Do video games cause aggressive tendencies and other negative behaviors? How can games create positive impacts on players and society? Could My.BarackObama.com really be considered “the most influential ‘video game’” in recent history? Gene Koo of the Berkman Center and Scott Seider of Boston University tackle a few of these fascinating questions.
Also huffduffed as…
Video games and violence; Angelica Ortiz de Gortari response on games; Robotville EU
Do Video Games produce Real-Life Violence? — The disturbing trend of school shootings around the world has dragged violence in video games into the hot seat. But are violent video games actually more capable of producing real violence in gamers or is it just the latest victim of societal hysteria?
Since September, the public has been experimenting with an app that relies on the goodness of humankind. Called impossible, it leverages the idea of a gift economy through social media to grant wishes. Users interact by posting wishes—such as a desire to learn Spanish or to find a jogging buddy—and other impossible users who can grant those wishes based on skills and proximity connect to grant the wish.
On March 5, the Berkman Center celebrated the US launch of impossible.
Lily Cole, founder of impossible and fashion model, actress, and social entrepreneur, Sir Tim Berners-Lee, Founder and CEO of the World Wide Web Foundation, Rosemary Leith, Berkman Center Fellow, Judith Donath, Berkman Center Fellow, Jonathan Zittrain, Director at the Berkman Center for Internet & Society and Professor at Harvard Law School, and moderator Urs Gasser, Executive Director of the Berkman Center for Internet & Society, engage in an interactive discussion about the feasibility of a social media platform that relies on themes related to human cooperation, reciprocity, and kindness.
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More info on this event here.