Scaling Technoliberalism for Massively Multiplayer Online Games 1
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UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Unbecoming Silicon Valley: Techno Imaginaries and Materialities in Postsocialist Romania Permalink https://escholarship.org/uc/item/0vt9c4bq Author McElroy, Erin Mariel Brownstein Publication Date 2019 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ UNBECOMING SILICON VALLEY: TECHNO IMAGINARIES AND MATERIALITIES IN POSTSOCIALIST ROMANIA A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in FEMINIST STUDIES by Erin Mariel Brownstein McElroy June 2019 The Dissertation of Erin McElroy is approved: ________________________________ Professor Neda Atanasoski, Chair ________________________________ Professor Karen Barad ________________________________ Professor Lisa Rofel ________________________________ Professor Megan Moodie ________________________________ Professor Liviu Chelcea ________________________________ Lori Kletzer Vice Provost and Dean of Graduate Studies Copyright © by Erin McElroy 2019 Table of Contents Abstract, iv-v Acknowledgements, vi-xi Introduction: Unbecoming Silicon Valley: Techno Imaginaries and Materialities in Postsocialist Romania, 1-44 Chapter 1: Digital Nomads in Siliconizing Cluj: Material and Allegorical Double Dispossession, 45-90 Chapter 2: Corrupting Techno-normativity in Postsocialist Romania: Queering Code and Computers, 91-127 Chapter 3: The Light Revolution, Blood Gold, and -
Dis/Connection Conflicts, Activism and Reciprocity Online and Beyond 27–28 September 2018 Uppsala University
Dis/connection Conflicts, Activism and Reciprocity Online and Beyond 27–28 September 2018 Uppsala University UPPSALA UNIVERSITY DIS/CONNECTION 2018 2 (38) UPPSALA UNIVERSITY DIS/CONNECTION 2018 3 (38) Dear Colleagues, It is our pleasure to welcome all of you to the symposium Dis / Connection: Conflicts, Activism and Reciprocity Online and Beyond organized by the Cultural Matters Group based here at Department of Sociology, Uppsala University. The goal of this two-day event is to gather researchers, stimulate discussion and scholarly exchange about one of the fundamental aspects of social relationships, namely connection. For over the past two decades or so digital networks became increasingly embedded in the everyday life and subsequently transformed many aspects of social living – from intimate and private relations through collective action to industries and social structures. At the same time, the goal of this event is to tackle the idea and question of disconnection – a multifaceted concept which has gained public and scholarly attention in recent years. As already noted in our call for abstracts, the purpose of this symposium is to stimulate the discussion on the gains, costs and possibilities of ethical life in the culture of hyperconnectivity. The aim is thus also to address both positive and negative aspects of dis/connected living and to better understand how it can possibly give rise to and facilitate social inclusion and meaningful societal exchange. The symposium programme consists of international and local researchers and promises intellectually stimulating time and great opportunity for networking, new partnerships and friendships. This event will take place at Campus Engelska Parken (The English Campus) and the University Main Building (Universitetshuset) and is arranged by the Cultural Matters Group with support from Uppsala Forum on Democracy, Peace and Justice at Uppsala University. -
Theres No Rules. Its Hackathon
bs_bs_banner ■ Graham M. Jones Anthropology Program Massachusetts Institute of Technology [email protected] ■ Beth Semel History, Anthropology, and Science, Technology, and Society Program Massachusetts Institute of Technology [email protected] ■ Audrey Le Anthropology, Teachers College Columbia University [email protected] “There’s no rules. It’s hackathon.”: Negotiating Commitment in a Context of Volatile Sociality How do people negotiate commitments to engaging in joint activity while at the same time anticipating and managing the inherent risks of collaboration? We explore this question through the ethnographic example of a hackathon, a collaborative software-design competi- tion. We focus specifically on the earliest and, in many ways, most uncertain phase of collaboration, in which commitment and activity simultaneously emerge: team formation. We analyze mercurial allegiances in terms of a technoliberal participation ideology closely asso- ciated with the mores of the digital economy, which paradoxically emphasizes intensive project-based collaboration but limited interpersonal responsibility. We examine the verbal and nonverbal resources (such as stance-taking, politeness, reported speech, humor, and gesture) that prospective teammates use to modulate expressions of commitment, and the ways in which they pursue self-interested projects while maintaining social relatedness in order to accomplish joint activity in a context of social volatility. [commitment, joint activity, participation, collaboration, ideology] Introduction erbert Clark (2006:126) identifies “joint activities . in which two or more participants coordinate with each other to reach what they take to be a Hcommon set of goals” as a quintessential feature of human sociality. Such activities, he asserts, “are managed through joint commitments” to a shared project and to particular tasks within it, which participants negotiate through a variety of verbal and nonverbal strategies. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
CSM Meeting Report. During the CSM‟S Recent Visit to Iceland, The
CSM meeting report. During the CSM‟s recent visit to Iceland, the delegates had 6 major meetings with CCP staff. The general purpose of the visit was to give CSM more background information on CCP processes, and develop better ways for CCP to use CSM input to improve EVE. However, in addition to this, many other topics of general interest to the EVE community were discussed in detail, planning was begun for the December Summit, and the CSM was invited to observe some Sprint Demos. The CSM was very pleased with the depth and quality of the discussions held during the meeting, as well as the marked change in “atmosphere” during the visit, which made our interactions with CCP both pleasant and extremely productive. In these meetings, there was much back-and-forth discussion, with CSM (and CCP) questions resulting in clarification of (or elaboration on) the material presented. Where appropriate, for the purposes of both brevity and clarity, many of these discussions have been folded into the main narrative. Direct quotes by individuals are quoted, and paraphrased summaries are prefaced by the name of the speaker (or CSM / CCP as appropriate). Meeting 1 - The CCP Kickoff, a.k.a. “The Hilmarathon” CCP attendance: Hilmar (CCP Hellmar), Arnar (CCP Zulu) and Eyjólfur (CCP Dr.EyjoG). The meeting began with a presentation by Hilmar of the CCP 2010 kick off video, depicting the „Deliver‟ theme and slides connected to that message, accompanied by many clarifying comments, both unsolicited and in response to CSM questions. Hilmar spoke about the past expansions and the past kickoffs and the experience accumulated from them. -
Table of Contents
Mobile Utopia Conference – Abstracts Table of Contents KEYNOTE ABSTRACTS AND KEYNOTE SPEAKERS 6 Bicycling on Mars - Thoughts on the Future of Transportation - Rob La Frenais 6 TBC Clapperton Chakanetsa Mavhunga 6 ABSTRACTS AND PRESENTER INFORMATION 6 Data and Datafication 6 Smart Velomobile Utopias 6 The Active Mobility in Brazil: Advances in the Scientific Literature 7 Datadrifts: Mapping Journeys through Critical Participation in Environmental Data 8 IsITethical? Play with Datafication as Ethical Impact Assessment 9 Big Data Utopia 9 openAnalogInput(): Data Mining and Subjectivation 10 MPC Data Utopia/Dystopia: Medical Data Mobilities 11 Autopia I: Autonomy, Automation, Automobility 12 From Horse-drawn Carriages to Driverless Cars 12 Effect of Detector Placement, Train and Traffic Characteristics on Operational Performance 12 Automobile Utopias and Dystopias: Designing a Dystopian International Motor Show 13 Automobile Ownership in North Carolina, 1916-19: A Digital History Project 14 ‘Smart’ Autonomous Vehicles in Cities of the Future 14 What Kind of Utopia for Automated Mobility Futures? 15 Anticipation, Automation and Navigation 16 Autopia II: Autonomy, Automation, Automobility II 16 Automated Transport as Technological Vision and Political Utopia 16 Do Androids Dream of Electric Cars? 17 What Will Sleep Be Like in the Age Of Autonomous Vehicles? 17 Making Utopia Possible: How Lessons from History Can Contribute 18 A Spoiler that Embodies Hope: Utopian and Dystopian Dimensions of Radio Traffic Reports 18 Transport Utopia 19 Introducing -
Master Thesis Marlen Komorowski
Vrije Universiteit Brussel Marlen Komorowski Faculteit Letteren en Wijsbegeerte Study Area Communication Studies Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Thesis submitted to obtain the grade of Master of Communication Studies – New Media and Society in Europe Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Academic Year: 2012-2013 39,882 ABSTRACT Marlen Komorowski Vrije Universiteit Brussel / 2012-2013 Title: Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Our economy had changed significantly through digitization bringing new business opportunities but also threats which especially influences the media industry. One possibility to deal with these new circumstances is to implement innovative online revenue models. In order to find successful revenue models the youngest media industry, the digital game industry, is in a position to show meaningful findings. The integrated online revenue models of representative massively multiplayer online role-playing games (MMORPGs), revealed that the subscription model and free-to-play model, based on freemium and micro- transactions, are crucial in this segment. Trends can be identified expressing a strong shift to free-to-play and the importance of accessibility and social interaction in MMORPGs. The free-to-play model seems to be the future not only for MMORPGs but also the whole media industry. Key Words: disruptive innovations, media products, digital game industry, massively multiplayer online role-playing games, revenue model, payment model, sustainability, subscription, free-to-play, accessibility Words: 39,884 I TABLE OF CONTENTS ABSTRACT I TABLE OF CONTENTS II LIST OF TABLES AND FIGURES IV ABBREVIATIONS V ACKNOWLEDGEMENT VII PREFACE VIII Chapter 1: Introduction of the Research 1 1.1. -
Sigla Himinfley
Hugvísindasvið Sigla himinfley Þróun og tilurð Eve Online Ritgerð til B.A.-prófs Theódór Árni Hansson Júní 2010 Háskóli Íslands Hugvísindasvið Sagnfræði Sigla himinfley Þróun og tilurð Eve Online Ritgerð til B.A.-prófs Theódór Árni Hansson Kt.: 150182-3959 Leiðbeinandi: Eggert Þór Bernharðsson Júní 2010 2 Formáli Sérstakar þakkir Þetta verk er skrifað á áhugaverðum kafla í lífi mínu. Margir studdu mig og hjálpuðu til, hvort sem það var við yfirlestur eða benda mér í rétta átt þegar ég var rammvilltur í endalausum heimildum og textabrotum. Mér þykir rétt að nefna suma þeirra á nafn því að í gegn um mig eiga þeir hluta í þessu verki. Hulda Lárusdóttir, Hákon Örn Árnason, Helena Júnía Stefánsdóttir, Haraldur Hrafn Guðmundsson (Krummi), Fathma Nachiar, Guðmundur Kári Ágústsson, Kristín Waage, Katla Kristín Ólafsdóttir, Markús Andri Gordon Wilde, Unnur Stefanía Alfreðsdóttir, Halldóra Björk Bergmann, og Katrín Kristín Söebech. Ég vil þakka ykkur vinir mínir fyrir þá umhyggju og stuðning sem þið veittuð mér og fyrir að sparka duglega í mig ef ég villtist af réttri braut. Leiðbeinandi minn Eggert Þór Bernharðsson á skilið sérstakar þakkir fyrir að gefast aldrei upp á mér, halda mér við efnið og hvetja mig til dáða. Einnig vil ég þakka CCP fyrir veittan stuðning og endalausa þolinmæði. 17. maí, dagurinn sem ENIAC verkefninu var hrint í framkvæmd. 3 Efnisyfirlit Inngangur ..................................................................................................................... 5 1.Kafli –Tæknigrundvöllur fyrir fjölspilunartölvuleiki -
Technoliberalism in Iceland: the Fog of Information Infrastructure
Technoliberalism in Iceland: The Fog of Information Infrastructure Julian von Bargen York University Adam Fish University of New South Wales ABSTRACT Background In the wake of the 2007–2008 financial crisis in Iceland, some citizens believed the calamity was the outcome of a cultural of secrecy among the political and financial elites. Analysis By examining an effort to legislate for a “data haven” in Iceland, this article dis - cusses a shift in how data activists attempted to achieve data justice. This shift challenges ex - isting ideas about cyberlibertarian and technoliberal approaches to social change. In attempting to address the inequalities inherent to the centralization of data and the internet, data activists moved away from advocacy and adopted two previously rejected strategies: formal political organizing and territorial authority. Conclusion and implications Activism for data equity was insufficient to counter existing data power in Iceland. What comes after technoliberalism? Keywords The internet; Information and media reform; Data activism; Data justice; Data power; Technoliberalism; Cyberlibertarianism RÉSUMÉ Contexte Suivant la crise financière de 2007-2008 en Islande, certains citoyens se mirent à penser que ce désastre était le résultat d’une culture du secret parmi les élites politiques et financières du pays. Analyse Par l’examen d’efforts pour légiférer un « havre de données » en Islande, cet article discute d’un changement dans la manière dont des militants ont tenté d’établir un accès plus juste aux données. Ce changement pose un défi à des idées courantes prônant une approche cyberlibertaire et technolibérale envers le changement social. Les militants, en tentant de s’adresser aux inégalités inhérentes à la centralisation des données et d’internet, se sont éloignés du plaidoyer pour adopter deux stratégies rejetées antérieurement : l’organisation politique formelle et l’autorité territoriale. -
Politics Without Classes and Corporations, Political Science Without Political Economy
Studia Krytyczne/Critical Studies 2/2016: 42-61 Tadeusz Klementewicz Uniwersytet Warszawski Politics without classes and corporations, political science without political economy. The science of the political or politics? Abstract The article shows the weakness of mainstream Polish political science. Its main weakness, according to the author, is omitting the industrial and corporate power conflict among the factors determining the contemporary politics. As a result, the relations between political science and political economy have become weak. Its place as a source of inspiration for political scientists has been taken by social philosophy. It seeks the various non-economic sources of politics. The postulated critical political science puts in the spotlight the main processes of the global capitalist economy located in a phase of stagnation and closing in on the natural limits of its duration. In particular, closer attention should be focused on tracking a new, already the fifth configuration of the market society. It will be the several partial processes weave; the recovery process of autonomy by the state to corporations and the financial sector (deglobalisation); the process of recovering control of the state by the old and new social movements (democracy participatory), and the process of transformation of the energy economy, coupled with the process of changing lifestyles: from consumerism to paideia as a human community responsive to its activity on the development, openness and creativity in shaping new rules for civilization. Keywords: the political character, politics, industrial conflict, corporations power, state functions on the economy, social movements, social protest. Polityka bez klas i korporacji, politologia bez ekonomii politycznej. -
Innovation Management in the Massively Multiplayer Online Game Industry Master Thesis
Innovation management in the Massively Multiplayer Online game industry Master Thesis Copenhagen Business School 2013 CM – SOL Strategy, Organization and Leadership Hand in date: 14.10.13 STU 180.009 Pages: 85 Supervisor: Niels Bjorn Andersen Thorkell Olafur Arnason _________________________________ 1 Abstract The video game industry had its start in the 1970s where it began as few amateur programmers creating video games over the span of several weeks. Today this industry has revenues of billions of dollars in the United States alone and its projects are larger and create more revenue than the movie industry. The consumers are no longer boys in their teens but rather men and women in their 30s. One part of the video game industry is a different from the rest, with games focusing on team-work and socializing in a persistent world. This is the Massively Multiplayer Online game or MMO. Millions of people pay subscription to play these games, to access the world of the game. But as these games are ever changing the developers must continually iterate on these games and innovate in order to keep the player interested. In this industry I look for an answer to the question: “How does a Massively Multiplayer Online game company manage the innovation of a product?”. To answer this question I begin by applying Van de ven et al.’s Process Model to the innovation process of a new MMO. This new MMO is Dust 514, the latest game from CCP Games, the developers and publishers of EVE Online, an MMO that came out in 2003 and is still growing every year, with 500.000 players in 2013. -
Genetic Hygiene: Discourses of Causation in North American Medicine
Genetic Hygiene: Discourses of Causation in North American Medicine by Sarah Emily Blacker A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in English Department of English and Film Studies University of Alberta © Sarah Emily Blacker, 2015 Abstract Written in an era that is witnessing an epistemic shift through which human health is increasingly being geneticized by North American science and medical institutions, this dissertation interrogates the discourses that make such a shift—and all of its material repercussions—possible. I contend that the naturalization of reductive and mono-contextual discourses of causation have acted as conceptual precursors to the epistemic dominance now secured by genomic and “personalized” medicine in 2015. Reading these discourses of causation as part of a larger hegemonic set of processes that find expression as a liberal form of self-management in the context of Canada as a state that invests in the productive capacities of its citizenry, this thesis narrates the development of reductive causation through three case studies that examine how state institutions have parsed forms of social inequality from forms of biological inequality, while epistemologically cementing the latter as the scientific mechanism of causation. Ultimately, this thesis aims to disrupt the hegemony of these discourses to create space for other knowledges concerning health and illness, including that of Indigenous Traditional Knowledge. I contend that the state’s parsing of social and biological forms of inequality is informed by a notion of biovalue—a concept developed by Catherine Waldby and Robert Mitchell to theorize a biologically novel form of value produced by innovations in molecular biology.