The theme of my session is Consuming Cyberspace. I'll talk a bit about the origins of cyberspace and some of the early pioneers before coming up to data and talk about the ways in which cyberspace has been commodified. In the mean time, this article is very useful. These are some intro slides I use with the Level 1 students on the history of the study of cyberculture:
These are the slides I prepped for last year's session:
Virtual Adultery and Cyberspace Love, in which a marriage breaks down and a relationship blossoms within the digital world of Second Life. You should be able to find the full episode below (it's about 39 minutes long):
The session will also consider the sale of vitual goods within digital worlds, as well as some of the unique and creative play experiences enabled by virtual worlds. I think this conference paper was listed as background reading material:
- Mike Molesworth and Janice Denigri-Knott (2005), ‘The Pleasures and Practices of Virtualised Consumption in Digital Spaces’, Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play, available at http://www.digra.org/dl/db/06276.33335.pdf
- Adam Ruch (2009), ‘World of Warcraft: Service or Space?’ in Game Studies: The International Journal of Computer Game Research, Vol. 9 No. 2, http://gamestudies.org/0902/articles/ruch
I've embedded episode 3 (of 4) of the excellent BBC documentary The Virtual Revolution below. It's well worth watching before the session if possible (I know I haven't given you much notice - sorry!). This hour long episode was entitled 'The Cost of Free' and is presented by Dr Alex Krotoski:
I'll update this post later. Maybe.