• úvod
  • témata
  • události
  • tržiště
  • diskuze
  • nástěnka
  • přihlásit
    registrace
    ztracené heslo?
    MAHISHGame culture, art and studies & ludology... a tak
    KHALAVERA
    KHALAVERA --- ---
    KHALAVERA
    KHALAVERA --- ---
    More evidence that satire doesn't transmit over the interwebs
    A game in which your "task" is to "wipe the Muslim race from the face of the Earth" has, predictably, got people wound up
    http://www.guardian.co.uk/global/gamesblog/2008/sep/11/blogpost1
    QUITE
    QUITE --- ---
    MAHISH: dodej .))
    KHALAVERA
    KHALAVERA --- ---
    MAHISH: jj, ta se hodí do života zvídavého člověka .)
    MAHISH
    MAHISH --- ---
    KHALAVERA: po třech měsících mám před sebou už jen pár stránek, super kniha:)
    MAHISH
    MAHISH --- ---
    Buying Spore, or just renting?

    I admit I haven't yet picked up a copy of Spore (beginning of the school year and all) but I figured it was being released to universal acclaim, sales, yada yada. And of course all of the pre-release information hyped the game to no end, and fans seemed, well, fanatic, about getting their hands on the game. What a difference a day or two makes. Check out the review scores for Spore on Amazon's site. As of my writing this, there are 1840 1-star reviews of the game. Why?

    Not the gameplay, it seems, but the DRM protection. A common complaint from reviewers-- 'you don't buy this game, you rent it!' You need to go online to authenticate the game (nothing new there) and the game allows you to authenticate three times before having to call and ask permission for more authentications from EA (disclaimer: I'm taking this from the reviews, so if the information is incorrect, please post and let me know). Seems very close to Apple's iTunes model of managing music, thus causing the user to carefully ponder just how/where/when to 'spend' those few copies.

    While Spore isn't technically a virtual world (or is it?), this also brings back parallels for me of players' rights in virtual worlds. If we are encouraged to see these worlds as our new Commons, our coffeehouses, etc, do we have any say in how we use them? Will this outrage amount to anything for Wright's creation? For future games? And as we probably don't own that epic gear in MMOGs, so too, maybe we are only renting our single player games now as well?


    http://terranova.blogs.com/
    MAHISH
    MAHISH --- ---
    AVATAR the new you
    MYFANWY ASHMORE (CANADA), ARAM BARTHOLL (GERMANY), TOBIAS BERNSTRUP (SWEDEN), ZENG HAN & YANG CHANGHONG (CHINA), DANIEL HANDAL (USA), CLAUDIA HART (USA), CEES-JAN KIEWIET / WYRIHAXIMUS (NETHERLANDS), DAVID MELÉNDEZ (MEXICO), STEVE MILLAR / ARAHAN CLAVEAU (UK), MELISSA RAMOS & RHYS TURNER (AUSTRALIA), JUSTIN SHOULDER (AUSTRALIA) TALE OF TALES GAME DESIGN FORUM (BELGIUM)

    Curated by Malcolm Smith
    The original Avatars came from Indian mythology; they were the bodies the Gods used when they chose to walk upon the earth. Today the term Avatar is more commonly associated with the graphical action figures we use when we play games in online worlds. Like virtual alter-egos, our avatars can be whoever we want them to be; musclebound commandos, lithe blood elves, penguins or Pokemon.
    If you are on Facebook, Myspace, a dating site or if you can Google yourself, you have a virtual identity. As more and more of our time is spent online; socialising, conducting business, broadcasting our opinions or looking for love; the way we are perceived there is becoming as important as in real life. Avatars are more than a puppet or a plaything; they are the new you.
    The artists in this exhibition are inspired by Popular Culture rather than High Art, through games such as World of Warcraft or Half Life, virtual environments such as Second Life or the Sims, or content sharing sites such as Flickr, and Youtube. They question conventional attitudes towards gender, spirituality, violence, technology, sexuality and identity, examining how these issues have been transformed by online technologies.

    http://tmp.acp.org.au/current/index.php#gallery1
    KHALAVERA
    KHALAVERA --- ---
    Who plays, how much, and why? Debunking the stereotypical gamer profile
    Dmitri Williams, Nick Yee, Scott E. Caplan
    http://www3.interscience.wiley.com/cgi-bin/abstract/121394419/ABSTRACT
    MBR
    MBR --- ---
    MOYYO: ja jedu ve ctvrtek
    MOYYO
    MOYYO --- ---
    // ot: ste tady nekdo na ty gcdc? :)
    MAHISH
    MAHISH --- ---
    MAHISH
    MAHISH --- ---
    NFS soundtrack meets WoW characters hehe:)
    http://www.youtube.com/watch?v=sJXz8nNxLLA
    KHALAVERA
    KHALAVERA --- ---
    MAHISH: no to si musíš prodloužit registraci

    Free Online access to Cultural Studies journals for two months: Register Today

    Email Alerts

    Get acquainted with SAGE's many journals in Cultural Studies now during our free online access period. We are currently offering free full-text access to 13 journals for two months until September 30th, 2008!

    The journals featured below are immediately available to you today through this free trial offer. All you have to do is register here. Once registered, you will have full-text online access to these titles! You can browse abstracts, perform quick or advanced keyword searches, and download full-text articles.
    Body & Society
    Crime, Media, Culture: An International Journal
    Cultural Geographies
    Cultural Studies & Critical Methodologies
    European Journal of Cultural Studies
    French Cultural Studies
    International Journal of Cultural Studies
    Journal of Consumer Culture
    Journal of European Studies
    Journal of Visual Culture
    Media, Culture & Society
    Space and Culture
    Theory, Culture & Society

    You’ll also have access to any new issues that are posted online during the free access period! So make sure to bookmark your favorite journal pages and check back often for recently published articles.

    Registration only takes a minute, and, once completed, you will have hundreds of articles available to you for free. Act now as this special free access offer ends on September 30th!


    Sincerely,


    SAGE Marketing
    www.sagepub.com
    MAHISH
    MAHISH --- ---
    KHALAVERA: mi to píše

    Your online subscription to
    "Space and Culture"
    has EXPIRED as of 1 Jun 2008.


    tak nevím...
    KHALAVERA
    KHALAVERA --- ---
    sage má otevřené do konce září kulturní žurnály a jeden z nich se teď věnuje virtuálním světům

    A new issue of Space and Culture is available online:
    1 August 2008; Vol. 11, No. 3

    The below Table of Contents is available online at: http://sac.sagepub.com/content/vol11/issue3/?etoc

    The Geography of Virtual Worlds: An Introduction
    Eric Gordon
    Space and Culture 2008;11 200-203
    http://sac.sagepub.com/cgi/reprint/11/3/200

    Placeworlds: Using Virtual Worlds to Foster Civic Engagement
    Eric Gordon and Gene Koo
    Space and Culture 2008;11 204-221
    http://sac.sagepub.com/cgi/content/abstract/11/3/204

    Datascape: A Synthesis of Digital and Embodied Worlds
    Eric Kabisch
    Space and Culture 2008;11 222-238
    http://sac.sagepub.com/cgi/content/abstract/11/3/222

    The Experience of Embodied Space in Virtual Worlds: An Ethnography of a Second Life Community
    Shaowen Bardzell and William Odom
    Space and Culture 2008;11 239-259
    http://sac.sagepub.com/cgi/content/abstract/11/3/239

    Spatial Regimes of the Digital Playground: Cultural Functions of Spatial Practices in Computer Games
    Sybille Lammes
    Space and Culture 2008;11 260-272
    http://sac.sagepub.com/cgi/content/abstract/11/3/260

    The Case for Education in Virtual Worlds
    Rebecca Nesson and Charles Nesson
    Space and Culture 2008;11 273-284
    http://sac.sagepub.com/cgi/content/abstract/11/3/273
    Kliknutím sem můžete změnit nastavení reklam