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	<title>Curated matter &#187; heterotopia</title>
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		<title>Theme 2: Magic Circle in video games</title>
		<link>http://curatedmatter.org/2011/01/07/theme-2-magic-circle-in-video-games/</link>
		<comments>http://curatedmatter.org/2011/01/07/theme-2-magic-circle-in-video-games/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 16:30:20 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[algorithms]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[exhibition]]></category>
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		<category><![CDATA[philosophy]]></category>
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		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[utopia]]></category>
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		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=881</guid>
		<description><![CDATA[See the online exhibition &#8211; Facebook groups &#8211; Philosophy of video games Where does the video game end and the real life begin? With the arrival of simulators, augmented reality and social networking games, frontiers becomes harder to define. And so is the magic circle that separates the fantasy world from the outside world. But [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #9921f2;"><strong><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">See the online exhibition</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/the-semiotics-of-video-games-facebook-groups/">Facebook groups</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/philosophy-of-video-games/">Philosophy of video games</a></strong></div>
<p>Where does the video game end and the real life begin? With the arrival of simulators, augmented reality and social networking games, frontiers becomes harder to define. And so is the <em>magic circle that </em>separates the fantasy world from the outside world. But is there really a real, outside world that would be exempt of any fantasies? And could video games be completely isolated from their cultural context? Is the concept of magic circle not outdated? In his essay <em><a href="http://www.ec-aiss.it/monografici/5_computer_games/9_wade.pdf" target="_blank">Spatial Typologies of Games</a></em>, Alex Wade suggests instead to locate video games using the three spaces of <a href="http://en.wikipedia.org/wiki/Henri_Lefebvre" target="_blank">Henri Lefebvre</a>: perceived space (how we interpret space), conceived space (space of science and rationality) and lived space (the space where we live). He adds another dimension, digital space. Video games are multidimensional in his model, and need to be situated on the four axes.</p>
<p><em><a href="http://www.eddostern.com/flamewar.html" target="_blank">Best&#8230;flame war&#8230;Ever</a></em> (2007) by <a href="http://www.eddostern.com/" target="_blank">Eddo Stern </a>is a conversation recorded on a forum of the <em>EverQuest</em> video game. It is rendered using digital masks inspired by the universe of the game. The conversation and its staging, using an epic soundtrack and digital masks, blur the frontier between the universe of <em>EverQuest</em> and the ‘outside’ world.</p>
<p><a href="http://www.eddostern.com/flamewar.html" target="_blank"><img class="aligncenter size-full wp-image-912" title="video-game-art-flamewar" src="http://curatedmatter.org/wp-content/uploads/2011/01/video-game-art-flamewar.jpg" alt="" width="620" height="341" /></a></p>
<p style="text-align: center;"><em>Best&#8230;flame war&#8230;Ever</em>, <a href="http://www.eddostern.com/" target="_blank">Eddo Stern</a>, 2007</p>
<p><strong> </strong></p>
<p>The <em><a href="http://www.controlartelite.com/work/ego-shooter/" target="_blank">Ego-shooter</a></em> installation (2008) by <a href="http://www.controlartelite.com/" target="_blank">Sonja-Vanessa Schmitz</a> mixes virtual and tactile reality. Its hand-made game-suit looks more virtual than those in first-person-shooter games. Interior and decorative elements are layered with a 3D replicated environment so that it becomes difficult to differentiate the two universes. Here, lived space is a by-product of digital space.</p>
<p><a href="http://www.controlartelite.com/work/ego-shooter/" target="_blank"><img class="aligncenter size-full wp-image-913" title="video-game-art-Ego-shooter" src="http://curatedmatter.org/wp-content/uploads/2011/01/video-game-art-Ego-shooter.jpg" alt="" width="600" height="427" /></a></p>
<p style="text-align: center;"><em>Ego-shooter</em>, <a href="http://www.controlartelite.com/" target="_blank">Sonja-Vanessa Schmitz</a>, 2008</p>
<p>What is your reaction to this blurring between digital and material spaces? Do you embrace it and take both the positive and negative aspects, or do you instead resist it by defining clear delimitations between games and the rest of your life?</p>
<p>See also the annex discussion by Gabriele Ferri, <em><a href="http://curatedmatter.org/2011/01/07/question-blocks-how-to-make-two-worlds-collide/">Question Blocks: How to make two worlds collide?</a></em></p>
<p><strong>Next theme: <a href="http://curatedmatter.org/2011/01/07/theme-3-chronology-in-video-games/">Chronology in video games</a></strong></p>
<p style="text-align: center;"><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">1</a> | 2 | <a href="http://curatedmatter.org/2011/01/07/theme-3-chronology-in-video-games/">3</a> | <a href="http://curatedmatter.org/2011/01/07/theme-4-narratology-vs-ludology-in-video-games/">4</a> | <a href="http://curatedmatter.org/2011/01/07/theme-5-immersion-in-video-games/">5</a> | <a href="http://curatedmatter.org/2011/01/07/theme-6-intelligibility-in-video-games/">6</a> | <a href="http://curatedmatter.org/2011/01/07/theme-7-rules-in-video-games/">7</a> | <a href="http://curatedmatter.org/2011/01/07/what-is-a-game-world-doors-keys-and-good-legs/">8</a> | <a href="http://curatedmatter.org/2011/01/07/question-blocks-how-to-make-two-worlds-collide/">9</a></p>
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		</item>
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		<title>Question Blocks: How to make two worlds collide?</title>
		<link>http://curatedmatter.org/2011/01/07/question-blocks-how-to-make-two-worlds-collide/</link>
		<comments>http://curatedmatter.org/2011/01/07/question-blocks-how-to-make-two-worlds-collide/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 12:32:43 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[heterotopia]]></category>
		<category><![CDATA[non-place]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[place]]></category>
		<category><![CDATA[semiotics]]></category>
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		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=867</guid>
		<description><![CDATA[See the online exhibition &#8211; Facebook groups &#8211; Philosophy of video games by Gabriele Ferri, PhD student in Semiotics at the University of Bologna, Italy This is the introduction of an annex discussion to the Semiotics of Video Games exhibition. It was lead by Gabriele Ferri on facebook in September 2010. Please visit the discussion [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #9921f2;"><strong><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">See the online exhibition</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/the-semiotics-of-video-games-facebook-groups/">Facebook groups</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/philosophy-of-video-games/">Philosophy of video games</a></strong></div>
<p>by Gabriele Ferri, PhD student in Semiotics at the University of Bologna, Italy</p>
<p>This is the introduction of an annex discussion to the Semiotics of Video Games exhibition. It was lead by Gabriele Ferri on facebook in September 2010. Please visit the <a href="http://www.facebook.com/topic.php?uid=109655655733219&amp;topic=209" target="_blank">discussion page</a> to see the reactions, and don’t hesitate to post yours.</p>
<p>Every video game in the <em>Super Mario</em> franchise features &#8220;question blocks&#8221;, special elements releasing power-ups when hit. Artist/activist <a href="http://www.bladediary.com/" target="_blank">Posterchild</a> published in 2006 the <a href="http://www.bladediary.com/questionblocks/index.html" target="_blank">instructions</a> for building their real-life counterparts, asking readers to decorate their surroundings with them. While it was a successful project commenting on public spaces (spaces often used for advertising and not for playing or socializing), a few abandoned cardboard blocks also caused a <a href="http://www.digtriad.com/news/watercooler/article.aspx?storyid=60745" target="_blank">bomb scare</a>.</p>
<p>Locative and alternate-reality games have already cast some doubts over the idea of the <a href="http://en.wikipedia.org/wiki/Magic_Circle_(virtual_worlds)" target="_blank">Magic Circle</a>, introduced by <a href="http://en.wikipedia.org/wiki/Johan_Huizinga" target="_blank">Johan Huizinga</a> to separate playful and serious activities, and a trend in interaction design is to make game-worlds collide with the real one. <a href="http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html" target="_blank">Jane McGonigal</a> argued for using games to highlight and tackle serious real-world issues (<a href="http://worldwithoutoil.org/metaabout.htm" target="_blank">http://worldwithoutoil.org/metaabout.htm</a>).</p>
<p>If the Magic Circle is dissolved, will our lives become more playful or will the flow go the other way round, bringing chores to game worlds? Which designs can create better game worlds and a better real one?</p>
<p style="text-align: center;"><a href="http://www.bladediary.com/questionblocks/index.html" target="_blank"><img class="aligncenter size-full wp-image-888" title="video-game-art-mario-block" src="http://curatedmatter.org/wp-content/uploads/2011/01/video-game-art-mario-block.jpg" alt="" width="600" height="341" /></a></p>
<p style="text-align: center;">Questions blocks, <a href="http://www.bladediary.com/" target="_blank">Posterchild</a>, 2006</p>
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<p style="text-align: center;">
<p><strong>Go back to the <a href="http://curatedmatter.org/the-semiotics-of-video-games/">Semiotics of Video Games homepage</a></strong></p>
<p style="text-align: center;"><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">1</a> | <a href="http://curatedmatter.org/2011/01/07/theme-2-magic-circle-in-video-games/">2</a> | <a href="http://curatedmatter.org/2011/01/07/theme-3-chronology-in-video-games/">3</a> | <a href="http://curatedmatter.org/2011/01/07/theme-4-narratology-vs-ludology-in-video-games/">4</a> | <a href="http://curatedmatter.org/2011/01/07/theme-5-immersion-in-video-games/">5</a> | <a href="http://curatedmatter.org/2011/01/07/theme-6-intelligibility-in-video-games/">6</a> | <a href="http://curatedmatter.org/2011/01/07/theme-7-rules-in-video-games/">7</a> | <a href="http://curatedmatter.org/2011/01/07/what-is-a-game-world-doors-keys-and-good-legs/">8</a> | 9</p>
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		<title>Philosophy of Video Games</title>
		<link>http://curatedmatter.org/2011/01/07/philosophy-of-video-games/</link>
		<comments>http://curatedmatter.org/2011/01/07/philosophy-of-video-games/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 12:23:52 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[algorithms]]></category>
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		<category><![CDATA[heterotopia]]></category>
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		<category><![CDATA[phenomenology]]></category>
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		<category><![CDATA[semiotics]]></category>
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		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=862</guid>
		<description><![CDATA[See the online exhibition &#8211; Facebook groups &#8211; Philosophy of video games References: &#8220;Computer Games, between Text and Practice&#8220;, edited by Dario Compagno and Patrick Coppock &#8220;Gamer Theory&#8221; by McKenzie Wark, read few quotations from his book. &#8220;Persuasive Games&#8221; by Ian Bogost, read few quotations from his book &#8220;Video Game Spaces&#8221; by Michael Nitsche, read [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #9921f2;"><strong><a href="http://curatedmatter.org/2011/01/07/theme-1-avatars-and-empathy-in-video-games/">See the online exhibition</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/the-semiotics-of-video-games-facebook-groups/">Facebook groups</a> &#8211; <a href="http://curatedmatter.org/2011/01/07/philosophy-of-video-games/">Philosophy of video games</a></strong></div>
<p>References:</p>
<ul>
<li>&#8220;<a href="http://www.ec-aiss.it/monografici/5_computer_games.php" target="_blank">Computer Games, between Text and Practice</a>&#8220;, edited by Dario Compagno and Patrick Coppock</li>
<li>&#8220;<a href="http://www.futureofthebook.org/gamertheory/" target="_blank">Gamer Theory</a>&#8221; by McKenzie Wark, <a href="http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/">read few quotations</a> from his book.</li>
<li>&#8220;<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11152" target="_blank">Persuasive Games</a>&#8221; by Ian Bogost, <a href="http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/">read few quotations</a> from his book</li>
<li>&#8220;<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11754" target="_blank">Video Game Spaces</a>&#8221; by Michael Nitsche, <a href="http://curatedmatter.org/2010/05/09/quotations-from-video-game-spaces-by-michael-nitsche/">read few quotations</a> from his book.</li>
</ul>
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		<title>Publication: The Heterotopia of Disney World</title>
		<link>http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/</link>
		<comments>http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 23:58:56 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[consumerism]]></category>
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		<guid isPermaLink="false">http://curatedmatter.org/?p=562</guid>
		<description><![CDATA[Publication in Philosophy Now &#8211; Slide presentation &#8211; References An article summarising the Heterotopia of Walt Disney World presentation that I gave in October 2009 is now published in the February edition of the Philosophy Now magazine. The article is part of a series of papers about &#8216;continental tales&#8217; and the concept of narrative in [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #91994e;"><a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/"><img class="alignnone size-full wp-image-436" style="border-left: thick solid #FFFFFF;" title="heterotopia-disney-world" src="http://curatedmatter.org/wp-content/uploads/2009/10/heterotopia-disney-world.jpg" alt="heterotopia-disney-world" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #91994e;"><strong><a href="http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/">Publication in Philosophy Now</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#slide">Slide presentation</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#references">References</a></strong></div>
<p><strong> </strong></p>
<p>An article summarising the <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/">Heterotopia of Walt Disney World presentation</a> that I gave in October 2009 is now published in the February edition of the <a href="http://www.philosophynow.org/" target="_blank">Philosophy Now</a> magazine. The article is part of a series of papers about &#8216;continental tales&#8217; and the concept of narrative in Continental philosophy.</p>
<p style="text-align: center;"><a href="http://www.philosophynow.org/"><img class="aligncenter size-full wp-image-845" title="philosophy-now-cover77" src="http://curatedmatter.org/wp-content/uploads/2010/02/philosophy-now-cover77.jpg" alt="" width="525" height="700" /></a></p>
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		<title>The Heterotopia of Walt Disney World: slides now online</title>
		<link>http://curatedmatter.org/2009/11/10/the-heterotopia-of-walt-disney-world-slides-now-online/</link>
		<comments>http://curatedmatter.org/2009/11/10/the-heterotopia-of-walt-disney-world-slides-now-online/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 00:00:25 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
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		<description><![CDATA[Publication in Philosophy Now &#8211; Slide presentation &#8211; References The slides of the lecture I gave few weeks ago can now be consulted here. I used the example of Walt Disney World to illustrate the concepts of Utopia, Heterotopia, Postmodernisn and Consumerism. It would have taken me two hours to explain all the relations between them [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: right; background-color: #91994e;"><a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/"><img class="alignnone size-full wp-image-436" style="border-left: thick solid #FFFFFF;" title="heterotopia-disney-world" src="http://curatedmatter.org/wp-content/uploads/2009/10/heterotopia-disney-world.jpg" alt="heterotopia-disney-world" width="630" height="100" /></a></div>
<div id="menuwhite" style="background-color: #91994e;"><strong><a href="http://curatedmatter.org/2010/02/17/publication-the-heterotopia-of-disney-world/">Publication in Philosophy Now</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#slide">Slide presentation</a> &#8211; <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/#references">References</a></strong></div>
<p><strong> </strong></p>
<p>The slides of the lecture I gave few weeks ago can now be consulted <a href="http://curatedmatter.org/the-heterotopia-of-walt-disney-world-post-modernism-and-consumerism/">here</a>. I used the example of Walt Disney World to illustrate the concepts of Utopia, Heterotopia, Postmodernisn and Consumerism. It would have taken me two hours to explain all the relations between them and the theme park. My presentation was limited to half of that time and only a subset of the slides were used for the <a href="http://www.pfalondon.org/">Philosophy for All</a> lecture. Don&#8217;t hesitate to leave your feedback. I hope that the slides are still understandable even without any comments.</p>
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