My standard strategy for explaining my research to those caught up in the effects debate is to point out that playing these games isn’t just like playing real instruments, but it’s nothing at all like just listening to music. It’s a third thing, a new way of musicking.
Just Add Performance - Kiri Miller / Brown University | - 0 views
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you reconstitute instant soup by adding water, and you reconstitute a recorded song by adding performance
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I want to suggest that the most important value-added aspect is the potential for performance
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EMBOTS: Embodied Agents Research Group - 0 views
MIT Media Lab: Affective Computing Group - 0 views
Virtual Worlds Management - 0 views
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Based on comprehensive research available through VWM's Virtual Worlds News, there are now over 150 virtual worlds operating or in development with a focus on the youth market (18-and-under). That's up from just over 100 in April, though not all of these are new developments.
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As in April the tween category (here looked at as 8 to 12) leads with 88 worlds live or in development (up from 62 in April), followed closely by kids worlds (7 and under) with 72 worlds (up from 52 in April) and then teens (13-18 years old) with 60 worlds (up from 44 in April).
Embodied Research Group: Virtual Embodiment - 0 views
Web Playgrounds of the Very Young - 20 Mio kids in virtual worlds by 2011 - NY Times - 0 views
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research firm eMarketer, who estimates that 20 million children will be members of a virtual world by 2011
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