10 FEB 2018 by ideonexus

 Applications for Simulated Worlds

Consider that applications of simulated worlds and simulated games to science and social science research are on the increase. Businesses build virtual worlds for commercial purposes. Scientists utilize video games to crowd-source solutions to protein folding, to invesfigate complexity theory and artificial life, to visualize the physics of black holes, and to research economic, social, and psychological behaviors. Call of Duty, Second Life, World of Warcraft—and the software that makes the...
  1  notes
 
26 MAR 2013 by ideonexus

 Digiphrenia

In the digital universe, our personal history and its sense of narrative is succeeded by our social networking profile—a snapshot of the current moment. The information itself—our social graph of friends and likes—is a product being sold to market researchers in order to better predict and guide our futures. Using past data to steer the future, however, ends up negating the present. The futile quest for omniscience we looked at earlier in this chapter encourages us, particularly busines...
Folksonomies: new media
Folksonomies: new media
  1  notes

We move our values into the digital realm from the physical.