As I mentioned in an early post, one of the goals here at the project has been the creation of databases that can serve as depositories of knowledge about virtual worlds. In the earlier post, we provided links for a library of research articles, and a list of all known virtual worlds.
In this post, we are providing a list of all known representations of virtual worlds and related technologies and concepts in pop culture from around the world. By virtual worlds and related technologies and concepts, we mean any time the content of a film, television series or episode, novel, comic book or digital game deals with issues of: virtual worlds, virtual reality, digital games, and augmented reality due to technology. Whether or not we should include all of these representations as relating to virtual worlds is something I hope this list will help us discuss.
There are currently 240 items on the list, going all the way back to an episode of the British television series The Prisoner in 1968.
As with our other depositories, if you have any suggestions for changes or additions, then please let us know. Also, feel free to spread this list around, and to use it as you see fit.
I see this list as a way for potentially understanding out the general public makes sense of this emergent technology. I am thinking of an analysis that compares three historical trajectories: 1) the development of virtual worlds technology; 2) the journalistic coverage of this development; and 3) the representation of virtual worlds in pop culture. If anyone is interested in this analysis, then please let me know.
At our international workshop in June, 2010, the Nordic Virtual Worlds Network, represented by Serdar Temiz, interviewed a variety of researchers using the question: what is the future of virtual worlds? You can find the videos of their responses by following the links provided below.
The Virtual World Conference September 15th 2010 will explore the use of online virtual worlds for learning, collaborative work and business ventures. The event will be hosted over a 24-hour period entirely in Second Life.
Sisse Siggaard Jensen from the Virtual Worlds Project at Roskilde University will speak and host an interactive session on Informal Learning at 11:00-12:00 (CEST, Copenhagen).
From place to presence is the title of this year’s NODEM conference in Copenhagen November 24th-26th, 2010. NODEM is network of museum professionals and researchers dedicated to the use of new digital media in museums, galleries, heritage attractions, natural and science discovery centres, etc. The virtual is one of the main topics of the NODEM conference along with a focus on how users can contribute to knowledge production on different exhibition platforms. Research papers, project presentations and exhibitions can be submitted until October 1st 2010. More details here.
A couple of weeks ago I participated in a workshop on The role of users in the intertwined changes of technology and practice at the Helsinki Collegium for Advanced Studies, University of Helsinki. The workshop gathered a group of approx. 60 people in different ways working with user-driven innovation. The workshop sought to explore how users contribute to innovations, and how are they curbed from doing so. The presentations spanned examples of innovations by users as well as a range of methodological approaches to studying or benefitting from the role of users in innovation. User-centered and participatory approaches to design were also debated. This post shares three points of interest I take back with me from this trip.
The need for more long term, collaborative studies: In their talks, Sampsa Hyysalo (University of Helsinki) and Robin Williams (Univ. of Edinburgh) both critically examined how studies of user-innovation often can be characterized by a “snap-shot” problem. Empirical studies are often conducted within a limited timeframe and geographical setting, for example how users have innovated, invented or modified specific products. Hyysalo and Williams both called for methodologically extending the spacial and temporal framing of empirical studies of user-innovation in order to understand users role in technological change through a wider and more long-termed lens. Williams suggests the idea of strategic ethnography that selects multiple sites at different stages and temporalities and thereby to build rich biographies of technological artifacts. This framework combines a qualitative study with a historical review of, for example, technological change and institutionalization. Williams noted how this kind of research best is organized as a collaborative effort and the session discussed new ways of organizing research as a team effort, where individual studies are part of a planned (or retrospectively built) extended research program drawing on cross comparative insights. Similarly, Hyysalo noted how user-involvement methods often are short-lived and confined to a limited group of users invited in to participate either initial concept development, mid way prototyping or through final field trials. Hyysalo stressed that long-term commitments and alignment of interests have in many cases been proven more fruitful, e.g. long term active user-involvement communities that either have emerged on their own or are strategically constructed as part of a developing effort.
Intermediaries and the perpetually beta:James Stewart (University of Edinburgh) presented his interests in intermediaries between supply and use. Developers innovate but how do they communicate this to potential users? Users innovate but how does this feedback to supply? How, where does this happen? Here intermediaries are the crucial actors who create spaces and opportunities for appropriation of technical (or cultural) products by others. They participate in organizing user knowledge and mediating between emerging users and producers in emerging markets. Stewart noted how this space of intermediaries seems to be expanding and multiplying. The technological development involved in Web 2.0 and 3.0 can no longer be characterized by a clear supply-use relationship and instead we find a proliferation of intermediaries that experiment, provide services and brokering roles, and take part in configuring technologies. As such many contemporary technologies exist in a state of perpetually beta and our academic theories and methods should be able to match this reality.
“The user”: Empirical work on intermediaries also opens up the very uniform focus on “the user”. Various talks and discussions (e.g. Yutaka Yoshinaka, Technical Univ. of Denmark and Dimitri Schuurman, Univ. of Ghent) challenged this simplistic conception of the user as an objective person out there. In contrast, “the user” in development often becomes tool for visualizing the market. In this way representations and articulations of the user act as a form of nonhuman intermediaries that stand in the place of and configure potential users. For those interested in user typologies Schuurman provided a very nice overview of user typologies in the academic literature. His talk provided more detail on these typologies, the way they overlap and have been used strategically in setting up living labs. The paper can be found here.
I want to highlight a documentary film Another Perfect World from 2009 by two Dutch filmmakers, Femke Wolting and Jorrien van Nes. It interviews various “founders” and surveys the current variety of virtual worlds with a focus on entrepreneurship and future cyber economy.
See info and synopsis
I can recommend SubmarineChannel. It has all kinds of interesting games, films and multimedia experiments. It is an initiative of the Amsterdam based production company Submarine (founded by Bruno Felix and Wolting), pioneers in the Dutch crossmedia. The aim is to gather offbeat, original artworks with a global perspective on digital culture and showcase it on the net.
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