Methods for Statistical Analysis of Virtual Goods
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
Hastings Law Journal Volume 59 | Issue 1 Article 1 1-2007 The lP ay's the Thing: A Theory of Taxing Virtual Worlds Bryan T. Camp Follow this and additional works at: https://repository.uchastings.edu/hastings_law_journal Part of the Law Commons Recommended Citation Bryan T. Camp, The Play's the Thing: A Theory of Taxing Virtual Worlds, 59 Hastings L.J. 1 (2007). Available at: https://repository.uchastings.edu/hastings_law_journal/vol59/iss1/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Articles The Play's the Thing: A Theory of Taxing Virtual Worlds BRYAN T. CAMP* INTRODU CTION .............................................................................................. 2 I. THE VIRTUAL WORLDS OF MASSIVELY MULTIPLAYER ONLINE ROLE- PLAYING GAMES (MMORPGs) ...................................................... 3 A. STRUCTURED AND UNSTRUCTURED MMORPGs .......................... 4 i. Structured Gam es ....................................................................... 4 2. UnstructuredGam es .................................................................. 7 B. INCOME-GENERATING ACTIVITIES ................................................... 8 i. In- World Transactions (IWT)................................................... 9 2. Real Money Trades (RMT)..................................................... -
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits Robert Bloomfield* Benjamin Duranske** Abstract Advances in virtual world technology pose risks for the safety and welfare of children. Those advances also alter the interpretations of key terms in applicable laws. For example, in the Miller test for obscenity, virtual worlds constitute places, rather than "works," and may even constitute local communities from which standards are drawn. Additionally, technological advances promise to make virtual worlds places of such significant social benefit that regulators must take care to protect them, even as they protect children who engage with them. Table of Contents I. Introduction ................................................................................ 1177 II. Developing Features of Virtual Worlds ...................................... 1178 A. Realism in Physical and Visual Modeling. .......................... 1179 B. User-Generated Content ...................................................... 1180 C. Social Interaction ................................................................. 1180 D. Environmental Integration ................................................... 1181 E. Physical Integration ............................................................. 1182 F. Economic Integration ........................................................... 1183 * Johnson Graduate School of Management, Cornell University. This Article had its roots in Robert Bloomfield’s presentation at -
Globalization and Shanghai Model: a Retrospective and Prospective Analysis
Journal of International and Global Studies Volume 4 Number 1 Article 5 11-1-2012 Globalization and Shanghai Model: A Retrospective and Prospective Analysis Linsun Cheng Ph.D. University of Massachusetts-Dartmouth, [email protected] Follow this and additional works at: https://digitalcommons.lindenwood.edu/jigs Part of the Anthropology Commons, Critical and Cultural Studies Commons, Environmental Studies Commons, and the Sociology Commons Recommended Citation Cheng, Linsun Ph.D. (2012) "Globalization and Shanghai Model: A Retrospective and Prospective Analysis," Journal of International and Global Studies: Vol. 4 : No. 1 , Article 5. Available at: https://digitalcommons.lindenwood.edu/jigs/vol4/iss1/5 This Essay is brought to you for free and open access by the Journals at Digital Commons@Lindenwood University. It has been accepted for inclusion in Journal of International and Global Studies by an authorized editor of Digital Commons@Lindenwood University. For more information, please contact [email protected]. Globalization and Shanghai Model: A Retrospective and Prospective Analysis Linsun Cheng University of Massachusetts-Dartmouth [email protected] AAbstractbstractAbstract Intended to shed light on the debate on the results of globalization and provide better understanding of the influences of globalization upon China as well as the world, this article traces the history of Shanghai’s economic globalization over the past 170 years since 1843 and demonstrates the benefits and problems Shanghai received from (or connected to) its -
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Exploring Security Risks in Virtual Economies
SOTICS 2011 : The First International Conference on Social Eco-Informatics Exploring Security Risks in Virtual Economies Caroline Kiondo, Stewart Kowalsk, Louise Yngström DSV SecLab, Stockholm University/Royal Institute of Technology SE-16440 Kista, Sweden [email protected], [email protected], [email protected] Abstract —A most recent, phenomenon within new socio-eco- 2008, the Real Money Trade (RMT) for virtual items was systems is the so called Virtual Economies. This paper estimated at about $2 billion [3]. A variety of security risks, presents an exploratory study of information security risks threats and attacks have emerged in Virtual Economies that are inherent with the Virtural Economies. A Dynamic because of this. Since virtual items and currencies are only Network Analysis Tools (DNAT) was used to perform a risk representation of code within a virtual system, there is a real analysis in the Second life virtual world. The analysis indicates world motivation to manipulate the system in order to obtain that the currency and user account are the most important real profit. assets. User accounts provide access to virtual trading and are Virtual Economies are rapidly gaining popularity not critical to the flow of currency within the virtual economy. only in virtual games such as MMORPGS but also in Social The removal of both of these from the system will affect the Networking communities. More and more people chose to dynamics of the system and defeat the whole purpose of the spend their free time in Virtual Worlds as compared to other system. The analysis further identified selling and creation of forms of entertainment. -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
United States District Court District of Massachusetts Boston Division
Case 1:10-cv-10216-NMG Document 41 Filed 11/12/10 Page 1 of 13 UNITED STATES DISTRICT COURT DISTRICT OF MASSACHUSETTS BOSTON DIVISION JAGEX LIMITED, ) ) Case No. 1:10-cv-10216 PLAINTIFF, ) ) v. ) ) IMPULSE SOFTWARE, ) ERIC SNELLMAN, and ) MARK SNELLMAN ) ) DEFENDANTS. ) ____________________________________) DEFENDANTS AMENDED ANSWER, AFFIRMATIVE DEFENSES AND COUNTERCLAIM Defendants, IMPULSE SOFTWARE, ERIC SNELLMAN and MARK SNELLMAN (“Defendants”) by and through their undersigned attorneys hereby file their Amended Answer, Affirmative Defenses and Counterclaim to Plaintiff, JAGEX LIMITED’s (“Plaintiff” or “Jagex”) Complaint and state: NATURE OF THIS ACTION 1. Admitted that Jagex is seeking injunctive relief, damages and other related equitable relief for the alleged violations described in its Complaint, but denied that Jagex is entitled to such relief. THE PLAINTIFF AND THE RUNESCAPE® GAME 2. Without knowledge and therefore denied. 3. Without knowledge and therefore denied. Case 1:10-cv-10216-NMG Document 41 Filed 11/12/10 Page 2 of 13 4. Admitted that Jagex operates the website www.runescape.com, and that RuneScape® is a massive multiplayer online game (“MMOG”) that takes place in a fantasy- themed realm divided into several different kingdoms, regions and cities. Without knowledge as to the remaining allegations in this paragraph and therefore denied. 5. Without knowledge and therefore denied. 6. Admitted that Jagex offers both subscription and free-to-play versions of RuneScape®. Without knowledge as to the remaining allegations in this paragraph and therefore denied. 7. Admitted that game players on RuneScape® can customize their own avatar and battle demons and dragons, complete quests, or increase their experience in the skills. -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
Farkındalık Ekonomisi- Ekonomik Farkındalık, Bireyselleşmiş Ekonomi * M
Türk Dünyası Uygulama ve Araştırma Merkezi Yenidoğan Dergisi No. 2018/2 Yorum M. A. Akşit Koleksiyonundan 6 Farkındalık Ekonomisi- Ekonomik Farkındalık, Bireyselleşmiş Ekonomi * M. Arif Akşit**, Eda Sayar ***, Mustafa Uçkaç**** *Eskişehir Acıbadem Hastanesinde Ekonomi Üzerine bir söyleşiden alınmıştır. **Prof. Dr. Pediatri, Neonatoloji ve Ped. Genetik Uzmanı, Acıbadem Hast., Eskişehir ***Uluslararası Hasta Hizmetleri, İngilizce İktisat Uzmanı, Acıbadem Hastanesi., Eskişehir ****Serbest Muhasebeci, Mali Müşavir, Mali Müşavir, İşletme Bilim Uzmanı, Eskişehir Yaşamak için yemek ile yemek için yaşamak ikilem olmamalı, ekonomi boyutunda irdelenmelidir, iki farklı boyut, birey temelinde, onun arzu ve isteğinin ötesinde, sağlığı boyutunda, bütünleştirilmeli ve anlamlandırılmalıdır. Yiyeceğin, yeterli ve etkin olması onun beğeni boyutunu kaldırmaz, onu diyet/ilaç boyutuna aldırmamalı, bireye özgün bir yapılanma yapılmalıdır. Ekonominin 3 temel “E” ilkesi; Effectiveness: etkinlik, Efficiency: verimlilik ve Eligibility: olabilirlik/bulunabilirlik olarak ele alındığında, sizin sahip olduğunuz varlık değil, sizin değer yarattığınız öne çıkmaktadır. Bir kişiye verdiğiniz gül sizin için gereksiz ve anlamsız bir harcama olabilir ama eğer karşısında olumlu etki yaratıyorsa, mutluluk oluşturuyorsa, para ile elde edilemeyen bir değer, ekonomik boyutu da olmaktadır. Sorunlu, kusurlu ve engelli olan bireylere harcama yapmaktansa sağlıklı olan kişilere yapılacak harcama daha ekonomik anlamda görülebilir, gelişmeye ancak sağlıklı olanların katkıda bulunabileceği -
Taxation of Virtual World Economies: an Empirical Review
Taxation of Virtual World Economies: an empirical review Dr. Jamie S. Switzer Colorado State University United States of America [email protected] Dr. Ralph V. Switzer Jr., J.D., C.P.A. Colorado State University United States of America [email protected] Abstract Experts are divided as to the feasibility of taxation of virtual economies. We argue that virtual transactions are already subject to taxation under current U.S. law as well as possibly the tax laws of other countries, whether taking place in game worlds or unscripted worlds. This would include virtual-to-virtual transactions as well as virtual-to-real transactions, at any point in time that the U.S. Internal Revenue Service (IRS) should decide to enforce the current law. There is no need for new legislation amending the current U.S. tax code in order for the IRS to begin enforcement; in fact, given the strategic approach employed in the current U.S. tax code, amendments relating specifically to virtual transactions might actually weaken the application of the law as now written. This is because the strategic approach within the tax code is that taxation of income is an ‘all inclusive net’ unless that type of income is specifically exempted. This strategy eliminates the difficulty inherent in trying to identify all methods of commerce capable of generating income, now or in the future. As more and more people buy and sell virtual goods and services in exchange for real currency, the issue of income earned in virtual worlds will only become more critical. One possible consequence of taxation would be for virtual worlds to move to a peer-to-peer network or another country to avoid detection and identification by a government. -
KNOWLEDGE MAP of the VIRTUAL ECONOMY Knowledge Map of the Virtual Economy
+ CONNECT SERIES KNOWLEDGE KNOWLEDGE MAP MAP OF THE VIRTUAL ECONOMY OF THE VIRTUAL CONVERTING THE VIRTUAL ECONOMY INTO ECONOMY DEVELOPMENT POTENTIAL THE WORLD BANK www.infoDev.org www.infoDev.org converting the virtuAl economy into Development potentiAl KNOWLEDGE MAP OF THE VIRTUAL ECONOMY An infoDev publicAtion written by: Dr. Vili Lehdonvirta & Dr. Mirko Ernkvist April 2011 Information for Development Program www.infoDev.org ©2011 The International Bank for Reconstruction and Development/The World Bank 1818 H Street NW Washington DC 20433 Telephone: 202-473-1000 Internet: www.worldbank.org E-mail: [email protected] All rights reserved The findings, interpretations and conclusions expressed herein are entirely those of the author(s) and do not necessarily reflect the view of infoDev, the Donors of infoDev, the International Bank for Reconstruction and Development/The World Bank and its affiliated organizations, the Board of Executive Directors of the World Bank or the governments they represent. The World Bank cannot guarantee the accuracy of the data included in this work. The boundaries, colors, denominations, and other information shown on any map in this work do not imply on the part of the World Bank any judgment of the legal status of any territory or the endorsement or acceptance of such boundaries. rights and permissions The material in this publication is copyrighted. Copying and/or transmitting portions or all of this work without permission may be a violation of applicable law. The International Bank for Reconstruction and Development/The World Bank encourages dissemination of its work and will normally grant permission to reproduce portions of the work promptly.