Selling out the Magic Circle: Free-To- Play Games and Developer Ethics
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A Resource Guide for Transitioning Your Class Online
A Resource Guide for Transitioning Your Class Online SPECIAL REPORT MAGNA PUBLICATIONS CONTENTS Education Initiatives: A Mashup of Emergency A Checklist for Moving Your Resources and Other Great Course Online 03 Tips 13 How Teaching Online Can Eight Steps for a Smoother Improve Your Face-to-Face Transition to Online Teaching 05 15 Classes Five Ways to Foster Seven Ways to Facilitate Creativity in Your Online Effective Online Discussions 07 Classroom 19 Online Discussions: Would Simple Animation for Your Changing the Environment Courses 09 23 Help? What Do Students Really Want from Online Instruc- 11 tors? Education Initiatives: A Mashup of Emergency Resources and Other Great Tips Faculty Focus n response to COVID-19, we’ve seen in- links to educational resources from all over the structors and universities from around the world. Iworld come together to compile numer- ous resources and lists. Although we’ve only 4. Mandy Berry: A Facebook Post on skimmed the surface, we believe the following Remote Teaching links provide insight on different perspectives A public Facebook post from Amanda Berry, that institutions and staff are currently go- an assistant professor of literature at American ing through. From transitioning to an online University. course to fostering a productive conversation with your students, these resources shed light 5. Resources for Disruptions on education initiatives we hope you find use- A list of resources compiled by Ollie Dreon ful during this time of uncertainty. on his blog pertaining to transitioning to online teaching and coping with education initiatives 1. Remote Teaching Strategies— during this time of disruption. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Defining the Digital Services Landscape for the Middle East
Defining the Digital Services landscape for the Middle East Defining the Digital Services landscape for the Middle East 1 2 Contents Defining the Digital Services landscape for the Middle East 4 The Digital Services landscape 6 Consumer needs landscape Digital Services landscape Digital ecosystem Digital capital Digital Services Maturity Cycle: Middle East 24 Investing in Digital Services in the Middle East 26 Defining the Digital Services landscape for the Middle East 3 Defining the Digital Services landscape for the Middle East The Middle East is one of the fastest growing emerging markets in the world. As the region becomes more digitally connected, demand for Digital Services and technologies is also becoming more prominent. With the digital economy still in its infancy, it is unclear which global advances in Digital Services and technologies will be adopted by the Middle East and which require local development. In this context, identifying how, where and with whom to work with in this market can be very challenging. In our effort to broaden the discussion, we have prepared this report to define the Digital Services landscape for the Middle East, to help the region’s digital community in understanding and navigating through this complex and ever-changing space. Eng. Ayman Al Bannaw Today, we are witnessing an unprecedented change in the technology, media, and Chairman & CEO telecommunications industries. These changes, driven mainly by consumers, are taking Noortel place at a pace that is causing confusion, disruption and forcing convergence. This has created massive opportunities for Digital Services in the region, which has in turn led to certain industry players entering the space in an incoherent manner, for fear of losing their market share or missing the opportunities at hand. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
PAUL SIMON and ROBERT PLANT Move to NEWCASTLE ENTERTAINMENT CENTRE
PAUL SIMON AND ROBERT PLANT move to NEWCASTLE ENTERTAINMENT CENTRE Saturday 30th March PAUL SIMON Special Guest: Rufus Wainwright Platinum Reserved Seating $199 / Gold Reserved Seating $149 / Silver Reserved Seating $99 (plus handling and payment processing fees) Sunday 31st March ROBERT PLANT & the Sensational Space Shifters Special Guests: Blind Boys Of Alabama Platinum Reserved Seating $199 / Gold Reserved Seating $149 / Silver Reserved Seating $99 (plus handling and payment processing fees) Saturday 9th March 2013 Chugg Entertainment today confirmed the move of this Easter’s two-fold line-up; Paul Simon and Robert Plant, from the Hunter Valley’s Hope Estate to the Newcastle Entertainment Centre. Each concert will play the same dates previously scheduled: Paul Simon (with Rufus Wainwright) on Saturday 30th March and Robert Plant (with Blind Boys of Alabama) on Sunday 31st March, now at the Newcastle Entertainment Centre. Executive Chairman, Michael Chugg said, “We’re moving to the Newcastle Entertainment Centre, which will be a more intimate environment for these two artists.” Chugg added, “I encourage all fans to take the opportunity to see these two iconic artists. These guys are legends and now Newcastle is seeing them in the most intimate venue on the tour.” Both Paul Simon and Robert Plant will be performing career-spanning sets and promise numerous favourites and greatest hits from their rich catalogues, including their solo careers, and Simon & Garfunkel and Led Zeppelin, respectively. New tickets for the Newcastle Entertainment Centre shows go on-sale at midday this Monday March 11 from ticketek.com.au or 132 849. The Newcastle Entertainment Centre Box Office has extended its hours today until 4pm to assist with enquiries (02 4921 2121) but exchanges will not commence until Thursday March 14. -
Chapter 1. the Freemium Business Model
CHAPTER The Freemium Business Model 1 Commerce at a price point of $0 All business models are malleable thought structures, meant to be adapted and decisively employed to best achieve a specific product’s or service’s goals. This being understood, and for the purposes of this book, a broad and basic formal defi- nition of the freemium business model is described as follows: The freemium business model stipulates that a product’s basic functionality be given away for free, in an environment of very low or no marginal distribution and production costs that provides the potential for massive scale, with advanced func- tionality, premium access, and other product-specific benefits available for a fee. The freemium business model is an adaptation of a fairly common distribu- tion and monetization scheme used in software since the 1980s: the feature-limited software paradigm was when consumers saw most of the fundamental core com- ponents of a product released for free, with the product’s remaining functionality (such as saving progress or printing) becoming available only upon purchase, either in a one-time payment or through recurring subscription payments. The most basic point of difference between the freemium business model— freemium being a portmanteau of free and premium—and the feature-limited model is distribution: feature-limited software products were generally distributed on physical discs, whereas freemium products are almost exclusively distributed via the Internet. So the distribution speed and ultimate reach of feature-limited products were a function of the firm’s capacity to produce and ship tangible goods; no such restrictions limit the distribution of freemium products. -
The Use of Secrets in Marketing and Value Creation
Bentley University Scholars @ Bentley 2019 Dissertations and Theses 2019 The Use of Secrets in Marketing and Value Creation Ivan Fedorenko Follow this and additional works at: https://scholars.bentley.edu/etd_2019 Part of the Business Administration, Management, and Operations Commons, Marketing Commons, and the Organizational Behavior and Theory Commons @Copyright 2019 Ivan Fedorenko THE USE OF SECRETS IN MARKETING AND VALUE CREATION Ivan Fedorenko A dissertation submitted in partial fulfillment of the requirements for the degree of PhD in Business 2019 Program Authorized to offer degree: Marketing ProQuest Number:13883650 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. ProQuest 13883650 Published by ProQuest LLC ( 2019). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States Code Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, MI 48106 - 1346 In presenting this dissertation in partial fulfillment of the requirements for the doctoral degree at Bentley University, I agree that the Library shall make its copies freely available for inspection. I further agree that extensive copying of the dissertation is allowable only for scholarly purposes, consistent with “fair use” as prescribed in the U.S. Copyright Law. Requests for copying or reproduction of this dissertation may be referred to ProQuest Information and Learning Author Relations Team at (800) 521-0600 ext. -
Music Great Guitar Gathering (DASOTA)
JACKSONVILLE golfing in north florida entertaining u newspaper free weekly guide to entertainment and more | march 1-7, 2007 | www.eujacksonville.com 2 march 1-7, 2007 | entertaining u newspaper table of contents Cover photo courtesy of World Golf Village feature Golfing In North Florida .............................................................................PAGES 19-23 movies Black Snake Moan (movie review) ...................................................................... PAGE 6 Movies In Theaters This Week .....................................................................PAGES 6-11 Craig Brewer interview (Black Snake Moan) ........................................................ PAGE 7 Seen, Heard, Noted & Quoted ............................................................................. PAGE 7 Reno 911!: Miami (movie review) ....................................................................... PAGE 8 Zodiac (movie review) ........................................................................................ PAGE 9 Amazing Grace (movie review) ....................................................................PAGE 10-11 at home The Departed (DVD review) ............................................................................. PAGE 14 2007 Academy Awards (TV Review) ................................................................ PAGE 15 Video Games ................................................................................................... PAGE 16 food Murray Bros. Caddy Shack .............................................................................PAGES -
Digital Dystopia: Player Control and Strategic Innovation in the Sims Online
Chapter 12 DIGITAL DYSTOPIA: PLAYER CONTROL AND STRATEGIC INNOVATION IN THE SIMS ONLINE Francis F. Steen, Mari Siˆan Davies, Brendesha Tynes, and Patricia M. Greenfield 1. Introduction Around New Year 2004, a quiet year after the official launch, The Sims Online hit the global headlines. Disappointingly, the topic was not a celebration of how this “new virtual frontier,” this “daring collective social experiment,” had succeeded in bringing “our divided nation” together, as Time magazine had blithely prophesied [1]. Instead, the media reported that the online game had turned into a Biblical den of iniquity, a Sin City, a virtual Gomorrah—and that the whistleblower who bore witness to this had his account terminated [2–5]. Rivaling mafia organizations were practicing extortion and intimidation, pimps running brothels where underage girls provided sex for money, and con artists scamming newbies out of their start capital. Maxis, the company that designed and operated the game, maintained a relaxed laissez-fair policy of light and somewhat haphazard intervention. The first mafias and in-game brothels had been established already in the early days of beta-testing; they continued to operate unchecked. Pretend crime paid well and recruitment was good, leading to a rapidly mutating series of inventive scams targeting the inexperienced and the unwary. It wasn’t meant to be like this. Gordon Walton, one of the chief designers, had spoken in glowing terms of the game’s potential to provide opportunities for better relations between people. While “all of our mass media positions us to believe our neighbors are psychopaths, cheating husbands, and just bad people,” The Sims Online would short circuit our distrustful negative stereotypes [6]. -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 Dissertation Submitted In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy In the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
The Daedalus Project
The Daedalus Project Vol. 2-4 (10/12/2004) by Nicholas Yee (http://www.nickyee.com/daedalus) The Prince and The Pauper: The Transaction of Virtual Capital for Real-Life Currency Very interesting arguments arose from player responses as to their views on the sale and purchase of virtual items, currency and accounts for RL currency. One common argument for the acceptability of these transactions rests on the inherent nature of capitalism. More importantly, some argue that the real underlying transaction is a transaction of time rather than a transaction of virtual items. I have had friends purchase items from EBay and they have been very happy with the result. I have never been involved myself. I find it much more fun to earn the item rather than purchase it. Though, I do think the idea of making a business by selling virtual goods is intriguing and should not be the 'big deal' many game companies have made of it. These goods have value to many and many simply don't have the time to invest to get the items they want. Just like in life, if you have money, why shouldn’t you be able to buy it? [CoH, F, 44] There are some people that are vehemently against the sale of virtual goods for real life money. However, these 'virtual goods' are things that you could get in any case. Merely paying real life money for them indicates to you that your relaxing time after work is worth real life money to you. I have a friend who makes $50,000 annually. -
Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World
“Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World T.L. Taylor Department of Communication North Carolina State University POB 8104, 201 Winston Raleigh, NC 27605 USA +1 919 515 9738 [email protected] Abstract This paper explores the ways the commercialization of multiuser environments is posing particular challenges to user autonomy and authorship. With ever broadening defi nitions of intellectual property rights the status of cultural and symbolic artifacts as products of collaborative efforts becomes increasingly problematized. In the case of virtual environments – such as massive multiplayer online role-play games – where users develop identities, bodies (avatars) and communities the stakes are quite high. This analysis draws on several case studies to raise questions about the status of culture and authorship in these games. Keywords Avatars, Internet, virtual environments, games INTRODUCTION While the history of virtual environments has so far been primarily written with an eye toward either the text-based worlds of MUDs or social graphical spaces like Active Worlds and VZones/WorldsAway, massive multiplayer online 227 Proceedings of Computer Games and Digital Cultures Conference,ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. role playing games (MMORPG) have dramatically popularized virtual worlds [1]. The MMORPG genre now boasts hundreds of thousands of users and accounts for millions of dollars in revenue each year [2]. While multiplayer games are at their most basic level simply that, a game, they should be more richly seen as spaces in which users come together online and invest enormous amounts of time inhabiting a virtual space, creating characters, cultures, and communities, gaming together, making dynamic economies, and exploring elaborate geographical terrain.