Romer suggests an ideal construct fo future city development. His view seems to be a business model for government. Everyone relishes the ability to have choices and that would be innovative, but at what cost would government provide choice. It fits alongside President Obama's health care reform current propositions. We all want choice, but what will we give up to have it. It seems too idealistic to just say you will have all the best choices at your disposal, that has never been the case, so how exactly will this be constructed? I need Romer to explain more in detail how will charter cities provide the best choices, and not just basic and standard choices? The idea is positive, but it seems intangible, control of resources and might seem to govern cities now, why would cities decide to build in places where it would cost to import resources, and or maintian more the alloted land? I like his intentions, but it seems to simply stated.
Lessig and code 2.0 have provided a relaistic view of the cyber intense world we are creating. The connectivity and information we create is now more and more perpetuated through an abstract portal that its seems inevitable that we will live in two worlds eventually, our real life and the cyber life. How will this be regulated, and will we push to create this, or like video games feel the guilt and resume to the concrete. Very pressing issue. I have no answer, but it is interesting.
Monday, September 21, 2009
video games under the constraints
Video Games: Secondary Worlds
Video games are not a new phenomenon and are now embedded in the culture of most people’s lives. Whether you are a hard- core gamer with every gaming system wired to your television or the casual gamer playing on your I-phone during your lunch break, video games are part of the common adult, teen, and children’s world. But that is where a new emerging problem is starting to evolve, are video games part of your world, or a new entirely secondary world you live in? Have video games come to a point of consuming the everyday life of people and create addictions that complicate their normal lives?
Video game addiction is a starting to create serious attention, people have died, have had complications in their lives, and have had their lives crash as a result of playing games. The main question at hand is whether or not there is a true case to label it “addiction”. The flip side of the problem is that video games create a secondary world that when managed properly create a secondary, or complementary positive world for people; socially and emotionally.\
In the current news story and article, “Hook it to my Veins: Can Video Gaming be an Addiction?”, we are presented with this scenario. The main them surrounding the issue is that true addiction is clinically defined at the point were the activity you are involved with starts to interfere with your regular routine and daily activities. The basic analogy is whether you are dedicating more time to playing a game versus doing the dishes. Where is the point where your personal hygiene is impacted negatively by not doing dishes because you are too busy playing games. Te article does site the rare case where people have died or have had health related problems because they neglected their everyday life and were consumed by playing games. The consensus from the article is that video gaming is not an addiction, more along the lines as an escape or mental break from real life. One may be consumed for a period of time by gaming, but you own conscious eventually makes you feel guilty of neglecting your real life. This psychological dichotomy is the so to speak break point from becoming addicted and just truly enjoying the game and “hooked” in its challenges.
The problem at least from this articles point of view is not a problem of addiction, that has to be diagnosed individually, and by health professionals. The problem here may be whether you decide to live in the real world or in the video gaming world. By living in the video gaming world you forge and harbor relationships that have disconnects from those similar relationships you would have in real life. So analysis and research needs to be conducted about social gaming and the meaning you put behind the community you build in this secondary world.
From the perspective of the four constraints, video game addiction is “regulated” (Lessig 2006). The most influential constraint would come from norms. Video games have continually gained more interest since their inception as they have evolved in context, entertainment, and access.
Games can be found in a myriad of media and technological outlets, they represent a form of entertainment just like film, television, literature, etc. They are a norm for many people, age not a factor. In this norm there are various levels of norms that shift the way gamers interact in these environments and social contexts.
From the market constraint we can understand that video games have and will continue to create access. The availability of and share games and their platforms has created a billion dollar industry that may not slow down, thus fueling the norm constraint.
Laws that impact gaming come in the form of the gaming ratings, separating the content available to gamers by age and maturity. This also drives market and norms because it spreads the availability of games and also creates anticipation of games that then drives market.
Architecture influences heavily in the gaming community. The way games are played and the challenges that incorporate games through their coded structure enable the gamers behavior and influence the routine these people perform while playing.
It seems that the question for he future is how to safely separate and keep our real life and gaming life coherent and relevant from any type of addiction. Can we live in two worlds simultaneously, or will one consume the other eventually? As this phenomenon evolves it will come from regulating law and how people immerse in these secondary worlds. The way norms are perceived may have to be erected through law guiding the way a secondary life is maintained. I undertsand the violation of rights this might pose, but by the time this issue arises who knows how life may actually be in the world.
Video games are not a new phenomenon and are now embedded in the culture of most people’s lives. Whether you are a hard- core gamer with every gaming system wired to your television or the casual gamer playing on your I-phone during your lunch break, video games are part of the common adult, teen, and children’s world. But that is where a new emerging problem is starting to evolve, are video games part of your world, or a new entirely secondary world you live in? Have video games come to a point of consuming the everyday life of people and create addictions that complicate their normal lives?
Video game addiction is a starting to create serious attention, people have died, have had complications in their lives, and have had their lives crash as a result of playing games. The main question at hand is whether or not there is a true case to label it “addiction”. The flip side of the problem is that video games create a secondary world that when managed properly create a secondary, or complementary positive world for people; socially and emotionally.\
In the current news story and article, “Hook it to my Veins: Can Video Gaming be an Addiction?”, we are presented with this scenario. The main them surrounding the issue is that true addiction is clinically defined at the point were the activity you are involved with starts to interfere with your regular routine and daily activities. The basic analogy is whether you are dedicating more time to playing a game versus doing the dishes. Where is the point where your personal hygiene is impacted negatively by not doing dishes because you are too busy playing games. Te article does site the rare case where people have died or have had health related problems because they neglected their everyday life and were consumed by playing games. The consensus from the article is that video gaming is not an addiction, more along the lines as an escape or mental break from real life. One may be consumed for a period of time by gaming, but you own conscious eventually makes you feel guilty of neglecting your real life. This psychological dichotomy is the so to speak break point from becoming addicted and just truly enjoying the game and “hooked” in its challenges.
The problem at least from this articles point of view is not a problem of addiction, that has to be diagnosed individually, and by health professionals. The problem here may be whether you decide to live in the real world or in the video gaming world. By living in the video gaming world you forge and harbor relationships that have disconnects from those similar relationships you would have in real life. So analysis and research needs to be conducted about social gaming and the meaning you put behind the community you build in this secondary world.
From the perspective of the four constraints, video game addiction is “regulated” (Lessig 2006). The most influential constraint would come from norms. Video games have continually gained more interest since their inception as they have evolved in context, entertainment, and access.
Games can be found in a myriad of media and technological outlets, they represent a form of entertainment just like film, television, literature, etc. They are a norm for many people, age not a factor. In this norm there are various levels of norms that shift the way gamers interact in these environments and social contexts.
From the market constraint we can understand that video games have and will continue to create access. The availability of and share games and their platforms has created a billion dollar industry that may not slow down, thus fueling the norm constraint.
Laws that impact gaming come in the form of the gaming ratings, separating the content available to gamers by age and maturity. This also drives market and norms because it spreads the availability of games and also creates anticipation of games that then drives market.
Architecture influences heavily in the gaming community. The way games are played and the challenges that incorporate games through their coded structure enable the gamers behavior and influence the routine these people perform while playing.
It seems that the question for he future is how to safely separate and keep our real life and gaming life coherent and relevant from any type of addiction. Can we live in two worlds simultaneously, or will one consume the other eventually? As this phenomenon evolves it will come from regulating law and how people immerse in these secondary worlds. The way norms are perceived may have to be erected through law guiding the way a secondary life is maintained. I undertsand the violation of rights this might pose, but by the time this issue arises who knows how life may actually be in the world.
Tuesday, September 1, 2009
chapter 1 and 2
Chapter one highlights the future of organizational structure and business conduct. The main highlight was the evolution from a command and conrtrol functionality to a coordinate and cultivate functionality. This transition will help to effectively manage the decentalized organization and flux through the its continuum of centralization factors. This type of organized performance creates value which propels organzioations to enrich their productivity and organizational structures. It laso allows for more integrated input from all parites involved in the organizational structure, once agaoin promoting decentralized eadership to effectively adhere to efficiency and rooted constructs.
Chapter two outlines the historical progress of society organizizng and cretaing these layers of centralization and decentralization. Admist this whole process the key evolutionary step was communication and the spreading/control of information. The pattern that evolved was one that pushed society into choices of freedom and the opportunity for economic satbility. The tradeoffs at each point on time weighed the decison making and organizational structure of society and its evolution. The choices that govern today stress democratic principle which was the paradigm shift that created a radical new way to organize. This pattern can be used to follow the evolution of future information spread and organizational structures.
I am completely new to Twitter and Facebook and Blogging. They seem useful tools in information sharing and posting. It does seem to stray heavily into mainstream pop culture and "hollywood" which can be useful in its own way. I enjoy communicating through the internet, usually by e-mail, but Twitter seems more of a public domain and allows a perspective into the private lives of people. The amount you share I guess depends on you. Facebook seems to a resouceful domain in whch you can become intertwined into a network of useful conections with people, jobs, and information gathering. Blogs are interesting, they seem to provide quick glimpses into the way people feel on a myriad of issues, very opininated, but can be useful in forming one;s own ideas. All Three mediums are widely used and have pushed information and communication worlwide to a new stage in which connectivity is a always a computer screen away. It seems to fit into the readings inwhich it allows evryone input into their respective organization, in these realms it can beas local as your family or as grand as the entire world. I look forward to interacting more with thesetools and exploring their compatibility.
Chapter two outlines the historical progress of society organizizng and cretaing these layers of centralization and decentralization. Admist this whole process the key evolutionary step was communication and the spreading/control of information. The pattern that evolved was one that pushed society into choices of freedom and the opportunity for economic satbility. The tradeoffs at each point on time weighed the decison making and organizational structure of society and its evolution. The choices that govern today stress democratic principle which was the paradigm shift that created a radical new way to organize. This pattern can be used to follow the evolution of future information spread and organizational structures.
I am completely new to Twitter and Facebook and Blogging. They seem useful tools in information sharing and posting. It does seem to stray heavily into mainstream pop culture and "hollywood" which can be useful in its own way. I enjoy communicating through the internet, usually by e-mail, but Twitter seems more of a public domain and allows a perspective into the private lives of people. The amount you share I guess depends on you. Facebook seems to a resouceful domain in whch you can become intertwined into a network of useful conections with people, jobs, and information gathering. Blogs are interesting, they seem to provide quick glimpses into the way people feel on a myriad of issues, very opininated, but can be useful in forming one;s own ideas. All Three mediums are widely used and have pushed information and communication worlwide to a new stage in which connectivity is a always a computer screen away. It seems to fit into the readings inwhich it allows evryone input into their respective organization, in these realms it can beas local as your family or as grand as the entire world. I look forward to interacting more with thesetools and exploring their compatibility.
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