Proposal to Study Virtual World Terrorism
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Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Gold Farming” HEEKS
Understanding “Gold Farming” HEEKS Forum Understanding “Gold Farming”: Developing-Country Production for Virtual Gameworlds Richard Heeks Gold farming is the production of virtual goods and services for players of richard.heeks@manchester online games. It consists of real-world sales of in-game currency and asso- .ac.uk ciated items, including “high-level” game characters. These are created by Development Informatics “playborers”—workers employed to play in-game—whose output is sold Group for real money through various Web sites in so-called “real-money trad- Institute for Development ing.” Policy and Management There is growing academic interest in online games, including aspects School of Environment and Development such as real-money trading and gold farming (see, for example, Terra University of Manchester Nova, where much of this work is reported and discussed). However, there United Kingdom appear to be few, if any, academic publications looking at gold farming from a developing-country angle, and development agencies seem to have completely ignored it. That is problematic for three reasons. First, as described below, gold farming is already a signiªcant social and economic activity in developing countries. Second, it represents the ªrst example of a likely future devel- opment trend in outsourcing of online employment—what we might oth- erwise call “cybersourcing.” Third, it is one of a few emerging examples in developing countries of “liminal ICT work”—jobs associated with digi- tal technologies that exist on the edge of, or just below the threshold of, that which is deemed socially acceptable and/or formally legal. In basic terms, gold farming is a sizable developing-country phenome- non. -
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 -
Art Streaming on the Videogame Platform Twitch
Proceedings of the 53rd Hawaii International Conference on System Sciences | 2020 Laboring Artists: Art Streaming on the Videogame Platform Twitch Andrew M. Phelps Mia Consalvo University of Canterbury, HITLabNZ (and) Concordia University American University, School of Communication Department of Communication Studies Christchurch, NZ, and Washington, DC, USA Montreal, Canada [email protected] [email protected] Abstract Twitch and YouTube, which push an increasing conformity for laboring individuals that is spilling The relationship between labor and play is over into other types of (non-gaming) streaming complex and multifaceted, particularly so as it relates activities. To justify this assertion, this paper does two to the playing of games. With the rise of the online things: it revisits and highlights key findings from past streaming of games and play these platforms and game studies research that has examined game related activities have expanded the associated practices in labor practices and suggests how platforms played a ways that are highly nuanced and dictated in part by role in shaping labor practices; and via a case study of the platform itself. This paper explores the question art/game streamers it demonstrates how individuals as to whether the types of labor practices found in engage in play, community building, art creation and games hold across other non-game activities as they self-promotion of their work via sites such as Twitch engage with streaming through an observational study which provide a new layer of “authenticity” to their of art streamers on Twitch. By examining art labor, with numerous parallels to the myriad of ways streamers and comparing their labor to that of games games and labor are interwoven. -
CONTENTS by Routledge
First published 20 13 by Routledge 71 1 Third Avenue, N ew York, NY 100 17 Simultaneously published in th e UK CONTENTS by Routledge -. 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Rout led,~ e is an imprint of the Taylor [" Francis Group, an informa business © 20 13 Taylor & Francis The right of the editor to be identified as the author of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopymg and recording, or in any information storage or retrieval system, without permission in writing from the publishers. lrademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Libra ry of COI'\~ress CatalopiYlg -in- Publica tiol1 D ata Jligitallabor : the Internet as playground and factory / edited by 1rebor Scholz. AcknowledJ(ments Vll p. CIll. Ill eludes bibliographical references and index. I. Illtem et- Social aspects. 2. Jnformation society. Introduction: Why Does Digital Labor Matter Now? 1 I. Scholz, Trebor. II M85 1.I)S382013 Trebor Scholz :l () ~.~3' l- de23 2012012133 PART I ISllN : Y 7 ~ - () - 4 1 5 - 89694 - /j (hbk) ISllN: '.!7H -O- -I 15- 89695-5 (pbk) The Shifting Sites of Labor Markets 11 ISI3N : '.!7 8-0- 203- 14S79-1 (c bk) Typeset ill ApexBem bo 1 In Search of the Lost Paycheck 13 by Apex C oVantage, LLC Andrew Ross 2 Free Labor 33 Tiziana Terranova 3 The Political Economy of Cosmopolis 58 Sean Cubitt 4 Considerations on a Hacker Manifesto 69 McKenz ie Wark SUSTAINABLE FORESTRY ~ INITIATIVE PART II Certified Sour cing Printed and bound in [he United States of America by Interrogating Modes of Digital Labor 77 www.sfiprogram.org ~ 1-{)() 5SS___ Walsworth Publishing Company, Marceline, MO. -
SIMULACRA, HYPO-LUDICITY and the LOST ART of LOSING Steven Conway Swinburne University of Technology
WESTMINSTER PAPERS VOLUME 9 ISSUE 1 / OCTOBER 2012 WE USED TO WIN, WE USED TO LOSE, WE USED TO PLAY: SIMULACRA, HYPO-LUDICITY AND THE LOST ART OF LOSING Steven Conway Swinburne University of Technology This article is concerned with the modern design of digital games, in particular their formulation as experiences for consumers rather than players. Utilizing Baudrillard’s concept of the simulacra as an analytical probe, this article discusses the simulations of winning, losing and playing evident in today’s digital game products. Building upon the author’s previous work, which introduced the twin concepts of hyper- and contra-ludicity to game studies, this article argues that the recent invasion of hypo-ludicity into game design sets a dangerous precedent for digital games as games as opposed to entertainment media. While hyper-ludicity empowers and contra-ludicity challenges, hypo- ludicity is characterized by its emptiness; of empowerment, of challenge, of agency. Anchoring the discussion in analyses of popular game systems, design features and mechanics, the article ultimately illustrates the prevalence of simulacra within today’s digital game products, and how this undermines the very notion of winning, losing and even playing. KEYWORDS lose, game, hypo-ludicity, play, simulacra, win STEVEN CONWAY: Swinburne University of Technology 26 27 WE USED TO WIN, WE USED TO LOSE, WE USED TO PLAY: SIMULACRA, HYPO-LUDICITY AND THE LOST ART OF LOSING Steven Conway Swinburne University of Technology Playing The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011), I am busy at work. I am crafting as many iron daggers as possible at a village blacksmith’s; a monotonous task that seems in retrospect a satirical commentary upon the material non-productivity often inherent in playing digital games (Fiske and Watts, 1985). -
Skyrim Best Leveling Guide
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Gold Farming – Wstępna Rozprawa Na Podstawie Studium Przypadku Polskiego Gold Farmera
perspektywy kultury Przestrzeń numer 12 (1/2015) Damian Gałuszka (Akademia Górniczo‑Hutnicza w Krakowie) Gold farming – wstępna rozprawa na podstawie studium przypadku polskiego gold farmera STRESZCZENIE W niniejszym tekście omówione zostało zjawisko gold farmingu. Gold farming to praktyka polegająca na zarabianiu realnych pienię‑ dzy w przestrzeni wirtualnej. Podejmują ją najczęściej gracze gier MMORPG, czyli komputerowych gier fabularnych rozgrywanych w trybie wieloosobowym. Gromadząc wirtualną walutę lub cyfrowe przedmioty, nabywają oni dobra, których wartość może być mierzona w prawdziwych pieniądzach. Poprzez komercjalizację własnej zaba‑ wy, gold farmerzy łączą praktyki ludyczne z pracą. Rozważania pogłę‑ bia studium przypadku polskiego gold farmera. SŁOWA KLUCZOWE: gold farming, wirtualne światy, gry sieciowe, MMORPG, World of Warcraft, gospodarka cyfrowa SUMMARY Gold farming – preliminary dissertation on the basis of Polish gold farmer case study In this text there will be discussed the phenomenon of gold farming. It is the practice of earning real money in virtual space, most frequently 91 perspektywy kultury (nr 12) Przestrzeń taken by MMORPG players, that is computer role‑playing games played in multiplayer mode. By collecting a virtual currency or digital items, they acquire goods, which value can be measured in real money. Through the commercialization of their own play, gold farmers com‑ bine ludic practices with work. Considerations are deepened by the case study of Polish gold farmer. KEYWORDS: gold farming, virtual worlds, online games, MMORPG, World of Warcraft, digital economy Technologia może być katalizatorem zmiany społecznej. Jej odpowiednie wykorzystanie, połączone z innymi czynnikami, otwiera szereg nowych możliwości i stanowi podstawę dla zaistnienia niespotykanych wcześniej fenomenów 1. Niezwykle ciekawym zjawiskiem, mocno łączącym świat ludzkich praktyk, technologii i dwóch – jak może się wydawać – prze‑ ciwstawnych rzeczywistości (fizycznej i wirtualnej), jest zjawisko gold‑ farmingu, które przedstawię w niniejszym artykule. -
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. -
Dungeon Realms Recommended Energy for Axe
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