Hyperidentities Within Mmorpgs: an Analysis of Social Interaction in Mmorpgs and Their Effects on Their Players
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
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. -
Depersonalized Intimacy: the Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto
Depersonalized Intimacy: The Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto hat i call “depersonalized intimacy” posits modes of being with Wone another that are not predicated on a self that is in control of its own value, its own self-knowledge, or its own interpersonal interactions. The demand to be a knowable, self-aware, and authentic self thwarts many a friendship, love affair, and intimate conversation, and yet we continue to turn to the self-help aisle or Oprah to learn to be better at expressing and knowing ourselves. When that fails, we lament that we are misunderstood, unheard, and unmet by the other. This disappointment suggests that there is a transparent, authentic, and real self that needs recognition and mir- roring. But this self is, I believe, a product of the neoliberal economization of the self, in which human capital becomes another site of investment and entrepreneurial ventures.1 As an antidote to this harmful and illusory expectation for the self, I suggest an ethics of depersonalized intimacy, in 1 On the neoliberalization of the self, see Wendy Brown on neoliberal reason: [B]oth persons and states are construed on the model of the con- temporary firm, both persons and states are expected to comport themselves in ways that maximize their capital value in the present and enhance their future value, and both persons and states do so through practices of entrepreneurialism, self-investment, and/or attracting investors. (22) ESC 42.1–2 (March/June 2016): 155–173 which we disinvest from an imagined relational self who is in charge of her actions and emotions and expected to perform herself to the other in an authentic and coherent manner. -
Revisiting the Potential Uses of Media for Children's Education
Revisiting the Potential Uses of Media in Children’s Education Chris Berdik Winter 2020 The Joan Ganz Cooney Center at Sesame Workshop About the Author Chris Berdik is a freelance science and education journalist in Boston. A former staff editor at The Atlantic Monthly and Mother Jones, he has covered topics such as virtual schools, DNA forensics, and climate engineering for national publications, including The New York Times, Wired, Popular Science, Politico, New Scientist, and The Washington Post. Since 2015, he has also been a regular contributor to the Hechinger Report, a nonprofit education newsroom. His reporting has won grants from the Pulitzer Center on Crisis Reporting, the Society of Environmental Journalists, and the Solutions Journalism Network. In 2012, Penguin published his book Mind Over Mind, about medical and non-medical placebo effects. He is now working on a book about noise, expected to be published by Norton in 2021. A full-text PDF of this publication is available as a free download from www.joanganzcooneycenter.org. 2 CoNteNtS 4 — INTRODUCTION 6 — PART ONE Uncharted Territory? 7 What’s Been Done (Or Overdone)? 7 Where Are the Gaps? 9 — PART TWO Key Ingredients 10 Starting Points 11 Digital Do’s and Don’ts 13 — PART THREE Adults in the Room 14 Encouraging Adults 15 Desperately Seeking Curation 16 Scaffolding 17 — PART FOUR Fake News! 18 Media Literacy 19 Privacy 21 — PART FIVE Pursuing Equity 22 Big Picture 23 Small Steps 24 — CONCLUSION 26 — CONTRIBUTORS 3 INtroDuCtIoN On November 10, 1969, Big Bird took his first outsized steps down Sesame Street, introducing the world to a character that was endearingly goofy, but always eager to learn. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Network Software Architectures for Real-Time Massively-Multiplayer
Network Software Architectures for Real-Time Massively-Multiplayer Online Games Roger Delano Paul McFarlane Degree of Master of Science School of Computer Science McGill University Montreal, Quebec, Canada Feb. 02, 2005 A thesis submitted to McGill University in partial fulfillment of the requirements for the degree of Master of Science. Copyright © 2005 Roger Delano Paul McFarlane. All rights reserved. ACKNOWLEDGMENTS First and foremost, I would like to thank my wife, Abaynesta, for her support and encouragement. Undertaking a full-time graduate degree while maintaining full-time employment and trying to be a full-time husband would have been an impossible challenge without your love, patience, and understanding. I love you. To my supervisor, Dr. Jörg Kienzle, I would like to express my thanks for taking on a student with a research area only somewhat related to your own, Software Fault Tolerance, and granting me the latitude to freely explore massively multiplayer game infrastructure. In the course of pursuing my graduate degree and writing this thesis, I was employed by two supportive organizations. To the management of Zero- Knowledge Systems Inc., most notably co-founders Austin Hill and Hammie Hill, I express my profound gratitude for your support and encouragement to pursue my academic goals. Thank you for allowing me the flexibility of schedule to take on a full-time course load and for your understanding and encouragement when the time came for me to move on to other opportunities. I would also like to thank the management of the Ubi.com group at Ubisoft Entertainment Inc. for recognizing the potential of this graduate student with no direct gaming experience and giving me the opportunity to learn from and contribute to your game projects while completing my thesis. -
Read Book Life on the Screen Identity in the Age of the Internet
LIFE ON THE SCREEN IDENTITY IN THE AGE OF THE INTERNET 1ST EDITION PDF, EPUB, EBOOK Sherry Turkle | 9780684833484 | | | | | Life on the Screen Identity in the Age of the Internet 1st edition PDF Book Signed by Author s. The power given to us by Internet and other network infrastructure by their carrying diverse applications lets us explore our personal complexities. A little outdated at this point. Jun 07, Sara rated it really liked it Shelves: information-technology , nonfiction. The author is a Professor of the Sociology of Science at the Massachusetts Institute of Technology, and a licensed clinical psychologist holding a joint Ph. The book has been signed by Turkle in that there is a stamp pasted to the front loose endpage with her signature on it. Paperback , pages. By Amy Bruckman. Professor Turkle writes on the "subjective side" of people's relationships with technology, especially computers. Welcome back. Also, loads of interesting case studies and stories. Turkle is a brilliant observer of the online world, and what makes the Net incredibly interesting is that it was never intended to be a social medium. Overall a great read that raises a lot of questions, but also provides a ton of useful categories and terms for thinking. Ashley Poston made her name with Once Upon a Con, a contemporary series set in the world of fandom, and her two-part space opera, Heart of It was a great way to stay in touch long-distance. Includes bibliographical references pages and index A book about people and how computers are causing us to reevaluate our identities in the age of the Internet Introduction : identity in the age of the Internet -- I. -
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. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
""° Po0 Communications 0$ Forum
Dewey i4 HE760O@ .S46 0*0 ""° PO0 COMMUNICATIONS 0$ FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 MIT COMMUNICATIONS FORUM ROOM E40-242A CAMBRIDGE, MA 02139 (617) 253-3144 J MASSACHUSETTS INSTITUTE OF TECHNOLOGY MASSACHUSETTS INSTITUTE OF TECHNOLOGY COMMUNICATIONS FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 Julian Dibbell The Village Voice Amy Bruckman The Media Lab Massachusetts Institute of Technology F. Randall Farmer Electric Communications Dr. Martin Roberts, Moderator Foreign Languages and Literature, Film and Media Studies Massachusetts Institute of Technology Kelly M. Greenhill, Rapporteur Graduate Student, Department of Political Science Massachusetts Institute of Technology L MASSACHUSETTS INSTITUTE OF TECHNOLOGY COMMUNICATIONS FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 The MIT Communications Forum gratefully acknowledges its support: Ascom Timeplex Bellcore CSELT GTE Laboratories, Inc. Motorola, Inc. Naval Undersea Systems Center Nokia Olivetti, SpA Polaroid Corporation Telefonica Group Telia Research AB L ~ Moderator MARTIN ROBERTS [MR]: Good afternoon everyone. You are sitting in the. a spacious. comfortable auditorium in the basement of Building E-15 on the M.I.T. campus. It is a rainy afternoon, at the beginning of a Communications Forum entitled. "Democracy in Cyberspace: Society, Politics, and the Virtual Republic." There is an atmosphere of expectation in the air as people continue to drift in and take their seats. You look around, recognizing the same old faces and noticing a few new ones. Obvious exits are down then left, or up and out of the auditorium. The forum has already begun. At the front of the auditorium, the proceedings are being opened by Martin. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2