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caravia

Last seen: 5 hours ago

Ana is a 56 year old woman from Stockholm, Sweden

I am a writer and a journalist. I like conversations and whispers, not much images but suggestions, hints, the perception and the guess more than the statement of a truth. My friends define me as a cultural relativist. I don't feel myself as "belonging". Freelance catholic, freelance anarchist but definitely a humanist struggling for dialog and for meaningfull encounters.

  • Artifact: Norrath Paribus: - Reason Magazine

    Rated Dec 01 2008 1 review games, economy reason.com




    The economist Edward Catronova, at Cal Fullerton, writes than the income of the virtual world of Norrath, a phantasy landscape in the online game Everquest, is higher than the income of Haiti and Beluchistan.
    Artifact: Norrath Paribus:  - Reason Magazine
  • The Adventures Of Josie True

    Rated Jul 20 2008 1 review arts, games josietrue.com


    Social urban games to be played for free, a true temptation for addicts as me :)

    Tilt is the maker of the games: "Tiltfactor is...

    The Tiltfactor Laboratory is the first academic center to focus on social activist games. Our mission is to research and develop software and art that creates rewarding, compelling, and socially-responsible interactions, with a focus on inventive game design for social change.

    As the first game research lab in New York City, we create games for change, educational games, artwork, and social software. We hope to make effective interventions in thinking about how games, and software in general, can evolve to take into account social activist principles. For example, how can one design for multiple learners and multiple play styles? Can games improve the self-efficacy of underrepresented groups? Can games teach equity? What is an excellent design solution which focuses on collaboration, yet also satisfies competitive urges?

    Our work includes a variety of game and software initiatives. The Adventures of Josie True is an web-based game to teach middle school girls science & math. The RAPUNSEL/Peeps games project is an NSF-Funded research project to develop learning games for computer programming. We develop games for social issues or educational initiatives as well. We also research the creative game design process, and have recently been awarded a 3 year research charge to investigate human values in computer games-the work on Values at Play incorporates human values into a game development methodology and in actual game prototypes."
    The Adventures Of Josie True
  • Dark Roasted Blend: The Worlds Strangest Vehicles

    Rated Jun 19 2008 5 reviews cars, games darkroastedblend.com



    Pac Man car, the car for hardcore gamers.
    Dark Roasted Blend: The Worlds Strangest Vehicles
  • Homo Ludens Ludens - Gold Farmers - we make money not art

    Rated Jun 17 2008 1 review internet, games we-make-money-not-art.com



    "Gold Farmers are young people who earn their living by playing MMORPG games. They acquire ("farm") items of value within a game, usually by carrying out in-game actions repeatedly to maximize gains, sometimes by using a program such as a bot or automatic clicker.

    They sell the artificial gold coins and other virtual goods they've harvested to players and/or farming organizations and get "real" money in return. Players from around the world will then use the golden coins to buy better armor, magic spells and other equipments to climb to higher levels or create more powerful characters."
    Homo Ludens Ludens - Gold Farmers - we make money not art
  • bordergames

    Rated Apr 08 2008 1 review activism, spain, games sindominio.net


    Great collaborative network for young people wanting to make games based on their own experiences.
    bordergames
  • The Space Review: An interview with Richard Garriott

    Rated Feb 24 2008 1 review space, games, lifestyle, garriott thespacereview.com




    Richars Garriot made the Ultima game, is he exploring the space to find some medieval fortress or only to challenge himself?
    The Space Review: An interview with Richard Garriott
  • KRIEGSPIEL screenshot on Flickr - Photo Sharing!

    Rated Feb 02 2008 1 review games, war, guy debord flickr.com




    Guy Debord was part of the International Situationist, an artistic movement where architects, philosophs and artists merged to discuss and create together. Debord wrote an important book "The Society of the Spectacle", maybe together with Marshall McLuhan's "The Medium is the Message", the two most interesting books about our contemporaneity.
    A group of programmers and artists has made for computer Debordd's "War Game", "Kriegspiel".

    "In 1978 the French Situationist Guy Debord designed and fabricated a board game called "The Game of War." Thirty years later RSG is resurrecting this largely forgotten game, translating the game instructions from French to Java and releasing it as an online computer game. We explore the contradiction between Debord, a symbol of radical politics and art in 1960s France, and the Napoleonic war game he created. In Debord's own words the game was the only thing in his entire body of work that had any value. Was it nostalgia, or a vision of things to come?

    Founded in 2000, RSG is a collective of programmers and artists working on experimental software products. The Kriegspiel team consists of: Alexander R. Galloway, producer and programming; Carolyn Kane, research; Adam Parrish, programming; Daniel Perlin, sound; DJ /rupture and Matt Shadetek, music; and Mushon Zer-Aviv, design."
    KRIEGSPIEL screenshot on Flickr - Photo Sharing!
  • Casual games could de-stress mums says totally...

    Rated Oct 18 2007 1 review games, computer guardian.co.uk



    I knew all the time!!! Casual games could de-stress mums says totally objective study. Bejeweled, Tetris and many other casual games have the ability to make people more in peace with themselves and with the world!
       Casual games could de-stress mums says totally objective study |    Technology |    guardian.co.uk
  • Wonderland: Women In Games: Opening Keynote

    Rated Oct 18 2007 1 review feminism, women, games, gender typepad.com



    Women are complex things and we should challenge our ideas about the "weak sex".
    Wonderland: Women In Games: Opening Keynote
  • Jitters in Second Life as bank shuts doors - web -...

    Rated Aug 10 2007 1 review computers, games, second life, virtual, society theage.com.au


    I find the most interesting is the reproduction of our "real life" structures in our virtual worlds and universes. Gambling and sex are Second Life's most profiting exercises and gambling is going to be banned since the FBI want to prevent money laundry and big revenues. When are virtual sex parlors and brothels going to be banned? Virtual AIDS? Virtual rape?


    From the page: "The biggest bank in the virtual world of Second Life has closed its doors after a run on its deposits, putting at risk hundred of thousands of real dollars of savings and investments. On Thursday, Ginko Financial - which is owned by Brazilian from Sao Paulo whose real name is Andre Sanchez - stopped accepting deposits, froze all withdrawals and converted account holders' balances into "tradeable debt securities" called Ginko Perpetual Bonds.
    The bonds can be bought and sold on the World Stock Exchange (WSE), the largest of three sharemarkets in Second Life. The exchange is run by a Melbourne-based man whose real name is Luke Connell.
    Ginko attracted deposits by offering to pay 0.10 per cent daily accrued interest, which equates to a 44 per cent annual return.
    The bank claimed to have 18,000 accounts and deposits amounting to $US700,000 ($A800,000) in real money. The in-world currency in Second Life is called the Linden ($L) and it is freely convertible into US dollars at an exchange rate of $L270 to the dollar.
    The idea of unilaterally converting deposits into bonds is to buy time for the bank to replenish its cash reserves. Account holders can still opt to withdraw their funds, but instead of receiving par value as a depositor, they will only receive the market value of the security. Currently, they are trading at a steep discount to their face value.
    "There are a lot of people who put money in there and they are not going to get it out again," said Robert Bloomfield, a professor of management and accounting at Cornell University and a close observer of the Second Life economy. For some of those people it's enough money that it's actually meaningful to them.
    In a note posted on the Ginko Financial website and on its network of virtual ATMs, the bank said it had been forced to take the action after a run on its deposits that was triggered by a recent decision by Second Life's owners to ban gambling in the virtual world.
    San Francisco-based Linden Lab ordered the ban after reportedly inviting the FBI to examine gambling activities in its 3D world. Legislation passed in the US last year makes it a crime to use credit cards or online payment systems to make bets on the internet."
    Jitters in Second Life as bank shuts doors - web - Technology - theage.com.au