Loot Distribution Systems in Massively Multiplayer Online Role- Playing Games: a Study in the Context of World of Warcraft
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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. -
Meaning-Making in World of Warcraft
Language, Meaning, and Society Volume 2 (2009) Communicative Commodity Forms: Meaning-Making in World of Warcraft Liz ErkenBrack University of Pennsylvania Abstract: World of Warcraft, a “massively multi-player online role playing game,” is a rich dialogic encounter that is mediated by the players through interpersonal footing and reliant on normative discourses. In this paper, I employ a semiotic analysis of the commodity forms within the game to illuminate the motivation and social meaning behind the interactions oriented to these commodity forms in order to deconstruct and understand them as a part of the dialogic meaning-making by the players themselves. Additionally, I explore how a player’s orientation to the game alters the embedded meaning of the commodity forms in my discussion of hypothetical “gold farmers” in Bolivia. The proliferation of literature surrounding the internet and online video games1 is testament to the expanded public interest in these types of virtual technologies. Some authors view the phenomenon with fear, warning that “an epidemic has been growing over the past ten years. What had started out as a simple game has grown into a social dilemma” (Waite, 2007; 2), while others extol the idea that “cyberspace is seen as a utopian space…an alternative to contemporary social reality” (Nayar, 2004; 166). Indeed, as the documentary Second Skin presents, there are individuals who feel they inhabit Azeroth, the online world in which World of Warcraft is based, 1 281,076 returns for a book search of “internet” on Amazon.com and 2, 467 returns on “online video games” http://www.amazon.com/s/ref=sr_nr_i_0?ie=UTF8&rs=&keywords=internet&rh=i%3Aaps%2Ck%3Ainternet%2Ci %3Astripbooks 8 Language, Meaning, and Society Volume 2 (2009) and visit the physical world beyond the computer. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
DEN ALLVARSAMMA LEKEN Om World of Warcraft Och Läckaget
DEN ALLVARSAMMA LEKEN Om World of Warcraft och läckaget Peder Stenberg Institution för kultur- och medievetenskaper Umeå 2011 Etnologiska skrifter 55 Institutionen för kultur- och medievetenskaper Umeå universitet Responsible publisher under swedish law: the Dean of the Faculty of Humanities Responsible publisher under swedish law: the Dean of the Medical Faculty ThisISBN: work 978 is -protected91-7459- 178by the-1 Swedish Copyright Legislation (Act 1960:729) ISSN: 1103-6516 Etnologiska skrifter ISBN: 12-1234-123-1 Layout: Frans Enmark ISSN:Elektronisk 1234-1234 version tillgänglig på http://umu.diva-portal.org/ Tryck/Printed by: Print & Media. Elektronisk version tillgänglig på http://umu.diva-portal.org/ Tryck/PrintedUmeå, Sverige by: Print 2011 & Media Umeå, Sverige 2011 TACK! Tack till alla er som gjort denna avhandling möjlig: min handledare Alf Arvidsson, min bihandledare Billy Ehn, alla vänner från World of Warcraft, Elin, Julian, Frans, Erik, Elza, Anders, mamma, pappa, Deportees, Jonas, Mattias och alla ni andra som stått ut med mitt ständiga tal om virtuella världar. Jag vill också rikta ett stort tack till alla fantastiska kollegor på institutionen. i INNEHÅLL 1. INLEDNING 1 SYFTE 3 ATT VÄLJA EMPIRI FÖR ONLINEROLLSPEL SOM FORSKNINGSFÄLT 4 METODOLOGISKA PROBLEM OCH REFLEXIVITET 7 AVGRÄNSNING AV MATERIAL OCH ETISKA ÖVERVÄGANDEN 10 OM FORSKARENS FÖRSTA MÖTE MED ETT EXKLUDERANDE FÄLT 12 DEN EXPLICITA FORSKARROLLEN 16 WORLD OF WARCRAFT 2005-2010 17 FORSKNINGSSAMMANHANG 19 DISPOSITION 21 2. OM ONLINEROLLSPELENS FORMELLA BESKAFFENHET 22 SPELET 22 Onlinerollspelen och dess historia 22 Om plats och geografi 24 Den användbara estetiken 25 Datorn och drömmen om den genomskinliga tekniken 27 Narrativ, ontologi och kosmologi 28 Om de sociala nätverken 30 Spelar man eller leker man? 31 OM SKAPANDET AV EN AVATAR 33 Val av genus och virtuellt förkroppsligande 34 Att välja sida i World of Warcraft 35 Om server och dess betydelse 39 Att välja namn 40 Jag och mina avatarer 43 3. -
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. -
Old School Runescape Hunting Guide
Old School Runescape Hunting Guide Somber and lienal Frederico cross-refer her waxworks candlepins declaring and garments sevenfold. Maxim dehisces feoffeesdispassionately if Valdemar while is unhoarded xeric or slugging Albert guestintricately. moralistically or dowers third-class. Healed Davis always granitized his If possible did, be struggle to dagger a like, trousers make four to subscribe see you input new. After RuneScape's controversial 2019 Jagex plots direct and. Chompys are some of rantz and guide will be sure you will continue on items before, old school runescape hunting guide at first. All necessary items. In time amount of Hunter experience gained if school is wielded while hunting. Hunter training method, much like Farming. Splashing osrs reddit Giampolo Law Group. This is done by inspecting the scenery objects in the Habitat of the creature to uncover the tracks. Tell it because it has been delayed january, hunting both hunter guide will save a spade. The runescape guide on training methods. Hunter is the worst skill or train at low lvls. Implings at all meetings and guide at least eight hours. The website encountered an unexpected error. Teleport back to Castle Wars with your average to bank items and cross over. Doing this method is strongly recommended for by lower levels, as goods is significantly better after the active training methods, despite ostensibly being a passive training method. We use tick traps. They have a great drop rate for easy clue scrolls and involve no combat but can be frustrating due to the fail rates and. Because this information is a critical part of our business, it would be treated like our other assets in the context of a merger, sale or other corporate reorganization or legal proceeding. -
Thomas Wood1 I. Introduction Microtransactions Are Generally
______________________________________________________________________________ ______________________________________________________________________________ RIGGING THE GAME: THE LEGALITY OF RANDOM CHANCE PURCHASES (“LOOT BOXES”) UNDER CURRENT MASSACHUSETTS GAMBLING LAW Thomas Wood1 I. Introduction Microtransactions are generally defined as any additional payment made in a video game after the customer makes an original purchase.2 Over time, microtransactions have increased in prominence and are featured today in many free-to-play mobile games.3 However, some video game developers, to the outrage of consumers, have decided to include microtransactions in PC and console games, which already require an upfront $60 retail payment.4 Consumer advocacy groups have increasingly criticized Microtransactions as unfair to 1 J.D. Candidate, Suffolk University Law School, 2020; B.S. in Criminal Justice and minor in Political Science, University of Massachusetts Lowell, 2017. Thomas Wood can be reached at [email protected]. 2 See Eddie Makuch, Microtransactions, Explained: Here's What You Need To Know, GAMESPOT (Nov. 20, 2018), archived at https://perma.cc/TUX6-D9WL (defining microtransactions as “anything you pay extra for in a video game outside of the initial purchase”); see also Microtransaction, URBAN DICTIONARY (Oct. 29, 2018), archived at https://perma.cc/XS7R-Z4TT (describing microtransactions sarcastically as a “method that game companies use to make the consumer’s wallets burn” and “the cancer of modern gaming”). 3 See Mike Williams, The Harsh History of Gaming Microtransactions: From Horse Armor to Loot Boxes, USGAMER (Oct. 11, 2017), archived at https://perma.cc/PEY6-SFL2 (outlining how the loot box model was originally created in Asia through MMOs and free-to-play games); see also Loot Boxes Games, GIANT BOMB (Nov. -
Being in the World (Of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game
Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game Alex Golub University of Hawaii Anthropological Quarterly, Vol. 83, No. 1, pp. 17–46, ISSN 0003-549. © 2010 by the Institute for Ethnographic Research (IFER) a part of the George Washington University. All rights reserved. Abstract This paper discusses two main claims made about virtual worlds: first, that people become “immersed” in virtual worlds because of their sensorial realism, and second, because virtual worlds appear to be “places” they can be studied without reference to the lives that their inhabitants live in the actual world. This paper argues against both of these claims by using data from an ethnographic study of knowledge production in World of Warcraft. First, this data demonstrates that highly-committed (“immersed”) players of World of Warcraft make their interfaces less sensorially realistic (rather than more so) in order to obtain useable knowledge about the game world. In this case, immersion and sensorial realism may be inversely correlated. Second, their commitment to the game leads them to engage in knowledge-making activities outside of it. Drawing loosely on phenomenology and contemporary theorizations of Oceania, I argue that what makes games truly “real” for players is the extent to which they create collective projects of action that people care about, not their imitation of sensorial qualia. Additionally, I argue that while purely in-game research is methodologically legitimate, a full account of member’s lives must study the articulation of in-game and out-of-game worlds and trace people’s engagement with virtual worlds across multiple domains, some virtual and some actual. -
5 Mud Spells
1. I AN INTRODUCTION TO MUD I I i Duncan Howard I Century Communications - London - CONTENTS INTRODUCTION by Richard Bartle I Chapter I A day in the death of an adventurer 7 Chapter 2 What is MUD? II Chapter 3 MUD commands 19 Chapter 4 Fighting in MUD 25 Chapter 5 MUD spells 29 Chapter 6 Monsters 35 Chapter 7 Treasure in MUD 37 Chapter 8 Wizards and witches 43 Chapter 9 Places in the Land 47 Chapter IO Daemons 53 Chapter II Puzzles and mazes 55 Chapter I2 Who's who in MUD 63 © Copyright MUSE Ltd 1985 Chapter I3 A specktackerler Christmas 71 All rights reserved Chapter I4 In conclusion 77 First published in 1985 by Appendix A A logged game of MUD 79 Century Communications Ltd Appendix B Useful addresses 89 a division of Century Hutchins~n Brookmount House, 62-65 Chandos Place, Covent Garden, London WC2N 4NW ISBN o 7126 0691 2 Originated by NWL Editorial Services, Langport, Somerset, TArn 9DG Printed and bound in Great Britain by Hazell, Watson & Viney, Aylesbury, Bucks. INTRODUCTION by Richard Bartle The original MUD was conceived, and the core written, by Roy Trubshaw in his final year at Essex University in 1980. When I took over as the game's maintainer and began to expand the number of locations and commands at the player's disposal I had little inkling of what was going to happen. First it became a cult among the university students. Then, with the advent of Packet Switch Stream (PSS), MUD began to attract players from outside the university - some calling from as far away as the USA and Japan! MUD proved so popular that it began to slow down the Essex University DEC-ro for other users and its availability had to be restricted to the middle of the night. -
FTC Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes Workshop Transcript Segment 1
Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes – An FTC Workshop August 7, 2019 Segment 1 Transcript MARY JOHNSON: Good morning, everyone. My name is Mary Johnson. I'm an attorney in the division of Advertising Practices in FTC's Bureau of Consumer Protection. Thank you for your interest in today's topic, "Consumer Issues Related to Video Game Loot Boxes and Microtransactions." Before we get started with the program, I need to review some administrative details. I don't have a catchy video to hold your attention, so please listen carefully. Please silence any mobile phones and other electronic devices. If you must use them during the workshop, please be respectful of the speakers and your fellow audience members. Please be aware that if you leave the Constitution Center building for any reason during the workshop, you will have to go back through security screening again when you return. So bear this in mind and plan ahead, especially if you are participating on a panel, so we can do our best to remain on schedule. If you received a lanyard with a plastic FTC event security badge, please return your badge to security when you leave for the day. We do reuse those for multiple events. So now some important emergency procedures. If an emergency occurs that requires evacuation of the building, an alarm will sound. Everyone should leave the building in an orderly manner through the main 7th Street exit. After leaving the building, turn left and proceed down 7th Street to E Street to the FTC emergency assembly area. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.