Nodes Relacionals En El Model Second Life: Producció I Singularitat

Total Page:16

File Type:pdf, Size:1020Kb

Nodes Relacionals En El Model Second Life: Producció I Singularitat NODES RELACIONALS EN EL MODEL SECOND LIFE. PRODUCCIÓ I SINGULARITAT David SERRA NAVARRO Dipòsit legal: GI. 1177-2012 http://hdl.handle.net/10803/83498 Nodes relacionals en el model Second Life. Producció i singularitat is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. UNIVERSITAT DE GIRONA TESI DOCTORAL Nodes relacionals en el model Second Life: Producció i singularitat David Serra Navarro 2012 Programa de Doctorat: Cultura i Societat a l'Europa Mediterrània Departament de Filologia i Comunicació Dirigida per: Àngel Quintana Morraja Jordi Xifra Triadú A tots els avatars que persisteixen A tots els humans que persisteixen 3 Sumari Pàg. Resum........................................................................................ 7 1. INTRODUCCIÓ................................................................ 9 1.1. La xarxa com a context.................................................... 9 1.2. Espai virtual a la xarxa .................................................... 13 1.3. Aproximació a Second Life................................................ 19 1.4. Aproximació a l'experiència de l'usuari......................... 24 2. REALITAT VIRTUAL 33 2.1. Abordar la Realitat Virtual (RV)..................................... 33 2.2. Consideracions sobre la tecnologia de la RV................ 47 2.3. Sistemes de RV.................................................................. 50 2.4. Tecnologia de la RV.......................................................... 54 3. MONS VIRTUALS 55 3.1. Precedents a través de la indústria del videojoc........... 55 3.2. Aparició de Second Life: sinergies.................................... 67 3.2.1. La primera Guerra..................................................... 71 3.2.2. L'avalot del te de Boston.......................................... 75 3.2.3. La declaració de la independència.......................... 78 3.2.4. Copybot, l'amenaça del terrorisme i el Web 2.0... 80 3..2.5. Focus d'interès en els principis econòmics.......... 83 4. JOC TRASLLADAT AL MEDI VIRTUAL.................. 91 4.1. Aproximacions de «joc» a SL......................................... 91 4.2. Relació entre el videojoc i el metavers........................... 100 4.3. L'espai a través dels videojocs........................................ 103 4.4. Narratologia o ludologia?................................................ 106 4.5. El joc interpretat a partir de l'experiència estètica....... 114 4.6. Producció i deriva............................................................. 125 4.7. Nova gramàtica?............................................................... 128 5. PRODUCCIÓ..................................................................... 135 5.1. Incògnites de la deriva cultural...................................... 135 5.2. Hipertext: via de comunicació....................................... 144 5 5.3. Circulació de coneixement.............................................. 152 5.4. Interfície i deriva: situacionisme..................................... 165 6. CANALS 170 6.1. Sexe com enllaç simbòlic................................................. 170 6.2. Cos: objecte relacional..................................................... 176 6.3. Objecte queered.................................................................. 179 6.4. Superfície queered............................................................... 184 7. POSICIONAMENTS DAVANT INTERFÍCIE.......... 190 7.1. Usuari-màquina................................................................. 190 7.2. L'illa: superfície metafòrica............................................. 193 7.3. Cursor i interfície.............................................................. 202 7.4. La interfície com a utopia................................................ 206 8. PRAXIS ARTÍSTIQUES A SECOND LIFE............... 210 8.1. Machinima........................................................................... 213 8.2. Hyperformalism.................................................................... 219 8.3. Code Performance................................................................. 224 8.4. Projectes diversificats....................................................... 229 9. DESPLEGAMENT D'ACCIONS.................................. 233 9.1. Consum.............................................................................. 234 9.2. Mash-up, recombinant coneixement............................... 239 9.3. Prosumer.............................................................................. 241 9.4. Subversió............................................................................ 245 9.5. Ritus.................................................................................... 253 9.6. Influència del codi............................................................ 259 10. CONCLUSIONS.............................................................. 265 10.1. Second Life, focus d'interès inicial.................................. 266 10.2. Second Life, producció social.......................................... 269 10.3. Corporeïtat i interfície................................................... 271 10.4. Praxis................................................................................ 273 10.5. Superposició de nodes................................................... 275 10.6. Convergència................................................................... 277 BIBLIOGRAFIA.................................................................... 278-317 6 Resum Els mons virtuals constitueixen un nou espai d'exploració en el que s'hi generen noves formes de comunicació, producció i consum. La presència d'aquestes plataformes, fonamentades en la interacció social, esdevenen un focus d'investigació per a futures aplicacions socials, educatives i/o econòmiques, però també són un reflex en temps real d'una realitat cultural en línia. En la diversitat de propostes existents, l'interès d'aquesta recerca queda emmarcat en la singularitat del metavers Second Life. Mitjançant una perspectiva transversal, en la que diferents nodes conceptuals s'interseccionen, s'han seleccionat les principals característiques socioculturals que nodreixen aquest ecosistema virtual; alhora s'ha establert un radi d'acció simbòlic i productiu dels seus usuaris, amb la finalitat de delimitar i comprendre el seu creixement natural, així com destacar-ne els seus trets específics. L'enteniment d'aquest medi, pot acostar-nos a plantejar nous reptes i entorns virtuals alternatius en un disseny que tingui en compte l'espectre cultural de la comunitat que l'habita. Abstract The virtual worlds constitute a new space for exploration in which new forms of communication, production and consumption are generated. The presence of these platforms, based on social interaction, is becoming a focus of research for future social, educational and/or economic applications, but it is also a reflection in real time of an online cultural reality. In the diversity of the existing scenarios, the interest of this research is framed in the uniqueness of the Second Life metaverse. By means of a transverse perspective, in which the different conceptual nodes intersect, the principal sociocultural characteristics which nourish this virtual ecosystem have been selected. Meanwhile, a radius of symbolic and productive action by its users has been established, with the aim of defining and understanding its natural growth and of highlighting its specific features. Understanding this medium may lead us to consider new challenges and alternative virtual environments in a design which takes into account the cultural spectrum of the community that inhabits it. 7 1. Introducció 1.1 La xarxa com a context La revolució social dels últims temps va directament associada a l'arribada d'Internet, el naixement d'una utopia comunicativa on els continguts circulen amb gran eficàcia i instantaneïtat, alhora que per primera vegada el receptor pot convertir-se en emissor. Aquest esdeveniment, en contínua construcció, suposa un xoc social que caldrà calibrar; com ens apunta Paul Virilio, referint-se a aquesta nova societat de la velocitat: «El gran evento que amenaza para el siglo XXI en conexión con esta velocidad absoluta es la invención de una perspectiva de tiempo real, que suplantará a la perspectiva del espacio real que fue inventada por los artistas italianos del Quattrocento. Todavía no ha sido suficientemente enfatizada con cuanta profundidad, la ciudad, la política, la guerra y la economía del mundo medieval fueron revolucionadas por la invención de la perspectiva»1. La xarxa, la protagonista doncs, possibilita un canal que promou en els seus missatges noves narratives comunicatives i un canal que tendeix a la democratització de la informació. Observem com les característiques específiques del mitjà són les que també el transformen, en una cursa evolutiva on no només la tecnologia avança, sinó que configura un binomi juntament amb la societat. Davant la multiplicitat de formes de comunicació s'ha perfilat un nou individu que, cooperatiu i solidari2, ha esdevingut un punt d'inflexió a tots els nivells; ja sigui culturalment, econòmicament o inevitablement socialment. Un dels factors més representatius d'aquest nou rumb social se centra en el desenvolupament d'un coneixement participatiu i una diversitat de comunitats que de manera especialitzada s'autonodreixen. Cal pensar, doncs, que aquest primer «individu 2.0» ha trobat el seu espai idoni a la xarxa per bescanviar informació amb sistemes
Recommended publications
  • 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.
    [Show full text]
  • Opensimulator Based Multi-User Virtual World: a Framework for the Creation of Distant and Virtual Practical Activities
    (IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 9, No. 8, 2018 OpenSimulator based Multi-User Virtual World: A Framework for the Creation of Distant and Virtual Practical Activities MOURDI Youssef, SADGAL Mohamed, BERRADA FATHI Wafaa, EL KABTANE Hamada Faculty Semlalia University Cadi Ayyad Marrakesh, Morocco Abstract—The exponential growth of technology has skills and/or illustrating scientific approaches to solve contributed to the positive revolution of distance learning. E- problems. learning is becoming increasingly used in the transfer of knowledge where instructors can model and script their courses A huge quantity of solutions has been attempted in order to in several formats such as files, videos and quizzes. In order to propose approaches for teachers to integrate PAs in distance complete their courses, practical activities are very important. learning. The first was the remote-control laboratory Several instructors have joined Multi-User Virtual World [5][6][7][8], then the use of videos and finally virtual (MUVW) communities such as SecondeLife, as they offer a laboratories [9]. However, the latest proposal is very degree of interrelated realism and interaction between users. The superficial, and very limited. modeling and scenarization of practical activities in the MUVWs remains a very difficult task considering the technologies used by At this level, several challenges arise following the these MUVWs and the necessary prerequisites. In this paper, we providing of PAs remotely and which come in two main issues: propose a framework for the OpenSimulator MUVWs that can the first is to have a scalable and open environment for tutors to simplify the scenarization of practical activities using the design, model practical activities and set it accessible to OpenSpace3D software and without requiring designers to have learners.
    [Show full text]
  • BAKALÁŘSKÁ PRÁCE Na Téma: Etické Aspekty Aktivit Ve Víceuživatelském Virtuálním Prostředí: Srovnání Uživatelský
    Ladislav Zámečník Fakulta humanitních studií Univerzity Karlovy BAKALÁŘSKÁ PRÁCE na téma: Etickéaspekty aktivit vevíceuživatelském virtuálním prostředí: Srovnání uživatelských postojů k danénetiketě Vedoucí práce: PhDr. Daniel Říha, Ph.D. Kralupy nad Vltavou, Praha 2007 1 2 OBSAH PRÁCE Úvod..............................................................................................................................5 Stručné přiblížení zkoumané oblasti .............................................................................5 Cíle bakalářské práce....................................................................................................8 Použité metody..............................................................................................................8 Historie víceuživatelských počítačových her s přehledem jejich charakteristických vlastností.......................................................................................................................9 „Malý“ multi-player ..................................................................................................9 Masivní multi-player a jeho znaky .............................................................................10 Vývoj masivního multi-playeru .................................................................................11 Vybrané etické aspekty MMOG..................................................................................16 Přínosy a nebezpečí vstupu do virtuálního světa pro lidský život mimo něj .......................16
    [Show full text]
  • Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
    Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades.
    [Show full text]
  • 2. Virtual Worlds and Education 8
    World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Project funded by: Erasmus+ / Key Action 2 - Cooperation for innovation and the exchange of good practices, Strategic Partnerships for school education Erasmus+ (European Commission, EACEA) Deliverable Number Report III Deliverable Title State of the Art in Virtual Reality and 3D Worlds Intellectual Output I: Reports on Physics Education in Intellectual Output Title Schools around Europe and the state of the art in 3D Virtual Worlds Research on the State of the Art in Virtual Reality and Activity description 3D Worlds Authors (per company, if more than one company UCY, CTE provide it together) Status (D: draft; RD: revised draft; F: final) F Date (versioning) 30/12/2016 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Partners University of Cyprus, Cyprus https://www.cs.ucy.ac.cy/seit/ University of Patras, Greece http://www.upatras.gr/en CTE, Romania http://www.etcenter.eu/index.php/en/ Computer Technology Institute and Press "Diophantus", Greece http://www.cti.gr/en ITD-CNR, Italy https://www.cnr.it/en NEW EDU, Slovakia http://www.newedu.sk/ 2 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Executive Summary A research on the State of the Art in 3D Virtual Reality Worlds and frameworks is deemed very important for the work to be conducted in the scope of the World-of- Physics project. The aim of the report is to serve as an introduction to the 3D Virtual Worlds, tools and frameworks available, identify the strengths and weaknesses of each one of them and select the most appropriate one to be used within the World-of- Physics project.
    [Show full text]
  • KNIGHT CLUB: the Bat & the Crow
    KNIGHT CLUB: The Bat & The Crow – One shot PAGE ONE PANEL ONE – EXT. DARK BATTLEFIELD – NIGHT This panel takes up one half of the page, vertically. The setting is a DARK and CHAOTIC BATTLEFIELD. In the foreground is MALIZAR. He is a tall, lanky, and worn-looking evil wizard in a scarred, leathery cloak. Bathed in shadow behind Malizar is his army of gruesome fiends, both human and non-human. CAPTION (top of page): In the time before the Three Crown War, before the lands of Trygia were forever lost, vast armies of unfathomable creatures battled for the right to shape the four realms in their image. The commanders of these warring factions were two wicked spell-casters of indescribable power. CAPTION (beside Malizar): Malizar the Bloodthirsty ruled legions of cruel beasts and hideous undead fiends. His mastery of the dark arts was rivaled by that of only one other. PANEL TWO – EXT. DARK BATTLEFIELD – NIGHT This panel makes up the second half of the page. In a similar setting, we see KALKUS in the foreground. He is a stocky, crook-nosed man with wild hair and an ornate feathered cloak. Bathed in similar shadow behind him is another similar army of creatures. CAPTON: (beside Kalkus): Kalkus the Dark was the only wizard to oppose Malizar’s reign and live. He ruled over an entire kingdom of twisted, otherworldly beings and wraith-like warlocks. CAPTION: (bottom of page): The two dark masters collided on countless occasions. Each confrontation brought about immense turmoil, painting entire mountains red with inhuman blood. Still, neither man would yield.
    [Show full text]
  • Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
    Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support.
    [Show full text]
  • Rubicite Breastplate, Priced to Move Cheap
    Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time.
    [Show full text]
  • Henry Jenkins Convergence Culture Where Old and New Media
    Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands.
    [Show full text]
  • Multiprocessing Contents
    Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References .............................................
    [Show full text]
  • Austin Games Conference 2005
    Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a
    [Show full text]
  • The Right to Play
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE NYLS Law Review Vols. 22-63 (1976-2019) Volume 49 Issue 1 State of Play Article 9 January 2004 The Right to Play Edward Castronova Indiana University Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Computer Law Commons, Gaming Law Commons, Internet Law Commons, and the Law and Society Commons Recommended Citation Edward Castronova, The Right to Play, 49 N.Y.L. SCH. L. REV. (2004-2005). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. \\server05\productn\N\NLR\49-1\NLR101.txt unknown Seq: 1 8-DEC-04 12:21 THE RIGHT TO PLAY EDWARD CASTRONOVA* I. INTRODUCTION The virtual worlds now emerging on the Internet manifest themselves with two faces: one invoking fantasy and play, the other merely extending day-to-day existence into a more entertaining cir- cumstance. In this Paper, I argue that the latter aspect of virtual worlds has begun to dominate the former, and will continue to do so, blurring and eventually erasing the “magic circle” that, to now, has allowed these places to render unique and valuable services to their users. Virtual worlds represent a new technology that allows deeper and richer access to the mental states invoked by play, fan- tasy, myth, and saga. These mental states have immense intrinsic value to the human person, and therefore any threats to the magic circle are also threats to a person’s well-being.
    [Show full text]