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Pod 29 – Playing with Information




_____________________________________________________

by Geraldo Seabra*


While moving towards the end of the first decade of the century, much like the
braggart century of the new digital media, some tests are necessary to try to
understand the breakdown of paradigm imposed by the Network Society. One
of them refers to the myth of fragmented information. Many still question how to
deal with a flurry of information every day. Indeed, even after 2001: an odyssey
in space, we think things under the logic Renaissance, as Henry Jenkins, an
expert at the MIT Institute and author of the book quot;Convergence Culture.quot;
Indeed, as Jenkins notes, fail to revere as Leonardo Da Vinte one man who had
any knowledge of a society. We spent the model of centralized information to a
targeted model, collective and collaborative. Instead of well-informed people we
should behave as citizens monitored. Someone who scouts the universe
becomes chaotic and filter information for personal use or the community in
which it belongs. In this new paradgma informational, must act locally and
objective, in contrast to the need for comprehensive understanding of
everything that happens in the world. For this, we need to calibrate our sights
informative. There is no magic formula established pre-sized, but a process of
selection of information, which we will all have to dominate. This process is
molded in our collective action, which passes through the mediation of curators
of blogs, communities on Orkut, of discussion groups and the search for
information through the so-called aggregators of content, like the popular
iTunes, for example. But as we are still in a transitional stage between two
types of information, most of society, including the U.S., still bet on the logic of
Renaissance accumulation of personal information. But as Pierre Lévy says,
quot;nobody knows everything, ultimately all knowledge resides in humanity.quot; At
that stage of transition, we divided our time in useful activities and
entertainment. However, this intermediate stage, even joking are developing
new skills that will help us later in the process of increasing our ability to interact
actively. Well,this new company,says Henry Jenkins, children and young people
_____________________________________________________

learn playing with information. That is, we are all learning valuable lessons to
seek entertainment through social networks of computer. So demonizing the
games is postponed even further our future, whatever its narrative. After all,
entertainment media can emulate, in addition to entertainment, information and
news. Thus, following Jenkins, would be a mistake prepare our children in
traditional schools, where they stimulate learning unattended in a narrow sense
of individualized learning. Instead, we must teach them how to participate in
collective production of knowledge. And, contrary to what many think, new fans
are the heart of the Network Society. They contribute to the expansion of this
new model of information. In the case of games, a community of fans already is
responsible for the collaborative production of about 60% of the contents of
many commercial games. According to Jenkins, the notion of new cultural
activity must go beyond simple role to attract new fans to consumer products of
cultural industry. But to encourage them to be co-creators of media ownership.
Author of the game Spore, the American Will Wright creates content that
motivates the participation of fans of games created for him. Starting with
simple interventions, the players of any age, will participate collectively giving
contributions increasingly complex. What at first glance it seems like a mere
hobby, in fact, it is a new way to see what is playing, does not separate the
more reason why the pure fun. Moreover, in a short time, the fans of today will
be those who will format the society's future. After all, the time, the time waits
for no one...


*Journalist publisher of the Blog’ NewsGames


Go home blog: http://blogdonewsgames.blogspot.com/
Listen to our podcast: http://seabhra.podomatic.com/
Subscribe to our podcast: http://seabhra.podomatic.com/rss2.xml
Watch TV NewsGames: http://blogdonewsgames.blogspot.com/
Get in our chat: http://portifolioseabhra.blogspot.com/
Versão em português
                    Pod 29 – Jogando com Informação




_____________________________________________________
Por Geraldo Seabra*


Enquanto caminhamos para o final da primeira década do século XXI, bastante
alardeado como o século das novas mídias digitais, algumas análises são
necessárias para tentar entender a quebra de paradgma imposta pela
Sociedade em Rede. Uma delas refere-se ao mito da informação fragmentada.
Muitos ainda se questionam como lidar com um turbilhão de informações todos
os dias. Na verdade, mesmo após 2001: uma odisséia no espaço, pensamos
as coisas sob a lógica renascentista, como afirma Henry Jenkins, especialista
em mídia do MIT e autor do livro “Cultura da Convergência”. Na verdade, como
ressalta Jenkins, deixamos de reverenciar Leonardo Da Vinte como aquele
homem que detinha todo o saber de uma sociedade. Passamos do modelo de
informação centralizada para um modelo segmentado, coletivo e colaborativo.
Em vez de pessoas bem-informadas devemos nos comportar como cidadãos
monitorizadores. Alguém que vasculha o universo caótico e passa a filtrar
informações necessárias para uso pessoal ou pela comunidade na qual faz
parte. Neste novo paradgma informacional, devemos agir de forma pontual e
objetiva, em contraste com a necessidade de compreensão profunda de tudo
que acontece no mundo. Para tanto, precisamos calibrar a nossa mira
informativa. Não existe uma fórmula mágica pré-establecida de calibragem,
mas um processo de seleção de informação, o qual todos teremos que
dominar. Esse processo é moldado na nossa ação coletiva, que passa pela
mediação de curadores de blogs, de comunidades no Orkut, de grupos de
discussão e pela busca por informação através dos chamados agregadores de
conteúdo, como o popular iTunes, por exemplo. Mas, como estamos ainda
numa fase de transição entre dois modelos de informação, a maior parte da
sociedade, inclusive a americana, aposta ainda na lógica renascentista de
acúmulo pessoal de informação. Mas, como diz Pierri Lévy, “ninguém sabe
tudo, afinal todo conhecimento reside   na   humanidade”. Nessa fase de
_____________________________________________________

transição, dividimos o nosso tempo em atividades úteis e de diversão. Contudo,
nesse estágio intermediário, mesmo brincando estamos desenvolvendo novas
habilidades que nos serão úteis mais adiante nesse processo de aumento da
nossa capacidade de interagir ativamente. Pois, nessa nova sociedade,
ressalta Henry Jenkins, crianças e jovens aprendem jogando com informação.
Ou seja, todos nós estamos aprendendo lições valiosas ao buscar
entretenimento através das redes sociais de computador. Portanto, demonizar
os games é adiar ainda mais o nosso futuro, seja qual for a sua narrativa.
Afinal, suportes lúdicos podem emular, além de entretenimento, informação e
notícia. Sendo assim, segue Jenkins, seria um erro prepararmos nossas
crianças em escolas tradicionais, onde ainda incentivamos a aprendizagem
autônoma, num sentido restrito de aprendizagem individualizada. Em vez disso,
devemos ensiná-las como participar da produção coletiva do conhecimento. E,
ao contrário do que muitos pensam, os novos fãs são o âmago da Sociedade
em Rede. São eles que contribuem para a ampliação desse novo modelo de
informação. No caso dos games, a comunidade de fãs já é responsável pela
produção colaborativa de cerca de 60% do conteúdo de muitos jogos
comerciais. Segundo Jenkins, a noção do novo ativador cultural deve ir além do
mero papel de atrair novos fãs para consumidor produtos da indústria cultural.
Mas o de estimulá-los a serem co-criadores da propriedade midiática. Autor do
jogo Spore, o americano Will Wright cria conteúdo que motiva a participação
dos fãs dos games criados por ele. Partindo de intervenções simples, os
jogadores,   de   qualquer idade,   vão   participando   coletivamente   dando
contribuições cada vez mais complexas. O que à primeira vista parece-nos
como um mero passatempo, na verdade, trata-se de um novo modo de encarar
o que é brincar, que não separa mais a razão pura da razão lúdica. Aliás, em
pouco tempo, os fãs de hoje serão aqueles que formatarão a sociedade do
futuro. Afinal, o tempo, o tempo não espera por ninguém...
_____________________________________________________



* Jornalista editor do Blog’ NewsGames


Acesse home do blog: http://blogdonewsgames.blogspot.com/
Ouça nosso podcast: http://seabhra.podomatic.com/
Assine nosso podcast: http://seabhra.podomatic.com/rss2.xml
Assista TV NewsGames: http://blogdonewsgamesnews.blogspot.com/
Entre em nosso chat: http://portifolioseabhra.blogspot.com/

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Podcast 29 - Playing with Information

  • 1. Pod 29 – Playing with Information _____________________________________________________ by Geraldo Seabra* While moving towards the end of the first decade of the century, much like the braggart century of the new digital media, some tests are necessary to try to understand the breakdown of paradigm imposed by the Network Society. One of them refers to the myth of fragmented information. Many still question how to deal with a flurry of information every day. Indeed, even after 2001: an odyssey in space, we think things under the logic Renaissance, as Henry Jenkins, an expert at the MIT Institute and author of the book quot;Convergence Culture.quot; Indeed, as Jenkins notes, fail to revere as Leonardo Da Vinte one man who had any knowledge of a society. We spent the model of centralized information to a targeted model, collective and collaborative. Instead of well-informed people we should behave as citizens monitored. Someone who scouts the universe becomes chaotic and filter information for personal use or the community in which it belongs. In this new paradgma informational, must act locally and objective, in contrast to the need for comprehensive understanding of everything that happens in the world. For this, we need to calibrate our sights informative. There is no magic formula established pre-sized, but a process of selection of information, which we will all have to dominate. This process is molded in our collective action, which passes through the mediation of curators of blogs, communities on Orkut, of discussion groups and the search for information through the so-called aggregators of content, like the popular iTunes, for example. But as we are still in a transitional stage between two types of information, most of society, including the U.S., still bet on the logic of Renaissance accumulation of personal information. But as Pierre Lévy says, quot;nobody knows everything, ultimately all knowledge resides in humanity.quot; At that stage of transition, we divided our time in useful activities and entertainment. However, this intermediate stage, even joking are developing new skills that will help us later in the process of increasing our ability to interact actively. Well,this new company,says Henry Jenkins, children and young people
  • 2. _____________________________________________________ learn playing with information. That is, we are all learning valuable lessons to seek entertainment through social networks of computer. So demonizing the games is postponed even further our future, whatever its narrative. After all, entertainment media can emulate, in addition to entertainment, information and news. Thus, following Jenkins, would be a mistake prepare our children in traditional schools, where they stimulate learning unattended in a narrow sense of individualized learning. Instead, we must teach them how to participate in collective production of knowledge. And, contrary to what many think, new fans are the heart of the Network Society. They contribute to the expansion of this new model of information. In the case of games, a community of fans already is responsible for the collaborative production of about 60% of the contents of many commercial games. According to Jenkins, the notion of new cultural activity must go beyond simple role to attract new fans to consumer products of cultural industry. But to encourage them to be co-creators of media ownership. Author of the game Spore, the American Will Wright creates content that motivates the participation of fans of games created for him. Starting with simple interventions, the players of any age, will participate collectively giving contributions increasingly complex. What at first glance it seems like a mere hobby, in fact, it is a new way to see what is playing, does not separate the more reason why the pure fun. Moreover, in a short time, the fans of today will be those who will format the society's future. After all, the time, the time waits for no one... *Journalist publisher of the Blog’ NewsGames Go home blog: http://blogdonewsgames.blogspot.com/ Listen to our podcast: http://seabhra.podomatic.com/ Subscribe to our podcast: http://seabhra.podomatic.com/rss2.xml Watch TV NewsGames: http://blogdonewsgames.blogspot.com/ Get in our chat: http://portifolioseabhra.blogspot.com/
  • 3. Versão em português Pod 29 – Jogando com Informação _____________________________________________________ Por Geraldo Seabra* Enquanto caminhamos para o final da primeira década do século XXI, bastante alardeado como o século das novas mídias digitais, algumas análises são necessárias para tentar entender a quebra de paradgma imposta pela Sociedade em Rede. Uma delas refere-se ao mito da informação fragmentada. Muitos ainda se questionam como lidar com um turbilhão de informações todos os dias. Na verdade, mesmo após 2001: uma odisséia no espaço, pensamos as coisas sob a lógica renascentista, como afirma Henry Jenkins, especialista em mídia do MIT e autor do livro “Cultura da Convergência”. Na verdade, como ressalta Jenkins, deixamos de reverenciar Leonardo Da Vinte como aquele homem que detinha todo o saber de uma sociedade. Passamos do modelo de informação centralizada para um modelo segmentado, coletivo e colaborativo. Em vez de pessoas bem-informadas devemos nos comportar como cidadãos monitorizadores. Alguém que vasculha o universo caótico e passa a filtrar informações necessárias para uso pessoal ou pela comunidade na qual faz parte. Neste novo paradgma informacional, devemos agir de forma pontual e objetiva, em contraste com a necessidade de compreensão profunda de tudo que acontece no mundo. Para tanto, precisamos calibrar a nossa mira informativa. Não existe uma fórmula mágica pré-establecida de calibragem, mas um processo de seleção de informação, o qual todos teremos que dominar. Esse processo é moldado na nossa ação coletiva, que passa pela mediação de curadores de blogs, de comunidades no Orkut, de grupos de discussão e pela busca por informação através dos chamados agregadores de conteúdo, como o popular iTunes, por exemplo. Mas, como estamos ainda numa fase de transição entre dois modelos de informação, a maior parte da sociedade, inclusive a americana, aposta ainda na lógica renascentista de acúmulo pessoal de informação. Mas, como diz Pierri Lévy, “ninguém sabe tudo, afinal todo conhecimento reside na humanidade”. Nessa fase de
  • 4. _____________________________________________________ transição, dividimos o nosso tempo em atividades úteis e de diversão. Contudo, nesse estágio intermediário, mesmo brincando estamos desenvolvendo novas habilidades que nos serão úteis mais adiante nesse processo de aumento da nossa capacidade de interagir ativamente. Pois, nessa nova sociedade, ressalta Henry Jenkins, crianças e jovens aprendem jogando com informação. Ou seja, todos nós estamos aprendendo lições valiosas ao buscar entretenimento através das redes sociais de computador. Portanto, demonizar os games é adiar ainda mais o nosso futuro, seja qual for a sua narrativa. Afinal, suportes lúdicos podem emular, além de entretenimento, informação e notícia. Sendo assim, segue Jenkins, seria um erro prepararmos nossas crianças em escolas tradicionais, onde ainda incentivamos a aprendizagem autônoma, num sentido restrito de aprendizagem individualizada. Em vez disso, devemos ensiná-las como participar da produção coletiva do conhecimento. E, ao contrário do que muitos pensam, os novos fãs são o âmago da Sociedade em Rede. São eles que contribuem para a ampliação desse novo modelo de informação. No caso dos games, a comunidade de fãs já é responsável pela produção colaborativa de cerca de 60% do conteúdo de muitos jogos comerciais. Segundo Jenkins, a noção do novo ativador cultural deve ir além do mero papel de atrair novos fãs para consumidor produtos da indústria cultural. Mas o de estimulá-los a serem co-criadores da propriedade midiática. Autor do jogo Spore, o americano Will Wright cria conteúdo que motiva a participação dos fãs dos games criados por ele. Partindo de intervenções simples, os jogadores, de qualquer idade, vão participando coletivamente dando contribuições cada vez mais complexas. O que à primeira vista parece-nos como um mero passatempo, na verdade, trata-se de um novo modo de encarar o que é brincar, que não separa mais a razão pura da razão lúdica. Aliás, em pouco tempo, os fãs de hoje serão aqueles que formatarão a sociedade do futuro. Afinal, o tempo, o tempo não espera por ninguém...
  • 5. _____________________________________________________ * Jornalista editor do Blog’ NewsGames Acesse home do blog: http://blogdonewsgames.blogspot.com/ Ouça nosso podcast: http://seabhra.podomatic.com/ Assine nosso podcast: http://seabhra.podomatic.com/rss2.xml Assista TV NewsGames: http://blogdonewsgamesnews.blogspot.com/ Entre em nosso chat: http://portifolioseabhra.blogspot.com/