CATS Log post 6

I was unable to attend this lesson as I had a visit to
platform festival which had relevance for my games design course but I
downloaded the presentation in order to compile this log book post. This lesson
plan was to look at the future of the virtual revolution, and we were to look
at three separate key themes which were cyberculture, gamification and social

Webopedia has
defined cyberculture as ‘a slang term used
to describe the emerging culture of those who are networked in cyberspace. It
is a society of people who use computer networks for communication
looking at the presentation for the lessons definition of cyberculture it
states ‘the culture that has emerged from technology’. Combining the two
explanations after research I have come to define cyberculture as a culture
which is based within cyberspace and accessible through technology as a means
of communication. Cyberculture has effected everybody since the creation of the
internet people have become immersed in a life online using things from real
time games such as MMORPGs to Social media like Facebook. This has taken its
toll on real life cultures due to people not communicating face to face but rather
through a computer screen, and the scary reality is that this is becoming a
normal way of life.

Cyberculture is also the representation of human, technology
and future. If we look at the film Terminator 2, 1992, we can see the
terminators hand which was robotic which showed a futuristic idea that this is
where humans can go with technology if explored and developed enough.
Interestingly enough, Performance artist Stelarc used a similar technology in
the 90’s to expand what the human body could be capable of. I find this
particularly interesting as this idea is still being worked on today within Anthropomorphic robots, in particular TOPIO
the ping pong playing robot which uses features similar to the hand within the
terminator film. This is interesting as it shows how life-like robots are
becoming, and how in the future they will be able to fully function of their
own accord using advanced AI’s. This is both a good and bad thought because
although we can see the advancement of technology, if we look at fictional AI
characters such as Hal 900 from the film 2001 A Space Odyssey it can become
terrifying how AI’s may develop.

Gamification allows
us to use game techniques, styles and mechanics within a wider context to allow
us to apply the general style of ‘gaming’ to everyday tasks. For example in the
book Gamification by Design written by Gabe Zichermann and Christopher
, they described gamification as ‘gamification brings together all the disparate threads that have been
advanced in games for non-gaming contexts’
and gives the example of playing
‘aeroplanes’ with a child in order to get them to eat their vegetables at
dinner time. By using gamification we can make something which may have been
considered boring into something more enjoyable. We can create objectives,
rewards and competition in order to heighten the ‘players’ experience with
everyday tasks such as completing coursework which would encourage the
individual to be successful. Epic Win, which is a task management app, allows
you to apply gamification to everyday tasks such as going to the gym. With each
task complete, you will level up and gain experience. This is a great way to
turn a boring chore into something which you will be rewarded from making you
do a better job of the task at hand.

The rise of social
media has caused ethical implications, it has effected how we interact and it
is still uncertain how it will shape the future. Looking at Facebook, the
security of its data and information isn’t as all its thought to be as an
article on Neowin explains that there was a master password which could access
any account which was used by the original engineers of Facebook, making
personal information accessible to certain Facebook employees. There has been
several instances where memorial pages for individuals who have died has been
abused over Facebook which has caused emotional distress by internet ‘trolls’
who typically have no link with the victim yet choose to post abuse and cause
distress through fake accounts. Modern technology has also caused a negative
impact for youth culture by the events of the riots across the UK during 2011
which social platforms were used to arrange planned attacks.

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