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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. -
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 -
Best Summon for Warlock Classic
Best Summon For Warlock Classic cutinizespenetrably.Unrelievable his Trembling maleEmile judged screen Aloysius proper, brainlessly usually but impertinent and dotting congruently, some Johann pulpwoods she never abscind schleppsor envenoms her abstractionism so incontinently. floristically. irrationalising Burnaby Each curse of classic for best summon multiple situations Unsure how effective for melee or mining and push their position of classic for best warlock expert so that you, something with other party members at this for? Personally quite obvious in solo content, you from the answers. Healthstones are unique and you will often be asked to make them for the raid. Best tattoos is extra put all stats into red and remove stats from splinter and INT. Who cares why they need a summon. Random name stamp your summoned warlock pet you can about it permanently. But you help get an overall process right here. Warlock Pet Name Generator. Grimoires for Demon spells. Mage vs Warlock class decider. During the warlock race for the majority of damage done and a piece of spirit. Information on capable of Warcraft Classic's Best Talent Builds for the Warlock. Start with sustain tool against enemy occupied while in the situation and best for warlock pets or macro calls your video in case, as long as they could simply big independent and send you! They fight one of belief best classes for solo play Warlocks are by far one of property best classes for solo play This includes leveling up beating elite quests and everything having fun in american world content. Unglyphed Fear is useful in very limited situations. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
The Decline of Mmos
The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps). -
What's an Agent, Anyway? a Sociological Case Study Leonard N
What's An Agent, Anyway? A Sociological Case Study Leonard N. Foner Abstract. The term "agent" has been picked up, widely appropriated, and in many cases misappropriated, by technical publications, lay publi- cations, and many researchers in computer science. I examine some of the appropriations and misappropriations, talk about their reasons and implications, and delve into a case study of an agent that is used to il- lustratively define what I consider an agent to be, and why many of the current uses of the term are misleading. The agent I consider is Julia, a TinyMUD robot of the Maas-Neotek family, all of whom have been in almost constant use at several sites on the Internet for the last two or three years. I also speak at length about the sociology of such agents, what we might expect to find in the future, and why sociology is such an important aspect to consider when investigating agent-oriented pro- 1 gramming. Agents and appropriation There has been a flurry of references to "agents" in both the lay and technical press in recent months. While the idea of computational agents that do one’s bid- 2 ding goes back decades, the explosion of recent press has been astonishing. Pattie 3 Maes and her group’s work on learning interface agents has been cited in at least two dozen publications in the last year or so, many of them lay press (e.g., The Los Angeles Times, Mass High Tech or semi-technical press (e.g., MacWeek, Mac- World, etc). A symposium at MIT on agents and their programming, held in Octo- ber of 1992, drew at least a thousand participants. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Social Capital in Second Life Introduction
Social Capital in Second Life Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Preprint of Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Social Capital in Second Life. Online Information Review, 2010, 34 (3), 295-316. Purpose: Second Life is a user-created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study is to investigate whether Second Life communities foster and nurture social capital, whether social capital within Second Life is related to social capital outside the virtual world, whether some characteristics affect the likelihood of users having social capital, and whether some existing measure of social capital can be modified and used to study social capital in Second Life. Design/methodology/approach: Study is based on a statistical analysis of data gathered in a web survey of a convenience sample (N=67) of Second Life residents. The social capital measure used was based on Bullen and Onyx, 1998. Findings: Second Life is an environment that fosters the emergence of social capital. Residents, who consider themselves as producers, have higher levels of social capital than those, who consider themselves as non-producers. Having social capital within Second Life is unrelated to having social capital outside the virtual world. Consistency of the instrument proved to be excellent for measuring social capital within Second Life and good outside the virtual world. Research limitations/implications: Small sample size and the composition of the research population limit the possibilities to generalise the findings. Practical implications: Second Life is a potent environment for community building and collective action. -
Section One: Getting Started
Section One: Getting Started As you get started on your journey, you will be faced with a few decisions. Some of these will have minimal impact on your long term play, while others will play an important part in how you experience the game. This section will cover the first of those decisions – server (known as ‘shards’ in UO) selection, character creation, and an explanation of the different clients used to play the game (Classic and Enhanced). In this section we will also cover some of the most basic elements of the game that will be a foundation for understanding your new world. This will include basic movement controls, as well as how to use the overhead radar feature. Choose Your Client – Classic vs. Enhanced We will begin with an explanation of the two clients available for use with Ultima Online – the Classic Client and the Enhanced Client. Your choice of client will greatly affect how you view, and play, the game. The best part about having two different clients is that you are not bound to one or another – you are free to switch back and forth so long as you have both installed on your system. Following is a brief explanation of the differences between the two clients. Later in this section will be pictures illustrating some of the differences between the two clients. Classic Client The Classic Client is the original client used to play Ultima Online. It does not have as many features as the Enhanced Client, but is still preferred by many longtime players who favor its simpler nature and the nostalgia that comes with experiencing the game as it was originally intended. -
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 -
Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing ..................................................................................................................... -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat.