The chapters in this volume explore the theoretical, design, learning, and methodological questions with respect to designing for and researching web-based communities to support learning. The authors, coming from diverse academic backgrounds (computer science, information science, instructional systems technology, educational psychology, sociology, and anthropology), are frank in examining what we do and do not know about the processes and practices of designing communities to support learning.
Linden Lab was founded in 1999 by Philip Rosedale to create a revolutionary new form of shared experience, where individuals jointly inhabit a 3D landscape and build the world around them. Today this experience, known as the Second Life® world, has a rapidly growing population of Residents from around the globe, who are creating and inhabiting a virtual world of their own design.
This article discusses SXSW-Interactive, the technology portion of the festival. This is the festival where Twitter was first launched in 2007. Theme so far: the blurring of real life and online life is happening. Other topics discussed: web 3.0, asymmetry of privacy, biomimicry (designing technology to mimic nature), work/life balance. Clay Shirky also gave a presentation on social media and revolution: http://www.guardian.co.uk/technology/2011/mar/12/sxsw-2011-clay-shirky-social-media
Jane McGonigal applied psychology book on the life lessons in gaming is reviewed in the Economist. "Frustratingly, few of the book's other examples are as convincingly argued as World of Warcraft." The review will also state that it will be a while before a game designer wins the Nobel peace prize. Her frequent mentions of her own games also "lend the book an air of self-promotion."