07 AM | 15 Dec

VALUES AT PLAY

The Values at Play (VAP) research project assists and encourages designers to be mindful of what values their computer games promote. They encourage the diversification of video game values to include positive principles like equity, creativity, diversity, and negotiation, along with the traditional tropes of violence and machismo. Many designers have already begun work in this area by creating “activist games” that teach and inspire social activism, empathy, and other values. With support from the National Science Foundation and a diverse advisory board of game designers and academics, VAP is positioned to become an important force in this movement. The VAP website features a blog, tools for game design and lots of useful links.

http://valuesatplay.org/

07 AM | 15 Dec

Simon Reynolds interview

US-based writer Roy Christopher & Alex Burns (disinfo.com) recently interviewed British music author Simon Reynolds whose work on post-punk/new wave (1978-84), alternative rock & rave subcultures (late 1980s-early ’00s) deal with questions relevant to Toynbee’s “creative minorities” and Eisler’s “Partnership” culture—not explicitly  raised by Reynolds but definately there.

The following interview has a question on lifecycles — “Macrohistory & Macrohistorians”: http://roychristopher.com/simon-reynolds-erase-and-start-it-again

Burns promises to do a follow-up piece making even more explicit connections on Reynolds’  work as a barometer of social/subcultural innovation.

Recommend for holiday reading is “Generation Ecstasy” and “Rip It Up & Start Again” if you’re music/subculture-inclined.

07 AM | 15 Dec

netart: xmas edition

Christmas edition of net:NET – netart features. Like edition I , also the 2nd edition of net.NET is presenting 7 artists and selected works –>

“D.F. MAZE”, 2006 by Ernesto Rios (Mexico) “District of Leitavia”, 2004 by Ian M Clothier (New Zealand) FUSE, 2004 by SoiiZen Art Labs (Taiwan) “Antroptic”, 2007 by Ethan Ham/Benjamin Rosenbaum (USA/CH) “Sonic Map of Battersea Park”, 2007 by Gaya Gajewska (UK) “X_Reloaded”, 2005 by santo_file (Spain/Italy) “Neue Kathedrale des erotische Elends”, 2004- by Dirk Vekemans (Belgium)

The feature can be accessed on JavaMuseum directly via http://www.javamuseum.org/2007/index5.html or any other feature of the 2007 series on www.javamuseum.org

07 AM | 15 Dec

tape projects:dec 15th

Come celebrate on Saturday 15th the launch of third DVD and bend your heads a little to some offerings by:

Helmet Head (Anthony Magen & Sean Baxter) Rat & Parrot Outpost AV Jammers Rosalind Hall & Marco Cher-Gibard Paul Rodgers Pig & Machine John Pak Wii Hack Screenings from DVD03 (There is some great stuff indeed)

Flyer: http://tapeprojects.org/files/pdf/DVD03_LaunchPosterA4.pdf

So much stuff – so little time.

Saturday Dec 15th 8pm Tapespace 1/81 Bouverie St. Carlton, Melbourne $10 with DVD/ $7 without

PS. Pipleline for early next year: Flipbook-Lockgroove 12′ Release + Performance + Tim Webster & Jody Cleaver Residency

Signing off. Tape Projects http://www.tapeprojects.org

05 PM | 09 Dec

tech innovation in 08

For many users of virtual worlds and online games like World of Warcraft and Second Life, social networking is a well-understood part of their online experience. After all, these environments feature friends’ lists, user groups, messaging, and personal profiles, and are an efficient way to meet new people and socialize with people from all over the world. But given all that, the social-networking systems of these worlds and games are rudimentary at best, and are certainly closed to the outside. That’s why Corey Bridges, a co-founder of the Multiverse Network, thinks that one important innovation likely to come to pass in 2008 for virtual worlds is “deep integration with social networks.” There are a couple of very likely forms this integration could take, Bridges says. First, virtual worlds having an expression in existing social networks, like the little virtual-world applications we’re starting to see on Facebook. Second would be social-network extensions within virtual worlds themselves. And because users of virtual worlds are familiar with the use of social-networking systems to an extent, Bridges says, the further melding of the two types of environments won’t be too “painful a conceptual leap for consumers to make.”

More