Here is my latest blog about TG and leadership in virtual environments. I approach blogging as a form of performance art. This blog highlights issues such as virtual identity as performance, multimedia textual production, and the practice of virtual autoethnography.
I like to play with identity in cyberspace and identify areas of virtual play.
Check it out here at StandardOperatingProcedures.org.
Rage makes a great case for using the VR as a place for training as a sniper. Virtual training rooms for training in virtual warfare.
This post is a great TG read:
Originally Posted by Rageq3a
I'd love that idea BigAl and I agree with the concept of training with little enemy present to promote training and technique and the principle could also be applied to having no enemy present but in firmly held ground. I agree also with the idea of playing with the core players, those who get on PS2 regularly
Bravo Microsoft, you have now surpassed EA in poor decisions and once and for all seized the crown for the worst 'Reveal' ever. That EA were standing there on the stage with you when you did it was beautiful. Really, the future of gaming is a giant voice activated remote control for my TV, that will only work in the US, hiding used games behind a paywall and you as a company snooping on your customers with your sinister Kinnect 2 and the potential to limit content viewing per individual personal
Deleted both my Facebook accounts today after 6 years of FaceBragging.
On to the next Internet trend . . .
This from a recently published academic study (summarized here):
"First and foremost, P2P game piracy is extraordinarily prevalent and geographically distributed [at least it was during the period analyzed]. However, the numbers in our investigation suggest that previously reported magnitudes in game piracy are too high," Drachen adds. "It also appears that some common myths are wrong, e.g. that it is only shooters that get pirated, as we see a lot of activity for children's