Advertising in Virtual Worlds: Facilitating a Hierarchy of Engagement
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Children on Virtual Worlds September 08
Children on virtual worlds September 08 What parents should know 2 Children on virtual worlds: What parents should know About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of excellence for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. Contact details: For contacting ENISA or for general enquiries on information security awareness matters, please use the following details: e-mail: Isabella Santa, Senior Expert Awareness Raising — [email protected] Internet: http://www.enisa.europa.eu/ Legal notice Notice must be taken that this publication represents the views and interpretations of the authors and editors, unless stated otherwise. This publication should not be construed to be an action of ENISA or the ENISA bodies unless adopted pursuant to the ENISA Regulation (EC) No 460/2004. This publication does not necessarily represent state-of the-art and it might be updated from time to time. Third-party sources are quoted as appropriate. ENISA is not responsible for the content of the external sources including external websites referenced in this publication. This publication is intended for educational and information purposes only. Neither ENISA nor any person acting on its behalf is responsible for the use that might be made of the information contained in this publication. Reproduction is authorised provided the source is acknowledged. -
Entropiatimes DECEMBER 2010
EntropiaPlanets presents EntropiaTimes DECEMBER 2010 ROCKtropia - Interview Jon NEVERDIE Jacobs Ed Robles 3rd Creative Director - Planet Cyrene How to become a Planet Partner David Dobson, CEO - Planet Arkadia JOHN K. BATES & DAVID SIMMONDS MindArk ROCKtropian Societies Society Spotlight 4 EntropiaPlanets Crew & Info 52 David Simmonds - MindArk 5 Welcome to EntropiaTimes Planet Partner Questions 6 City of Dreams - City Focus and Answers 8 September Contest Results 54 David Dobson’s Guide to 10 Daisy ColdFinger - Player Profile Becoming a Planet Partner 16 Entropian Horoscopes 56 Lemmy’s Crypt & Kevin Rudolf’s 18 John K. Bates - MindArk Nose 25 The Quest for the Black Outfit 58 ROCKtropia - New Arrivals 26 Jon NEVERDIE Jacobs: 62 Tony Twotoes Taglia - ANF profile The Path to Virtual Destiny and 64 The E-Files - We Want To Believe Fame 66 Planetary Motions 38 What You Wish For Christmas 68 Universal Links & Information 40 ROCKtropian Societies 70 Magazine Information 44 Ed Robles 3rd - Planet Cyrene INDEX www.entropiaplanets.com Lykke (TheNun) Peter (NewShoes) Co-Owner, EntropiaPlanets.com Co-Owner, EntropiaPlanets.com EntropiaTimes Chief Editor SchmitzIT Layout & Design/News Reporter Technician/Coder/Writer [email protected] [email protected] EP Media Center EP Tech Crew MindStar9 Karv Media Manager Technician Writer/Storyteller Coder News Reporter [email protected] [email protected] GeorgeSkywalker TheMZ Writer/News Reporter Technician [email protected] Coder [email protected] -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
Proposal to Study Virtual World Terrorism
Unclassified Information & Behavior Exploitation in Virtual Worlds An Overview Dr. Rita Bush and Kenneth Kisiel IARPA/ DTO Virtual worlds are the next great information frontiers. Today’s primitive environments will quickly be replaced with more realistic versions of the real world (i.e., 3D Internet) for an enhanced user experience and a virtual environment that is tightly integrated with the real world. As with any environment, users can exploit it in both a positive and negative way. As usual, the bad guys are figuring out ways to exploit the synthetic world for personal gain. If we hope to exploit the information in virtual worlds to defeat our adversaries then it is time for us to make the investment to understand and utilize this environment for our benefit. This paper describes this evolving disruptive technology and proposes research that will ultimately assist us in understanding and influencing this information rich world. Introduction- A Scenario relayed this new information back to the The small team of soldiers moved in a Intelligence Analysis Center and requested somewhat uncoordinated fashion towards the background information on the new recruit. southeast gate. Their intention is clear – they are going to try to break into the military base As I watched the team approach the gate, the but their motivation is still a mystery. This requested information appeared in floating course of events began a few hours ago when billboards (that only I could see) next to each the Recruiter approached one of the soldiers soldier. The information was not good. I have in a local hangout and asked if they wanted to once again been investigating kids who have have some fun while sticking it to Big been trying unsuccessfully for many months Brother. -
Measuring Inflation Within Virtual Economies Using Deep
Measuring Inflation within Virtual Economies using Deep Reinforcement Learning Conor Stephens1;2 and Chris Exton1;2 1Computer Systems and Information Science, University of Limerick, Ireland 2Lero, Science Foundation Ireland Centre for Software Research, Ireland Keywords: Reinforcement, Learning, Games Design, Economies, Multiplayer, Games. Abstract: This paper proposes a framework for assessing economies within online multiplayer games without the need for extensive player testing and data collection. Players have identified numerous exploits in modern online games to further their collection of resources and items. A recent exploit within a game-economy would be in Animal Crossing New Horizons a multiplayer game released in 2020 which featured bugs that allowed users to generate infinite money (Sudario, 2020); this has impacted the player experience in multiple negative ways such as causing hyperinflation within the economy and scarcity of resources within the particular confines of any game. The framework proposed by this paper can aid game developers and designers when testing their game systems for potential exploits that could lead to issues within the larger game economies. Assessing game systems is possible by leveraging reinforcement learning agents to model player behaviour; this is shown and evaluated in a sample multiplayer game. This research is designed for game designers and developers to show how multi-agent reinforcement learning can help balance game economies. The project source code is open source and available at: https://github.com/Taikatou/economy research. 1 INTRODUCTION our to avoid these taxes and attempt to amass vast amounts of currency and items as quickly as possi- Video game economies suffer from a massive inter- ble. -
A Typology of Virtual Worlds: Historical Overview and Future Directions by Paul R
Vol. 1. No. 1 ISSN: 1941-8477 “Virtual Worlds Research: Past, Present & Future” July 2008 A Typology of Virtual Worlds: Historical Overview and Future Directions By Paul R. Messinger,School Business, University of Alberta; Eleni Stroulia, Department of Computing Science, University of Alberta; Kelly Lyons,Faculty of Information Studies, University of Toronto. Abstract Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To promote study of this emerging realm of activity, we suggest a typology adapted from C. Porter’s (2004) typology of virtual communities. The five elements of the proposed typology include (1) purpose (content of interaction), (2) place (location of interaction), (3) platform (design of interaction), (4) population (participants in the interaction), and (5) profit model (return on interaction). We argue that this five-element typology facilitates identification of (a) the historic antecedents of virtual worlds in gaming and social networking, (b) future applications of virtual worlds for society, education, and business; and (c) topics for future research. Keywords: virtual worlds, typology, electronic gaming, online social networking. This work is copyrighted under the Creative Commons Attribution-No Derivative Works 3.0 United States License by the Journal of Virtual Worlds Research. Journal of Virtual Worlds Research:-Typology of Virtual Worlds 2 A Typology of Virtual Worlds: Historical Overview and Future Directions By Paul R. Messinger,School Business, University of Alberta; Eleni Stroulia, Department of Computing Science, University of Alberta; Kelly Lyons,Faculty of Information Studies, University of Toronto. Virtual worlds are playing an increasingly important role in the lives of many adults, teens, and children. -
VW Master List Online Posting
NAME ACTIVE? KEYWORD URL 2 Moons Yes MMORPG http://2moons.acclaim.com/ 2029 Online Yes MMORPG http://2029.igg.com/main.php 3B Yes http://3b.net/browser/newhome.html 3D City Yes Virtual world http://www.3d-city.net/ 3D Planets No Virtual world http://www.3dplanets.com/ 3Dee Virtual Reality Yes Virtual world http://www.funsites.com/in-virtu.html 3Di OpenSim Yes Virtual world http://3di.jp/en/ 3DXplorer Yes Virtual world http://www.3dxplorer.com/ 3rd Rock Grid Yes Virtual world http://www.3rdrockgrid.com/ 4story Online Yes MMORPG http://global.4story.com/ 4th Coming, The No MMORPG http://www.t4cv2.com/ 5Street Yes MMOG http://www.5st.us/Default.aspx 8D World Yes Virtual world http://www.8dworld.com/ 9Dragons Yes MMORPG http://9dragons.acclaim.com/ Absolute Terror Yes MMORPG http://www.absoluteterror.net/ Abyss Museum of Ocean Science Yes Virtual world http://slurl.com/secondlife/Gun/55/42/82 Ace Online Yes MMOG http://ace.subagames.com/ Action AllStars Yes Virtual world http://www.actionallstars.com/reg/ ActionJetz Yes Virtual world http://www.actionjetz.com/ Active Worlds Yes Virtual world http://www.activeworlds.com/ Active Worlds Educational Universe Yes Virtual world http://www.activeworlds.com/edu/awedu.asp Adellion Yes MMORPG http://www.adellion.com/ Virtual world, Adventure Rock Yes Online world http://www.bbc.co.uk/cbbc/adventurerock/ AdventureQuest Worlds Yes MMORPG http://www.aqworlds.com/ Aerrevan Yes MMORPG http://www.aerrevan.com/ NAME ACTIVE? KEYWORD URL Virtual world, Afterworld Yes MMOG http://www.afterworld.ru/ Agape World -
Virtual Reality: an Ethnographic Study of Sociality, Being, and Money in a Multi-Player Online Game-World
ResearchOnline@JCU This file is part of the following reference: Morgan, Rhian (2014) Virtual reality: an ethnographic study of sociality, being, and money in a multi-player online game-world. PhD thesis, James Cook University. Access to this file is available from: http://researchonline.jcu.edu.au/41004/ The author has certified to JCU that they have made a reasonable effort to gain permission and acknowledge the owner of any third party copyright material included in this document. If you believe that this is not the case, please contact [email protected] and quote http://researchonline.jcu.edu.au/41004/ Virtually Reality An Ethnographic Study of Sociality, Being, and Money in a Multi- Player Online Game-world Thesis submitted by Rhian Morgan B.A.(Hons) U.K., M.A. James Cook University, Australia in June 2014 for the degree of Doctor of Philosophy (Anthropology) in the School of Arts & Social Sciences James Cook University i Statement on the Contribution of Others This thesis has been made possible through the support of the following people: Supervisors: Primary supervisor: Dr Robin Rodd, School of Arts & Social Sciences, James Cook University Secondary Supervisor: Associate Professor Ian Atkinson, Faculty of Science & Engineering, James Cook University Permissions granted by: David Simmonds, CEO, MindArk PE AB Screenshots are included with the permissions of MindArk PE AB and the society hierarchy template included in figure 7 was obtained from the Entropia Planets Wiki and used under a creative commons attribution-sharealike 3.0 license. ii Ethics Declaration The research presented and reported in this thesis was conducted within the guidelines for research ethics outlined in the National Statement on Ethics Conduct in Research Involving Humans (1999), the Joint NHMRC/AVCC Statement and Guidelines on Research Practice (1997), the James Cook University Policy on Experimentation Ethics. -
Trademarks in the Veldt: Do Virtual Lawyers Dream of ∗ Electric Trademarks?
The Trademark Reporter ® The Law Journal of the International Trademark Association Celebrating 1911–2011 January–February, 2011 Vol. 101 No. 1 282 Vol. 101 TMR TRADEMARKS IN THE VELDT: DO VIRTUAL LAWYERS DREAM OF ∗ ELECTRIC TRADEMARKS? By Theodore C. Max∗∗ I. INTRODUCTION In Neal Stephenson’s 1992 science fiction novel, Snow Crash, humans interact as avatars in the “Metaverse,” the collective product of online shared three-dimensional space.1 As imagined by Stephenson, this “Metaverse” has been created by all virtual worlds2—it is an augmented and enhanced physical reality, a physically persistent virtual space.3 The novel is set in Los Angeles during the early 21st Century. The federal government of the United States has relinquished its authority to private entrepreneurs and organizations. Franchising, individual sovereignty, and private automobiles reign supreme. Highway companies compete for traffic in the real world while the Metaverse is populated and travelled by user-controlled avatars and system daemons. While Stephenson’s vision of the Metaverse has not yet been fully realized, the novel Snow Crash foresaw how a fully ∗ The title is an homage to Philip K. Dick’s 1968 science fiction masterpiece Do Androids Dream of Electric Sheep? Interestingly, family members of Dick last year alleged that the new Google “Nexus One” phone infringes on Dick’s android creations known as ‘Nexus Six models.’” See Nathan Koppel, Nexus Name Irks Author’s Estate, Wall St. J. (Jan. 5, 2010). ∗∗ Partner, Sheppard Mullin Richter & Hampton LLP, New York, New York, Associate Member of the International Trademark Association; member of the Online Trademark Use Subcommittee of the Internet Committee, member of The Trademark Reporter Editorial Board; former Chair of the Publications Committee and Editor-in-Chief of The Trademark Reporter. -
Seriously Immersive Video Gaming
, TECNOLOGICO DE MON.TERREY@ Campus Ciudad de México Escuela de Diseño, Ingeniería y Arquitectura Maestría en Ciencias de la Computación "Seriously lmmersive Video Gaming" Author: Jesse A ba Benjamin Jacobs Thesis director: Dr. José Mar n Malina Espinosa Revision Committee: Dr. Gilberto Huesca Juárez Dr. Rafael Lozano Espinosa Mexico D.F., May 2012 Content CHAPTER 1 - Introduction ............................................................................................................. 1 1.1 Moti vation ............................................................................................................................................................ 1 1.2 Antecedents .......................................................................................................................................................... 2 1.3 Approach ............................................................................................................................................................... 3 1.4 Objectives ............................................................................................................................................................. 4 1.5 Justification .......................................................................................................................................................... 4 1.6 Hypothesis ............................................................................................................................................................ 5 1.7 Methodology ...................................................................................................................................................... -
BRAND AVATAR This Page Intentionally Left Blank BRAND AVATAR TRANSLATING VIRTUAL WORLD BRANDING INTO REAL WORLD SUCCESS
BRAND AVATAR This page intentionally left blank BRAND AVATAR TRANSLATING VIRTUAL WORLD BRANDING INTO REAL WORLD SUCCESS Alycia de Mesa © Alycia de Mesa 2009 Softcover reprint of the hardcover 1st edition 2009 978-0-230-20179-8 All rights reserved. No reproduction, copy or transmission of this publication may be made without written permission. No portion of this publication may be reproduced, copied or transmitted save with written permission or in accordance with the provisions of the Copyright, Designs and Patents Act 1988, or under the terms of any licence permitting limited copying issued by the Copyright Licensing Agency, Saffron House, 6-10 Kirby Street, London EC1N 8TS. Any person who does any unauthorized act in relation to this publication may be liable to criminal prosecution and civil claims for damages. The author has asserted her right to be identified as the author of this work in accordance with the Copyright, Designs and Patents Act 1988. First published 2009 by PALGRAVE MACMILLAN Palgrave Macmillan in the UK is an imprint of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan in the US is a division of St Martin’s Press LLC, 175 Fifth Avenue, New York, NY 10010. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries ISBN 978-1-349-29999-7 ISBN 978-0-230-23371-3 (eBook) DOI 10.1057/9780230233713 This book is printed on paper suitable for recycling and made from fully managed and sustained forest sources.