Quite fascinating: a student of game design by the name of Robin Burkinshaw created the universe Alice and Kev, two emotionally disturbed Sims who have been put in a desolate setting with just a couple of benches and who are trying to survive without money with just their Sims skills. The creator says: “a surprising amount of the interesting things in this story were generated by just letting go and watching the Sims’ free will and personality traits take over”.
Are artificial lives then becoming alive?
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Homeless in The Sims 3: Game, Storytelling, or Social Experiment?
On June 21st, 2009 at 16:06
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Going to Modernity 2.0
On June 21st, 2009 at 07:06
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Next week I will be going to a conference in Urbino called “Modernity 2.0″ - the topic is socio-cybernetics and many papers seem to be related to Luhmann, Gordon Pask and similar; I will be presenting the paper “The Obama campaign on Facebook: playful conversation, trust, and civic engagement in social networks”, wanting to explain some aspects of the culture of play visible in social networks, and how this can possibly influence electors.
There will be at least another three papers on various aspects of Barack Obama election campaign, so it is going to be an interesting and challenging event.
The conference is organized by Fabio Giglietto and Michael Pateau, and two of the keynote speakers are Danah Boyd and Giuseppe Longo.
Technorati Tags: conference, event, media activism, personal, social networks
Summer Course of Game Design: an Experiment in Education
On June 15th, 2009 at 18:06
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I am an online student! I am glad it’s online because I heard there are 700-something students, and in real life it would be a real mess.
this is the course:
Ian Schreiber, is offering a online summer course on game design. Game
Design Concepts is a large-scale online version of a course normally taught
in a university classroom, focusing on both the theory and practice of core
systems game design. Participants include high school and college students,
college educators, and professionals both inside and outside the game
industry. Class begins on June 29 and continues until September 6. For
complete schedule, syllabus and registration instructions, visit the
official course blog
As the first experiment of its kind (? correct me if I am wrong), this course is going to open a lot of perspectives on open education, I will be taking notes all along ![]()
Big Brother Meets Facebook: Reality Social Network
On June 15th, 2009 at 17:06
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Like we didn’t have enough reality shows, or we didn’t spend enough time online anyway, the spanish developers of Tengaged has created the world-first reality social game.
The game is very straightforward. When you sign up, Tengaged prompts you to create a cartoon-style avatar, reminiscent of Nintendo’s Miis. The avatars appear a bit bland — with limited customization options — so it shouldn’t take very long.
After you create your avatar, you are placed into a game with nine other players. Each game occurs during the course of seven days. At the end of each day, Tengaged nominates players for “eviction” based on its algorithm that detects player activity (posting blogs, comments, etc.). Other participants then ultimately vote their peers off the game.
Once voted off, most players may not join another game until the current one has ended. If you’re a good Tengaged citizen, however, you are not limited to one game necessarily. If players post positive comments, they earn “karma points,” which can eventually be used to play multiple games at once.
Since everything in Tengaged was built around this elimination concept at its core, the normal social networking interactions we see in other games have a secondary purpose. Yes, the more you do, the less likely you will be nominated for elimination, but Tengaged is mostly a popularity contest, plain and simple.
One interesting aspect of Tengaged is that the games are not limited to those created by the developer. Players can create their own niche user groups. Within these user groups, they can play unique games based on a specific concept chosen by moderators. These groups provide an extra level of interaction for Tengaged users.
Overall, Tengaged has utilized social networking capabilities in a unique way. Every action has a purpose because everything you do is judged. While you still interact and make friends, the game has an underlying factor of competition — and that’s not a bad thing.
The staying power of this Big Brother-style game is hard to predict. Since it was brought to our attention in January, Tengaged has been fairly active. We expect to see more features added so it may retain its existing user base, and perhaps attract more as well.
(from Inside Social Games)
The Onion on Games
On June 15th, 2009 at 17:06
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As my Facebook Friends know very well, I have been recently obsessed by the hoax TV news clips by The Onion Network; here are a couple of them related to game culture, in fact they don’t sound very different from the news in italian television
Hot New Video Game Consists Solely Of Shooting People Point-Blank In The Face
I love this one,
Are Violent Video Games Adequately Preparing Children For The Apocalypse?
This one instead is a very probable future application of user generated content for crime detection..
Police Slog Through 40,000 Insipid Party Pics To Find Cause Of Dorm Fire
“Third Person: Authoring and Exploring Vast Narratives”
On June 15th, 2009 at 17:06
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The third book of the trilogy edited by Pat Harrigan and Noah Waldrip-Fruin, after “First Person: New Media as Story, Performance, and Game”, and “Second Person: Role-playing and Story in Games and Playable Media”, is out.
Henry Jenkins interviewed the authors, and the results are interesting, take a look
http://henryjenkins.org/2009/05/an_interview_with_pat_harrigan.html
http://henryjenkins.org/2009/05/authoring_and_exploring_vast_n.html
http://henryjenkins.org/2009/05/authoring_and_exploring_vast_n_1.html
Interactive Billboard
On June 15th, 2009 at 17:06
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McDonald launched a new interactive sign in Piccadilly Circus where passers-by can interact with images displayed on McDonald’s giant LED screen. Is this video a hoax or not?
Time to Resurrect this Blog
On June 15th, 2009 at 17:06
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It has been a long time since I thought I had something to say about cross media and play; in fact I am still looking for an academic job, applying here and there, and the focus of my research has kind of shifted towards play and playfulness in social media, especially with regards to Facebook.
This means that this blog from now on will relate to the social aspect of media and user generated content more than before. There is some kind of a red thread connecting these different topics, as I would like to consider them all within the frame of a culture of play, in which the modalities of play are expanded to non-play environments and employed in non-play practices (see all my last papers about the Obama’s Facebook campaign).
Anyway, time to start again.
Layoff
On June 4th, 2009 at 11:06
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Layoff, game about inflation and precarious work, designed by Mary Flanagan.

They are part of this really cool Values at Play project; why don’t they have anything like that in Europe?
Video Vortex 4
On May 19th, 2009 at 18:05
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The program of Video Vortex 4 in Split is online, I will be talking on the second day, if you happen to be around say hi
The conference is happening under the illustrious wings of Geert Lovink and Lev Manovich, I am really looking forward.
