Constance Steinkuehler, Curriculum Vitae 1
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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)..................................................... -
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 -
Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing ..................................................................................................................... -
Copyrighted Material
Index AAAS (American Association for adolescence Mali; Mauritania; the Advancement of Science), identity development among, Mozambique; Namibia; 91 306 Nigeria; Rwanda; Senegal; Aakhus, M., 178 identity practices of boys, 353 South Africa; Tanzania; Aarseth, Espen, 292n revelation of personal Uganda; Zambia abbreviations, 118, 120, 121, 126, information by, 463 African-Americans, 387 127, 133, 134 psychological framework of, 462 identity practices of adolescent ABC (American Broadcasting advertising, 156, 329, 354, 400, boys, 353 Company), 413, 416 415, 416, 420–1 political discussion, 174 ABC (Australian Broadcasting banner, 425 African Global Information Commission), 420 elaborate and sophisticated, 409 Infrastructure Gateway Aboriginal people, 251, 253, porn, 428 Project, see Leland 257–8, 262, 263 revenues, 417, 418, 419, 435 age, 280, 431, 432 abusive imageries, 431 Advertising Age, 417 porn images, 433 accessibility, 13, 50–1, 53, 424 aesthetics, 391, 425, 428, 430, agency, 44, 53, 55, 62, 312 balancing security and, 278 434 conditioned and dominated by control of, 388 alternative, 427 profit, 428 increasing, 223 digital, 407 technologically enhanced, 195 limited, 26 familiar, 435 AHA (American Historical private, 94 games designer, 75 Association), 86 public, 94, 95 play and, 373 Ahmed, Sara, 286–7, 288 see also Internet access promotional, 409 AILLA (Archive of the Indigenous accountability, 151, 191, 199, Afghanistan, 205 Languages of Latin America), 207, 273, 276, 277 AFHCAN (Alaska Federal 263 balancing privacy and, 278 Healthcare -
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. -
Ubiquitous Computing, Virtual Worlds, and the Displacement of Property Rights
Ubiquitous Computing, Virtual Worlds, and the Displacement of Property Rights M. ScoT BOONE* Abstract: Examining one emerging technology, virtual worlds, may provide us with insight about another emerging technology, ubiquitous computing. The rapid increase in both the popularity and economic value of virtual worlds has resulted in a conflict over whether players in these worlds have any property rights with respect to virtual world objects associated with their avatars. A close examination however reveals that even if such rights exist, they can be overridden through the combined use of contract and technology. This observation may in turn provide an insight about the future of real world property. The emerging technology of ubiquitous computing shares technological characteristics with virtual worlds such that ubiquitous computing would make a displacement of property rights in real world objects possible in the same way that virtual world technology makes such a displacement possible for potential property rights in virtual world objects. "Associate Professor of Law, Appalachian School of Law. I would like to thank Charlie Condon, Judie Barger, David Ritchie and James McGrath for their helpful comments on drafts of this article. I would also like to thank for their comments the participants of the Works-in-Progress Intellectual Property Colloquium, the participants of the Intellectual Property & Communications Law and Policy Scholars Roundtable sponsored by Michigan State University College of Law, and the participants of the annual meeting of Southeastern Association of Laws Schools. The research assistance of Russell Kloosterman and Justin Williams was also immensely helpful. I/S: A JOURNAL OF LAWAND POLICY [VOL. -
Massive Multi-Player Online Games and the Developing Political Economy of Cyberspace
Fast Capitalism ISSN 1930-014X Volume 4 • Issue 1 • 2008 doi:10.32855/fcapital.200801.010 Massive Multi-player Online Games and the Developing Political Economy of Cyberspace Mike Kent This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor. Background In the late 1980s, multi-user dungeons (MUDs) such as LambdaMOO were text-based environments. These computer-mediated online spaces drew considerable academic interest.[1] The more recent online interactive worlds are considerably more complex, thanks to advances in computing power and bandwidth. Encompassing larger and more detailed worlds, they also enclose a much larger population of players. The first game in the new category of Massively Multi-player Online Role-playing Games (known initially by the acronym MMORPG and more recently as MMOG) was Ultima Online http://www.uo.com, which was launched over a decade ago in September 1997. -
Auteur Theory in Video Games
AUTEUR THEORY IN VIDEO GAMES: RECOGNIZING HIDEO KOJIMA AND THATGAMECOMPANY AS AUTEURS IN THE VIDEO GAME MEDIUM A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY JULES PATALITA DR. ASHLEY DONNELLY - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2018 AUTEUR THEORY IN VIDEO GAMES 1 CHAPTER ONE-INTRODUCTION “The critic Roger Ebert once drew a crucial distinction between video games and art: he said that the ultimate objective of a video game—unlike that of a book, film, or poem—is to achieve a high score, vaporize falling blocks, or save the princess. Art, he argued, cannot be won” (Parker, 2013, para. 1). This shows a longstanding stereotype about video games, that they are less important than other forms of entertainment. “The joke is, video games are inherently stupid. Once you realize that this is the fundamental underlying narrative of the culture with respect to video games, so much else starts to make sense…I refer to this condition as game shame” (Burgan, 2013, p. 93). But is there reason behind this shame? Even if this was true with the arcade games of the 80s, the medium has surely evolved beyond this criticism. Now on par with the budgets of Hollywood releases, the video game industry is producing games with financial success rivaling film. In 2016, American consumers spent $30.4 billion on video game content; since just 2010, there’s been an almost $10 billion rise in revenue (Entertainment Software Association, 2017). This is calculating just American consumers, a fraction of the overall consumers of the medium. -
The Civic Potential of Video Games
CERG Civic Engagement Research Group at Mills College www.civicsurvey.org The Civic Potential of Video Games September 7, 2008 Joseph Kahne [email protected] Ellen Middaugh [email protected] Chris Evans [email protected] This is an occasional paper of the John D. and Catherine T. MacArthur Foundation Digital Media and Learning Program. The authors wish to thank the MacArthur Foundation for supporting this research. www.digitallearning.macfound.org Acknowledgments The authors would like to thank Craig Wacker, Connie Yowell and Benjamin Stokes at the MacArthur Foundation; the scholars and researchers who gave us feedback on the survey instrument, the report, and the research arena as a whole: Craig Anderson, Sasha Barab, Linda Burch, Lance Bennett, Brad Bushman, Rana Cho, Seran Chen, David Chen, Connie Flanagan, Jim Gee, Eszter Hargittai, Betty Hayes, Mimi Ito, Henry Jenkins, Barry Josephs, Scott Keeter, Miguel Lopez, Ryan Patton and Smithsonian Summer Camps, Rebecca Randall, Chad Raphael, Katie Salen, Rafi Santos and Global Kids, David W. Shaffer, Constance Steinkuehler, Doug Thomas, and Dmitri Williams. We are especially grateful to Amanda Lenhart, Lee Rainie, Alexandra Rankin Macgill, and Jessica Vitak of the Pew Internet and American Life Project and to Sydney Jones, Pew Internet research intern for collaborating on the Pew Games and Civics Survey. The data analysis and findings presented in that report are central to much of the analysis presented here. The authors are solely responsible for all conclusions. The Civic Potential of -
Terra Nova Toward Terra Firma: Data on Games for Science Learning
ICLS 2010 • Volume 2 Terra Nova Toward Terra Firma: Data On Games For Science Learning Douglas B. Clark, Mario Martinez-Garza, Vanderbilt University, Nashville, TN Email: [email protected], [email protected] Noel Enyedy, UCLA, Los Angeles, CA, [email protected] Constance Steinkuehler, Kurt Squire, Mingfong Jan, UW-Madison, Madison WI Email: [email protected], [email protected] Daniel T. Hickey, Joshua Danish, Eun Ju Kwon, & Michael K. Filsecker, Indiana University, Bloomington, IN Email: [email protected], [email protected] & [email protected] Brian C. Nelson, Cynthia M. D’Angelo, Kent Slack, Younsu Kim, Cecile Foshee, Arizona State University, Tempe, AZ Email: [email protected], [email protected], [email protected], [email protected], [email protected] Diane Jass Ketelhut, Catherine Schifter, Deepti Mudegowder, David Majerich, Melanie Wills, Angela Shelton, Patrick McCormack, Tera Kane, Zoe Freeman, Temple University, Philadelphia, PA Email: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Eric Klopfer, Chuan Zhang, Judy Perry, Josh Sheldon; Massachusetts Institute of Technology, Cambridge, MA Email: [email protected], [email protected], [email protected], [email protected] Jody Clarke-Midura & Eugenia Garduno, Harvard University, Cambridge, USA Email: [email protected], [email protected] Abstract. Much enthusiasm but less data has often accompanied games for science learning. This session brings together several researchers who investigate the potential of games for science learning and invites audience members to consider the evidence, raise their own questions and concerns, and form their own conclusions regarding several current projects. -
JUMP WISH-LIST Rules/Notes: Settings
JUMP WISH-LIST Rules/Notes: ● This list is solely for settings that don’t have jumps made yet. ● No jumps you want to see redone, I’m not going to go down this path. If there is any such setting mentioned on list, then as soon as it is pointed out to me, I’ll remove it. ● Settings already claimed will be either removed from list or have claim noted. I’ll accept info about claims only from the jump-maker who claimed it. ● I hope to maintain this list in such way that /tg/, SB and QQ communities can all check it out. If you don’t like something on it, just ignore it. After all, if jump is being made doesn’t mean you have to use it. Furthermore, we all have different tastes, be mindful of that. ● Fanfics will be listed separately. Some people like the idea of such jumps, some don’t. I might end up removing this section altogether just because it is so difficult to decide if certain fanfic would be acceptable for being turned into jump or not. ● Settings will be listed alphabetically within a genre, by their official name. Any other names will be included after that one. Please include genre and medium with any suggestions (e.g. KultHorror - Tabletop RPG; The Culture - Science Fiction - Novel) ● Rule of thumb – recommend settings that you would want to visit in order to interact with characters and storylines, not in order to get specific perks/powers/items. Settings: 0-9 ● 100, The (SF - TV Series) ● 300 (movies) ● 3x3 Eyes (manga) ● 7th Heaven (TV series) ● 9 (movie) ● 100 Bullets (vertigo) ● 11eyes (VN/anime) ● 2 Broke Girls (TV Series) -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R.