but this is this first I've heard of it... anyone else got kids obsessed with Webkinz?  Mine calls hers Websky.

Check out the video...

Lisa Galarneau on Oct 07, 2007 in Lisa G | Permalink | Comments (21) | TrackBack (1)

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The Singularity, Virtual Worlds and AI Babies

I'm reporting from the Singularity Summit (AI and the Future of Humanity) in San Francisco where a bunch of fascinating luminaries (from MIT, IBM, Google, WorldChanging, etc.) are discussing the possibility that despite a lack of excitement in AI research lately, we might yet invent artificial intelligence that is smarter than we are.  (The term singularity, though I'm sure you all know this, was first pulled from the physics/big bang/black hole vernacular and used in this context by Vernor Vinge, then popularized by Ray Kurzweil, who is speaking via video conference tomorrow). Some people get as excited about the Singularity as Christians do about the Rapture, thinking it might solve all of our problems via a positive feedback loop emerging from intelligent systems that are capable of making themselves recursively better.  Others refer to it as a nerdpocalypse and tell tales of Hal-like doom and gloom or economic and network catastrophes that will inevitably arise from AIs (either malevolent or just behaving stupidly because of bad programming) running rampant.

Continue reading "The Singularity, Virtual Worlds and AI Babies" »

Lisa Galarneau on Sep 08, 2007 in Lisa G | Permalink | Comments (36) | TrackBack (0)

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