Proquest Dissertations
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Theescapist 103.Pdf
originally a mass of badly dressed Call and its wide open world. Michael Escapist Forum: I very much respect characters became a group of Zenke speaks to a few radiomen at the the hard work Richard has done over the individuals, individuals selling stuff and forefront of the MMOG podcast movement. years, but I have a very hard time For me, it started way back in 1999. It talking about killing things bigger than And Dana Massey explains what Blizzard reconciling what he’s saying here with was February; I was 15. A friend of mine rats. A guy dressed like a wizard did right with World of Warcraft, but his new chosen medium. had me over to take a look at a new summoned a demon right next to me, worries none of the other players in the game he just got: Ultima Online. He then named it “a” and told it to follow field learned the correct lesson. MMOs are a poor vehicle for telling a showed me an ugly little isometric view him. Then a woman wearing nothing but story. While all MMOs HAVE a story, the of a town called Britain, though I a robe stole the sword I had in my Enjoy! players are usually so busy squabbling couldn’t figure out why - no fog or guys backpack. The whole place teemed with over mechanics or questing for loot that in furry hats. The area he referred to as possibility, and I was hooked. Yours, they couldn’t care less about WHY the bank was overrun with people, real they’re doing it. -
Licensing & Law Who Owns an Avatar?
Santa Clara Law Santa Clara Law Digital Commons Faculty Publications Faculty Scholarship 2018 Licensing & Law Who Owns an Avatar? Tyler T. Ochoa Santa Clara University School of Law, [email protected] Jaime Banks West Virginia University, [email protected] Follow this and additional works at: https://digitalcommons.law.scu.edu/facpubs Part of the Computer Law Commons, and the Intellectual Property Law Commons Automated Citation Tyler T. Ochoa and Jaime Banks, Licensing & Law Who Owns an Avatar? (2018), Available at: https://digitalcommons.law.scu.edu/facpubs/960 This Book Chapter is brought to you for free and open access by the Faculty Scholarship at Santa Clara Law Digital Commons. It has been accepted for inclusion in Faculty Publications by an authorized administrator of Santa Clara Law Digital Commons. For more information, please contact [email protected], [email protected]. CHAPTER THIRTY Licensing & Law Who Owns an Avatar? TYLER T. OCHOA & JAIME BANKS Leeroy Jenkins is a videogame character of wide internet and gamer culture fame. He first came to popular attention in 2005, in an iconic game scenario in which— while his cohort was diligently planning a complex dungeon battle—he suddenly sprang to life, let out the gravelly battle cry Ah’Leeerooooooy Ah’Jeeennnkiiinnns!, and led his compatriots into a slaughter by dragon whelps. He subsequently noted: “At least I have chicken” (DBlow2003, 2005/2014). The ridiculousness of this event led first to the viral appropriation of the character—crafted into memes about everything from riots and warfare to politics and cinema—and this broader recep- tion led to an increased presence in other videogames and game-related products, from the digital card deck-building game Hearthstone (2014) to third-party t-shirts and allusions in films likeWreck-It Ralph (Spencer & Moore, 2012). -
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. -
Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display
cyan mag yelo black MAC Virtual Worlds, Real Leaders: Online games put the future of business leadership on display A Global INTERNATIONAL BUSINESS MACHINES CORPORATION NEW ORCHARD ROAD, ARMONK, NY 10504 Innovation ® © International Business Machines Corporation 2007 Outlook All Rights Reserved 2.0 Report SERIOSITY, INC. 2370 WATSON CT., SUITE 110, PALO ALTO, CA 94303 ™ 881832IMPO.Cover1832IMPO.Cover NNC4C4 66/20/07/20/07 112:15:522:15:52 AAMM cyan mag yelo black MAC 881832IMPO.Cover1832IMPO.Cover NNC2C2 66/20/07/20/07 112:16:082:16:08 AAMM mag yelo CG11 MAC GIO 2.0 Report “ If you want to see what business leadership may look like in three to fi ve years, look at what’s happening in online games.” — Byron Reeves, Ph.D.,≠ the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc. 1 881832IMPO.Text1832IMPO.Text NN0101 66/20/07/20/07 112:51:412:51:41 AAMM cyan mag yelo black MAC Game On As the business world becomes more distributed and virtual, do online games offer lessons on the future of leadership? 2 881832IMPO.Text1832IMPO.Text NN0202 66/20/07/20/07 112:51:422:51:42 AAMM cyan yelo black CG11 MAC GIO 2.0 Report What’s next? It’s the simple question that businesses spend millions trying to answer every year, all with the goal of learning what the business world of the future will look like. But there are some elements of this future that are already falling into place. For example, we know that business is becoming increasingly global. -
Die Sprache Der World of Warcraft-Spielerinnen
Die Sprache der World of Warcraft -SpielerInnen Eine Untersuchung der multimodalen Kommunikation im Umfeld von Raid-Gruppen, mit Fokus auf Wortschatz, Gesprächsorganisation und Textformen Inaugural-Dissertation zur Erlangung des Grades eines Doktors der Philosophie in der Fakultät für Philologie der RUHR-UNIVERSITÄT BOCHUM vorgelegt von Markus Schäfer Gedruckt mit der Genehmigung der Fakultät für Philologie der Ruhr-Universität Bochum Referent: Prof. Pittner Koreferent: Prof. Wegera Tag der mündlichen Prüfung: 01.12.2014 Ohne Unterstützung hätte diese Dissertation nicht vollendet werden können. Ich danke daher: Meiner Doktormutter Prof. Pittner für die langjährige Betreuung und Hilfestellung. Meinem Zweitgutachter Prof. Wegera für die faire und anregende Disputation. Der Gilde Vault of Sages für die enthusiastische Bereitschaft, sich unter die Lupe nehmen zu lassen. Meiner Familie und Freunden für seelischen Beistand und Betreuung meiner geistigen Gesundheit. Inhalt 1. EINLEITUNG ........................................................................................................................................ 1 2. HAUPTTEIL .......................................................................................................................................... 4 2.1. WAS IST EIN MMOG? .......................................................................................................................... 5 2.1.1. Questen, Leveln, Loot: Das Spielprinzip von MMOGs ................................................................. 8 -
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. -
Vampire Storytellers Handbook (3Rd Edition)
Vampire Storytellers Handbook 1 Vampire Storytellers Handbook By Bruce Baugh, Anne Sullivan Braidwood, Deird’re Brooks, Geoffrey Grabowski, Clayton Oliver and Sven Skoog Table of Contents Introduction............................................................................................................................................................................................4 The Most Important Part... ............................................................................................................................................................6 ...And the Most Important Rule .....................................................................................................................................................6 How to Use This Book...................................................................................................................................................................7 The Game as it is Played..............................................................................................................................................................7 Cool, Not Kewl ..............................................................................................................................................................................9 Violence is Prevalent but Desperate...........................................................................................................................................10 Vampire Music ............................................................................................................................................................................10 -
Warcraft Adventures: Texts, Replay, and Machinima in a Game-Based
il Exploring cmft III, both for the creator and the viewer.As replay WaruaftAdventures: documentsplayed games, the stories associatedwith d-rem have to do witl cyberathleticperformance in a competitive Texts,Replay, and arera Spectatorswho watch replaysare usuallyintimately farnilia! with the spacesand player actions depictedin Machinimain a them. In order to understandthe popuJarityof digital game spacesas "sets"for animatedmovies that theiy creatorsuse Game-Based to tell Ectionalstories rather tlnn documentplayed games, we must start by trying to understandwhat player- Storywortd spectatorssee-ir both sensesof the term-in replays. One way to tell the story of tJ.reWaroa{t III fnals HenryLowood match revolvesaround a pivotal moment a sfunning rever- sd that led to Grubbys upset win. What did spectators In October 2004 the fourth World CyberGames were held see?After losing the 6rst match in the best-of-threefirrals in San Francisco.Contestants competed in this intema- competition,they observedrouglrly six minutes into t}te tiona.ltoumament, the "videogame Olynpics," for champi secondmatch that units controlledby the two playerswere onship tides in eachof sevencompetitive games. The prize skirmishing near Grubby'smain base.WelcomeTo was per- money w;rs substantial $20,000for fust placeto eachof haps tlreatening to end the match,but after the batde the individua-lwinners in gamessuch as the popular real- intensified,his army fell back. His critica.llyimportant main time stlategy tide WarcraftIII. More tlun seventyplayers hero character(a -
Examining Place-Making in Virtual Environments
LIFE IN AZEROTH: EXAMINING PLACE-MAKING IN VIRTUAL ENVIRONMENTS A Thesis by JOSHUA MONTANA PIERCY Submitted to the Graduate School at Appalachian State University in partial fulfillment of the requirements for the degree of MASTER OF GEOGRAPHY May 2019 Department of Geography LIFE IN AZEROTH: EXAMINING PLACE-MAKING IN VIRTUAL ENVIRONMENTS A Thesis by JOSHUA MONTANA PIERCY May 2019 APPROVED BY: Dr. Robert Brown Chairperson, Thesis Committee Dr. Kathleen Schroeder Member, Thesis Committee Dr. Margaret Sugg Member, Thesis Committee Dr. Kathleen Schroeder Chairperson, Department of Geography Mike McKenzie, Ph.D. Dean, Cratis D. Williams School of Graduate Studies Copyright by Joshua Montana Piercy 2019 All Rights Reserved Piercy iv Abstract LIFE IN AZEROTH: EXAMINING PLACE-MAKING IN VIRTUAL ENVIRONMENTS Joshua Montana Piercy B.A., Appalachian State University M.A., Appalachian State University Chairperson: Dr. Robert Brown The goal of this research is to develop a model of virtual place-making through which to better comprehend how place functions outside of the physical world. Most of the place- making research within geography has centered around our physical world, ignoring the incredible variety found in virtual environments. Using ethnographic methods and surveys, players of the massively popular online video game, “World of Warcraft”, are studied and worked with to develop this model. Ultimately, the most important components of virtual place are determined. Virtual place-making occurs similarly to that of the physical world, building upon networks of communication between living creatures, their environments, social traditions, and numerous other personal experiences. Piercy v Acknowledgments I would like to express my sincere gratitude to Dr. -
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