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	<title>virtualmusic.TV &#187; Education</title>
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	<link>http://virtualmusic.tv</link>
	<description>Digital music culture. Web trends. Media. Ideas.</description>
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		<title>Gaming For A Better Real World</title>
		<link>http://virtualmusic.tv/2010/04/gaming-real-world/</link>
		<comments>http://virtualmusic.tv/2010/04/gaming-real-world/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 20:30:59 +0000</pubDate>
		<dc:creator>Ryan Van Etten</dc:creator>
				<category><![CDATA[Activism]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Infoculture]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[counterculture]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gaming culture]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[Jane McGonigal]]></category>
		<category><![CDATA[mindset]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[motivation]]></category>
		<category><![CDATA[problem-solving]]></category>
		<category><![CDATA[psychology]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[social intelligence]]></category>
		<category><![CDATA[TED]]></category>
		<category><![CDATA[trust]]></category>
		<category><![CDATA[urgent evoke]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[videogame]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://virtualmusic.tv/?p=8733</guid>
		<description><![CDATA[Game designer/researcher Jane McGonigal asserts that collaborative videogames are the key to solving our real-world problems. In the video <a href="http://virtualmusic.tv/2010/04/gaming-real-world/" title="Watch Video/Full Article Link">here</a>, she outlines why she considers World of Warcraft to be an “ideal collaborative problem-solving environment.” She discusses four key factors in gaming culture that give gamers an edge at problem-solving—urgent optimism, social fabric, blissful productivity, and epic meaning.]]></description>
			<content:encoded><![CDATA[<p id="jane-mcgonigal" class="intro"><span class="lead">Game designer/researcher <a class="neon" href="http://www.avantgame.com" rel="external" title="avantgame.com">Jane McGonigal</a> asserts that collaborative videogames are the key to solving our real-world problems. In the video below, she outlines why she considers World of Warcraft to be an &#8220;ideal collaborative problem-solving environment.&#8221;</span> She discusses four key factors in gaming culture that give gamers an edge at problem-solving—urgent optimism, social fabric, blissful productivity, and epic meaning. An underlying theme throughout the talk is motivation, and McGonigal&#8217;s research squares off soundly with Daniel Pink&#8217;s <a class="neon" href="http://virtualmusic.tv/2009/11/musicians-money-is-not-motivation/" title="Musicians—Money Is Not Motivation">theories on motivation</a>—namely the importance of mastery and purpose—and also with Will Wright, who <a href="http://www.wired.com/wired/archive/14.04/wright.html" rel="external" class="neon citation" title="Dream Machines | Wired">in 2006 wrote</a> that &#8220;the gamers&#8217; mindset—the fact that they are learning in a totally new way—means they&#8217;ll treat the world as a place for creation, not consumption.&#8221;</p>
<p><iframe id="gaming-can-make-a-better-world" title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/dE1DuBesGYM" frameborder="0"></iframe></p>
<div id="excerpts" class="yellow clear quotes">
<h3 class="neon" style="padding:0 0 10px;margin:0;font-size:125%"><a class="citation" href="http://www.youtube.com/watch?v=dE1DuBesGYM" title="Jane McGonigal: Gaming can make a better world" rel="external">Excerpts From Jane McGonigal&#8217;s TED Talk<br />3/17/10 Gaming can make a better world</a></h3>
<blockquote id="gaming-vs-reality" class="yellow"><p><span class="time-marker i">3:30:</span> This is a problem that a lot of gamers have: We feel that we are not as good in reality as we are in games. And I don&#8217;t mean just good as in successful—although that&#8217;s part of it. We do achieve more in game worlds. But I also mean <i>good</i> as in motivated to do something that matters—inspired to collaborate and cooperate. When we&#8217;re in game worlds, I believe that many of us become the best version of ourselves, the most likely to help at a moment&#8217;s notice, the most likely to stick with a problem as long as in takes, to get up after failure, and try again.</p></blockquote>
<blockquote id="urgent-optimism-and-social-fabric" class="yellow"><p><span class="time-marker i">9:00:</span> Urgent optimism is desire to act immediately to tackle an obstacle <i>combined</i> with the belief that we have a reasonable hope of success. Gamers <i>always</i> believe that an epic win is possible, and that it&#8217;s always worth trying, and trying now—gamers <i>don&#8217;t</i> sit around. Gamers are virtuosos at weaving a tight social fabric. There&#8217;s a lot of interesting research that shows that we <i>like</i> people better after we play a game with them—even if they&#8217;ve beaten us badly. The reason is that it takes a lot of trust to play a game with someone.</p></blockquote>
</div>
<div id="urgent-evoke" class="photo_image" style="padding:10px 0;margin-top:20px;background:#ddd">
<p style="width:589px;margin:0 auto" class="image"><a href="http://www.flickr.com/photos/avantgame/4267491786/" title="URGENT EVOKE by Avant Game, on Flickr"><img src="http://farm3.static.flickr.com/2749/4267491786_fd4099ce0b_o.jpg" width="589" height="900" alt="URGENT EVOKE" /></a></p>
<p style="width:589px;margin:0 auto" class="caption wp-caption"><span class="ingDesc">McGonigal&#8217;s recent videogame design: <a href="http://www.urgentevoke.com/" rel="external" title="official site"><i>Urgent Evoke</i></a>—a crash course in changing the world.<br /><i>Image: flickr/<a href="http://www.flickr.com/photos/avantgame/4267491786/" rel="external cc:attributionURL" title="Flickr photo link">avantgame</a></i></span></p>
</div>
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		<item>
		<title>Imagination In Virtual Education Worlds: VWBPE 2010</title>
		<link>http://virtualmusic.tv/2010/03/imagination-vwbpe-2010/</link>
		<comments>http://virtualmusic.tv/2010/03/imagination-vwbpe-2010/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 17:25:32 +0000</pubDate>
		<dc:creator>Ryan Van Etten</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Infoculture]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[SL Events]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[best practices]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[HARP]]></category>
		<category><![CDATA[imagination]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[specialization]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[VWBPE]]></category>

		<guid isPermaLink="false">http://virtualmusic.tv/?p=7651</guid>
		<description><![CDATA[This year's <a href="http://www.vwbpe.org" rel="external"><i>Virtual Worlds Best Practices in Education</i></a> conference aims to focus on imagination. Themed <i>Imagination Around the World</i>, this free virtual event takes place in <a href="http://secondlife.com" rel="external">Second Life</a> on March 12–13. Second Life is growing as a venue for education at multiple grade levels.]]></description>
			<content:encoded><![CDATA[<p id="vwbpe-logo" class="right image logo"><img src="http://img.virtualmusic.tv/logo/vwbpe-150.png" height="150" width="150" alt="VWBPE Logo" /></p>
<p id="vwbpe-2010" class="intro">This year&#8217;s <a href="http://www.vwbpe.org" rel="external"><i>Virtual Worlds Best Practices in Education</i></a> conference aims to focus on imagination. Themed <i>Imagination Around the World</i>, this free virtual event takes place in <a href="http://secondlife.com" rel="external">Second Life</a> on March 12–13. Second Life is growing as a venue for education at multiple grade levels. According to <a href="http://blog.nielsen.com/nielsenwire/nielsen-news/world-of-warcraft-playstation-2-most-played-in-april-2009/" rel="external">Nielsen</a>, Second Life is the second most popular PC game worldwide (behind World of Warcraft). Imagination is sometimes neglected in traditional education settings, but is actually IMO the most important area to develop. Without imagination and creativity what are we? The VWBPE 2010 committee wants to highlight the importance of stimulating the imagination as a means of &#8220;<a href="https://blogs.secondlife.com/community/learninginworld/blog/2010/02/18/virtual-worlds-best-practices-in-education-conference--march-12-13" rel="external">sharing knowledge</a>.&#8221; Education in virtual worlds relies heavily on collaboration and communication, but would you say that it is more collaborative than traditional education? I guess the answer is, &#8220;it depends.&#8221;</p>
<div id="harvard-harp-video" class="photo-image">
<p class="video reverse-image"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="640" height="392"><param name="movie" value="http://api.treet.tv/ttvplayer/release/ttvplayer-generic.swf"></param><param name="allowfullscreen" value="true"></param><param name="allowscriptaccess" value="always"></param><param name="flashvars" value="config=http%3A//api.treet.tv/ttvplayer/api%3Fop%3Dpcfg%26v%3Dbpe2009_harp_28mar09"></param><embed type="application/x-shockwave-flash" width="640" height="392" src="http://api.treet.tv/ttvplayer/release/ttvplayer-generic.swf" allowfullscreen="true" allowscriptaccess="always" flashvars="config=http%3A//api.treet.tv/ttvplayer/api%3Fop%3Dpcfg%26v%3Dbpe2009_harp_28mar09" wmode="transparent"></embed></object></p>
<p class="caption wp-caption"><span class="imgDesc">VWBPE 2009 talk on the U.S. Department of Education&#8217;s <a href="http://isites.harvard.edu/icb/icb.do?keyword=harp" rel="external">Handheld Augmented Reality Project</a> (HARP). The project is geared towards engaging middle school students in collaborative learning games. In the video O&#8217;Shea differentiates augmented reality as a merging between physical reality and virtual reality.</span></p>
</div>
<p id="specialization">In general I think that smart people will find ways to educate themselves. I&#8217;d like to see learning environments that give students the opportunity to specialize at younger ages. In other words I think it would be beneficial to gear high-school and even some middle-school students towards the subject areas where they excel rather than forcing everyone study every subject (even when they&#8217;re just not built for it). Each student might not be as well-rounded but as whole each generation still would be. There&#8217;d be more positive engagement and less dropouts. Virtual worlds may be a great resource for accomplishing this because of their ability to open the imagination and at the same time foster communication among like minds across the globe. Thoughts? Anyone planning on attending the conference?</p>
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		<item>
		<title>Modern Moral Values—Black, White, or Gray?</title>
		<link>http://virtualmusic.tv/2009/10/modern-moral-values-black-white-or-gray/</link>
		<comments>http://virtualmusic.tv/2009/10/modern-moral-values-black-white-or-gray/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 07:10:11 +0000</pubDate>
		<dc:creator>Ryan Van Etten</dc:creator>
				<category><![CDATA[Discussion]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[behavior]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[gaming culture]]></category>
		<category><![CDATA[human]]></category>
		<category><![CDATA[influencers]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[modern]]></category>
		<category><![CDATA[moral values]]></category>
		<category><![CDATA[psychology]]></category>
		<category><![CDATA[right vs wrong]]></category>
		<category><![CDATA[sociology]]></category>

		<guid isPermaLink="false">http://virtualmusic.tv/?p=1470</guid>
		<description><![CDATA[Moral values—are they learned or are they built into our genetic makeup? Are our brains hard-wired to draw a line between right and wrong? Different cultures might vary on specific issues—there are social activities you can do freely in Amsterdam that you would be arrested for doing in New York for example—but generally most current cultures make similar separations between right and wrong. In essence morals transcend culture, right? But why exactly do we feel the need to separate right and wrong—what is it that makes our moral clock tick?]]></description>
			<content:encoded><![CDATA[<p>Moral values—are they learned or are they built into our genetic makeup? Are our brains hard-wired to draw a line between right and wrong? Different cultures might vary on specific issues—there are social activities you can do freely in Amsterdam that you would be arrested for doing in New York for example—but generally most current cultures make similar separations between right and wrong. In essence morals transcend culture, right? But why exactly do we feel the need to separate right and wrong—what is it that makes our moral clock tick? Is creating this separation a psychological need or a sociological need? Does society demand it, or is it built into our brains?</p>
<p class="w50 left">From early childhood we teach our children what is &#8220;right&#8221; and what is &#8220;wrong.&#8221; But we do not typically teach children that these are fluid terms. The lines are blurred, or as The Monkees would say, &#8220;Today, there is no black or white, [there are] only shades of gray.&#8221; As <a href="http://en.wikipedia.org/wiki/Yin_and_yang" title="en.wikipedia.org/wiki/Yin_and_yang" rel="external">Wikipedia</a> puts it, &#8220;Everything has both yin and yang aspects, which constantly interact, never existing in absolute stasis.&#8221; I think that to progress we need to teach ourselves to be more accepting of other people, more in balance, and less judging of right versus wrong.</p>
<p class="image right w300 flickr reverse-image"><a href="http://www.flickr.com/photos/viciedo/3929039612/" title="yin yang by Gilberto Viciedo, on Flickr"><img src="http://farm4.static.flickr.com/3429/3929039612_05d649fe00.jpg" width="300" height="300" alt="yin yang" /></a><span class="wp-caption" xmlns:cc="http://creativecommons.org/ns#" about="http://www.flickr.com/photos/viciedo/3929039612/"><a rel="cc:attributionURL" href="http://www.flickr.com/photos/viciedo/">flickr.com/photos/viciedo/</a> / <a rel="license" href="http://creativecommons.org/licenses/by-nc/2.0/">CC BY-NC 2.0</a></span></p>
<p>There are many interaction-based influencers of moral values. Family, friends, school, religion, television, movies, videogames, music, and the internet all play a part today. Movies and television often emphasize right and wrong as viewers attempt to identify who is the &#8220;good guy&#8221; and who is the &#8220;bad guy.&#8221; But a distinction cannot always be made—blurred lines are more realistic, and more human. Think about reality television and its focus on people—does it break this convention? Unconventional twists and moral dilemmas are the reasons that the acclaimed drama series <a href="http://www.hulu.com/lost" title="Watch Lost on Hulu.com" rel="external">Lost</a> is so popular isn&#8217;t it? Lost breaks boundaries by creatively blending black and white into gray. Many videogames also rely strongly on social behavior and moral values. Web-based videogames are even increasingly being used as a virtual platform for education—social education—seen through avatars and virtual worlds. Time no doubt plays a factor in shaping our morals as well. Laws have changed. Murder. Marriage. Slavery. Society continues to evolve, right? Or does little change in the grand scheme? How might social media, social gaming, reality TV, and virtual technology shape our moral values and our social evolution?</p>
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		<item>
		<title>Videogame Idea: VirtualVenue</title>
		<link>http://virtualmusic.tv/2009/07/videogame-idea-virtual-venue/</link>
		<comments>http://virtualmusic.tv/2009/07/videogame-idea-virtual-venue/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 22:42:03 +0000</pubDate>
		<dc:creator>Ryan Van Etten</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[behavior]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[crowdsourcing]]></category>
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		<category><![CDATA[game design]]></category>
		<category><![CDATA[idea]]></category>
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		<category><![CDATA[information]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[licensing]]></category>
		<category><![CDATA[mashups]]></category>
		<category><![CDATA[music gaming]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[robots]]></category>
		<category><![CDATA[social intelligence]]></category>
		<category><![CDATA[venue]]></category>
		<category><![CDATA[videogame]]></category>
		<category><![CDATA[virtualization]]></category>

		<guid isPermaLink="false">http://virtualmusic.tv/?p=140</guid>
		<description><![CDATA[Music and videogames were made for each other. Here&#8217;s a videogame concept that&#8217;s been virtually bouncing my mind, called either VirtualBouncer, or VirtualVenue. There would be two main player types&#8212;bouncers and club-goers&#8212;and there would be character options for each.]]></description>
			<content:encoded><![CDATA[<p>Music and videogames were made for each other. Here&rsquo;s a videogame concept that&rsquo;s been virtually bouncing my mind, called either VirtualBouncer, or <strong>VirtualVenue</strong>. There would be two main player types&mdash;bouncers and club-goers&mdash;and there would be character options for each.</p>
<p>As a <strong>club-goer</strong> in the game&rsquo;s easy mode, you would be 21+ or 18+ depending on the country or venue rules. With your politeness and your ID, you would pass through the bouncer and get inside to have more interactions inside the venue or on the dance floor. In the advanced mode, you would be underage, and you would have to try to pass a fake ID, or invent a way in without one&mdash;a lie, another entrance, etc. Once inside you would be able to see, hear, move around, and interact just as you would in a real, live venue. You would get to witness an actual, or virtualized, video stream from the venue. The setting choices for the game might be bars, clubs, concerts, festivals, or any other type of music venue. They could be real or fictitious, and who&rsquo;s to say what&rsquo;s real?  Level 1 could start on the city street outside a dive bar, and in the subsequent levels the player would work up to larger and larger venues.</p>
<p class="image"><img src="http://img.virtualmusic.tv/id1411631_640.jpg" width="640" height="428" alt="Live Venue" /></p>
<p>As a <strong>bouncer</strong> in the game&rsquo;s easy mode, you would have to be polite as you worked the door, checked ID&rsquo;s, spotted fake ones, and greeted incoming club-goers. Bouncers would lose points for being rude, or for mishandling the crowds. In more advanced bouncer modes, you would have to responsibly prevent violent behavior, by pacifying out-of-control partiers without causing them any physical harm. As for the game levels, the bouncers could start out working for a dive bar, and work up to nicer and nicer jobs at different venues. Even job interview interactions could be simulated in the game.</p>
<p>Maybe you could not attend a real-life <a href="http://www.radiohead.com/" title="Freeform official site includes a message board, pictures, and music videos.">Radiohead</a> show in London, but in <strong>VirtualVenue</strong> you could. Music would be featured throughout the game, and licensing would be paid to those real-life musicians whose songs and live appearances were used in the game. The company that produced this game could generate huge <strong>revenues</strong> by selling advertising to actual venues, and having them featured as game-setting locations with live, 3D, video feeds of the actual performances. With the game connected to the internet, and the touring artists in the game being real, ticketing companies could pay to have their gig listings in the game, which would increase actual ticket sales and further promote the artists and the venues. A third revenue stream for the game company could be selling subscriptions, of the behavioral data findings, to robotics developers, or to security industry professionals who would want to know all the latest security flaws and use that knowledge to tighten real-life security.</p>
<p>There are myriad ways to expand on all of these ideas. The game could work best in a <strong>mashup</strong> with social networks, and enable you to play with real people from around the globe.</p>
<p class="image"><img src="http://img.virtualmusic.tv/id42856991_640.jpg" width="640" height="480" alt="Digital Human" /></p>
<p>I think that <a href="http://en.wikipedia.org/wiki/Crowdsourcing" title="Wikipedia.com: Crowdsourcing">crowdsourcing</a> videogame technology could lead to the training of real, digital bouncers&mdash;an idea that I don&rsquo;t think is too bizarre. The VirtualVenue <strong>network</strong> could aggregate data about how players reacted in different situations, and help teach computers human-like behavior. The data crowdsourcing model is already widely used. For example the familiar <a href="http://recaptcha.net/" title="reCAPTCHA is a free anti-bot service that helps digitize books.">reCaptcha</a> essentially uses humans to teach computers to read our handwriting for the purpose of digitizing books. Crowdsourcing leads to <a href="http://www.openinnovators.net/list-open-innovation-crowdsourcing-examples/" title="Crowdsourcing Examples" rel="external">open innovation</a>, and we may not be far from crowdsourced, robot-teaching technology becoming a mainstream reality. This game, and others like it, could include physical and vocal input from the player, making the game feel more realistic, and opening doors to teaching robots our body language, and our spoken languages. It will be key that we maintain ethics and use this technology in smart ways, because we&rsquo;ve all seen <a href="http://en.wikipedia.org/wiki/Terminator_%28franchise%29" title="Wikipedia: Terminator">Terminator</a> and can imagine how this sort of technology might explode. How can we ensure that the <strong>relationship</strong> between humans and computers remains symbiotic? Computers educated by humans&#8230;where might this lead?</p>
<p class="series-info"><strong>Upcoming</strong>: We aim to look at this issue in reverse—how videogame technology might enrich our learning through virtual education—see <a href="http://virtualmusic.tv/education/" title="VirtualMusic.tv » Education">virtualmusic.tv/education/</a></p>
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