Virtual Worlds and Games
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Virtual Worlds and Games
All about Game Research and Virtual Environments
Curated by Johanna Pirker
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Virtual Incubator World

Virtual Incubator World | Virtual Worlds and Games | Scoop.it
Within the framework of the European project CBVI (http://www.eadtu.eu/cbvi.html) we developed a Virtual World environment for Start-up Entrepreneurs, Business Incubators and also Business Students...
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Open Wonderland for Start-ups and Business Incubators!

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Gambitious Brings Hybrid Crowdfunding To Video Games: Now Accepting Fan Donations And Equity | TechCrunch

Gambitious Brings Hybrid Crowdfunding To Video Games: Now Accepting Fan Donations And Equity | TechCrunch | Virtual Worlds and Games | Scoop.it
Crowdfunding is so hot right now, and not just the big, sprawling platforms like Kickstarter and Indiegogo but the proliferation of more focused/specialised funding platforms that aim to serve a particular niche.
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A Must-Have Guide To Gaming In The Classroom - with an interesting Infographic

A Must-Have Guide To Gaming In The Classroom - with an interesting Infographic | Virtual Worlds and Games | Scoop.it
Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom.

Via Ana Cristina Pratas
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Top 20 uses of Virtual Worlds in Education - School Leadership 2.0

Top 20 uses of Virtual Worlds in Education - School Leadership 2.0 | Virtual Worlds and Games | Scoop.it
Top 20 uses of Virtual Worlds in Education Posted by Miriam Clifford on Wednesday, September 19, 2012 · Leave a Comment   http://newsroom.opencolleges.edu.au/…...

Via Helen Farley
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In a Strange Land: What Educators Want in a Virtual World: All

In a Strange Land: What Educators Want in a Virtual World: All | Virtual Worlds and Games | Scoop.it

Here is their list of wants:
_Cross-platform & mobile friendly
_Non-mesh build options
_Cross-world travel and inventory control
_Accessibility for users with visual and hearing impairments, such as easily visible icons, as well as text-to-speech and speech-to-text support
_Media on a Prim (MOAP), including Flash support
_Integration with Kinect & similar interfaces
_Ability for students under 18 to access content (with my caveat of "freedom of, and from, adult content)
_Better system for notecards
_Working economy where content creators can be paid for their work but as JeanClaude Volmar warned us, "Just don’t make the economy so tightly coupled to the creator to render objects useless like it is in SL."
_Avatar puppeteering and webcam support
_Better permissions systems to allow more flexibility with collaborative builds

 

It seems we do "want it all," and many VWER members want a virtual world as a primary tool for teaching.

 

As readers know, I tend to agree with VWER participant Alan Sandalwood, who noted "I worry that we would try to do everything in VW; It’s a tool to be used judiciously."

 

My own students say a version of this: "what's the point? Our parents pay high tuition to be taught by a PhD in a classroom." For them, VWs are worthwhile for limited simulations or a field trip to see content otherwise unavailable.


Via elearning hoje, Maria Margarida Correia
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The Life, Death and Afterlife of Virtual Worlds for Education & Tra...

This is the 2012 LearnX Presentation that I did in Melbourne.

Via Ana Cristina Pratas
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Future of Work: Musical Performance in Virtual Reality

Future of Work: Musical Performance in Virtual Reality | Virtual Worlds and Games | Scoop.it
h+ Magazine is a new publication that covers technological, scientific, and cultural trends that are changing human beings in fundamental ways.

Via Ana Cristina Pratas
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20 Augmented Reality Experiments in Education

20 Augmented Reality Experiments in Education | Virtual Worlds and Games | Scoop.it
Augmented reality is exactly what the name implies — a medium through which the known world fuses with current technology to create a uniquely blended interactive experience.
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Rescooped by Johanna Pirker from The 21st Century
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Serious Games Directory BETA

Serious Games Directory BETA | Virtual Worlds and Games | Scoop.it

An online resource for the whole industry, business and education.

 


Via Dr. Susan Bainbridge
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Rescooped by Johanna Pirker from Gamification of Learning
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20 Ways Augmented Reality Is Being Used In Education Right Now

20 Ways Augmented Reality Is Being Used In Education Right Now | Virtual Worlds and Games | Scoop.it
Augmented reality is exactly what the name implies — a medium through which the known world fuses with current technology to create a uniquely blended interactive experience.

Via Be Learning
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Collaboration and Collective Action: the next wave of social gaming | by Amy Jo Kim

Collaboration and Collective Action: the next wave of social gaming | by Amy Jo Kim | Virtual Worlds and Games | Scoop.it

What do Kickstarter, Minecraft, Rock Band, CodeForAmerica, and Foldit have in common? They’re leading examples of games and services that enrich people’s lives through collaboration and collective action.

People are quitting Facebook and opting-out of spammy social games because they’re tired of being manipulated and distracted by software that shortens their attention span and lowers the quality of their real-life relationships. Meanwhile, the audience for games is changing dramatically – it’s an all-ages, cross-gender market now.

The next big wave in social gaming will be driven by games that are universally appealing AND especially attractive to females – and that doesn’t mean pink, fellas.

It means making non-zero-sum games and services – experiences where you WIN via collaboration, collection action and teamwork.

For more gaming market stats and an explanation of zero-sum game theory, you can watch my  TEDx talk: http://youtu.be/HzpXQhkbHNE


Via @FernandoCarrion
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