Chip Morningstar and F. Randall Farmer implemented Habitat in 1991 and were able to learn a lot about online interaction and “the shared experience of a simulated world.” They believed that it was naïve to believe that all of the noble opportunities the system enabled the users to implement would actually be undertaken. The authors specifically focus on “computer mediated communications and virtual environments.” In this essay I really enjoyed the discussion of morality. I think it was necessary of the creators to add weapons to up the level of interaction, yet it saddens me that 50% of the players thought that murder in the game was “part of the fun.”
Sunday, November 30, 2008
The New Media Reader: 46.
46. The Lessons of Lucasfilm’s Habitat by Chip Morningstar and F. Randall Farmer, 1991

Chip Morningstar and F. Randall Farmer implemented Habitat in 1991 and were able to learn a lot about online interaction and “the shared experience of a simulated world.” They believed that it was naïve to believe that all of the noble opportunities the system enabled the users to implement would actually be undertaken. The authors specifically focus on “computer mediated communications and virtual environments.” In this essay I really enjoyed the discussion of morality. I think it was necessary of the creators to add weapons to up the level of interaction, yet it saddens me that 50% of the players thought that murder in the game was “part of the fun.”
Chip Morningstar and F. Randall Farmer implemented Habitat in 1991 and were able to learn a lot about online interaction and “the shared experience of a simulated world.” They believed that it was naïve to believe that all of the noble opportunities the system enabled the users to implement would actually be undertaken. The authors specifically focus on “computer mediated communications and virtual environments.” In this essay I really enjoyed the discussion of morality. I think it was necessary of the creators to add weapons to up the level of interaction, yet it saddens me that 50% of the players thought that murder in the game was “part of the fun.”
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