Thesis of What They Are Looking for in a Game
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World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
The Wsfa Journal Tb , ;,;T He W S F a J 0 U R N a L
THE WSFA JOURNAL TB , ;,;T HE W S F A J 0 U R N A L (The Official Organ of the Washington S. F. Association) Issue Number 76: April-May '71 1971 DISCLAVE SPECIAL n X Copyright \,c) 1971 by Donald-L. Miller. All rights reserved for contributors. The JOURNAL Staff Managing Editor & Publisher — Don Miller, 12315 Judson Rd., Wheaton, MD, USA, 20 906. Associate Editors — Art Editor: Alexis Gilliland, 2126 Penna. Ave., N.W., Washington, DC, 20037. Fiction Editors: Doll St Alexis Gilliland (address above). SOTWJ Editor: OPEN (Acting Editor: Don Miller). Overseas Agents — Australia: Michael O'Brien, 15>8 Liverpool St., Hobart, Tasmania, Australia, 7000 Benelux: Michel Feron, Grand-Place 7, B—I4.28O HANNUT, Belgium. Japan:. Takumi Shibano, I-II4-IO, 0-0kayama, Meguro-ku, Tokyo, Japan. Scandinavia: Per Insulander, Midsommarv.. 33> 126 35 HMgersten, Sweden. South Africa: A.B. Ackerman, POBox 25U5> Pretoria, Transvaal, Rep. of So.Africa. United Kingdom: Peter Singleton, 60W4, Broadmoor Hospital, Block I4, Crowthorne, Berks. RG11 7EG, England. Still needed for France, Germany, Italy, South Timerica, and Soain. Contributing Editors — Bibliographer: Mark Owings. Film Reviewer: Richard Delap. Book Reviewers: Al Gechter, Alexis Music Columnist: Harry Warner, Jr. Gilliland, Dave Halterman, James News Reporters: ALL OPEN (Club, Con R. Newton, Fred Patten, Ted Pauls, vention, Fan, Pro, Publishing). Mike Shoemaker. (More welcome.) Pollster: Mike Shoemaker. Book Review Indexer: Hal Hall. Prozine Reviewers: Richard Delap, Comics Reviewer: Kim Weston. Mike Shoemaker (serials only). Fanzine Reviewers: Doll Gilliland, Pulps: Bob Jones. Mike Shoemaker. Special mention to Jay Kay Klein and Feature Writer: Alexis Gilliland. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
AOL Offers Video Chat with No Log-In, Download 13 May 2011, by RACHEL METZ , AP Technology Writer
AOL offers video chat with no log-in, download 13 May 2011, By RACHEL METZ , AP Technology Writer In a move to become more competitive in the fast- AV's release comes two days after Microsoft Corp. growing field of video chat, the team behind AOL said it would pay $8.5 billion for popular Internet Inc.'s AIM instant messenger rolled out the first phone service Skype, which allows people to make version of a free video chat service on Thursday free and cheap voice and video calls. that doesn't require users to log in or download any software. ©2011 The Associated Press. All rights reserved. This material may not be published, broadcast, Called AV, the service was created as a way to rewritten or redistributed. have quick, easy video chats, Jason Shellen, a leader of the AIM team, said. Though there are plenty of other voice and video chat offerings available for computers and smartphones, AV is unlike many with its decision to eschew both logins and software downloads. In order to start a chat, a user gets a unique link from AV and sends it to friends. Once a friend with a webcam clicks on the link, a chat window will pop up on the screen and show live video of the user who started the chat session and any other participants. Up to four people can be involved in a chat at once, Shellen said. The service has several features, such as the ability to type messages to individual users while video chatting - to send a link to a webpage, for example. -
Computer Gaming and Technical Communication: an Ecological Framework Author(S): DOUGLAS EYMAN Source: Technical Communication, Vol
Society for Technical Communication Computer Gaming and Technical Communication: An Ecological Framework Author(s): DOUGLAS EYMAN Source: Technical Communication, Vol. 55, No. 3 (AUGUST 2008), pp. 242-250 Published by: Society for Technical Communication Stable URL: https://www.jstor.org/stable/43095345 Accessed: 19-08-2018 18:38 UTC REFERENCES Linked references are available on JSTOR for this article: https://www.jstor.org/stable/43095345?seq=1&cid=pdf-reference#references_tab_contents You may need to log in to JSTOR to access the linked references. JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at https://about.jstor.org/terms Society for Technical Communication is collaborating with JSTOR to digitize, preserve and extend access to Technical Communication This content downloaded from 198.246.186.26 on Sun, 19 Aug 2018 18:38:31 UTC All use subject to https://about.jstor.org/terms SUMMARY ♦ Provides an overview of gaming definitions and genres ♦ Argues that games provide a rich area for research and theory building in technical communication ♦ Details a five-part framework for mapping game activity to technical communication interests Computer Gaming and Technical Communication: An Ecological Framework DOUGLAS EYMAN viously published in the journal, as well as other brief items of interest to the profession. -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
Player's Guide to Iron Crown
Player’s Guide to Iron Crown V2.0 What is Iron Crown? The Iron Crown campaign takes place in the city-state of Iron Crown, located on the Astral Plane. The Astral Plane, despite what you might have heard, is a difficult place to get to and a nearly impossible place to leave. Planar Travel Planar travel is reserved for near god-like mages and spells like Plane Shift simply do not work. There are portals on the astral plane, but they are unpredictable and often lead to undesirable locations, such as elemental planes, rather than more hospitable locales. So if planar travel is so difficult, where do people come from and how do they trade between planes? The answer may surprise you. Traveling to another plane is not done by spells. Instead, there are "natural" methods of travel known as conjunctions. Planes come in and out of conjunction with the astral plane. Imagine a turtle swimming in the sea. Every thousand years he surfaces for air. Now imagine a wooden ring thrown into the ocean. The chance of a plane coming into conjunction with the astral is the same as that turtle poking his head up through that wooden ring. Fortunately for those seeking planar travel, there are many more potential points in space where a conjunction can occur, so although the chance of a conjunction is extremely rare in any one spot, the astral plane is infinitely large, so there will be a conjunction some place for each plane. On the negative side, conjunctions are unpredictable and can disappear forever at any moment, and those who know of them certainly have precious knowledge that the wish to preserve and not share with just anyone. -
The Summarization of Technical Internet Relay Chats
Proceedings of the ACL conference. Ann Arbor, MI. July 2005. Digesting Virtual “Geek” Culture: The Summarization of Technical Internet Relay Chats Liang Zhou and Eduard Hovy University of Southern California Information Sciences Institute 4676 Admiralty Way Marina del Rey, CA 90292-6695 {liangz, hovy} @isi.edu used for analyzing the impact of virtual social in- Abstract teractions and virtual organizational culture on software/product development. This paper describes a summarization sys- The emergence of email thread discussions and tem for technical chats and emails on the chat logs as a major information source has Linux kernel. To reflect the complexity prompted increased interest in thread summariza- and sophistication of the discussions, they tion within the Natural Language Processing are clustered according to subtopic struc- (NLP) community. One might assume a smooth ture on the sub-message level, and imme- transition from text-based summarization to email diate responding pairs are identified and chat-based summarizations. However, chat through machine learning methods. A re- falls in the genre of correspondence, which re- sulting summary consists of one or more quires dialogue and conversation analysis. This mini-summaries, each on a subtopic from property makes summarization in this area even the discussion. more difficult than traditional summarization. In particular, topic “drift” occurs more radically than in written genres, and interpersonal and pragmatic 1 Introduction content appears more frequently. Questions about the content and overall organization of the sum- The availability of many chat forums reflects the mary must be addressed in a more thorough way formation of globally dispersed virtual communi- for chat and other dialogue summarization sys- ties. -
By Lee A. Breakiron a CIMMERIAN WORTHY of the NAME, PART
REHEAPA Vernal Equinox 2014 By Lee A. Breakiron A CIMMERIAN WORTHY OF THE NAME, PART THREE During his crusade to revitalize Robert E. Howard fanzines with his The Cimmerian, Leo Grin not only initiated a blog, as we saw last time, but also started publishing a new chapbook series called The Cimmerian Library. They were in the same format as the TC journal issues, but had reddish copper covers in a run of 100 copies for $15.00 each. He issued four titles (“volumes”): REHupan Rob Roehm’s An Index to Cromlech and The Dark Man (2005), REHupan Chris Gruber’s “Them’s Fightin’ Words”: Robert E. Howard on Boxing (2006) citing all of Howard’s quotations on the manly sport from his correspondence, with an introduction and index; John D. Haefele’s A Bibliography of Books and Articles Written by August W. Derleth Concerning Derleth and the Weird Tale and Arkham House Publishing (2006) with one “Addenda” [sic] (2008); and Don Herron’s “Yours for Faster Hippos”: Thirty Years of “Conan vs. Conantics” (2007) containing his pivotal critique of REH pasticheurs, especially L. Sprague de Camp, as well as some personal commentary on it and on Bran Mak Morn, Karl Edward Wagner, and Bruce Lee. And to properly celebrate the Centennial of Howard’s birth, as well as the 70th anniversary of his death, the 60th year since the publication of the landmark Arkham House volume Skull-Face and Others, and the 20th year since the first pilgrimage of REHupans to Cross Plains, Texas, Grin wondered what he could “do to make it extra special, to truly convey the respect and admiration I have for the man and his writings?” (Vol. -
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. -
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. -
Chapter 3 – Values in Machine Age
Univ. Prof. Dr. Sarah Spiekermann; “The Human Use of Machine Beings”, Chatper 3, Taylor and Francis, New York, 2015 Chapter 3 – Values in Machine Age Chapter 3 – Values in Machine Age ...............................................................................................1 An Introduction to Values........................................................................................................2 What is a value?...............................................................................................................................2 Intrinsic versus extrinsic values......................................................................................................3 Intrinsic Values in Philosophy and Psychology..............................................................................3 Nonmoral Values versus Moral Values...........................................................................................4 Values versus Virtues.......................................................................................................................4 Necessary Values for Human Growth.............................................................................................5 Ethical Knowledge in Machine Age................................................................................................7 What is Knowledge?......................................................................................................................7 Structuring ethical challenges in IT driven knowledge creation.....................................................8