It is a deliberate descent - a purposeful manifestation.
having software interfaces to transform the local geometry of the body to the global geometry of the world. Without this translation, you have virtual autism
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.
you reconstitute instant soup by adding water, and you reconstitute a recorded song by adding performance
I want to suggest that the most important value-added aspect is the potential for performance
everyone I’ve interviewed for my research reports that the games have substantially changed the way they listen to popular music when they’re not playing
value-reconstituted
Players become live performers of pre-recorded songs, a phenomenon that I call schizophonic performance.
But players aren’t deluded; they’re quick to point out that they understand the difference between playing instruments and playing Guitar Hero.
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.
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).
Malicious programs that specifically target online games and virtual worlds aimed at stealing online game passwords are becoming a serious problem. Such malware is invariably aimed at the theft of virtual property accumulated in a user's account and its sale for real money. The failure to recognise the importance of protecting the real-money value locked up in this grey-zone of the economy is leading to an exponential increase in attacks targeting online MMO/VWs.
The main body of this report describes in detail these risks and others, including privacy risks in MMO's, in-game access-control vulnerabilities, scripting vulnerabilities, denial of service, spam and threats to minors, before making a number of recommendations on how to remedy them.
To provide evidence for the report, we conducted a survey of 1500 users of MMO/VWs. The complete results can be viewed at the following link:
pdf http://www.enisa.europa.eu/doc/pdf/other/survey_vw.pdf
Ziel des Projektes ist es, durch persönliche Befragungen herauszufinden, welche Angebote sich die Besucher dort wünschen und was sie für Visionen von evangelischer Kirche in virtuellen Umgebungen wie Second Life® haben.
Die Internetarbeit der EKD [www.ekd.de] sowie Mitarbeiter der Institute für Religionswissenschaft an der Ruprecht-Karls-Universität Heidelberg und der Universität Bremen begleiten die Auswertung und die wissenschaftliche Analyse der während des Projekts gewonnenen Daten.
Erziehungswissenschaftler, Univ. Magdeburg. Forschungsschwerpunkte: Medienbildung, pädagogische Anthropologie.
Educational scientist (humanities), research fields: media literacy and education, media cultures, educational anthropology.