16 APR 2018 by ideonexus

 Teens Need a Psychological Moratorium

She remembered psychologist Erik Erickson's exhortation about teenagers: they need a "psychosocial moratorium," he wrote, an environment and a stretch of time in which they can explore different aspects of their personality and try on a series of identities without fear of consequence. In a way, that was what school was supposed to offer, but it didn't always do so with much success. She realized that this was exactly what virtual worlds offered all the time, to anyone with a computer and an ...
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A time when they can find their identity.

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...
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10 FEB 2018 by ideonexus

 How Literacy Impacts Reading and Gaming

For Ellie, that charade contributed to her waning interest in computer games and simulations fi-om its highpoint in middle childhood. Reasonably versed in computer technologies and a fan of emerging online forums such as Tumblr, she agreed to talk about her play in virtual worlds not as an enthusiast, but as something of a philistine. She enjoyed Second Life—but only up to a point. "The imaginative part stopped for me when I stopped designing my avatar," she told me. Further opportunities...
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24 FEB 2014 by ideonexus

 MMO Players Use the Scientific Process

In MMOs, individuals collaborate to solve complex problems within the virtual world, such as figuring out what combination of individual skills, proficiencies, and equipment are necessary to conquer an in-game boss dragon in the example above. As part of developing efficient and effective solutions, players are customarily expected to research various game strategies and tactics by consulting on- and offline manuals, databases, and discussions, as well as by using such knowledge as the basis ...
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They hypothesize, collaborate, experiment and test their ideas in the virtual worlds to learn how they work.

23 JAN 2011 by ideonexus

 Internet as Social Amplifier

Electronic communication and social networking enable Tea Partiers, global warming deniers, and conspiracy theorists to isolate themselves and find support for their shared ideas and suspicions. As the Internet connects the like-minded and pools their ideas, White supremacists may become more racist, Obama-despisers more hostile, and militia members more terror prone (thus limiting our power to halt terrorism by conquering a place). In the echo chambers of virtual worlds, as in real worlds, s...
Folksonomies: culture internet technology
Folksonomies: culture internet technology
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Social networking allows conspiracy theorists to insulate themselves in tribes of like-mindedness.