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World Without Oil
World Without Oil (WWO) is an alternate reality game (ARG) created to call attention to, spark dialogue about, plan for and engineer solutions to a possible near-future global oil shortage, post peak oil. It was the creation of San Jose, California, San Jose game writer and designer Ken Eklund, and alternate reality game, ARG veterans Jane McGonigal, Dee Cook, Marie Lamb, Michelle Senderhauf, and Krystyn Wells were on the Alternate reality game#Unique terminology, puppetmaster team. ''World Without Oil'' was presented by Independent Television Service (ITVS) with funding by the Corporation for Public Broadcasting. The game's tagline is "Play it – before you live it." The game concluded on June 1, 2007. The game ''World Without Oil'' combined elements of an alternate reality game with those of a serious game. The game sketched out the overarching conditions of a realistic oil shock, then called upon players to imagine and document their lives under those conditions. Compellin ...
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World Without Oil Logo
In its most general sense, the term "world" refers to the totality of entities, to the whole of reality or to everything that is. The nature of the world has been conceptualized differently in different fields. Some conceptions see the world as unique while others talk of a "plurality of worlds". Some treat the world as one simple object while others analyze the world as a complex made up of many parts. In ''scientific cosmology'' the world or universe is commonly defined as " e totality of all space and time; all that is, has been, and will be". '' Theories of modality'', on the other hand, talk of possible worlds as complete and consistent ways how things could have been. ''Phenomenology'', starting from the horizon of co-given objects present in the periphery of every experience, defines the world as the biggest horizon or the "horizon of all horizons". In ''philosophy of mind'', the world is commonly contrasted with the mind as that which is represented by the mind. ''Th ...
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Serious Game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition. History The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The Bac ...
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Alternate Reality Games
An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions. The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. It is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by an AI as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones and mail, but rely on the Internet as the central binding medium. ARGs tend to be free to play, with costs absorbed either through supporting products (e.g., collectible puzzle cards fund Perplex City) or through promotional relati ...
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2007 Video Games
2007 saw many sequels and prequels in video games. New intellectual properties included ''Assassin's Creed'', ''BioShock'', ''Crackdown'', ''Crysis'', ''Mass Effect'', ''Portal'', ''Rock Band'', ''Skate'', '' The Darkness'', ''The Witcher'', and ''Uncharted''. Events Hardware and software sales Worldwide The following are the best-selling games of 2007 in terms of worldwide retail sales. These games sold at least units worldwide in 2007. Europe *Based on estimates from Electronic Arts: Video game console sales of 2007 in Europe Japan *Based on figures from Enterbrain: Video game console sales of 2007 in Japan Best-selling video games of 2007 in Japan North America *Based on figures from the NPD Group via IGN; the games' publishers are listed in brackets: Best-selling video games of 2007 in North America (by platform) United Kingdom *Based on figures from Chart-Track: Best-selling video games of 2007 in the UK Best-selling video games of 2007 in the UK (by p ...
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Peabody Award
The George Foster Peabody Awards (or simply Peabody Awards or the Peabodys) program, named for the American businessman and philanthropist George Peabody, honor the most powerful, enlightening, and invigorating stories in television, radio, and online media. The awards were conceived by the National Association of Broadcasters in 1938 as the radio industry’s equivalent of the Pulitzer Prizes. Programs are recognized in seven categories: news, entertainment, documentaries, children's programming, education, interactive programming, and public service. Peabody Award winners include radio and television stations, networks, online media, producing organizations, and individuals from around the world. Established in 1940 by a committee of the National Association of Broadcasters, the Peabody Award was created to honor excellence in radio broadcasting. It is the oldest major electronic media award in the United States. Final Peabody Award winners are selected unanimously by the prog ...
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South By Southwest
South by Southwest, abbreviated as SXSW and colloquially referred to as South By, is an annual conglomeration of parallel film, interactive media, and music festivals and Convention (meeting), conferences organized jointly that take place in mid-March in Austin, Texas, United States. It began in 1987 and has continued to grow in both scope and size every year. In 2017, the conference lasted for 10 days with the interactive track lasting for five days, music for seven days, and film for nine days. There was no in-person event in 2020 and 2021 as a result of the COVID-19 pandemic in Austin, Texas; both years, there was a smaller online event instead. SXSW is run by the company SXSW, LLC, which organizes conferences, trade shows, festivals, and other events. In addition to SXSW, the company runs the conference SXSW Edu and the upcoming SXSW Sydney festival, and co-runs North by Northeast in Toronto. It has previously run or co-run the events North by Northwest (1995-2001), West by ...
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Activism
Activism (or Advocacy) consists of efforts to promote, impede, direct or intervene in Social change, social, Political campaign, political, economic or Natural environment, environmental reform with the desire to make Social change, changes in society toward a perceived greater good. Forms of activism range from Mandate (politics), mandate building in a community (including writing letters to newspapers), petitioning elected officials, running or contributing to a political campaign, preferential patronage (or boycott) of businesses, and demonstrative forms of activism like Demonstration (protest), rallies, Demonstration (people), street marches, strikes, sit-ins, or hunger strikes. Activism may be performed on a day-to-day basis in a wide variety of ways, including through the creation of art (artivism), computer hacking (hacktivism), or simply in how one chooses to spend their money (economic activism). For example, the refusal to buy clothes or other merchandise from a comp ...
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Webby Awards
The Webby Awards are awards for excellence on the Internet presented annually by the International Academy of Digital Arts and Sciences, a judging body composed of over two thousand industry experts and technology innovators. Categories include websites, advertising and media, online film and video, mobile sites and apps, and social. Two winners are selected in each category, one by members of The International Academy of Digital Arts and Sciences, and one by the public who cast their votes during Webby People's Voice voting. Each winner presents a five-word acceptance speech, a trademark of the annual awards show. Hailed as the "Internet’s highest honor," the award is one of the oldest Internet-oriented awards, and is associated with the phrase "The Oscars of the Internet." History In its early years, the organization was one among others vying to be the premiere internet awards show, most notably, the Cool Site of the Year Awards. Both shows would compare themselves to ...
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Collective Intelligence
Collective intelligence (CI) is shared or group intelligence (GI) that emerges from the collaboration, collective efforts, and competition of many individuals and appears in consensus decision making. The term appears in sociobiology, political science and in context of mass peer review and crowdsourcing applications. It may involve consensus, social capital and formalisms such as voting systems, social media and other means of quantifying mass activity. Collective IQ is a measure of collective intelligence, although it is often used interchangeably with the term collective intelligence. Collective intelligence has also been attributed to bacteria and animals. It can be understood as an emergent property from the synergies among: #data-information-knowledge #software-hardware #individuals (those with new insights as well as recognized authorities) that continually learns from feedback to produce just-in-time knowledge for better decisions than these three elements acting alo ...
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Twitter
Twitter is an online social media and social networking service owned and operated by American company Twitter, Inc., on which users post and interact with 280-character-long messages known as "tweets". Registered users can post, like, and 'Reblogging, retweet' tweets, while unregistered users only have the ability to read public tweets. Users interact with Twitter through browser or mobile Frontend and backend, frontend software, or programmatically via its APIs. Twitter was created by Jack Dorsey, Noah Glass, Biz Stone, and Evan Williams (Internet entrepreneur), Evan Williams in March 2006 and launched in July of that year. Twitter, Inc. is based in San Francisco, California and has more than 25 offices around the world. , more than 100 million users posted 340 million tweets a day, and the service handled an average of 1.6 billion Web search query, search queries per day. In 2013, it was one of the ten List of most popular websites, most-visited websites and has been de ...
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Online Chat
Online chat may refer to any kind of communication over the Internet that offers a real-time text, real-time transmission of text-based, text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. Online chat may address Point-to-point (telecommunications), point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service. Online chat in a less stringent definition may be primarily any direct text-based or video-based (webcams), one-on-one chat or one-to-many chat room, group chat (formally also known as synchronous conferencing), using tools such as instant messengers, Internet Relay Chat (IRC), talkers and possibly MUDs or ot ...
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Instant Messaging
Instant messaging (IM) technology is a type of online chat allowing real-time text transmission over the Internet or another computer network. Messages are typically transmitted between two or more parties, when each user inputs text and triggers a transmission to the recipient(s), who are all connected on a common network. It differs from email in that conversations over instant messaging happen in real-time (hence "instant"). Most modern IM application (computing), applications (sometimes called "social messengers", "messaging apps" or "chat apps") use push technology and also add other features such as emojis (or graphical smileys), file transfer, chatbots, voice over IP, or Videotelephony, video chat capabilities. Instant messaging systems tend to facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list"), and can be standalone applications or integrated into e.g. a wider social media platform, or a website ...
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