This group was created to support Barry Joseph's keynote presentation at the 2008 Second Life Community Convention's SLEDcc, "Why Second Life Can't Ti…
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What is The Ludic Life and What Does it Have To Do With Me?
On 09.06.08 I will introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group.
Please join us.
Here is a pdf of the keynote - small file, but difficult to follow at times: Presentation.ppt2.pdf.
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7 Comments
Comment by Barry Joseph on September 6, 2008 at 5:19pm
Chance, Great to see you there. Yes, that is a great piece, and will be discussed in more detail by Douglas in an upcoming RezEd podcast. It would be interesting to think more about how the two connect. Want to take a stab at it?
I missed a tiny bit of the speech due to stream problems, but I think I heard most of it and I didn't hear you mention Douglas Thomas and John Seely Brown's February article hailed by the HBR as one of the breakthrough ideas of 2008, "The Gamer Disposition." I think you will find it topical. http://conversationstarter.hbsp.com/2008/02/the_gamer_disposition.html
Comment by Barry Joseph on August 24, 2008 at 8:44pm
Lorraine, Please say more. What were you talking about exactly that was related?
Thanks Beth. I particularly liked: "A friend once told me that so much of Second Life was like being a kid again" and "we can move our cameras to watch ourselves watching"
Jonathon, Well said.
JJ, I am still researching how I want to frame it, but at the moment basing it on Eric Zimmerman and Katie Salen's Rules of Play book, Thomas Malaby's upcoming book on Second Life, and the source for both, which is Johan Huizinga and his book Homo Ludens, or "Man the Player," written in 1938.
One quote from Huizinga: ""...it was not my object to define the place of play among all other manifestations of culture, but rather to ascertain how far culture itself bears the character of play."
My use of the word is also a derivation of the term coined and gained popularity after it was featured in an article by Gonzalo Frasca in 1999 to describe game studies: "We will propose the term ludology (from ludus, the Latin word for "game"), to refer to the yet non-existent 'discipline that studies game and play activities'."
Great topic Barry! I was having just this conversation with colleagues yesterday, following from an idea for a discussion panel at our college on Learning Through Play -- which is also the title of one of our Early Childhood Education courses.
Comment by Beth Harris on August 18, 2008 at 7:27am
You may be interested in a post I just wrote about looking at art in Second Life that touches on the idea of play and childhood -- at www.smARThistory.us/blog.
And how about flying around the Sistine Chapel. Where else can you do that!
Second Life as a platform to extend our formal learning experiences into playful, ludic formats: integrating gaming scaffolds, modifying our avatars in whimsical and/or imaginative ways, providing DIRECT 1st person experiences of learning content (rather than indirect, 3rd person (i.e. through the lens of spoken or written language), allowing students easy access to construction tools that defy physics or material limitations, providing networking and communication opportunities that allow multiple, simultaneous channels to work. In short, the accessibility, plasticity, and communication channels available within Second Life provides for the "networked imagination" of the ludic life to flourish.
Comment by JJ Drinkwater on August 17, 2008 at 1:40pm
Bravo, Barry! Let me just set you up a soapbox here.... I would like to hear how exactly you are using your key term - Ludic. You are, if I understand you aright, usung it as something of a term of art, something beyond its dictionary definition of (paraphrased from numerous sources) "Playful or disposed to playfulness." So....what is it for life to be Ludic, exactly?
This week's podcast features Deborah Fields speaking on Whyville Learning Structures and Opportunities. Deborah Fields is a doctoral student at the University of California, Los Angeles Graduate School of Education & Information Studies. Influenced by her gaming experiences, her main research interests include studying youths' identities and informal learning and teaching practices across spaces - including virtual, school, home, and informal spaces such as clubs and religious communities. Over the past two years she had spent innumerable hours in Whyville, a virtual world for tweens.
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