Inside the Cave is an in-depth look at the digital, technology, and analytics operations of the President Obama's re-election campaign. Engage Research compiled insights, data, and anecdotes from hundreds of news stories, blog posts, conference presentations, and conversations into a single presentation.
The New Explorers offers a clear overview of the major players in the field of digital art and culture in the Netherlands. Get in touch with over 150 organisations, categorised in media labs, media festivals and game companies.
The world wide web has become significantly more worldwide over the past two decades. By 2010, more than 2 billion people--or about one-third of the global population--had access to the internet, up from something like .05 percent in 1990, and less than 10 percent of users worldwide now reside in the U.S. As seen in this visualization two big trends are evident: the geographical diversification of the web, and China's sudden expansion and global dominance as an internet presence...
Further information explaining these trends comes from Google's public data tool. Take a look at the additional charts at the link--the first shows the relative proportion of internet users by country, and the second shows each country's total number of users.
Via Lauren Moss
Yesterday, we announced the launch of an infographic competition with the Guardian Datablog and UNESCO's GMR. Today we're launching another contest with Colorado Succeeds.
Colorado Succeeds is a nonprofit organization founded on the premise that the business community has the obligation, opportunity and capacity to increase the college and workforce readiness of all students.
Both of these contests center around education, and make the case that it is in everyone’s best interest to improve education of young people.
Beet box by Scott Garner is a simple instrument that allows users to play drum beats by touching actual beets. It is powered by a Raspberry Pi with a capacitive touch sensor and an audio amplifier in a handmade wooden enclosure. Via @make
Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations.
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