04 NOV 2018 by ideonexus

 The Immersive Fallacy

According to the immersive fallacy, this reality is so complete that ideally the frame falls away so that the player truly believes that he or she is part of an imaginary world. [...] In the case of play, we know that metacommunication is always in operation. A teen kissing another teen in Spin the Bottle or a Gran Turismo player driving a virtual race car each understands that their play references other realities. But the very thing that makes their activity play is that they also know th...
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The false idea that a "suspension of disbelief" is needed to enjoy a work of art or game.

12 DEC 2017 by ideonexus

 The Consensus of Cyberspace

In the real world the empty page might scare the writer. as the blank screen might intimidate the programmer, but now individuals found themselves in the position of having to "boot up" an entire universe of meaning, without any easy reference to the constellation of familiar objects that tend to reinforce the tentative definitions obf newly ereated artifacts. Say, for example, one wished to create a chair in cyberspace, circa 1985. The most that can be said is that this "chair" won't look ve...
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10 MAR 2017 by ideonexus

 Literacy in the Context of an MMORPG

Let us begin with the New London Group (1996) definition – the notion that literacies (plural) crucially entail sense making within a rich, multimodal semiotic system, situated in a community of practice that renders that system meaningful. Figure 1 shows the interface of the MMOG Lineage II, one of the primary virtual world contexts in which the ethnographic data described herein was collected. We might ask ourselves, how many adults (let alone tenured professors) can ‘read’ such a space? W...
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A game screen is a complex collection of symbols that are meaningless to traditional literacy, but they do comprise a literacy that tells a story for those who can read it.

29 DEC 2016 by ideonexus

 Gaming for Globalization

In today’s global society, we need games that introduce young people to their international peers and their peers’ lives all around the world. We should have games that fully represent the current scope of humanity around the globe. Let inter-ed games help liven up the history or sociology lesson and motivate players to go out and learn more by traveling and experiencing other cultures in reality. Looking to the future, I would be remiss to neglect mention of the vast potential of virtual rea...
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03 JUN 2016 by ideonexus

 Chances We are Living in a Simulation

The strongest argument for us being in a simulation probably is the following. Forty years ago we had pong. Like two rectangles and a dot. That was what games were. Now, forty years later, we have photorealistic, 3D simulations with millions of people playing simultaneously and it’s getting better every year. Soon we’ll have virtual reality, augmented reality. If you assume any rate of improvement at all, then the games will become indistinguishable from reality, even if that rate of advanc...
Folksonomies: simulation video game
Folksonomies: simulation video game
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