Virtual Worlds and Online Videogames for Children and Young People
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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. -
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 -
Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
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. -
The Embodiment of Sexualized Virtual Selves: the Proteus Effect and Experiences of Self-Objectification Via Avatars ⇑ Jesse Fox , Jeremy N
Author's personal copy Computers in Human Behavior 29 (2013) 930–938 Contents lists available at SciVerse ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars ⇑ Jesse Fox , Jeremy N. Bailenson 1, Liz Tricase 2 Department of Communication, Stanford University, Stanford, CA 94040, USA article info abstract Article history: Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersex- ualized representations of women, but the effects of embodying these representations remains under- studied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead Keywords: to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 Â 2 Avatars experiment, the first of its kind, examined how self-perception and attitudes changed after women Video games (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized ava- Virtual environments tars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self- Sex role stereotypes Objectification objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized ava- tars are discussed. Ó 2012 Elsevier Ltd. All rights reserved. 1. Introduction Agents and avatars in these spaces often take the form of virtual humans with realistic features that mimic the human form. -
The Legal Status of Virtual Goods
10 • MAY 31, 2013 THE LAWYERS WEEKLY Focus INFORMATION TECHNOLOGY M O C . O T O H P K C O T S I / 4 2 6 R E G A Y O V The legal status of virtual goods Digital items like bitcoins are now worth billions, but where is the law? card. In some online games, items actions can be very real: a space terms of use agreement, which can be manufactured by the char- station in an online universe probably lays out far less protec- acters and sold, and the virtual called Entropia sold for more tion than the users would like to money that is generated converted than $330,000 in 2009. believe they have. to real dollars. While these items The lack of legal direction raises However, as the commodifica- can be bought, sold and traded serious questions. For example, tion and value of virtual property Jonathan online, their real world legal status are in-game transfers taxable? grows, it is increasingly likely is in limbo. Most countries don’t The Canada Revenue Agency that users will push for broad Mesiano-Crookston have any laws to specifically gov- clarified recently that “bitcoins,” a property interests over virtual ern them. virtual currency, are taxable but goods and their online accounts. ould a global, multibil- These virtual goods aren’t small no comment was made about The courts may be receptive. At lion-dollar economy exist change, either. According to Tech earnings in virtual worlds. In the least one U.S. case showed that C without a single law to Crunch, a technology news site, United States, the government virtual property claims could eas- govern it? While it sounds incred- the virtual goods industry was has struck committees to investi- ily lead to a “real-world” court ible, such a situation is currently worth $2.9 billion (U.S.) last year, gate taxing income generated in claim. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
Analysis of Embodied Conversational Agents in Secondlife for Speech
Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems. -
Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology
JOURNAL OF MEDICAL INTERNET RESEARCH Gorini et al Viewpoint A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology Alessandra Gorini1,2, MSc; Andrea Gaggioli1,3, PhD; Cinzia Vigna1; Giuseppe Riva1,3, PhD 1Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy 2Research Institute Brain and Behaviour, Maastricht University, Maastricht, The Netherlands 3Psychology Department, Catholic University of Milan, Milan, Italy Corresponding Author: Alessandra Gorini, MSc Applied Technology for Neuro-Psychology Lab Istituto Auxologico Italiano Via Pelizza da Volpedo, 41 20149 Milan Italy Phone: +39 02 619112892 Fax: +39 02 619112892 Email: [email protected] Abstract The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. -
Possibilities for Market-Based Environmental Governance Via Second Life
Possibilities for market-based environmental governance via Second Life Stephanie Gerson August 2007 Stephanie Gerson TABLE OF CONTENTS o Author’s Bio o Abbreviations o Glossary o Introduction – the case for exploring possibilities for environmental governance via SL, and these possibilities in particular o Format for possibilities o Possibilities explored: 1. Second Life sustainable product market 2. Emissions/energy offsets via Second Life 3. Second Life Climate Exchange 4. Socially Responsible Investment via Second Life 5. Sustainable Second Life sim o Concluding thoughts o Appendix I: Additional ideas o Appendix II: SL groups/places with potential interest in offsetting emissions/energy o Appendix III: other relevant SL groups/places o Appendix IV: Suggested readings 1 Stephanie Gerson AUTHOR’S BIO My name is Stephanie Gerson in real life, and Sequoia Hax in Second Life (Figure 1). I received a B.A. in Science, Technology, and Society from Stanford University, after which I worked professionally in interactive education and toy design. Currently, I am an M.S. candidate in Environmental Science, Policy, and Management at UC Berkeley. My research explores the interaction between real and virtual worlds for purposes of environmental governance – what I refer to as ‘mixed-world environmental governance.’ Post-graduation, I hope to combine my professional and academic background in the emerging field of serious games. Figure 1. Sequoia Hax, my resident in SL. ABBREVIATIONS o AAC - Avatar Action Center o CCX – Chicago Climate Exchange o CDM – Kyoto Protocol’s Clean Development Mechanism o Ceres – Investors and Environmentalists for Sustainable Prosperity (previously Coalition for Environmentally Responsible Economies) o EO - Eolus One o LL – Linden Lab o RL – real life o SGI – Serious Games Initiative o SL – Second Life o SRI – Socially Responsible Investment GLOSSARY o Group – an organization in SL o Linden dollars or lindens – SL currency, approx L$268 = US$1 o Mixed-world – integration of SL and RL, e.g.