Virtual Worlds As Comparative Law
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University of Florida Thesis Or Dissertation Formatting
THE EFFECTS OF SELF CONTROL AND SOCIAL LEARNING VARIABLES ON DEVIANCE AND SOCIAL CONTROL IN A VIRTUAL WORLD By AMANDA M. ADAMS A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2014 © 2014 Amanda M. Adams To my Mom and Dad, who knew I could do it even when I doubted ACKNOWLEDGMENTS I would like to thank my Chair, Dr. Richard Hollinger, for his wonderful guidance throughout this project. His time, energy and support were a tremendous help. I thank Dr. Lonn Lanza-Kaduce for his time spent proofing my paper and discussing analysis techniques and directions. I would like to thank Dr. Ken Wald for his assistance with creating my survey. I thank Dr. Kendal Broad for her help with proofing and clarifying concepts. I thank my parents for their support and understanding while I worked toward my goal and for never letting me forget why I was here. 4 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 4 LIST OF TABLES ............................................................................................................ 7 LIST OF ABBREVIATIONS AND TERMS ....................................................................... 9 ABSTRACT ................................................................................................................... 10 CHAPTER 1 INTRODUCTION ................................................................................................... -
Asheron's Call
Asheron’s Call: Redefining The Role Of Player Killing Vasiliy Zhulin STS 145: History of Computer Game Design Professor Henry Lowood March 18, 2003 In the past few years, a new genre of gaming matured for the mass market – the genre of Massively-Multiplayer-Online-Games (MMOGs). Games like Ultima Online, Everquest, Asheron’s Call, and the others that followed blurred the line between gaming and reality. No longer could the player save his progress at any stage, shut down the game, and return to it later to find it in the same state. The virtual worlds of these MMOGs were persistent – life moved on even if some players were offline. Virtual societies developed, complete with their own politics and history. The designers simply provided some basic rules and framework, and the players themselves did the rest by “living” their virtual lives. One of the pieces of framework provided in MMOGs is the ability to fight other human characters, as opposed to just non-player monsters. Player vs. Player combat (hereafter referred to as PvP combat), or more commonly known as player killing, allows players to battle the toughest opponents in any game – humans themselves. Unfortunately, in the first two MMOGs, Ultima Online and Everquest, the idea of PvP combat was not balanced to satisfy the majority of the players. In Ultima Online, player killers (hereafter referred to as PKs) actually ravaged peaceful players and, after killing them, looted the players’ items from their corpses. Many customers were furious! As Al Giovetti describes, “Ultima was never about player killing, it was about good role playing. -
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. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
Forgiveness 52-With Refs
Uganda’s Road to Peace May Run through the River of Forgiveness: Designing Playable Fictions 1 to Teach Complex Values Sasha Barab, Indiana University, USA Tyler Dodge, Indiana University, USA Edward Gentry, Indiana University, USA Asmalina Saleh, Indiana University, USA Patrick Pettyjohn, Indiana University, USA ABSTRACT While gaming technologies are typically leveraged for entertainment purposes, our experience and aspiration is to use them to encourage engagement with global, politically-sensitive issues. This chapter focuses on our game design concerning the struggle of Uganda, a design that allows players to experience the atrocities and inhumane conditions and, by illuminating such values as peace and justice, helps them more generally to appreciate the moral complexity of a humane intervention. Rather than theoretical constructs to be debated in the abstract, the ethical struggles involved in determining a humane intervention in the game setting are grounded in different Non-Player Characters’ perspectives and operationalized within the underlying game dynamics. Beyond reporting on the designed game, the chapter draws the reader into the struggles of designing such an ethically contentious game. KEYWORDS curricula, design, designer, ethics, fiction, game, identity, immersion, interactivity, learning, play, player, role, story, storyline, values, videogame 1- To appear in K. Schrier & D. Gibson (ed.) Ethics and game design: Teaching values through play (Vol. II). IGI Global, Hershey, PA. INTRODUCTION One of the most persistent problems of this period is how to reconcile conflicting goals in the aftermath of severe criminality…. The regime responsible for crimes against humanity or genocidal behaviors [remains] as part of a bargain by which its impunity was “purchased” in exchange for its voluntarily relinquishment of power (Falk, 2000, pp. -
Faculty Research Working Papers Series
Faculty Research Working Papers Series Napster's Second Life? - The Regulatory Challenges of Virtual Worlds Viktor Mayer-Schönberger and John Crowley September 2005 RWP05-052 The views expressed in the KSG Faculty Research Working Paper Series are those of the author(s) and do not necessarily reflect those of the John F. Kennedy School of Government or Harvard University. Copyright belongs to the author(s). Papers may be downloaded for personal use only. Napster’s Second Life? The Regulatory Challenges of Virtual Worlds+ Viktor Mayer-Schönberger* & John Crowley‡ Imagine a world with millions of people communicating and transacting. Imagine a world just like ours except that is it made entirely of bits, not atoms. Ten years ago, John Perry Barlow imagined such a radical world – cyberspace.1 He saw people interacting without the constraints of national rules. They would be independent from regulatory fiat and unbound by the mandates of Washington, Paris, London, Berlin or Beijing. His vision relied on information traveling a global network at lightning speed, with content living off server farms in nations with little regulation, weak enforcement, or both. In this world of global regulatory arbitrage2, organizations could relocate their servers to jurisdictional safe havens overnight. 3 They might pop up in exotic places like Aruba4 or + We thank Urs Gasser, Raph Koster, David Lazer, Beth Noveck, Cory Ondrejka, and John Palfrey, who have read the manuscript and provided most valuable feedback. We gratefully acknowledge the research assistance of Malte Ziewitz. * Associate Professor of Public Policy, John F. Kennedy School of Government, Harvard University. ‡ Technologist and freelance consultant for the John F. -
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. -
Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design Elina M.I
Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design Elina M.I. Koivisto Nokia Research Center Visionkatu 1 33720 Tampere Finland +358 05 482 1630 [email protected] ABSTRACT Communities get formed almost automatically in multiplayer games, but in some games they seem to be stronger and more active than in others. In order to find out why it is so, We study in this paper what kind of game design makes game community formation and maintenance easier in Massively Multiplayer Online Role-Playing Games (MMORPG). Three MMORPGs are used as examples: Ultima Online, Anarchy Online and Toontown Online. The communication methods, game mechanics and environments of the three MMORPGs are compared and their effects on the game community are analyzed. Communities do not exist without communication. Game mechanics affects how important it is for the players to co-operate and compete with others and how useful it is to form different kinds of sub-communities, such as guilds. If the game supports player created content it typically strengthens the game community. The game environment provides settings for player-to-player interaction and can encourage collaboration and inspire the players to create their own stories around the sub-communities. KEYWORDS Game, Community, Massively Multiplayer Online Role-Playing Game (MMORPG), Ultima Online, Anarchy Online, Toontown INTRODUCTION There are many definitions for online communities. According to Preece [14] an online community consists of people who interact socially as they strive to satisfy their own needs to perform special roles. They also have a shared purpose, an interest or need, information exchange, or service that provides a reason for community. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
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. -
Geokartenbrief 378
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