Friday, September 21, 2007

M3 - Friday Afternoon Session

Angelica Ortiz de Gortari from The Swedish National Institute of Public Health has conducted a demographic study in Second Life. A majority of the users in her study have been in SL less than six months. She has studied the level of engagement, money spent, gambling, socializing and escapism.

The second presenter, even though I had to change rooms to see it, is my colleague Teri Shamp-Bjerede from Blekinge Institute of Technology. She presents a case-study of technology in nature, in this case a camera phone used at a 12-day bike journey. 241 photos were taken, mainly for aesthetic reasons.

I came back to the first room just in time to catch Jim Barrett's (Umeå University) presentation on "Prefacing Interaction: Copyright and Remix in Online Digital Literature", where he focuses on copyright and copyright agreements: End User Licence Agreement (EULA), the Creative Commons Licence, the exclusive rights of Copyright © and the absence of a formal copyright agreement. He exemplifies his findings with samples from for instance Sachiko Hayashi, where the "textual materials as asserting or implying particular interaction possibilities contrasts with the often strict and narrow forms of interaction described in the copyright agreements" (abstract). Barrett hightlights the problematic links between newer forms of copyright agreemens and traditional copyright laws, and raises questions about how this problem will be adressed in the future.

Pål André Aarsand, Linköping University. Players animation in computer gaming - real/virtual and subject/object in interaction. Theory: Goffman (Activity frames), Huizinga (1949), Juul (2001, 2005). Methodology: "Everyday life of working families in Italy, Sweden and the US." The Swedish part of the study consists of 8 families (22 children and 16 adults). In the study they use videorecordings and interviews. Aarsand has looked at animation — "talking on behalf of their avatar" — and active noising — echoing the sounds in the game, which highlights certain game activities. Real/virtual is negotiated among the participants.

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