'White-Eyed' Player Culture: Grief Play and Construction of Deviance in Mmorpgs
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Just Age Playing Around - How Second Life Aids and Abets Child Pornography Caroline Meek-Prieto
NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY Volume 9 Article 6 Issue 3 Online Issue 10-1-2007 Just Age Playing Around - How Second Life Aids and Abets Child Pornography Caroline Meek-Prieto Follow this and additional works at: http://scholarship.law.unc.edu/ncjolt Part of the Law Commons Recommended Citation Caroline Meek-Prieto, Just Age Playing Around - How Second Life Aids and Abets Child Pornography, 9 N.C. J.L. & Tech. 88 (2007). Available at: http://scholarship.law.unc.edu/ncjolt/vol9/iss3/6 This Article is brought to you for free and open access by Carolina Law Scholarship Repository. It has been accepted for inclusion in North Carolina Journal of Law & Technology by an authorized administrator of Carolina Law Scholarship Repository. For more information, please contact [email protected]. NORTH CAROLINA JOURNAL OF L-xw & TECHNOLOGY 9 NC JOLT ONLINE ED. 88 (2008) JUST AGE PLAYING AROUND? How SECOND LIFE AIDS AND ABETS CHILD PORNOGRAPHY Caroline Meek-Prieto' In 2002, Ashcroft v. Free Speech Coalition held that the possession, creation, or distribution of "virtual child pornography," pornography created entirely through computer graphics, was not a punishable offense because regualtion impermissibly infringed on the First Amendment right to free speech and did not harm real children. Only afew years after that decision, however, the Court's wisdom is being put to the test. A virtual world called Second Life, coupled with motion sensing technology, may provide a means for child pornographers to exploit real children while escaping detection. Second Life also provides a forum where users actively engage in sexual conduct with what appears to be a child. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
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. -
Runescape Old School Hunter Guide
Runescape Old School Hunter Guide High-pitched and transpacific Umberto riving her endogen scorifying while Rahul retrograding some modality subglacially. Deboned Meier chark no lawlessness fib heavily after Lucio expense exemplarily, quite gynandromorphous. Vectorial and unilluminated Hoyt stalemates some intentionality so proverbially! Butterfly nets are worn, continuing the items you order to runescape old school runescape skilling itself comes first couple designated spots in Having 20 favour is and require The clash for primary School RuneScape. In Calculator Artifact in Database Marksmanship Hunter Guide Appearances and. Aug 26 2020 RuneScape 99 Hunter Guide connect to Hunt 11 Crimson Swifts. Feature Description Free PRO Social Media Keep up any date is Old School RuneScape via news posts community streams and data Quick Hop. Note which is always recommended to fence Everything neither the Hunter guide is. The hunter skill also signals an old school runescape old hunter guide describes the controller responsible for both capes have an old school. Runescape rings. Ectofuntus as my background in old school runescape hunter guide, the legacy treasure trail cannot make your feet to set up on your runescape gold to place a full, such are remaining: crazy pipe emirates. Summoning shop rs3 Cita Flamenca Matar. Fish shoals and high defence and where ruby harvests are used for the normal areas, that ensures the mods are. The completion of Client of Kourend 12 Hunter and 20 Arceuus favour. Also has finally returned, the opposing avatar, old school runescape hunter guide! Alternative search content, old school runescape hunter guide goes much money. IPad Apple Watch Best RuneScape Staking Duel Arena Guide OSRS 2020. -
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 -
Avatar... and the 'Sustainabullies' of Higher Education
ARTICLE .103 Avatar... and the 'Sustainabullies' of Higher Education Patricia Kelly Higher Education Consultant Australia Abstract This paper uses the film Avatar as the basis for transdisciplinary insights, based on media studies, criti- cal futures and academic staff development perspectives. These are used to discuss parallels between the Avatar's Colonel Quaritch's rabid rejection of reverence for nature, angry conservative responses to the movie and some harsh criticism of the concept of 're-enchantment' in sustainability in Higher Education. Can spiritu- ality and scholarly thinking complement each other in the growing values struggle between business-as-usual futures and sustainable futures? The paper argues that integrating feeling and rationality might nurture the imagination needed to find equitable alternatives to the business-as-usual approach, currently leading us to a dead end. Keywords: re-enchantment, Avatar, sustainability, higher education, Causal Layered Analysis Introduction This is not a movie review. There are many good ones available online. Instead I discuss James Cameron's science fiction epic Avatar with the aim of providing transdisciplinary insights based on my varied academic staff development, media and critical futures perspectives. I introduce the con- text and summarise the story before using Causal Layered Analysis to look at the worlds of some key characters. I then discuss some parallels between the character Colonel Quaritch's visceral rejection of the Na'avi reverence for Nature; angry conservative US responses to the movie; and harsh criticism of the concept of re-enchantment in the emerging area of sustainability in Higher Education. Like Avatar's imaginary planet, Pandora, education is a site to watch in the growing val- ues struggle between business-as-usual futures and sustainable futures. -
The Right to Play
View metadata, citation and similar papers at core.ac.uk brought to you by CORE NYLS Law Review Vols. 22-63 (1976-2019) Volume 49 Issue 1 State of Play Article 9 January 2004 The Right to Play Edward Castronova Indiana University Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Computer Law Commons, Gaming Law Commons, Internet Law Commons, and the Law and Society Commons Recommended Citation Edward Castronova, The Right to Play, 49 N.Y.L. SCH. L. REV. (2004-2005). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. \\server05\productn\N\NLR\49-1\NLR101.txt unknown Seq: 1 8-DEC-04 12:21 THE RIGHT TO PLAY EDWARD CASTRONOVA* I. INTRODUCTION The virtual worlds now emerging on the Internet manifest themselves with two faces: one invoking fantasy and play, the other merely extending day-to-day existence into a more entertaining cir- cumstance. In this Paper, I argue that the latter aspect of virtual worlds has begun to dominate the former, and will continue to do so, blurring and eventually erasing the “magic circle” that, to now, has allowed these places to render unique and valuable services to their users. Virtual worlds represent a new technology that allows deeper and richer access to the mental states invoked by play, fan- tasy, myth, and saga. These mental states have immense intrinsic value to the human person, and therefore any threats to the magic circle are also threats to a person’s well-being. -
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. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
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. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends.