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University of Florida Thesis Or Dissertation Formatting
THE EFFECTS OF SELF CONTROL AND SOCIAL LEARNING VARIABLES ON DEVIANCE AND SOCIAL CONTROL IN A VIRTUAL WORLD By AMANDA M. ADAMS A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2014 © 2014 Amanda M. Adams To my Mom and Dad, who knew I could do it even when I doubted ACKNOWLEDGMENTS I would like to thank my Chair, Dr. Richard Hollinger, for his wonderful guidance throughout this project. His time, energy and support were a tremendous help. I thank Dr. Lonn Lanza-Kaduce for his time spent proofing my paper and discussing analysis techniques and directions. I would like to thank Dr. Ken Wald for his assistance with creating my survey. I thank Dr. Kendal Broad for her help with proofing and clarifying concepts. I thank my parents for their support and understanding while I worked toward my goal and for never letting me forget why I was here. 4 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 4 LIST OF TABLES ............................................................................................................ 7 LIST OF ABBREVIATIONS AND TERMS ....................................................................... 9 ABSTRACT ................................................................................................................... 10 CHAPTER 1 INTRODUCTION ................................................................................................... -
Asheron's Call
Asheron’s Call: Redefining The Role Of Player Killing Vasiliy Zhulin STS 145: History of Computer Game Design Professor Henry Lowood March 18, 2003 In the past few years, a new genre of gaming matured for the mass market – the genre of Massively-Multiplayer-Online-Games (MMOGs). Games like Ultima Online, Everquest, Asheron’s Call, and the others that followed blurred the line between gaming and reality. No longer could the player save his progress at any stage, shut down the game, and return to it later to find it in the same state. The virtual worlds of these MMOGs were persistent – life moved on even if some players were offline. Virtual societies developed, complete with their own politics and history. The designers simply provided some basic rules and framework, and the players themselves did the rest by “living” their virtual lives. One of the pieces of framework provided in MMOGs is the ability to fight other human characters, as opposed to just non-player monsters. Player vs. Player combat (hereafter referred to as PvP combat), or more commonly known as player killing, allows players to battle the toughest opponents in any game – humans themselves. Unfortunately, in the first two MMOGs, Ultima Online and Everquest, the idea of PvP combat was not balanced to satisfy the majority of the players. In Ultima Online, player killers (hereafter referred to as PKs) actually ravaged peaceful players and, after killing them, looted the players’ items from their corpses. Many customers were furious! As Al Giovetti describes, “Ultima was never about player killing, it was about good role playing. -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
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. -
Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design Elina M.I
Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design Elina M.I. Koivisto Nokia Research Center Visionkatu 1 33720 Tampere Finland +358 05 482 1630 [email protected] ABSTRACT Communities get formed almost automatically in multiplayer games, but in some games they seem to be stronger and more active than in others. In order to find out why it is so, We study in this paper what kind of game design makes game community formation and maintenance easier in Massively Multiplayer Online Role-Playing Games (MMORPG). Three MMORPGs are used as examples: Ultima Online, Anarchy Online and Toontown Online. The communication methods, game mechanics and environments of the three MMORPGs are compared and their effects on the game community are analyzed. Communities do not exist without communication. Game mechanics affects how important it is for the players to co-operate and compete with others and how useful it is to form different kinds of sub-communities, such as guilds. If the game supports player created content it typically strengthens the game community. The game environment provides settings for player-to-player interaction and can encourage collaboration and inspire the players to create their own stories around the sub-communities. KEYWORDS Game, Community, Massively Multiplayer Online Role-Playing Game (MMORPG), Ultima Online, Anarchy Online, Toontown INTRODUCTION There are many definitions for online communities. According to Preece [14] an online community consists of people who interact socially as they strive to satisfy their own needs to perform special roles. They also have a shared purpose, an interest or need, information exchange, or service that provides a reason for community. -
Virtual Worlds Proof 5
Position Paper November 08 Virtual Worlds, Real Money Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds www.enisa.europa.eu 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 expertise 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. © ENISA – European Network and Information Security Agency Virtual Worlds, Real Money 1 Position Paper November 08 Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds List of Contributors: Experts participated as individuals. This paper should therefore not be taken as representing the views of any company or other organisation, and does not in any way bind group members when dealing with the issues it covers in other contexts. • David Barroso, S21sec, Spain • Richard Bartle, University of Essex, UK • Patrice Chazerand, PEGI Online, France • Melissa de Zwart, Law Faculty, Monash University, Australia • Jeroen Doumen, University of Twente, Netherlands • Slawomir Gorniak, ENISA, Greece • Eyjólfur Guðmundsson, CCP Games • Mateusz Kaźmierczak, UPC, Poland • Markku Kaskenmaa, Sulake Corporation, Finland • Daniel Benavente López, ISDEFE, Spain • Adam Martin, NCSoft, UK • Ingo Naumann, ENISA, Greece • Ren Reynolds, Virtual Policy Network, UK • Janice Richardson, Schoolnet, Belgium • Christian Rossow, Institute for Internet-Security, Germany • Anna Rywczyńska, CERT Polska, Poland • Michael Thumann, ERNWIT Security, Germany Editor: Giles Hogben, ENISA (European Network and Information Security Agency) Examples are given from a number of providers throughout the paper. -
PIONEER Book Mania Student CD Helps with Résumés
Oklahoma City Community College Inside Aug. 29, 2005 This Week • We all have rights, editorial, p. 2. • No tolerance on plagiarism, p. 4. • Flag football sign-ups get started, p. 8. • Photography Club makes plans, p. 10. PIONEER Book mania Student CD helps with résumés By Megan Bryce News Writing Student tudents may want to add another SCD to their collections this semes- ter — one that could help them land jobs. Student Life Employment Services has offered students a CD to help with job hunts for some time now. However, they have now added a new CD offering résumé building capabilities. Employment Services Coordinator Linda Fay created the CD, Résumés Etc., with the help of Sheila Aldridge, Employ- ment Services Adviser. Photo by Holly Jones Employment Services has offered résumé-building help for some time now, Janelle Ramirez cheerfully helps students at the bookstore during the first week of classes. The line lead- just in a different format. ing to the registers wrapped all the way around the store on the first day of the semester. “Rather than it being on a diskette... it will be on a CD format,” Fay said. Fay created the original diskette about a year ago, she said, but wanted to add more information for students. College president outlines Aldridge said the latest program will be more advanced. It shows example résumés for special circumstances such as career changes, future plans for OKCCC she said. There also is résumé advice for people who have been convicted of a About 100 students, in- felony. By Christiana Kostura cluding work-study positions, Fay said the disk offers numerous ex- Editor have been hired this semes- amples of résumés that students can ter, he said. -
[Catalog PDF] Manual Line Changes Nhl 14
Manual Line Changes Nhl 14 Ps3 Download Manual Line Changes Nhl 14 Ps3 NHL 14 [PS3] - PS3. Trainers, astuces, triches et solutions pour Jeux PC, consoles et smartphones. Unlock the highest level of hockey aggression, speed and skill. NHL 14 brings together the best technology from EA SPORTS to deliver the most authentic hockey experience ever. Deliver hits with the cutting-edge NHL Collision Physics, built from FIFA's. NHL 14 for the Sony Playstation 3. Used game in great condition with a 90-day guarantee. DailyFaceoff line combinations - team lineups including power play lines and injuries are updated before and after game days based on real news delivered by team sources and beat reporters. Automated line changes based on calculations do not give you the team’s current lines – and that’s what you need for your fantasy lineups. EA Sports has announced that details of NHL 14 will be unveiled. Seeing as I have NHL 13 I can't imagine wanting to buy NHL 14 - but it'll be. In North America and on Wednesday in Europe (both XBox and PS3). It doesn't help that there's nothing in the manual to explain how to carry out faceoffs. Auto line changes and the idiot assistant coach. This problem seems to date back to time immemorial. Let’s say you have a bona fide top line center, rated at 87. Your second line center is an 82. Your third line center is an 80, and your fourth is a 75. NHL 14 PS3 Cheats. Gamerevolution Monday, September 16, 2013. -
The Sopranos Meets Everquest: Social Networking in Massively
The Sopranos Meets EverQuest : Social Networking in Massively Multiplayer Online Games Mikael Jakobsson School of Arts & Communication Malmö University [email protected] T.L. Taylor Department of Digital Aesthetics and Communication IT University of Copenhagen [email protected] Faydark or Newark? Being virtual world aficionados, although not of the game world kind, we both tried out EverQuest when it was originally released but while Mikael quickly gave away his account information to some students, T.L. stayed. When Mikael started playing again several years later on a new account, she was already a seasoned veteran. As with other players completely new to this type of game, his main reference for how to understand EverQuest was the manual that came with the software. According to this information source, the most important tasks for a beginner were to gain experience and make money through killing small animals and to do quests to get gear that slightly improves ones character statistics. Mikael thought he would spend most of the time alone, fighting low level creatures for a long time before becoming a character of interest to the other players of the game. Secretly he nursed a vision of finally revealing himself to the community once he had become truly powerful, similar to the way Gandalf returns in The Lord of The Rings (Tolkien 2002). These expectations, however, soon proved to be based on several misconceptions. Despite first impressions of the game and, indeed, despite what one might gather from the written material, there is a much more important layer of activity to consider for successful living in the world of EQ . -
Gameplay 1006 Schedule V2.Xls 9/14/2006 - 10:13 AM ------> Mon Oct
-------> Mon Oct. 2, 2006 enter 1st Monday-> GAMEPLAY MONTHLY SCHEDULE week Time Monday Tuesday Wednesday Thursday Friday Saturday Sunday wk 1 wk 1 Mon Oct. 2, 2006 Tue Oct. 3, 2006 Wed Oct. 4, 2006 Thu Oct. 5, 2006 Fri Oct. 6, 2006 Sat Oct. 7, 2006 Sun Oct. 8, 2006 wk 1 6:00 AM 1st Guild Wars World 670107 TransAtlantic 670124 TransAtlantic 670125 WSVG 670189 SlamDance 670097 OneLap 670185 PGR3 670181 wk 1 6:30 AM Champinship Ep 3 Showdown 2006: Showdown2006: Kentucky/LanWar 2 Championship: Asia wk 1 7:00 AM CinemAddicts 9: God 670041 CinemAddicts 10: 670042 CinemAddicts 11: 670096 CinemAddicts 12: 670134 CinemAddicts 13: 670133 Sesssions: GGL: 670007 Sesssions GGL: UT 670009 wk 1 7:30 AM of War pt 1 God of War pt 2 Prince of Persia Bros. In Arms Amped 3 Sesssions: GGL: CS 670008 Sesssions GGL: WC 670010 wk 1 8:00 AM Art of Play: Action 670017 GameSpotting 16 670054 Art of Play: 105 670019 Art of Play: 106 670020 Art of Play: 107 670021 Art of Play: 108 670022 wk 1 8:30 AM Stars 103 GameSpotting 17 670055 GameSpotting 1: Best 670032 wk 1 9:00 AM 1st Guild Wars World 670107 TransAtlantic 670124 TransAtlantic 670125 WSVG 670189 SlamDance 670097 OneLap 670185 PGR3 670181 wk 1 9:30 AM Champinship Ep 3 Showdown 2006: Showdown2006: Kentucky/LanWar 2 Championship: Asia wk 1 10:00 AM CinemAddicts 9: God 670041 CinemAddicts 10: 670042 CinemAddicts 11: 670096 CinemAddicts 12: 670134 CinemAddicts 13: 670133 Sesssions: GGL: 670007 Sesssions GGL: UT 670009 wk 1 10:30 AM of War pt 1 God of War pt 2 Prince of Persia Bros. -
000NAG Xbox Insider November 2006
Free NAG supplement (not to be sold separately) THE ONLY RESOURCE YOU’LL NEED FOR EVERYTHING XBOX 360 November 2006 Issue 2 THE SPIRIT OF SYSTEM SHOCK THE NEW ERA VENUS RISES OVER GAMING INSIDE! 360 SOUTH AFRICA RAGE LAUNCH EVERYTHING X06 TONY HAWK’S PROJECT 8 DASHBOARD WHAT’S IN THE BOX? 8 THE BUZZ: News and 360 views from around the planet 10 FEATURE: Local Launch We went, we stood in line, we watched people pick up their preorders. South Africa just got a little greener 12 FEATURE: The New Era As graphics improve, as gameplay evolves, naturally it is only a matter of time before seperation between male and female gamers dissolves 20 PREVIEW: Bioshock It is System Shock 3 in everything but the name. And it lacks Shodan. But it is still very System Shock, so much so that we call it BioSystemShock 28 FEATURE: Project 8 Mr. Hawk returns and this time he’s left the zany hijinks of Bam Magera behind. Project 8 is all about the motion, expression and momentum 29 HARDWARE: Madcatz offers up some gamepad and HD VGA cable love, and the gamepad can be used on the PC too! 36 OPINION: The Class of 360 This month James Francis reminds us why we bought a PlayStation 2 in the first place, and then calls us fanboys 4 11.2006 EDITOR SPEAK AND HE SAID, “LET THERE BE RING OF LIGHT” publisher tide media managing editor michael james [email protected] +27 83 409 8220 editor miktar dracon [email protected] assistant editor lauren das neves [email protected] copy editor nati de jager contributors matt handrahan james francis ryan king jon denton group sales and marketing manager len nery | [email protected] +27 84 594 9909 advertising sales jacqui jacobs | [email protected] +27 82 778 8439 t was nothing short of incredible to see so dave gore | [email protected] +27 82 829 1392 cheryl bassett | [email protected] much enthusiasm and support for the Xbox +27 72 322 9875 art director 360, as was seen at both rAge and at the BT chris bistline I designer Games Xbox 360 launch party.