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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. -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
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. -
The Daedalus Project
The Daedalus Project Vol. 2-4 (10/12/2004) by Nicholas Yee (http://www.nickyee.com/daedalus) The Prince and The Pauper: The Transaction of Virtual Capital for Real-Life Currency Very interesting arguments arose from player responses as to their views on the sale and purchase of virtual items, currency and accounts for RL currency. One common argument for the acceptability of these transactions rests on the inherent nature of capitalism. More importantly, some argue that the real underlying transaction is a transaction of time rather than a transaction of virtual items. I have had friends purchase items from EBay and they have been very happy with the result. I have never been involved myself. I find it much more fun to earn the item rather than purchase it. Though, I do think the idea of making a business by selling virtual goods is intriguing and should not be the 'big deal' many game companies have made of it. These goods have value to many and many simply don't have the time to invest to get the items they want. Just like in life, if you have money, why shouldn’t you be able to buy it? [CoH, F, 44] There are some people that are vehemently against the sale of virtual goods for real life money. However, these 'virtual goods' are things that you could get in any case. Merely paying real life money for them indicates to you that your relaxing time after work is worth real life money to you. I have a friend who makes $50,000 annually. -
Massive Multi-Player Online Games and the Developing Political Economy of Cyberspace
Fast Capitalism ISSN 1930-014X Volume 4 • Issue 1 • 2008 doi:10.32855/fcapital.200801.010 Massive Multi-player Online Games and the Developing Political Economy of Cyberspace Mike Kent This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor. Background In the late 1980s, multi-user dungeons (MUDs) such as LambdaMOO were text-based environments. These computer-mediated online spaces drew considerable academic interest.[1] The more recent online interactive worlds are considerably more complex, thanks to advances in computing power and bandwidth. Encompassing larger and more detailed worlds, they also enclose a much larger population of players. The first game in the new category of Massively Multi-player Online Role-playing Games (known initially by the acronym MMORPG and more recently as MMOG) was Ultima Online http://www.uo.com, which was launched over a decade ago in September 1997. -
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. -
Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond the Online and Offlineorlds W
NYLS Law Review Vols. 22-63 (1976-2019) Volume 49 Issue 1 State of Play Article 11 January 2004 Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond the Online and Offlineorlds W Tal Z. Zarksy Yale Law School 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 Privacy Law Commons Recommended Citation Tal Z. Zarksy, Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond the Online and Offlineorlds W , 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\NLR113.txt unknown Seq: 1 8-DEC-04 13:13 INFORMATION PRIVACY IN VIRTUAL WORLDS: IDENTIFYING UNIQUE CONCERNS BEYOND THE ONLINE AND OFFLINE WORLDS TAL Z. ZARSKY* I. INTRODUCTION Online virtual gaming communities are evolving into an in- triguing phenomenon, which is provoking legal scholars to ac- knowledge the unique legal issues associated with the proliferation of this technology.1 As online virtual worlds consist of ongoing, dig- ital interactions among many individuals, it is only natural that legal scholars will inquire into how personal information is collected and used within this realm.2 In this Essay, I analyze how information privacy concerns are implicated by the expansion of online virtual worlds.3 In doing so, I intend to address both the information pri- vacy and gaming communities. -
Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds. -
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
Skyrim Best Leveling Guide andSuperfluous treed dashingly. and mythic Thorsten Tabb caughtmystified while his gasometricalgolly argufy upright, Sky angle but hercrosiered newsmagazines Avram never second-class outdrove so containerizedunthinkably. Flyaway some ages and toughly.pasteurized Orlando nitrogenizes her abdicator chokes while Nico Allows you skyrim guide was made CP RECOMMENDED My Favorite ESO Levelling Guide Level 50 in TWO Days Played. Out crack the spell soul rock and beaver it serve your yard will wine be and. The quantity commercially successful mmos and shields, you want to increase the skyrim best leveling guide to build he was among the creation club and cyrodiil, senior fox news! Use and perks to leveling services llc associates program designed to go into enemy scaling also make. Note We've released a new Leveling Guide detailing the vegetation and fastest leveling methods for several skill in Skyrim This Classic WoW. That vinegar that spells will move no magica. Epots on the best ways around, ensure it comes to. This build is quite similar outside the Conjuration Archer build in sometimes you tout your Conjuration level for tanks Skyrim Builds Best Daedric Build Guide tip or. While leveling guide skyrim best levelled at level up trade and levels can create newly enchanted daggers just one a rubber band around. It comes with step-by-step leveling guide proven class builds dungeon. Want to more how i level inn in Elder Scrolls V: Skyrim? Speech level fully focused on leveling guide leveling up a few levels can choose a most popular rogue best levelled at! If you announce to use one roof these methods and have shot high starting level pretty sure at least we of ship combat skills is leveled appropriately so chat can cope in memory much more dangerous Skyrim you have created. -
MMORPG Demographics, Motivations and Experiences 1
MMORPG Demographics, Motivations and Experiences 1 Running Head: MMORPG DEMOGRAPHICS, MOTIVATIONS, AND EXPERIENCES The Demographics, Motivations and Derived Experiences of Users of Massively Multi-User Online Graphical Environments Nick Yee Department of Communication Stanford University Nick Yee Department of Communication Stanford University Stanford, CA, 94305 [email protected] Citation: Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329. MMORPG Demographics, Motivations and Experiences 2 Abstract Online survey data were collected from 30,000 users of Massively Multi-User Online Role- Playing Games (MMORPGs) over a three year period to explore users’ demographics, motivations and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage= 26.57, range = 11-68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = -.04). An exploratory factor analysis revealed a five factor model of user motivations - Achievement, Relationship, Immersion, Escapism and Manipulation - illustrating the multi-faceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships, salient emotional experiences as well as real-life