Current Analysis and Future Research Agenda on Gold Farming
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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. -
University of Florida Thesis Or Dissertation Formatting
THE EFFECTS OF SELF CONTROL AND SOCIAL LEARNING VARIABLES ON DEVIANCE AND SOCIAL CONTROL IN A VIRTUAL WORLD By AMANDA M. ADAMS A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2014 © 2014 Amanda M. Adams To my Mom and Dad, who knew I could do it even when I doubted ACKNOWLEDGMENTS I would like to thank my Chair, Dr. Richard Hollinger, for his wonderful guidance throughout this project. His time, energy and support were a tremendous help. I thank Dr. Lonn Lanza-Kaduce for his time spent proofing my paper and discussing analysis techniques and directions. I would like to thank Dr. Ken Wald for his assistance with creating my survey. I thank Dr. Kendal Broad for her help with proofing and clarifying concepts. I thank my parents for their support and understanding while I worked toward my goal and for never letting me forget why I was here. 4 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 4 LIST OF TABLES ............................................................................................................ 7 LIST OF ABBREVIATIONS AND TERMS ....................................................................... 9 ABSTRACT ................................................................................................................... 10 CHAPTER 1 INTRODUCTION ................................................................................................... -
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)..................................................... -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
Asheron's Call
Asheron’s Call: Redefining The Role Of Player Killing Vasiliy Zhulin STS 145: History of Computer Game Design Professor Henry Lowood March 18, 2003 In the past few years, a new genre of gaming matured for the mass market – the genre of Massively-Multiplayer-Online-Games (MMOGs). Games like Ultima Online, Everquest, Asheron’s Call, and the others that followed blurred the line between gaming and reality. No longer could the player save his progress at any stage, shut down the game, and return to it later to find it in the same state. The virtual worlds of these MMOGs were persistent – life moved on even if some players were offline. Virtual societies developed, complete with their own politics and history. The designers simply provided some basic rules and framework, and the players themselves did the rest by “living” their virtual lives. One of the pieces of framework provided in MMOGs is the ability to fight other human characters, as opposed to just non-player monsters. Player vs. Player combat (hereafter referred to as PvP combat), or more commonly known as player killing, allows players to battle the toughest opponents in any game – humans themselves. Unfortunately, in the first two MMOGs, Ultima Online and Everquest, the idea of PvP combat was not balanced to satisfy the majority of the players. In Ultima Online, player killers (hereafter referred to as PKs) actually ravaged peaceful players and, after killing them, looted the players’ items from their corpses. Many customers were furious! As Al Giovetti describes, “Ultima was never about player killing, it was about good role playing. -
BAKALÁŘSKÁ PRÁCE Na Téma: Etické Aspekty Aktivit Ve Víceuživatelském Virtuálním Prostředí: Srovnání Uživatelský
Ladislav Zámečník Fakulta humanitních studií Univerzity Karlovy BAKALÁŘSKÁ PRÁCE na téma: Etickéaspekty aktivit vevíceuživatelském virtuálním prostředí: Srovnání uživatelských postojů k danénetiketě Vedoucí práce: PhDr. Daniel Říha, Ph.D. Kralupy nad Vltavou, Praha 2007 1 2 OBSAH PRÁCE Úvod..............................................................................................................................5 Stručné přiblížení zkoumané oblasti .............................................................................5 Cíle bakalářské práce....................................................................................................8 Použité metody..............................................................................................................8 Historie víceuživatelských počítačových her s přehledem jejich charakteristických vlastností.......................................................................................................................9 „Malý“ multi-player ..................................................................................................9 Masivní multi-player a jeho znaky .............................................................................10 Vývoj masivního multi-playeru .................................................................................11 Vybrané etické aspekty MMOG..................................................................................16 Přínosy a nebezpečí vstupu do virtuálního světa pro lidský život mimo něj .......................16 -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
Cows, Clicks, Ciphers, and Satire
This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income. -
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. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Terra Nova: Enacting Videogame Development Through Indigenous-Led Creation and Submitted in Partial Fulfillment of the Requirements for the Degree Of
Terra Nova: Enacting Videogame Development through Indigenous-Led Creation Maize Longboat A Research Creation Thesis in The Department of Communication Studies Presented in Partial fulfilment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Tiohtiá:ke/Montréal, Quebec, Canada August 2019 © Maize Longboat, 2019 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Maize Longboat Entitled: Terra Nova: Enacting Videogame Development through Indigenous-Led Creation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Media Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________ Chair Dr. Monika Gagnon ______________________________________ Examiner Dr. Elizabeth Miller ______________________________________ Examiner Dr. Elizabeth LaPensée ______________________________________ Supervisor Dr. Mia Consalvo _______________________________________ Professor Jason Edward Lewis Approved by ____________________________________________________ Dr. Charles Acland Chair of Department or Graduate Program Director Faculty of Arts and Science Dr. André G. Roy Dean Date ________________________________________________August 21, 2019 Abstract Terra Nova: Enacting Videogame Development through Indigenous-Led Creation Maize Longboat Indigenous peoples have had a rich tradition -
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 .............................................