Tag Archives: Literacies

Feminist Critics of Gaming Facing Threats #GamerGate

Photo Jim Wilson, New York Times

Photo Jim Wilson, New York Times

Nick Wingfield, New York TimesOctober 15, 2014– Anita Sarkeesian, a feminist cultural critic, has for months received death and rape threats from opponents of her recent work challenging the stereotypes of women in video games. Bomb threats for her public talks are now routine. One detractor created a game in which players can click their mouse to punch an image of her face.

Not until Tuesday, though, did Ms. Sarkeesian feel compelled to cancel a speech, planned at Utah State University. The day before, members of the university administration received an email warning that a shooting massacre would be carried out at the event. And under Utah law, she was told, the campus police could not prevent people with weapons from entering her talk.

“This will be the deadliest school shooting in American history, and I’m giving you a chance to stop it,” said the email, which bore the moniker Marc Lépine, the name of a man who killed 14 women in a mass shooting in Montreal in 1989 before taking his own life.

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APIs: Is Code/Coding subject to copyright?

Can code/coding be itself subject to copyright? The answer to that question has broad implications for the unfolding of new technologies. With the binary code that underlies the infrastructure of modernity- for which presently, only a select few are able to understand, decode, or debug, the code that is used to regulate transactions of daily functions progressively moving, from desktops to portables, tablets and mobile devices- is there also a need to further define, that which is subject to copyright protection at the level of APIs running our mobile devices? The US Court of Appeal apparently thinks so; in a recent decision adjudicating competing claims by Oracle and Google. with Oracle alleging that the Android mobile operating system violated seven different Java patents. even though Judge William Alsup of the U.S. District Court had ruled differently, in 2012.

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Copyright in (cyber)space: Space Oddity

Here is a momentous instance: when copyright in cyberspace meets copyright from the depths of space! For according to Canadian astronaut Chris Hadfield, copyright permission he had been granted on May, 13, 2013, when as the first Canadian Commander of the International Space Station ISS for Expedition 35 , he played and recorded a tribute originally composed by David Bowie, expires on May, 13, 2014. As it appears, link for the popular culture oddity that Commander Hadfield had popularized from the depth of space, viewed 22 million times, has since expired on Youtube.

That said. a legacy remains, documenting the joint space odyssey, including the above historic transfer of space command, from Hadfield to Vinogradov, from Expedition 35 to Expedition 36, in English and Russian.

Commander Hatfield playing and recording in space

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3D Printing: Paper as media, in the 3rd Industrial Revolution

Interesting conference and expo, specializing in 3D printing technologies as the emergent third industrial revolution (perhaps Vancouver next, for its upcoming Expos?), where it has become possible, to print any content in any form (see the 3D printed guitar!) in any media- even paper, in full color 3D- dispelling possible prior preconceptions of paper, in which paper emerges as durable material, for our design considerations, that due of its unique properties, can also be coated, to extend its initial properties with the strength and properties of other as/more durable materials. 3D printing

Video Gaming in the Classroom: Insights and Ideas from Teenage Students by Peter Halim

Peter and research participants in focus group

Congratulations to Peter Halim for successfully defending his thesis titled “Video Gaming in the Classroom: Insights and Ideas from Teenage Students”! Peter made the minor edits and closed his MA program, meaning that he will graduate in November. The thesis can be downloaded from the CIRCLE database.

Video Gaming in the Classroom: Insights and Ideas from Teenage Students

Peter Halim

For this research, four high school aged teenagers participated in an intensive one week video gaming camp, at which time they articulated their attitudes and ideas about mainstream video games and their place in education. The purpose was to explore strategies for utilizing mainstream commercial video games for educative purposes in the classroom. The participants’ insights along with observations made on their interaction with video games were analyzed through Rogers’ Diffusion of Innovation and the General Aggression Model. In summary, the participants, more or less experts in gaming, enjoyed video games and described them as one of their favourite activities. Furthermore, it was found that video games played both a positive and negative role in the participants’ lives. For example, all participants seemed to have developed healthy values and relationships directly through playing video games during their pre-adolescent years. Conversely, their responses also indicated that they experienced limits to video games and did not see innovation from market and home to school as a smooth, trivial process. Rather, they provided key insights into aligning specific games with specific content, curriculum, and courses. The participants’ insights suggest that the use of mainstream video games for learning will most likely continue to be a fringe strategy implemented by individual teachers who actively discern the educational uses of video games. Game and gaming literacies are among the most recent entries into new literacies research. This thesis contributes to this research by exploring teenagers’ ideas about gaming in the classroom. In conclusion, this study finds that mainstream video games have potential to be effectively used as learning strategies in the classroom in the future pending on continued progress and interest in this endeavor.

CFP : : Technological Learning & Thinking 2010

TL&T 2010 Call for Papers
Technological Learning & Thinking: Culture, Design, Sustainability, Human Ingenuity
June 17-21, 2010
Vancouver, British Columbia

International conference sponsored by The University or British Columbia and The University of Western Ontario, Faculties of Education, in conjunction with the Canadian Commission for UNESCO.

The conference organizing committee invites papers that address various dimensions or problems of technological learning and thinking. Scholarship is welcome from across the disciplines including Complexity Science, Design, Engineering, Environmental Studies, Education, History, HCI, Indigenous Studies, Philosophy, Psychology, and Sociology of Technology, and STS. The conference is designed to inspire conversation between the learning and teaching of technology and the cultural, environmental, and social study of technology.

CFP: TL&T 2010 Call for Papers
For more details: http://learningcommons.net

Doll Web Sites Drive Girls to Stay Home and Play

Interesting article in the New York Times today about girls and social networking sites. The second page has some quotes from Sherry Turkle.