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September 27, 2005

Second Life Resources

Here are some good resources for developing and scripting in Second Life.

Here are some good resources for developing and scripting in Second Life:

SL Beginner’s Guide
http://secondlife.com/support/helpguide.php

Scripting 101
http://secondlife.com/badgeo/wakka.php?wakka=LSL101

Building Forum
http://forums.secondlife.com/forumdisplay.php?f=8

SL Games Forum
http://forums.secondlife.com/forumdisplay.php?f=165

BIOART AND PUBLIC SPHERE - October 10-14,17

BIOART AND PUBLIC SPHERE:
A WORKSHOP AND CONFERENCE SERIES AT THE UNIVERSITY OF CALIFORNIA IRVINE

Conference: Monday October 17
Biotech Art Workshop conducted by SymbioticA: October 10-14

FOR MORE INFORMATION PLEASE SEE: http://www.publicsphere.parasitelab.net/

BIOART AND PUBLIC SPHERE:
A WORKSHOP AND CONFERENCE SERIES AT THE UNIVERSITY OF CALIFORNIA IRVINE

Conference: Monday October 17
Biotech Art Workshop conducted by SymbioticA: October 10-14

This initiative aims to bring together artists, biologists, and science studies scholars, to address a broad range of questions about science in the public sphere. The list of possible research domains to be investigated includes, but is not limited to, genomics, tissue engineering, genetic engineering and stem cell research.

1 What types of models of interdisciplinary engagement might facilitate rich, well-informed public participation in scientific discourse?
2 How do we go beyond the "demo" model often used by science museums and approach the subject matter in an experiential hands-on way that allows for failure, redirection of research questions and the promotion of agency towards an area that is usually reserved for the expert community?
3 What types of epistemological questions emerge at the intersection of biology, art, and the public sphere? How would an exchange mutually benefit the research areas of each discipline? Under which umbrella could research collaborations of this kind be supported?

We are specifically interested in the relationship of these research areas to the social landscape of the pharmaceutical industry, the agricultural industry, global trade and corporate license agreements, the framing of biosecurity and biodefense, constructions of disease, and the global politics of the reproductive health industry.

FOR MORE INFORMATION PLEASE SEE: http://www.publicsphere.parasitelab.net/

Rockstar Games Upload 4 - Digital Media Awards

The call for entries period for Rockstar Games Upload 4, Rockstar’s pioneering digital media awards competition, expires September 30th, 2005. Time is running out to enter a short story, DJ mix, short-subject film, or multimedia design piece.

For Entry Details, visit: http://www.rockstargames.com/upload/

The call for entries period for Rockstar Games Upload 4, Rockstar’s pioneering digital media awards competition, expires September 30th, 2005. Time is running out to enter a short story, DJ mix, short-subject film, or multimedia design piece.

Upload welcomes participation from amateurs on the come-up and industry professionals alike, with no limitation placed on genre or subject matter in any category. The devious minds at Rockstar Games, our esteemed media sponsors, and an impossibly glamorous Judging Panel of distinguished industry professionals then evaluate all entries on the basis of artistic merit, entertainment value, and overall execution to determine grand jury winners, as well as runners-up in each category.

For Entry Details, visit: http://www.rockstargames.com/upload/

BEST MULTIMEDIA DESIGN CASH PRIZE: $3,000
CATEGORY SPONSORSHIP & FINAL JUDGING BY: DesignIsKinky.net

BEST SHORT SUBJECT FILM CASH PRIZE: $5,000
CATEGORY SPONSORSHIP & FINAL JUDGING BY: Independent Film Channel

BEST SHORT FICTION CASH PRIZE: $3,000
CATEGORY SPONSORSHIP & FINAL JUDGING BY: Flaunt Magazine

BEST DEEJAY MIX CASH PRIZE: $3,000
CATEGORY SPONSORSHIP & FINAL JUDGING BY: XLR8R Magazine

September 21, 2005

Reflections on Player Typographies

A few really good points were brought up Assignment 4 that I’d like to call to everyone’s attention.

Oscar probably hit on it most astutely in noting that there are a couple of players types Bartle doesn’t cover. Oscar points out the group of Collectors (people who just like to collect stuff for the sake of collection). Also, there seem to be two kinds of Explorers emerging…some of you pointed out that you didn’t exactly fit his definition, which is more of a cartographer or someone who analyzes the property of the world, as opposed to someone who is more interested in sightseeing and discovering new places. Another category that came up and which we discussed at length on Monday is the Helper type. Lara and others have also made comments that suggest we may want to think about different categories of Socializers-the ones who, who like Shon, think of this in terms of status, respect, loyalty, etc, and those who, as Lara puts it “just want to hang out.” These are very distinct social styles. She also makes an excellent point supported by others that many games tend to favor a certain play style, and that it’s better if the design weights each play style equally.

Let’s think about possibly breaking down Bartle’s definitions into more refined sub-sets, but I think in particular looking at a range of Socializer types would be particularly useful as you move forward on your game designs.

September 20, 2005

GAMES FOR CHANGE-New York, Oct 21-22

Celia Pearce, currently teaching USC CTIN482 Multiplayer Game Design, will be speaking at Games for Change (G4C), October 21-22 at CUNY The Heights in New York City.

THIS OCTOBER: The conference dedicated to Social Change through Digital Games will explore best practices, successful funding/distribution models, and partnership essentials. Here’s your chance to:
a) encounter this new movement first-hand [Gov’t/Nonprofit/Foundations/Academic/Corporate/Artists]
b) try the latest games and talk to their designers
c) learn from leading experts in social-tech innovation (keynote by Clay Shirky)
d) join with our community of practice for partnerships and fun (spicy food included!)

AND Featuring:
INDUSTRY OVERVIEW: by Ian Bogost of Georgia Tech (and CEO of Persuasive Games)
FUNDING: hear advice from our foundation and government funders panel
BIG GAMES: (1) the UN’s “Food Force”, (2) Int’l Cntr. on Nonviolence/BreakAway: “A Force More Powerful”
LIVE PLAY: a game created especially for the conference by gameLab
FIND FREE RESOURCES: tips and action planning to make this all cheaper
CHANGE THEORY: why your game needs a Theory of Change
NETWORK: with nonprofits, developers, foundations, academics, artists
HOW-TO/SUCCESS: who to partner with, and why -- plus evaluation
And much more…

Register and read more at our conference website:
http://www.seriousgames.org/gamesforchange/conference/2005/index.htm
(Save $50 by registering today!)


The G4C Conference Committee
( Suzanne Seggerman of Web Lab, Scott Bowling of WWWAC, Rachel Sokolow of Carnegie Hall/Weill Music Institute, Limor Schafman of World Future Society/Keystone Tech, Liam O'Malley of interFUEL, Jacob Troy, Glennette Clark of LazySmart, Franklin Madison of ITAC, Courtney Peck Peagler , Beth Bryant of Serious Games Initiative/Digital Mill, Benjamin Stokes of NetAid, Ben Sawyer of Serious Games Initiative/Digital Mill, Barry Joseph of Global Kids, Aldrin Bonilla of CUNY in the Heights)

September 05, 2005

Assignment #3: Games and Flow

Play selected FPS game: Halo, Battlefield 1942, Counter-Strike, etc.
Describe your experience of Flow; if you do not experience Flow, explain why.

Reading: Czikszentmehilya, M. (1990) “The Conditions of Flow.” In Flow: The Psychology of Optimal Experience. New York: HarperCollins