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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 ............................................................................................................................ -
(12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy Et Al
US007945856B2 (12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy et al. (45) Date of Patent: May 17, 2011 (54) SYSTEMAND METHOD FOR ENABLING (56) References Cited USERS TO INTERACT IN A VIRTUAL SPACE U.S. PATENT DOCUMENTS (75) Inventors: Dave Leahy, Oakland, CA (US); Judith 4.414,621 A 11/1983 Bown et al. Challinger, Santa Cruz, CA (US); B. 4,441,162 A 4, 1984 Lillie 4493,021 A 1/1985 Agrawal et al. Thomas Adler, San Francisco, CA (US); 4,503,499 A 3, 1985 Mason et al. S. Mitra Ardon, San Francisco, CA 4,531,184 A 7/1985 Wigan et al. (US) 4,551,720 A 11/1985 Levin 4,555,781 A 1 1/1985 Baldry et al. (73) Assignee: Worlds.com, Inc., Brookline, MA (US) (Continued) (*) Notice: Subject to any disclaimer, the term of this FOREIGN PATENT DOCUMENTS patent is extended or adjusted under 35 CA 2242626 C 10, 2002 U.S.C. 154(b) by 0 days. (Continued) (21) Appl. No.: 12/353,218 OTHER PUBLICATIONS Andrew Reese et al., Kesami Air Warrior, http://www. (22) Filed: Jan. 13, 2009 atarimagazines.com/startv3n2/kesamiwarrior.html, Jan. 12, 2009. (Under 37 CFR 1.47) (Continued) (65) Prior Publication Data Primary Examiner — Kevin M Nguyen US 2009/0228.809 A1 Sep. 10, 2009 (74) Attorney, Agent, or Firm — Anatoly S. Weiser, Esq.; Acuity Law Group Related U.S. Application Data (57) ABSTRACT (63) Continuation of application No. 1 1/591.878, filed on The present invention provides a highly scalable architecture Nov. -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
Rubicite Breastplate, Priced to Move Cheap
Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time. -
Faculty Research Working Papers Series
Faculty Research Working Papers Series Napster's Second Life? - The Regulatory Challenges of Virtual Worlds Viktor Mayer-Schönberger and John Crowley September 2005 RWP05-052 The views expressed in the KSG Faculty Research Working Paper Series are those of the author(s) and do not necessarily reflect those of the John F. Kennedy School of Government or Harvard University. Copyright belongs to the author(s). Papers may be downloaded for personal use only. Napster’s Second Life? The Regulatory Challenges of Virtual Worlds+ Viktor Mayer-Schönberger* & John Crowley‡ Imagine a world with millions of people communicating and transacting. Imagine a world just like ours except that is it made entirely of bits, not atoms. Ten years ago, John Perry Barlow imagined such a radical world – cyberspace.1 He saw people interacting without the constraints of national rules. They would be independent from regulatory fiat and unbound by the mandates of Washington, Paris, London, Berlin or Beijing. His vision relied on information traveling a global network at lightning speed, with content living off server farms in nations with little regulation, weak enforcement, or both. In this world of global regulatory arbitrage2, organizations could relocate their servers to jurisdictional safe havens overnight. 3 They might pop up in exotic places like Aruba4 or + We thank Urs Gasser, Raph Koster, David Lazer, Beth Noveck, Cory Ondrejka, and John Palfrey, who have read the manuscript and provided most valuable feedback. We gratefully acknowledge the research assistance of Malte Ziewitz. * Associate Professor of Public Policy, John F. Kennedy School of Government, Harvard University. ‡ Technologist and freelance consultant for the John F. -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Theescapist 031.Pdf
In talking further with Alex, I realize he that instance when expectations aren’t It’s the best online mag I’ve ever had didn’t see it coming. He was in design met, when bitterness ensues. Raph the pleasure of reading, and that’s not mode when he made the characters. He suggests that the client is in the hands of just because it’s the only one I’ve read. “It only took us 26 minutes to break it!” thought serpents were powerful and the enemy, and that developers should Well, actually it is ... but it’s still the I said, laughing. Everyone else was quick-striking animals and they made not trust the players. Cory Ondrejka of best! (So cliche). What I love most about laughing, too. Well, everyone except sense as a model for a fighting style. He Linden Lab, the developers of Second the mag is what a lot of others seem to Alex. didn’t expect us to take the martial art in Life has a slightly different take on this enjoy ... the perspective presented by any other way than just that. We idea, as we discovered when Pat Miller your writers and their grasp on the You see, Alex had been tinkering and expected a Friday night of fun, relaxation spoke with him. Also in this issue, Bruce gaming world as a whole. I would have planning for weeks on a new idea for a and laughter. That’s what we made it, Nielson discusses different companies’ to say that my favorite read thus far tabletop game and this was its big debut seeing humor in places it was not policies regarding modders. -
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 ..................................................................................................................... -
Educating the Net Generation Diana G
Educating the Net Generation Diana G. Oblinger and James L. Oblinger, Editors Chapter 1: Introduction by Diana Oblinger, EDUCAUSE, and James Oblinger, North Carolina State University Chapter 2: Is It Age or IT: First Steps Toward Understanding the Net Generation by Diana Oblinger, EDUCAUSE, and James Oblinger, North Carolina State University • Introduction • Implications • Asking the Right Questions • Endnotes • Acknowledgments • About the Authors Chapter 3: Technology and Learning Expectations of the Net Generation by Gregory Roberts, University of Pittsburgh–Johnstown • Introduction • Technology Expectations of the Net Generation • Learning Expectations of the Net Generation • Conclusion • Endnotes • About the Author Chapter 4: Using Technology as a Learning Tool, Not Just the Cool New Thing by Ben McNeely, North Carolina State University • Growing Up with Technology • How the Net Gen Learns • Cut-and-Paste Culture • Challenges for Higher Education • The Next Generation • About the Author Chapter 5: The Student’s Perspective by Carie Windham, North Carolina State University • Introduction • Meet Generation Y Not • Filling the Attention Deficit • Reaching the Net Generation in a Traditional Classroom • A Virtual Education: Crafting the Online Classroom • E-Life: The Net Gen on Campus • Outlook for the Future • Endnotes • About the Author ISBN 0-9672853-2-1 © 2005 EDUCAUSE. Available electronically at www.educause.edu/educatingthenetgen/ Chapter 6: Preparing the Academy of Today for the Learner of Tomorrow by Joel Hartman, Patsy Moskal,