Talking Npcs in a Virtual Game World

Total Page:16

File Type:pdf, Size:1020Kb

Talking Npcs in a Virtual Game World Talking NPCs in a Virtual Game World Tina Kluwer,¨ Peter Adolphs, Feiyu Xu, Hans Uszkoreit, Xiwen Cheng Deutsches Forschungszentrum fur¨ Kunstliche¨ Intelligenz (DFKI) Projektburo¨ Berlin Alt-Moabit 91c 10559 Berlin Germany tina.kluewer,peter.adolphs,feiyu,uszkoreit,xiwen.cheng @dfki.de { } Abstract Metaversum1. The KomParse NPCs offer vari- ous services through conversation with game users This paper describes the KomParse sys- using question-answering and dialog functional- tem, a natural-language dialog system ity. The utilization of Semantic Web technology in the three-dimensional virtual world with RDF-encoded generic and domain-specific Twinity. In order to fulfill the various ontologies furthermore enables semantic search communication demands between non- and inference. player characters (NPCs) and users in This paper is organized as follows: Section 2 such an online virtual world, the system presents the NPC modelling and explains the ap- realizes a flexible and hybrid approach plication scenarios. Section 3 details the knowl- combining knowledge-intensive domain- edge representation and semantic inference in our specific question answering, task-specific system. Section 4 explains the system architecture and domain-specific dialog with robust and its key components. Section 5 describes the chatbot-like chitchat. KomParse dialog system. Section 7 gives a con- clusion and closes off with our future work. 1 Introduction 2 Application Scenario and NPC In recent years multi-user online games in virtual Modelling worlds such as Second Life or World of Warcraft The online game Twinity extends the Second Life have attracted large user communities. Such vir- idea by mirroring an urban part of the real world. tual online game worlds provide new social and At the time of this writing, the simulated section of economic platforms for people to work and inter- reality already contains 3D models of the cities of act in. Furthermore, virtual worlds open new per- Berlin, Singapore and London and it keeps grow- spectives for research in the social, behavioral, and ing. Users can log into the virtual world, where economic sciences, as well as in human-centered they can meet other users and communicate with computer science (Bainbridge, 2007). Depending them using the integrated chat function or talk on the game type, non-player characters (NPCs) to each other via Voice-over-IP. They can style are often essential for supporting the game plot, their virtual appearance, can rent or buy their own for making the artificial world more vivid and ulti- flats and decorate them as to their preferences and mately for making it more immersive. In addition, tastes. NPCs are useful to populate new worlds by carry- Out of many types of NPCs useful for this appli- ing out jobs the user-led characters come in touch cation such as pedestrians, city guides and person- with. The range of functions to be filled by NPCs nel in stores, restaurants and bars, we start with is currently still strongly restricted by their limited two specific characters: a female furniture sales capabilities in autonomous acting and communi- agent and a male bartender. The furniture seller cation. This shortcoming creates a strong need for is designed for helping users furnish their virtual progress in areas such as AI and NLP, especially apartments. Users can buy pieces of furniture and their planning and dialog systems. room decoration from the NPC by describing their The KomParse system, described in this paper, demands and wishes in a text chat. During the di- provides NPCs for a virtual online world named Twinity, a product of the Berlin startup company 1http://www.metaversum.com/ 36 Proceedings of the ACL 2010 System Demonstrations, pages 36–41, Uppsala, Sweden, 13 July 2010. c 2010 Association for Computational Linguistics Figure 1: The furniture sales NPC selling a sofa Figure 2: Our bartender NPC in his bar in Twinity 3 Knowledge Representation and alog with the NPC, the preferred objects are then Semantic Inference selected and directly put into a location in the apartment, which can be further refined with the Semantic Web technology is employed for mod- user interfaces that Twinity provides. elling the knowledge of the NPCs. The Resource Description Format (RDF) serves as the base for In the second scenario, the bartender sells vir- the actual encoding. An RDF statement is a binary tual drinks. He can talk about cocktails with users, relation instance between two individuals, that is a but moreover, he can also entertain his guests by triple of a predicate and two arguments, called the providing trivia-type information about popular subject and the object, and written as subj pred obj celebrities and various relations among them. (e.g. f:Sofa Alatea f:hasMainColour We chose these two characters not only because f:Burgundy). of their value for the Twinity application but also All objects and properties the NPC can talk for our research goals. They differ in many in- about are modelled in this way. Therefore the teresting aspects. First of all, the furniture sales knowledge base has to reflect the physical prop- agent is controlled by a complex task model in- erties of the virtual objects in Twinity as faithfully cluding ontology-driven and data-driven compo- as possible. For instance, specific pieces of furni- nents to guide the conversation. This agent also ture are described by their main color, material or possesses a much more fine-grained action model, style, whereas cocktails are characterized by their which allows several different actions to cover ingredients, color, consistence and taste. Further- the potential conversation situations for the sell- more, references to the 3D models of the objects ing task. The bartender agent on the other hand is are stored in order to create, find and remove such designed not to fulfill one strict task because his objects in the virtual world. clients do not follow a specific goal except order- The concepts and individuals of the particular ing drinks. Our bartender has the role of a conver- domain are structured and organized in domain- sation companion and is able to entertain clients specific ontologies. These ontologies are mod- with his broad knowledge. Thus, he is allowed to elled in the Web Ontology Language (OWL). access to several knowledge bases and is able to OWL allows us to define concept hierarchies, re- handle questions (and later conversations) about lations between concepts, domains and ranges of a much larger domain called the “gossip domain” these relations, as well as specific relation in- which enables conversation about pop stars, movie stances between instances of a concept. Our on- actors and other celebrities as well as the relations tologies are defined by the freely available ontol- 2 between these people. In order to achieve a high ogy editor Proteg´ e´ 4.0 . The advantage of using an robustness, we integrate a chatbot into the bar- ontology for structuring the domain knowledge is tender agent to catch chitchat utterances we cannot 2http://protege.stanford.edu/, as accessed handle. 27 Oct 2009 37 Twinity Conversational Twinity Twinity KomParse Conversational ClientTwinity Agent Server Client Server ConversationalAgent Client Agent Figure 3: Overall System Architecture – Server/Client Architecture for NPC Control the modular non-redundant encoding. When com- 4 Overall System Architecture bined with a reasoner, only a few statements about an individual have to be asserted explicitely, while Figure 3 shows the overall system architecture. the rest can be inferred from the ontology. We em- Twinity is a server/client application, in which the ploy several ontologies, among which the follow- server hosts the virtual world and coordinates the ing are relevant for modelling the specific domains user interactions. In order to use Twinity, users of our NPCs: have to download the Twinity client. The client allows the user to control the physical represen- An extensive furniture ontology, created by tation of the user’s character in the virtual world, • our project partner ZAS Berlin, defining also called the “avatar”. Thus the client is respon- kinds of furniture, room parts, colors and sible for displaying the graphics, calculating the styles as well as the specific instances of fur- effects of physical interactions, handling the user’s niture in Twinity. This knowledge base con- input and synchronizing the 3D data and user ac- tains 95,258 triples, 123 furniture classes, 20 tions with the Twinity server. color classes, 243 color instances and various Each NPC comprises two major parts: whereas classes defining styles and similar concepts. its avatar is the physical appearance of the NPC in A cocktail ontology, defining 13 cocktail the virtual world, the “conversational agent” pro- • classes with ingredients and tastes in 21,880 vides the actual control logic which controls the triples. avatar autonomously. It is in particular able to hold A biographical ontology, the “gossip on- a conversation with Twinity users in that it reacts • tology”, defining biographical and career- to a user’s presence, interprets user’s utterances in specific concepts for people. This ontology is dialog context and generates adequate responses. accompanied by a huge database of celebri- The KomParse server is a multi-client, multi- ties, which has been automatically acquired threaded server written in Java that hosts the con- from the Web and covers nearly 600,000 per- versational agents for the NPCs (section 5). The sons and relations between these people like NPC’s avatar, on the other hand, is realized by a family relationships, marriages and profes- modified Twinity client. We utilize the Python in- sional relations. (Adolphs et al., 2010) terface provided by the Twinity client to call our own plugin which opens a bidirectional socket The furniture ontology is the only knowledge connection to the KomParse server. The plugin is base for the furniture sales agent, whereas the bar- started together with the Twinity client and serves tender NPC has access to both the cocktail as well as a mediator between the Twinity server and the as the gossip knowledge base.
Recommended publications
  • Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
    Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades.
    [Show full text]
  • Virtual Worlds and Criminality
    Virtual Worlds and Criminality . Kai Cornelius l Dieter Hermann Editors Virtual Worlds and Criminality Editors Dr. Kai Cornelius, LL.M. Prof. Dr. Dieter Hermann Institute for German European and Institute of Criminology International Criminal Law University of Heidelberg University of Heidelberg Friedrich-Ebert-Anlage 6-10 Friedrich-Ebert-Anlage 6-10 69117 Heidelberg 69117 Heidelberg Germany Germany [email protected] [email protected] ISBN 978-3-642-20822-5 e-ISBN 978-3-642-20823-2 DOI 10.1007/978-3-642-20823-2 Springer Heidelberg Dordrecht London New York Library of Congress Control Number: 2011933553 # Springer-Verlag Berlin Heidelberg 2011 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law. The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com) Preface The fusion between virtuality and reality has achieved a new quality of experience by the establishment of metaverses and virtual worlds.
    [Show full text]
  • 3D Virtual Worlds Online Free No Download 3D Virtual Worlds Online Free No Download
    3d virtual worlds online free no download 3d virtual worlds online free no download. Depending on your internet connection this could take several seconds. Hello , Welcome to Twinity, your account is activated now and your Avatar is waiting for you! Twinity is downloading now. Step 1. In the popup window choose "Download File". Step 2. Click the "Run" button. Step 3. After installation has finished, Twinity should start automatically. Log in with your e-mail address and your password. Step 1. Click the "Save File" button. Step 2. Double click on "TwinitySetup.exe" in the Downloads window. You can find this window in your browser under Extras > Downloads. Step 3. Click "OK" when this safety warning appears. Step 4. Step 5. After installation has finished, Twinity should start automatically. Log in with your e-mail address and your password. Step 1. A security message will appear at the bottom of the screen. Click "Save". Step 2. After the download is completed, click on "TwinitySetup.exe". Step 4. After installation has finished, Twinity should start automatically. Log in with your e-mail address and your password. Step 1. Click the "Run" button. Step 2. After installation has finished, Twinity should start automatically. Log in with your e-mail address and your password. How to start Twinity? Just open Twinity by clicking on the icon on your desktop. If you need help, please refer to the FAQs or contact Customer Support. If you experience problems with the installer please try to download the complete version. System Requirements. Operating system: Windows XP, Windows Vista, Windows 7, Windows 8 or Windows 10.
    [Show full text]
  • Metaverse Roadmap Overview, 2007. 2007
    A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There;
    [Show full text]
  • Choosing My Avatar & the Psychology of Virtual Worlds
    Kaleidoscope Volume 11 Article 89 July 2014 Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Jennifer Wu Follow this and additional works at: https://uknowledge.uky.edu/kaleidoscope Click here to let us know how access to this document benefits oy u. Recommended Citation Wu, Jennifer (2013) "Choosing My Avatar & the Psychology of Virtual Worlds: What Matters?," Kaleidoscope: Vol. 11, Article 89. Available at: https://uknowledge.uky.edu/kaleidoscope/vol11/iss1/89 This Summer Research and Creativity Grants is brought to you for free and open access by the The Office of Undergraduate Research at UKnowledge. It has been accepted for inclusion in Kaleidoscope by an authorized editor of UKnowledge. For more information, please contact [email protected]. Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Student: Jennifer Wu Faculty Mentor: Philip Kraemer Background Virtual worlds began as online environments that provide shared space for a society of users who are primarily engaged in entertainment or social purposes. As these worlds become more pervasive and popular, applications of these worlds and their technologies already show increasing potential for use by educators and researchers. There are currently several different types of virtual worlds growing in popularity that target different demographics: games for real life simulation, education, and user creation. Second Life (SL) is a particular virtual world, created by Linden Labs and available free for download at their website (www.secondlife.com). SL users log in from over a hundred countries and approximately two hundred universities have a presence in SL for education and research purposes.
    [Show full text]
  • A Study of Music Representation Spaces in Virtual Worlds La Música En Los Mundos Inmersivos
    Requested: 26-07-2011 Received: 21-09-2011 Accepted: 28-10-2011 DOI: 10.3916/C38-2011-03-09 Preprint: 30-01-2012 Published: 01-03-2012 Felipe Gértrudix & Manuel Gértrudix Toledo & Madrid (Spain) A Study of Music Representation Spaces in Virtual Worlds La música en los mundos inmersivos. Estudio sobre los espacios de representación Sites for representing music have been classified by the equipollence between their expressive value and transmission value. In this dialectic game, the media have had a determining influence as an intervening space, from music imagined on the radio to its visual representation on a screen to today’s multimodal display created through the integration of current existing media that expand music’s potential both in terms of production and consumption. An interest in ‘cross-media’ is the basis for this research which focuses on its most integrated and interactive aspect: immersive worlds. The aim is to classify the environments of immersive worlds through analyzing those most used as spaces for musical representation. Documentary research techniques have been used in order to obtain: a) a census of current immersive musical environ- ments, and b) a functional analysis of important cases. Through this analysis, various proposals are made for uses for immersive worlds, from both a technical perspective as well as from their potential as an interactive medium. In the conclusion, the possibilities for musical representation offered by these metaverses are assessed and possible future scenarios are discussed. Los lugares de representación de la música han estado definidos por la equipolencia entre su valor expresivo y su valor de transmisión.
    [Show full text]
  • Complexity of Virtual Worlds' Terms of Service
    Complexity of Virtual Worlds’ Terms of Service Holger M. Kienle1, Andreas Lober2, Crina A. Vasiliu3,andHausiA.M¨uller1 1 University of Victoria, Victoria, BC, Canada {kienle,hausi}@cs.uvic.ca 2 RAe Schulte Riesenkampff, Frankfurt am Main, Germany [email protected] 3 University of Victoria MBA Alumni, Victoria, BC, Canada [email protected] Abstract. This paper explores Terms of Service agreements of virtual worlds from the perspective of user complexity. We argue that these terms are too complicated for the average user to fully understand and manage because they exhibit a high technical or legal complexity. We also point out complexity problems that are grounded in size and readability of the texts, keeping track of changes when the terms evolve, and the scope of the terms. Based on these observations we identify approaches to reduce the complexity of Terms of Service agreements. Keywords: virtual worlds, terms of service, legal statements, readabil- ity scores. 1 Introduction This paper explores the complexity of Terms of Service (ToS) and other related legal statements that the ToS refers to. Operators of virtual worlds post the ToS on their web sites; it can be seen as a contract between the operator of the virtual world and its users. The goal of this paper is to explore and understand the complexity of the ToS, but not to analyze it from a legal perspective. Thus, we here take the content of the ToS at face value. The ToS is important from the users’ perspective because the operators use the ToS to put restrictions on users’ rights and conduct.
    [Show full text]
  • The Metaverse and Digital Realities Transcript Introduction Plenary
    [Scientific Innovation Series 9] The Metaverse and Digital Realities Transcript Date: 08/27/2021 (Released) Editors: Ji Soo KIM, Jooseop LEE, Youwon PARK Introduction Yongtaek HONG: Welcome to the Chey Institute’s Scientific Innovation Series. Today, in the 9th iteration of the series, we focus on the Metaverse and Digital Realities. I am Yongtaek Hong, a Professor of Electrical and Computer Engineering at Seoul National University. I am particularly excited to moderate today’s webinar with the leading experts and scholars on the metaverse, a buzzword that has especially gained momentum during the online-everything shift of the pandemic. Today, we have Dr. Michael Kass and Dr. Douglas Lanman joining us from the United States. And we have Professor Byoungho Lee and Professor Woontack Woo joining us from Korea. Now, I will introduce you to our opening Plenary Speaker. Dr. Michael Kass is a senior distinguished engineer at NVIDIA and the overall software architect of NVIDIA Omniverse, NVIDIA’s platform and pipeline for collaborative 3D content creation based on USD. He is also the recipient of distinguished awards, including the 2005 Scientific and Technical Academy Award and the 2009 SIGGRAPH Computer Graphics Achievement Award. Plenary Session Michael KASS: So, my name is Michael Kass. I'm a distinguished engineer from NVIDIA. And today we'll be talking about NVIDIA's view of the metaverse and how we need an open metaverse. And we believe that the core of that metaverse should be USD, Pixar's Universal Theme Description. Now, I don't think I have to really do much to introduce the metaverse to this group, but the original name goes back to Neal Stephenson's novel Snow Crash in 1992, and the original idea probably goes back further.
    [Show full text]
  • Emergence, Elements, Examples, Evaluation
    Emergence, Elements, Examples, Evaluation Martin J. Eppler & Andreas Schmeil University of St. Gallen (HSG) & University of Lugano (USI) Virtual = „approaching the actual without arriving there“ Boellstorff . (e.g. ‚she is virtually my sister‘) . There is a gap between the virtual and the actual World = large scale social context . in the sense of environment or space, but not only Virtual World : . Places, Sceneries . People & Events . Technologies/Artefacts MUDs (Multi-User Dungeons) . Text-based virtual worlds . Adventure, 1975, ARPANET MMOGs (Massively Multi-Player Online Games) . including MMORPGs (Role-Playing) . Ultima Online, 1997, [......], World of Warcraft, 2004 Web 2.0 . Content creation / User-generated content . Producer + Consumer= „Prosumer“ Second Life . Content creation . Media integration . Stability Problems All-round solution OpenSim . Open-source project, based on Second Life code . „Controllable“, extensible, progressing fast Active Worlds . Content creation . Video integration . „Controllable“ Corporate use Rapid Development OLIVE (Forterra) . Accurate physics . Whiteboarding, App Sharing, SameTime Integration . „~controllable“ Simulations Collaborative Work Qwaq Forums . Collaborative Document Editing . App Sharing in Development Document Collaboration Sun‘s Wonderland . Content creation, AppSharing . Video/PDF viewers, Whitebrd. „Controllable“, extensible Flexible (API) Very promising project There.com 3DXplorer Entropia Vastpark Kaneva MTV‘s worlds Twinity Playstation Home Protosphere Habbo web.alive HiPiHi Multiverse Gaia Club Penguin ......and many more... Immersion a) Sensory immersion: Virtual Reality (VR) b) Mentally/emotionally involved: Virtual Worlds (VW) Presence . Feeling of ‘being there’ . Measured mainly in VR so far Avatars . „I think of avatars as I think of musicians - why do we need them beyond their musical creations? (…and I do think we need them)” Kim Flintoff Current Research Place / Space .
    [Show full text]
  • Developing an Organisational Framework for Sustaining Virtual City Models
    Developing an Organisational Framework for Sustaining Virtual City Models Martin Podevyn PhD 2012 ii Developing an Organisational Framework for Sustaining Virtual City Models MARTIN PODEVYN A thesis submitted in partial fulfilment of the requirements of the University of Northumbria for the degree of Doctor of Philosophy Research undertaken in the School of the Built and Natural Environment February 2012 iii ABSTRACT This research thesis presents an organisational framework for the management of virtual cities for hosts to adopt when seeking to produce and maintain a virtual city for use as a tool for urban planning related activities. The framework functions as an over-arching business model or structure, a general methodology for defining the organisational processes of virtual city enterprises. In achieving this aim, the research outlines standards and protocols for its creation, legal issues for its distribution and suggested processes for the update of 3D data. The diverse issues and needs of various stakeholders are addressed (Horne et al., 2006) in order to challenge the organisational issues and common concepts involved in creating, hosting and managing a city model (Voigt et al., 2004). Preliminary investigations showed that extensive research has been carried out on 3D and virtual city modelling techniques and their application, but the theoretical organisational and management issues for hosting 3D virtual city models needs to be addressed (Hamilton et al., 2005; Dokonal and Martens, 2001) through a ‘guiding source book’ for the creation and use of 3D city models(Bourdakis, 2004). This thesis explores the current state of virtual city modelling and its origins through literature research as well as an investigation into suitable business modelling practice.
    [Show full text]
  • Video Games and English As a Second Language •
    Video Games and English as a Second Language The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico • Kenneth S. Horowitz The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communi- cation skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic and intermediate English-as-a- second-language (ESL) college students in Puerto Rico. The results indicated a statistically significant relationship between them, supporting previous studies that establish a relationship between online multiplayer video game play and increased confidence and lowered anxiety about using English among second-language learners. Key words: affective filter; communica- tive anxiety (CA); English as a second language (ESL); massive multiplayer online role-playing games (MMORPG); willingness to communicate (WTC) As technology improves and online connectivity pervades many aspects of daily life, the ability to interact with others online grows more and more common- place. Text messaging and the use of social media have become standard means of communication for many individuals, and this level of connectivity carries over to video games. Online multiplayer video gaming is more popular now than ever before, thanks in part to the incredible strides game consoles and home computers have achieved in making online interactions smooth and acces- sible. More than half of those who play video games (53 percent) do so with others, spending more than six hours per week playing online (ESA 2017).
    [Show full text]
  • What Happens When a Cyberworld Ends? the Case of There.Com
    What Happens when a Cyberworld Ends? The case of There.com Israel V. Márquez Complutense University of Madrid Av. Seneca, 2 28040 Madrid, Spain [email protected] ABSTRACT This paper is the first in a series presenting findings from a wider ethnography study of players from There.com and what they did when this virtual world closed on March 9th, 2010. Studies of online games and virtual worlds (or cyberworlds, as I prefer to call them) tend to focus in player activities during the time these spaces are open, assuming them as timeless places. But what happens when a cyberworld ends? How do players react to its closure and what they do next? Only a few scholars have investigated such critical events (Pearce 2009; Papargyris and Poulymenakou 2009; Consalvo and Begy 2012) and their findings suggest a determination by players to keep playing together after the closure. Players do not simply disperse and stop playing when a cyberworld ends but they actively work to form groups and relocate their activities elsewhere. I followed the movement of There.com players —or “thereians”, as they refer to themselves— across various cyberworlds, social networks, and forums after There.com closed. They actively worked to keep together gathering in forums, creating Facebook groups, uploading videos on YouTube, and travelling to other cyberworlds such as Second Life, Onverse, Kaneva, Twinity, etc., trying to translate their play identities and activities in these new spaces. In this paper I will focus on the player responses to the There.com closure and what they did after the end of the world.
    [Show full text]