scholarly journals The eSports Trojan Horse: Twitch and Streaming Futures

2015 ◽  
Vol 8 (2) ◽  
Author(s):  
Benjamin Burroughs ◽  
Paul Rama

This paper argues that one potential future in gaming and virtual reality can be found in streaming media and technology. The streaming space of Twitch.tv is both “real” and “virtual”, blurring the boundaries between the game space, social networks, and face-to-face communication. Streaming ruptures a hard distinction between the real and virtual worlds. Scholars of virtual spaces need to take seriously streaming media as a site of research, and the affordances of streaming as networked, mobile, and curated. Twitch represents a space for unpacking the social and commercial realizations of an emergent streaming culture. Virtual world research needs to continue to push the boundaries of research into games and gaming culture. We argue that an important part of that future involves the liminal space of streaming and eSports between the real and the virtual.

2008 ◽  
Vol 1 (2) ◽  
Author(s):  
Robert E. Boostrom, Jr.

Persistent virtual spaces are becoming available to users, often for free, via internet connections. Due to the immersive character and malleability of these communities, new forms of technology-mediated social interaction are emerging. In this paper, ethnographic research done in Second Life is used to outline (1) how the reality within these virtual worlds is constructed, (2) what role elements of the secondary socialization play in these groups, and (3) the way the stigmatized identity of the neophyte user, the “newbie,” is conceptualized, confronted and addressed by virtual world residents. This research suggests ways of viewing consumer behavior within virtual worlds and further social research directions.


Author(s):  
Cynthia Calongne

Immersion in virtual worlds presented opportunities for simulating the qualities valued in face-to-face classes with the flexibility afforded by online learning. Immersive learning engaged educators, curriculum designers, campuses, conferences, and educational community groups to devise new ways to collaborate and engage learners. Dreaming of opportunities that were not possible in the online classroom, educators saw the potential of building communities in virtual worlds. They gathered to share their and to employ novel approaches to address educational challenges. This chapter explores the phenomenon of selfhood and society integral to the development of a vibrant educational community. At the heart of virtual world education is an ecosystem of institutions, groups, and conferences comprised of the early adopters and pioneers who stimulated their imagination and pooled their resources to encourage and strengthen the community and cast their eye to the future.


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


2017 ◽  
Vol 1 (1) ◽  
pp. 29-42 ◽  
Author(s):  
David Griol ◽  
Zoraida Callejas

Social Virtual Worlds are increasingly being used in education, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, the authors describe the potential of virtual worlds as an educative tool to teach and learn abstract concepts by means of programmable 3D objects. They describe the main experiences carried out recently in the application of these technologies in transnational educational activities that combine the Moodle learning resources and programmable 3D objects in the Second Life virtual world.


Author(s):  
Stephany Filimon

This chapter provides a brief history of machinima, films created by computer users within virtual worlds, and focuses on machinima produced within the social virtual world of Second Life, on how to create machinima in Second Life, and on highlighting select examples of Second Life machinima. This chapter also connects user-produced content, like machinima, with the openness and rules of the platforms in which content is created. The chapter concludes with a brief overview of legal thinking surrounding user-created content, including machinima, and points to the rise of the player-producer in these systems.


1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Richard L Gilbert

The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project was established to investigate the psychology of 3D virtual worlds. Under the auspices of the project, a systematic program of in-world behavioral research is being conducted that addresses three core questions related to the psychology of 3D immersive environments: What are the characteristics of active participants in virtual worlds? Do the principles of psychology that operate in the real world also apply to the virtual world? Do experiences in the virtual world have the capacity to influence behavior and subjective experience in the real world? The current paper describes a series of studies that examine each of these questions and outlines future directions for the project. If projections for a highly populated, ubiquitously accessible (web-based), and seamlessly integrated (interoperable) network of virtual worlds are borne out, a new realm of psychological reality and interaction will have been created that will be increasingly important for behavioral scientists to investigate and understand.


2011 ◽  
Vol 2011 ◽  
pp. 1-11 ◽  
Author(s):  
Ulrike Lucke ◽  
Raphael Zender

Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.


2021 ◽  
Vol 3 (1) ◽  
pp. 6-7
Author(s):  
Kathryn MacCallum

Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).   In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).   In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.   This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes.  This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.


2021 ◽  
Author(s):  
JONI MANUMPAK PARULIAN GULTOM

The results of the Barna Institute stated that 57% of children aged 18-29 years did not regularly worship. While a survey from Number Research in the age range of 15-18 years, adolescents who do not usually worship are 7.7%. That increased to 10.2% at the age of 19-22 years and reached 13.7% at this age of 23-25 years. Their level of concern for God and worship decreased drastically. The local church lost its way of shepherding them. Shepherd stewardship did not develop linearly with the development of social media. How should shepherd be? What strategies are used be in face-to-face pastoral care and virtual spaces? This paper aims to restore the quality of pastoring function and bridge the logical church pastoring caretaker with the virtual world. The research method used is a qualitative method with literature study and observation. This research hoped to maximize the shepherding and discipleship of millennial children. So that millennial children experience spiritual growth, remain committed to shepherding, and contribute to local and virtual services on an ongoing basis


2022 ◽  
Author(s):  
Nur Hidayati

This research covers Instagram social media problems that have an impact on the development of cyber literature among the millennial generation. In the digital era that is growing rapidly, communication technology cannot be damned. Today's technology is certainly inseparable from the human need to communicate and socialize. The development of global technology allows a change in human lifestyle in socializing, which was limited initially to interpersonal communication through face-to-face. Still, it is now developing by utilizing communication media such as smartphones or through other social media such as WhatsApp, Facebook, Twitter, or Instagram, which allows users to be registered on a site. Service-based to create profiles. This study aimed to determine the influence of Instagram social media on cyber literature among the millennial generation. This study will use data analysis through observations and references to previous research as a reference by comparing, analyzing, and then combining them before being used to complete the material for this research. The author will describe the results of observations regarding the millennial generation in dealing with the phenomenon of cyber literature, which is facilitated through the social media Instagram.


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