ANTH 2002H Lecture Notes - Lecture 7: Arpanet, Virtual Actor, Participant Observation
Document Summary
Anth 2002 18/03/16 lecture 7: coming of age in second life - part 1. 1) ethnography portrait of second life, 2) demonstrate potential of virtual ethnography, 3) theoretical understanding of virtual words title, headings, structure, scope evokes ethnographic classics. Histories of virtual technologies: technology and the imagined communities camera: abstracted images 16c printing press and print media novels (robinson crusoe, Lotr), 19c postal system (pen pals) telegraph (1800s) telephone (1876) radio (1900) television/film (1920s): star trek, star wars, matrix computer (1940s) . 1960 arpanet, 1983 internet 1947: first video game 1927: first popular home game (atari, pong) 1976: colossal cave adventure 1982: utopia (simulated world) 1985: super mario bros. (side scrolling world) 1990s: sim games 1993: doom (3d graphics, networked gaming) Histories of virtual worlds 1970 metaplay: myron krueger coins artificial reality . Goal is not just to describe techne, but to enact it at a methodological level. Ethnographic research conducted entirely within sl avatar tom bukowski.