Virtual Worlds and Games and Gaming

Recent blog entries tagged with Virtual Worlds and Games and Gaming.

E07 Podcast: An Interview with Ulrich Rauch, Director of Arts Instructional Support & IT at The University of British Columbia

Created by Gerry Bayne (EDUCAUSE) on December 18, 2007

In this 21 minute podcast, we feature an interview with Ulrich Rauch, Director of Arts Instructional Support & Information Technology at The University of British Columbia. He has recently been involved in a project called Ancient Spaces at UBC, which uses gaming and virtual world technology to recreate locations from antiquity. He also participated in a session at the EDUCAUSE 2007 Annual Conference entitled, "Indigenous Cultures: From Observing to Experiencing, from Videography to 3D VR Immersion".

Ulrich Rauch organizes the implementation of educational technologies for instructors, students and staff in the Faculty of Arts at the University of British Columbia. As the director of a technical and an instructional support unit, and as trained sociologist, Ulrich combines his experience as an instructor with his perspective on learning technologies to research and apply e-learning strategies in support of collaborative learning.

Some Foundations for Second Life Pedagogy

Created by Neil LaChapelle (University of Waterloo) on July 18, 2007

Sex, commerce and stalking.  In recent discussions on our campus on the use of Second Life as a learning environment, these were some of the first things people noted as concerns.  Sex was a problem just because it was there to contend with - whereas it is not much of a factor in our current LMS!  It was also thought that some of the economic arguments about Second Life being an "authentic" environment (because of the real economy) were questionable; i.e. what is so "authentic" about commerce, and is that the kind of "authenticity" we want to emphasize in our courses.  And stalking is a bad thing, of course...

I did not share these concerns about Second Life.  In ways I find both reassuring and depressing, sex, commerce and stalking are all part of life on campus anyway, and in these regards Second Life does not differ much from life on our offline, physical campus (except that real sex is better and real stalking is worse than Second Life sex/stalking).

Issues with immersive gaming

Created by Stuart Yeates (University of Oxford) on September 14, 2006

A long, long, time ago, in a country far, far, away, I played a game (or was a member of the community, if you will) called LambdaMOO. LambdaMOO was a blend of techno-utopian escapism, procrastination and hacker wizardry. Building on role-playing traditions, you connected to a text-only virtual world where none of the constraints of your mundane life applied.

Fifteen years later and a new wave of commercial virtual worlds sweeping the Internet in the form of Second life and it's ilk. Unlike traditional "games" these virtual worlds are not competitions, man-vs-monster or puzzle solving centred, they're community centred.

Second life is currently struggling with security issues, but there are much bigger potentially issues lying just under the surface. LambdaMOO lost much of it's appeal for many participants after the incident documented in Julian Dibbell's aptly titled "A Rape in Cyberspace," which evaporated the techno-utopian dreams and left the community traumatised. I certainly hope that Second life has a plan in place to deal with such situations.