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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
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. -
The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
Hastings Law Journal Volume 59 | Issue 1 Article 1 1-2007 The lP ay's the Thing: A Theory of Taxing Virtual Worlds Bryan T. Camp Follow this and additional works at: https://repository.uchastings.edu/hastings_law_journal Part of the Law Commons Recommended Citation Bryan T. Camp, The Play's the Thing: A Theory of Taxing Virtual Worlds, 59 Hastings L.J. 1 (2007). Available at: https://repository.uchastings.edu/hastings_law_journal/vol59/iss1/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Articles The Play's the Thing: A Theory of Taxing Virtual Worlds BRYAN T. CAMP* INTRODU CTION .............................................................................................. 2 I. THE VIRTUAL WORLDS OF MASSIVELY MULTIPLAYER ONLINE ROLE- PLAYING GAMES (MMORPGs) ...................................................... 3 A. STRUCTURED AND UNSTRUCTURED MMORPGs .......................... 4 i. Structured Gam es ....................................................................... 4 2. UnstructuredGam es .................................................................. 7 B. INCOME-GENERATING ACTIVITIES ................................................... 8 i. In- World Transactions (IWT)................................................... 9 2. Real Money Trades (RMT)..................................................... -
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. -
Terra Nova: Enacting Videogame Development Through Indigenous-Led Creation and Submitted in Partial Fulfillment of the Requirements for the Degree Of
Terra Nova: Enacting Videogame Development through Indigenous-Led Creation Maize Longboat A Research Creation Thesis in The Department of Communication Studies Presented in Partial fulfilment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Tiohtiá:ke/Montréal, Quebec, Canada August 2019 © Maize Longboat, 2019 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Maize Longboat Entitled: Terra Nova: Enacting Videogame Development through Indigenous-Led Creation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Media Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________ Chair Dr. Monika Gagnon ______________________________________ Examiner Dr. Elizabeth Miller ______________________________________ Examiner Dr. Elizabeth LaPensée ______________________________________ Supervisor Dr. Mia Consalvo _______________________________________ Professor Jason Edward Lewis Approved by ____________________________________________________ Dr. Charles Acland Chair of Department or Graduate Program Director Faculty of Arts and Science Dr. André G. Roy Dean Date ________________________________________________August 21, 2019 Abstract Terra Nova: Enacting Videogame Development through Indigenous-Led Creation Maize Longboat Indigenous peoples have had a rich tradition -
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 ..................................................................................................................... -
Copyrighted Material
Index AAAS (American Association for adolescence Mali; Mauritania; the Advancement of Science), identity development among, Mozambique; Namibia; 91 306 Nigeria; Rwanda; Senegal; Aakhus, M., 178 identity practices of boys, 353 South Africa; Tanzania; Aarseth, Espen, 292n revelation of personal Uganda; Zambia abbreviations, 118, 120, 121, 126, information by, 463 African-Americans, 387 127, 133, 134 psychological framework of, 462 identity practices of adolescent ABC (American Broadcasting advertising, 156, 329, 354, 400, boys, 353 Company), 413, 416 415, 416, 420–1 political discussion, 174 ABC (Australian Broadcasting banner, 425 African Global Information Commission), 420 elaborate and sophisticated, 409 Infrastructure Gateway Aboriginal people, 251, 253, porn, 428 Project, see Leland 257–8, 262, 263 revenues, 417, 418, 419, 435 age, 280, 431, 432 abusive imageries, 431 Advertising Age, 417 porn images, 433 accessibility, 13, 50–1, 53, 424 aesthetics, 391, 425, 428, 430, agency, 44, 53, 55, 62, 312 balancing security and, 278 434 conditioned and dominated by control of, 388 alternative, 427 profit, 428 increasing, 223 digital, 407 technologically enhanced, 195 limited, 26 familiar, 435 AHA (American Historical private, 94 games designer, 75 Association), 86 public, 94, 95 play and, 373 Ahmed, Sara, 286–7, 288 see also Internet access promotional, 409 AILLA (Archive of the Indigenous accountability, 151, 191, 199, Afghanistan, 205 Languages of Latin America), 207, 273, 276, 277 AFHCAN (Alaska Federal 263 balancing privacy and, 278 Healthcare -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 Dissertation Submitted In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy In the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
I Fought the Law: Transgressive Play and the Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark Aarseth at Itu Dk
I Fought the Law: Transgressive Play and The Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark aarseth at itu dk ABSTRACT development cycle), can exist without players, and always This paper is an attempt to understand Game Studies without one particular, historical player. through the contested notion of the “player” both inside and outside “the game object” – that is the object that game The potential player, before becoming an actual users perceive and respond to when they play. Building on player, must receive some instructions, either from the Hans-Georg Gadamer’s notion of games as a subject that game itself, or from a guide or accompanying material. “masters the players”, the paper will go beyond the Thus, the player is created, by these instructions, and by his traditional split between the social sciences’ real players or her initial learning experience. In many cases, this and the aesthetics/humanities critical author-as-player, and experience is social, and the player learns from other, more present a theory of the player and player studies that experienced players. But this is far from always the case, incorporates the complex tensions between the real, especially with singleplayer games. While it is important to historical player and the game’s human components. Since acknowledge that even singleplay can be perfectly social games are both aesthetic and social phenomena, a theory of (eg. when two players cooperate or in a group discuss the the player must combine both social and aesthetic intricacies of a singleplayer game) it is perhaps just as perspectives to be successful. -
Ubiquitous Computing, Virtual Worlds, and the Displacement of Property Rights
Ubiquitous Computing, Virtual Worlds, and the Displacement of Property Rights M. ScoT BOONE* Abstract: Examining one emerging technology, virtual worlds, may provide us with insight about another emerging technology, ubiquitous computing. The rapid increase in both the popularity and economic value of virtual worlds has resulted in a conflict over whether players in these worlds have any property rights with respect to virtual world objects associated with their avatars. A close examination however reveals that even if such rights exist, they can be overridden through the combined use of contract and technology. This observation may in turn provide an insight about the future of real world property. The emerging technology of ubiquitous computing shares technological characteristics with virtual worlds such that ubiquitous computing would make a displacement of property rights in real world objects possible in the same way that virtual world technology makes such a displacement possible for potential property rights in virtual world objects. "Associate Professor of Law, Appalachian School of Law. I would like to thank Charlie Condon, Judie Barger, David Ritchie and James McGrath for their helpful comments on drafts of this article. I would also like to thank for their comments the participants of the Works-in-Progress Intellectual Property Colloquium, the participants of the Intellectual Property & Communications Law and Policy Scholars Roundtable sponsored by Michigan State University College of Law, and the participants of the annual meeting of Southeastern Association of Laws Schools. The research assistance of Russell Kloosterman and Justin Williams was also immensely helpful. I/S: A JOURNAL OF LAWAND POLICY [VOL. -
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. -
A Clash Between Game and Narrative
¢¡¤£¦¥¦§¦¨©§ ¦ ¦¦¡¤¥¦ ¦¦ ¥¦§ ¦ ¦ ¨© ¦¡¤¥¦¦¦¦¡¤¨©¥ ¨©¦¡¤¨© ¦¥¦§¦¦¥¦ ¦¦¦ ¦¦¥¦¦¨©§¦ ¦!#" ¦$¦¥¦ %¤©¥¦¦¥¦©¨©¦§ &' ¦¦ () ¦§¦¡¤¨©¡*¦¡¤¥ ,+- ¦¦¨© ./¦ ¦ ¦¦¦¥ ¦ ¦ ./¨©¡¤¥ ¦¦¡¤ ¦¥¦0#1 ¦¨©¥¦¦§¦¨©¡¤ ,2 ¦¥¦ ¦£¦¦¦¥ ¦0#%¤¥¦$3¦¦¦¦46555 Introduction ThisistheEnglishtranslationofmymaster’sthesisoncomputergamesandinteractivefiction. Duringtranslation,Ihavetriedtoreproducemyoriginalthesisratherfaithfully.Thethesiswas completedinFebruary1999,andtodayImaynotcompletelyagreewithallconclusionsorpresup- positionsinthetext,butIthinkitcontinuestopresentaclearstandpointontherelationbetween gamesandnarratives. Version0.92. Copenhagen,April2001. JesperJuul Tableofcontents INTRODUCTION..................................................................................................................................................... 1 THEORYONCOMPUTERGAMES ................................................................................................................................ 2 THEUTOPIAOFINTERACTIVEFICTION...................................................................................................................... 2 THECONFLICTBETWEENGAMEANDNARRATIVE ...................................................................................................... 3 INTERACTIVEFICTIONINPRACTICE........................................................................................................................... 4 THELUREOFTHEGAME..........................................................................................................................................