The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
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Man and Machine in Thoreau. Joseph Lawrence Basile Louisiana State University and Agricultural & Mechanical College
Louisiana State University LSU Digital Commons LSU Historical Dissertations and Theses Graduate School 1972 Man and Machine in Thoreau. Joseph Lawrence Basile Louisiana State University and Agricultural & Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_disstheses Recommended Citation Basile, Joseph Lawrence, "Man and Machine in Thoreau." (1972). LSU Historical Dissertations and Theses. 2194. https://digitalcommons.lsu.edu/gradschool_disstheses/2194 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Historical Dissertations and Theses by an authorized administrator of LSU Digital Commons. For more information, please contact [email protected]. INFORMATION TO USERS This dissertation was produced from a microfilm copy of the original document. While the most advanced technological means to photograph and reproduce this document have been used, the quality is heavily dependent upon the quality of the original submitted. The following explanation of techniques is provided to help you understand markings or patterns which may appear on this reproduction. 1. The sign or "target" for pages apparently lacking from the document photographed is "Missing Page(s)". If it was possible to obtain the missing page(s) or section, they are spliced into the film along with adjacent pages. This may have necessitated cutting thru an image and duplicating adjacent pages to insure you complete continuity. 2. When an image on the film is obliterated with a large round black mark, it is an indication that the photographer suspected that the copy may have moved during exposure and thus cause a blurred image. -
The Dynamics of Barter Trade Among Cebuano Farmers
UV Journal of Research 2013 The dynamics of barter trade among Cebuano farmers Zosima A. Pañares1 Agnes C. Sequiño2 Graduate School1 University of the Visayas1 College of Commerce2 University of San Jose-Recoletos2 [email protected] Submitted: March 21, 2012 Accepted: February 5, 2013 ABSTRACT Barter is an old process of doing business in the olden times without the use of money. It is surprising to note that, during this age of technology and borderless commercialization, barter is still useful and is even used with technology. The study aimed to document the Moreover, both the economic and social implications are recorded in relation to Filipino barter system used by Cebuano farmers to find out if this business process is still profitable. with service; and (3) extended barter system. Moreover, the farmers from northern and culture. The findings revealed three types of barter: (1) goods with goods; (2) goods their goods directly to consumers for money. Barter system revealed the peace-loving naturesouthern and Cebu generosity realized of that Cebuanos. the barter system was more profitable for them than selling Keywords: barter, extended barter, business, entrepreneurship, economics I. INTRODUCTION pose a problem on barter system. However, even A long time ago there was no money – no coins with the aforementioned problems, bartering has and no paper bills. Before money was invented people had to get their food, clothing and other Educators, 2001). needs by bartering things. Barter comes from a also Mostits benefits of the to time, the tradersbartering (Online was Museuma good French word, barater, which means “to trade.” way of getting things. -
How Big Data Enables Economic Harm to Consumers, Especially to Low-Income and Other Vulnerable Sectors of the Population
How Big Data Enables Economic Harm to Consumers, Especially to Low-Income and Other Vulnerable Sectors of the Population The author of these comments, Nathan Newman, has been writing for twenty years about the impact of technology on society, including his 2002 book Net Loss: Internet Profits, Private Profits and the Costs to Community, based on doctoral research on rising regional economic inequality in Silicon Valley and the nation and the role of Internet policy in shaping economic opportunity. He has been writing extensively about big data as a research fellow at the New York University Information Law Institute for the last two years, including authoring two law reviews this year on the subject. These comments are adapted with some additional research from one of those law reviews, "The Costs of Lost Privacy: Consumer Harm and Rising Economic Inequality in the Age of Google” published in the William Mitchell Law Review. He has a J.D. from Yale Law School and a Ph.D. from UC-Berkeley’s Sociology Department; Executive Summary: ϋBͤ͢ Dͯ͜͜ό ͫͧͯͪͭͨͮ͜͡ ͮͰͣ͞ ͮ͜ Gͪͪͧ͢͠ ͩ͜͟ Fͪͪͦ͜͞͠͝ ͭ͜͠ ͪͨͤͩ͢͝͠͞ ͪͨͤͩͩͯ͟͜ institutions organizing information not just about the world but about consumers themselves, thereby reshaping a range of markets based on empowering a narrow set of corporate advertisers and others to prey on consumers based on behavioral profiling. While big data can benefit consumers in certain instances, there are a range of new consumer harms to users from its unregulated use by increasingly centralized data platforms. A. These harms start with the individual surveillance of users by employers, financial institutions, the government and other players that these platforms allow, but also extend to ͪͭͨͮ͡ ͪ͡ Ͳͣͯ͜ ͣͮ͜ ͩ͝͠͠ ͧͧ͜͟͞͠ ϋͧͪͭͤͯͣͨͤ͜͢͞ ͫͭͪͤͧͤͩ͢͡ό ͯͣͯ͜ ͧͧͪ͜Ͳ ͪͭͫͪͭͯ͜͞͠ ͤͩͮͯͤͯͰͯͤͪͩͮ to discriminate and exploit consumers as categorical groups. -
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits Robert Bloomfield* Benjamin Duranske** Abstract Advances in virtual world technology pose risks for the safety and welfare of children. Those advances also alter the interpretations of key terms in applicable laws. For example, in the Miller test for obscenity, virtual worlds constitute places, rather than "works," and may even constitute local communities from which standards are drawn. Additionally, technological advances promise to make virtual worlds places of such significant social benefit that regulators must take care to protect them, even as they protect children who engage with them. Table of Contents I. Introduction ................................................................................ 1177 II. Developing Features of Virtual Worlds ...................................... 1178 A. Realism in Physical and Visual Modeling. .......................... 1179 B. User-Generated Content ...................................................... 1180 C. Social Interaction ................................................................. 1180 D. Environmental Integration ................................................... 1181 E. Physical Integration ............................................................. 1182 F. Economic Integration ........................................................... 1183 * Johnson Graduate School of Management, Cornell University. This Article had its roots in Robert Bloomfield’s presentation at -
Exploring Security Risks in Virtual Economies
SOTICS 2011 : The First International Conference on Social Eco-Informatics Exploring Security Risks in Virtual Economies Caroline Kiondo, Stewart Kowalsk, Louise Yngström DSV SecLab, Stockholm University/Royal Institute of Technology SE-16440 Kista, Sweden [email protected], [email protected], [email protected] Abstract —A most recent, phenomenon within new socio-eco- 2008, the Real Money Trade (RMT) for virtual items was systems is the so called Virtual Economies. This paper estimated at about $2 billion [3]. A variety of security risks, presents an exploratory study of information security risks threats and attacks have emerged in Virtual Economies that are inherent with the Virtural Economies. A Dynamic because of this. Since virtual items and currencies are only Network Analysis Tools (DNAT) was used to perform a risk representation of code within a virtual system, there is a real analysis in the Second life virtual world. The analysis indicates world motivation to manipulate the system in order to obtain that the currency and user account are the most important real profit. assets. User accounts provide access to virtual trading and are Virtual Economies are rapidly gaining popularity not critical to the flow of currency within the virtual economy. only in virtual games such as MMORPGS but also in Social The removal of both of these from the system will affect the Networking communities. More and more people chose to dynamics of the system and defeat the whole purpose of the spend their free time in Virtual Worlds as compared to other system. The analysis further identified selling and creation of forms of entertainment. -
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 -
Barter System History: the Past and Present
Name _____________________ Barter System History: The Past and Present If you've ever swapped one of your toys with a friend in return for one of their toys, you have bartered. Bartering is trading services or goods with another person when there is no money involved. This type of exchange was relied upon by early civilizations. There are even cultures within modern society who still rely on this type of exchange. Bartering has been around for a very long time, however, it's not necessarily something that an economy or society has relied solely on. What is a Barter System? History of Bartering A barter system is an old method of exchange. The history of bartering dates This system has been used for centuries and all the way back to 6000 BC. long before money was invented. People Introduced by Mesopotamia exchanged services and goods for other tribes, bartering was adopted services and goods in return. Today, bartering by Phoenicians. Phoenicians has made a comeback using techniques that bartered goods to those are more sophisticated to aid in trading; for located in various other cities instance, the Internet. In ancient times, this across oceans. Babylonians system involved people in the same also developed an improved geographical area, but today bartering is bartering system. Goods were exchanged for global. The value of bartering items can be food, tea, weapons, and spices. At times, decided upon with the other party. Bartering human skulls were used as well. Salt was doesn't involve money which is one of the another popular item exchanged. -
Alternatives to Money-As-Usual in Ecological Economics: a Study of Local Currencies and 100 Percent Reserve Banking
Doctoral dissertation Alternatives to Money-As-Usual in Ecological Economics: A Study of Local Currencies and 100 Percent Reserve Banking Kristofer Dittmer September 2014 Institut de Ciència i Tecnologia Ambientals (ICTA) Universitat Autònoma de Barcelona (UAB) Ph.D. Programme in Environmental Science and Technology Ecological Economics and Environmental Management Supervisor: Dr. Louis Lemkow Professor ICTA and Department of Sociology UAB i ii Table of Contents Abstract ................................................................................................................................................... v Resumen ............................................................................................................................................... vii Acknowledgements ................................................................................................................................. x Preface .................................................................................................................................................. xii 1. Introduction ...................................................................................................................................... 1 1.1. Subject of research ..................................................................................................................... 1 1.2. Ecological economics .................................................................................................................. 4 1.3. Frederick Soddy’s contribution -
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 ..................................................................................................................... -
The Embodiment of Sexualized Virtual Selves: the Proteus Effect and Experiences of Self-Objectification Via Avatars ⇑ Jesse Fox , Jeremy N
Author's personal copy Computers in Human Behavior 29 (2013) 930–938 Contents lists available at SciVerse ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars ⇑ Jesse Fox , Jeremy N. Bailenson 1, Liz Tricase 2 Department of Communication, Stanford University, Stanford, CA 94040, USA article info abstract Article history: Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersex- ualized representations of women, but the effects of embodying these representations remains under- studied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead Keywords: to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 Â 2 Avatars experiment, the first of its kind, examined how self-perception and attitudes changed after women Video games (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized ava- Virtual environments tars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self- Sex role stereotypes Objectification objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized ava- tars are discussed. Ó 2012 Elsevier Ltd. All rights reserved. 1. Introduction Agents and avatars in these spaces often take the form of virtual humans with realistic features that mimic the human form. -
The Legal Status of Virtual Goods
10 • MAY 31, 2013 THE LAWYERS WEEKLY Focus INFORMATION TECHNOLOGY M O C . O T O H P K C O T S I / 4 2 6 R E G A Y O V The legal status of virtual goods Digital items like bitcoins are now worth billions, but where is the law? card. In some online games, items actions can be very real: a space terms of use agreement, which can be manufactured by the char- station in an online universe probably lays out far less protec- acters and sold, and the virtual called Entropia sold for more tion than the users would like to money that is generated converted than $330,000 in 2009. believe they have. to real dollars. While these items The lack of legal direction raises However, as the commodifica- can be bought, sold and traded serious questions. For example, tion and value of virtual property Jonathan online, their real world legal status are in-game transfers taxable? grows, it is increasingly likely is in limbo. Most countries don’t The Canada Revenue Agency that users will push for broad Mesiano-Crookston have any laws to specifically gov- clarified recently that “bitcoins,” a property interests over virtual ern them. virtual currency, are taxable but goods and their online accounts. ould a global, multibil- These virtual goods aren’t small no comment was made about The courts may be receptive. At lion-dollar economy exist change, either. According to Tech earnings in virtual worlds. In the least one U.S. case showed that C without a single law to Crunch, a technology news site, United States, the government virtual property claims could eas- govern it? While it sounds incred- the virtual goods industry was has struck committees to investi- ily lead to a “real-world” court ible, such a situation is currently worth $2.9 billion (U.S.) last year, gate taxing income generated in claim. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports.