Wednesday, December 12, 2007
Wednesday, November 28, 2007
Which world am I in?
Tuesday, November 27, 2007
Changes in Technology
Because of the limited bandwidth of the 1990s Internet, virtual world designers have to deal with constraints similar to and sometimes even more severe than the games designers two decades earlier. In online virtual worlds, a typical scenario may involve an avatar – a 2-D or 3-D graphic representing the user — animated in real time in response to the user’s commands. The avatar is superimposed on a picture of a room, in the same way as in video games the sprites were superimposed over the background. The avatar is controlled by the user; the picture of the room is provided by a virtual-world operator. Because the elements come from different sources and are put together in real time, the result is a series of 2-D planes rather than a real 3-D environment. Although the image depicts characters in a 3-D space, it is an illusion since the background and the characters do not “know” about each other, and no interaction between them is possible. (p. 8)
It is amazing how virtual worlds have changed! In the 90's, avatars could not interact with their environments. But in virtual world games of today, the foreground and background do interact together. Where do you forsee the gaming world headed next?
Computer Holding Power

1.) The title of the project is "Snow World." It was designed to take a severe burn patient's mind off of his or her pain during wound cleansing treatments. The virtual reality program takes the viewer through a snow world, complete with music. There has been huge success with this program in the trials that have been run thus far.
2.) The other virtual reality therapy program, "SpiderWorld" has been designed for arachnaphobia. Those afraid of spiders confront their fear and even touch life-like spiders during the program.
What other positive virtual reality therapy programs do you think will, or have been, created?
Interesting article
http://news.independent.co.uk/business/news/article3172037.ece
A New World
Video Game Addiction
The Game behind the Game
Monday, November 26, 2007
All But One
Addiction
I wanted to discuss the addictive properties of video games, especially MMORPGs, like World of Warcraft.
Here are a few articles on the topic.
Two fanatic gamers die
Baby dies from neglect while parents play WoW
Support Website for WoW Detox
Clinic Addresses Video Game Addictions
I think that addiction is partially a personality trait. Why has it so prevalent with video games?
What do you guys think? Is this just getting blown out of proportion because of the game's popularity. Is addiction to video games a serious problem? How is it affecting our society?
Doom
Holding Power
Turkle started her article by describing an angry young girl who is playing video games. I found that playing WoW often left me feeling angry and irritated. Because I was in a constant state of defense, I often left the game feeling strained and exhausted. During game play, I was very grumpy and hated to be interrupted. Did anyone else experience an emotional effect of the game?
I also found it difficult to come back to reality after being absorbed in the game for long periods of time. When leaving Marquis hall, I often expected a monster-being to jump out growling and attack me. It usually took a few minutes for these feelings to dissipate.
Turkle also discusses how video games are something the player "becomes". When playing the game, I felt that I was my avatar. When my boyfriend tried playing, I felt uncomfortable watching him control the actions of my character and determining her fate within the world.
If you want more of my connections to the article, read my paper. Otherwise, did anyone else find something they related to with their WoW experience in this article?
Sunday, November 25, 2007
gaming appeal
Saturday, November 24, 2007
data spaced out
I was also curious about Shaw's Legible City, and though I couldn't embed it you can watch it here.
And finally, here is a video about Waliczky's The Forest.
Thought this would help in order to visualize some of the navigable spaces Manovich discusses.
Friday, November 23, 2007
Future of Video games
The Original Human SPACE INVADERS Performance
This is a tribute to Anne, as she has posted many times... "we are the machine." :)
It seemed to me that Turkle was mentioning the duplicity of video games, involving skill, yet commenting on their destructive addictiveness. "There is nothing mindless about mastering a video game. The games demand skills that are complex and differentiated...If there is a danger here, it is not the danger of mindless play, but of infatuation with the challenge of simulated worlds." I have to ask, what is the end result of video games? If truly the positive reinforcement is your "initials" to mark you identity as the "high score" or an "altered state" then I wonder, is this a lasting and (more importantly) fulfilling reward? Seems empty to me...however...
I say this, knowing FULL well I am prone to a video game’s "addictive holding power." I'm just glad WoW wasn't around when I was in high school.