I’m delighted with our session’s focus: Where Gaming and Social Identity Collide. We’ll look at social games (and what I still call “community-based games”), how they overlap with other social media, and the implications for other industries. The panelists are a great balance, bringing backgrounds in product-development, academic, marketing, publishing (digital and old-school), and creative.
Cyberposium draws an interesting mix of industry and finance executives, along with the predictable MBA-student crowd. The conference’s annual themes have addressed different aspects of digital (generally Internet) technology.
I’ll use this space to publish some links that we wind up promising the crowd. That will surely include some industry references and news sources, especially for social games.
Linguistically, I’ll acknowledge that the name does have a distinctly mid-1990’s ring to it. That’s only fair: this is Cyberposium 15, after all; it started in 1995. But “cyber” does seem increasingly marked, if only to judge by the increasingly snarky reactions it seems to draw. That said, it remains productive. Arnold Zwicky, in a recent roundup of portmanteau words, cited cyberchrondria, and cyberteria. I’ve no idea how he missed cyberposium.
Adding: Of course I was joking. There’s no reason why any linguist, not to mention a Stanford linguist, would be aware of a small (if excellent) high-tech conference at Harvard’s Business School.
And by the way, anyone curious of language should enjoy this favorite of mine: Prof. Zwicky’s 1980 booklet, Mistakes. Although intended for his linguistics class, the assumptions it makes about your preparation are, as he says, “modest.” And how many academic notes draw their examples from Grouch, cummings, Perlman, and railway graffiti? (I’m using note in the HBS sense: a supplementary teaching document that might run to 40 or 60 pages.)