Serious Games | MIT Technology Review - 0 views
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This, in its purest form, is the Second Life that blew the media’s mind: not an escape from or even an imitation of reality but an expansion of it, potentially suitable for almost any human purpose. But as Life 2.0 testifies, the Second Life that blew the media’s mind turns out not to be the Second Life its inhabitants have made. This Second Life—documented in the film’s three in-depth portraits of more or less typical users—is less transcendent but no less profound. And it’s something that can’t really be recognized without understanding Second Life to be precisely what we’ve so often been told it’s not: a game.
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However serious the stakes in these pursuits, there is no escaping the element of play in all of them—of fantasy and make-believe—and the ways in which the dollhouse world of Second Life is uniquely suited to it.
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He could have. But the common thread running through almost any configuration of Second Life stories would have been the same: Dressing up. Flirting. Philandering. Playing records. Playing house. Building castles and curiosities out of endlessly editable virtual objects (“like the building blocks you had as a kid,” one Life 2.0 protagonist tells us). Second Life as it is really lived doesn’t even gesture toward the broad utility its creators aimed for. It’s not the promise of the metaverse. It’s just a lot of people giving rein to one form or another of a basic human impulse: playing.
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Julian Dibbell » A Rape in Cyberspace - 2 views
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here on the brink of a future in which human existence may find itself as tightly enveloped in digital environments as it is today in the architectural kind — demand a clear-eyed, sober, and unmystified consideration. It asks us to shut our ears for the time being to techno- utopian ecstasies and look without illusion upon the present possibilities for building, in the on-line spaces of this world, societies more decent and free than those mapped onto dirt and concrete and capital. It asks us to behold the new bodies awaiting us in virtual space undazzled by their phantom powers, and to get to the crucial work of sorting out the socially meaningful differences between those bodies and our physical ones. And perhaps most challengingly it asks us to wrap our late-modern ontologies, epistemologies, sexual ethics, and common sense around the curious notion of rape by voodoo doll — and to try not to warp them beyond recognition in the process.
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These particulars, as I said, are unambiguous. But they are far from simple, for the simple reason that every set of facts in virtual reality (or VR, as the locals abbreviate it) is shadowed by a second, complicating set: the “real-life” facts. And while a certain tension invariably buzzes in the gap between the hard, prosaic RL facts and their more fluid, dreamy VR counterparts, the dissonance in the Bungle case is striking.
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No hideous clowns or trickster spirits appear in the RL version of the incident, no voodoo dolls or wizard guns, indeed no rape at all as any RL court of law has yet defined it. The actors in the drama were university students for the most part, and they sat rather undramatically before computer screens the entire time, their only actions a spidery flitting of fingers across standard QWERTY keyboards. No bodies touched. Whatever physical interaction occurred consisted of a mingling of electronic signals sent from sites spread out between New York City and Melbourne, Australia. Those signals met in LambdaMOO, certainly, just as the hideous clown and the living room party did, but what was LambdaMOO after all? Not an enchanted mansion or anything of the sort — just a middlingly complex database, maintained for experimental purposes inside a Xerox Corporation research computer in Palo Alto and open to public access via the Internet.
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Nothing is private once Facebook gets into your wallet - 0 views
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Capitalism requires fluidity – the transformation of static objects into cashable objects. By making money social and digital it becomes more fluid.
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While the discourse is about empowering the working and immigrant poor to be able to send money home without costly fees, it is really about financialising a new market, the formerly private acts that are being unlocked by social media.
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This is financialisation masked as the “sharing economy"
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Snowden-inspired crypto-email service Lavaboom launches * The Register - 0 views
The "Cuban Twitter" Scam Is a Drop in the Internet Propaganda Bucket - The Intercept - 0 views
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Propagandizing foreign populations has generally been more legally acceptable. But it is difficult to see how government propaganda can be segregated from domestic consumption in the digital age. If American intelligence agencies are adopting the GCHQ’s tactics of “crafting messaging campaigns to go ‘viral’,” the legal issue is clear: A “viral” online propaganda campaign, by definition, is almost certain to influence its own citizens as well as those of other countries.
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Those programs, carried out in secrecy and with little accountability (it seems nobody in Congress knew of the “Cuban Twitter” program in any detail) threaten the integrity of the internet itself, as state-disseminated propaganda masquerades as free online speech and organizing. There is thus little or no ability for an internet user to know when they are being covertly propagandized by their government, which is precisely what makes it so appealing to intelligence agencies, so powerful, and so dangerous.
Big Data has big problems - Boing Boing - 0 views
Games evangelists and naysayers - 0 views
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