Defining Fractured Fandom According to the discipline of fan studies, at this point in history, being a fan is considered a positive for any individual. Being a fan helps people discover their identities, and to determine what they like and do not like. Being a fan helps people find friends, establish communities, and develop a … Continue reading Categorizing Fractured Fandom
The blending of the physical and the virtual is increasing due to mobile computing technologies. Is our cybernetic future at hand? Christopher Olson uses digital tattoos to discuss the blending of realities, and the construction of reality in his latest article: Mobile Media Technologies at the Intersection of the Virtual and the Real.
Pooky Amsterdam's interview with a VWTV pioneer concludes with this second part. And it raises the question: how likely is the virtual and the real to converge to produce television? How likely are regular television consumers going to be persuaded to become television producers? Steve Benford and Inhabited TV: The beginnings of VWTV Part 2.
Pooky Amsterdam reports on a conversation she had with someone who might just be one of the pioneers of virtual world television. Steve Benford was part of a research project in the United Kingdom who worked on merging virtual reality, virtual worlds, and television at the turn of the century. Their work on "inhabited TV" … Continue reading Steve Benford and Inhabited TV: The beginnings of VWTV
Our definitions and metaphors: Discussion of how researchers and designers as users make sense of virtual world technologies This short essay reflects a project that occurred before, during and after an international workshop hosted by the Virtual Worlds Research Project. The goal was to complete a dialogue to help us understand the multiplicity of terms … Continue reading The Multiplicity of Virtual Worlds
My last two posts for Clearance Bin Review as Dr. Geek have been considerations for the future of gaming given some technologies that are scheduled to be released this year. These technologies all share a common aspect: they appear to be challenging the traditional console gaming market, whether by hardware, interface, or game distribution. In … Continue reading 2013 and the Future of Gaming
It's October. Sure, here in Chicagoland it's been 80 degrees for the past couple days, but the leaves are falling, and the calendar can't be lying. It's October, which means every young person's fancy turns to the ghouls and ghosts that go bump in the night. For the very young ones, this time means donning … Continue reading Haunted Houses as Physicalized Virtual Reality?