Dungeon Module N1 Against the Cult of the Reptile God
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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. -
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress JOHN DUNHAM, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA KONSTANTINOS PAPANGELIS, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA NICOLAS LALONE, University of Nebraska Omaha, USA YIHONG WANG, University of Liverpool, UK Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, weaim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive fromplaying LBGs. CCS Concepts: • Human-centered computing ! Human computer interaction (HCI); Collaborative and social computing. Additional Key Words and Phrases: Location-based Games, Player Traits, Gratifications, Pokémon GO, Harry Potter: Wizards Unite, Ingress ACM Reference Format: John Dunham, Konstantinos Papangelis, Nicolas LaLone, and Yihong Wang. 2018. Player Traits and Gratifica- tions of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress. -
GENDER SWAPPING on the INTERNET Amy S. Bruckman Presented at the Internet Society, San Fransisco, CA, August 1993
GENDER SWAPPING ON THE INTERNET Amy S. Bruckman Presented at The Internet Society, San Fransisco, CA, August 1993. ABSTRACT In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. In these virtual worlds, the way gender structures basic human interaction is often noticed and reflected upon. This paper introduces MUDs, and then presents a community discussion about gender issues that MUDs inspired. Gender swapping is one example of ways in which network technology can impact not just work practice but also culture and values. I. GENDER SWAPPING ON THE INTERNET On the television show Saturday Night Live, a series of skits concerned a character named Pat, who has no apparent gender. The audience is tempted with the promise of clues. In one episode, Pat gets his or her hair cut. A sign in the salon says that men's haircuts are $7, and women's haircuts are $9. The audience waits in suspense: when Pat goes to pay, his or her true gender will be revealed. The humor of the series lies in the fact that those hopes are constantly foiled; in this instance, Pat leaves $10 and says to keep the change. Gender is so fundamental to human interactions, that the idea of a person without gender is absurd. The audience thinks that surely some clue must reveal Pat's gender, but none ever does. Many who have never seen Saturday Night Live know about Pat.(2) The character has become a kind of cultural icon. Pat's popularity is revealing. -
Yib's Guide to Mooing
Yib’s Guide to MOOing Getting the Most from Virtual Communities on the Internet Elizabeth Hess Table of Contents Foreword....................................................................................................................iii Acknowledgements.....................................................................................................v Introduction ...............................................................................................................1 Part I Fundamentals ...................................................................................................5 Chapter 1 – The Basics ................................................................................................7 Getting Started........................................................................................................7 Basic Communications............................................................................................9 Requesting a Character and Getting Settled In ...................................................... 14 Chapter 2 – How Do They Do That?.......................................................................... 21 Overview............................................................................................................... 21 A Very Brief Introduction to Objects ..................................................................... 21 Exploring an Object-Oriented World..................................................................... 22 Moving Around in a MOO................................................................................... -
""° Po0 Communications 0$ Forum
Dewey i4 HE760O@ .S46 0*0 ""° PO0 COMMUNICATIONS 0$ FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 MIT COMMUNICATIONS FORUM ROOM E40-242A CAMBRIDGE, MA 02139 (617) 253-3144 J MASSACHUSETTS INSTITUTE OF TECHNOLOGY MASSACHUSETTS INSTITUTE OF TECHNOLOGY COMMUNICATIONS FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 Julian Dibbell The Village Voice Amy Bruckman The Media Lab Massachusetts Institute of Technology F. Randall Farmer Electric Communications Dr. Martin Roberts, Moderator Foreign Languages and Literature, Film and Media Studies Massachusetts Institute of Technology Kelly M. Greenhill, Rapporteur Graduate Student, Department of Political Science Massachusetts Institute of Technology L MASSACHUSETTS INSTITUTE OF TECHNOLOGY COMMUNICATIONS FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 The MIT Communications Forum gratefully acknowledges its support: Ascom Timeplex Bellcore CSELT GTE Laboratories, Inc. Motorola, Inc. Naval Undersea Systems Center Nokia Olivetti, SpA Polaroid Corporation Telefonica Group Telia Research AB L ~ Moderator MARTIN ROBERTS [MR]: Good afternoon everyone. You are sitting in the. a spacious. comfortable auditorium in the basement of Building E-15 on the M.I.T. campus. It is a rainy afternoon, at the beginning of a Communications Forum entitled. "Democracy in Cyberspace: Society, Politics, and the Virtual Republic." There is an atmosphere of expectation in the air as people continue to drift in and take their seats. You look around, recognizing the same old faces and noticing a few new ones. Obvious exits are down then left, or up and out of the auditorium. The forum has already begun. At the front of the auditorium, the proceedings are being opened by Martin. -
Word & Work, Vol. 58, No. 4
Oral Roberts University Digital Showcase Word and Work (Framingham, MA) HSRC Digitized Periodical Collection 4-1936 Word & Work, vol. 58, no. 4 (April 1936) Holy Spirit Research Center ORU Library Follow this and additional works at: https://digitalshowcase.oru.edu/word_work Part of the Biblical Studies Commons, Christian Denominations and Sects Commons, Christianity Commons, and the Missions and World Christianity Commons Vol. LVIII. No. 4 Framingham, Massachusetts April, 1936 $1.00 a year, 10 cents a c. ... Who's Who at Armae:eddon By Frank Isensee, Modesto, California .. And he gathered them I ogether into a place called in the Hebrew tongue-ARMAGEDDON" (Rev. 16: 16) . p 1:0PLE REALIZE the world is ,;;;;;;;;;;;;;;;;;;,,,;;;iiiiiii.... ;;;;;;;iiiiiiiiiiiiiii;;;;;;;;;;;;;;;;;;;;iiiiiiiiiiiiiiiiiiiir Living God, Who is able for all becoming more restless. All na- things. tions are tossing about like a troubled AN EASTER MESSAGE One of the many places in the sea. Let us quote Isaiah 5 7: 20: " But B]I EJgar H. Harper, Turner, Oregon Bible which we can grasp, is about the w1ched are lihe the TROUBLED all the human Long ago on that first Easter Morning, mind is able to take: SIA .L u.Jhen it cannot rest, whose waters Th e eann qua ked with a mighty warning. " Behold, the nations are as a drop of cast up mire and dirt." The angel from the Heavenly mansions did soar, a buchet and are counted as the small The nations are groping about in And broke the Roman seal on that sepulcher dust of the balance" ( Isa. 40: 15) . darkness, in the mire and dirt of un- door. -
5 Mud Spells
1. I AN INTRODUCTION TO MUD I I i Duncan Howard I Century Communications - London - CONTENTS INTRODUCTION by Richard Bartle I Chapter I A day in the death of an adventurer 7 Chapter 2 What is MUD? II Chapter 3 MUD commands 19 Chapter 4 Fighting in MUD 25 Chapter 5 MUD spells 29 Chapter 6 Monsters 35 Chapter 7 Treasure in MUD 37 Chapter 8 Wizards and witches 43 Chapter 9 Places in the Land 47 Chapter IO Daemons 53 Chapter II Puzzles and mazes 55 Chapter I2 Who's who in MUD 63 © Copyright MUSE Ltd 1985 Chapter I3 A specktackerler Christmas 71 All rights reserved Chapter I4 In conclusion 77 First published in 1985 by Appendix A A logged game of MUD 79 Century Communications Ltd Appendix B Useful addresses 89 a division of Century Hutchins~n Brookmount House, 62-65 Chandos Place, Covent Garden, London WC2N 4NW ISBN o 7126 0691 2 Originated by NWL Editorial Services, Langport, Somerset, TArn 9DG Printed and bound in Great Britain by Hazell, Watson & Viney, Aylesbury, Bucks. INTRODUCTION by Richard Bartle The original MUD was conceived, and the core written, by Roy Trubshaw in his final year at Essex University in 1980. When I took over as the game's maintainer and began to expand the number of locations and commands at the player's disposal I had little inkling of what was going to happen. First it became a cult among the university students. Then, with the advent of Packet Switch Stream (PSS), MUD began to attract players from outside the university - some calling from as far away as the USA and Japan! MUD proved so popular that it began to slow down the Essex University DEC-ro for other users and its availability had to be restricted to the middle of the night. -
Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
How to Convert Your Ideas Into Reality a Circlemud Coding Manual
How To Convert Your Ideas Into Reality A CircleMUD Coding Manual Jeremy Elson and the rest of the CircleMUD Group <[email protected]> Section 4 written by Luis Pedro Passos Carvalho <[email protected]> November 17, 2002 Abstract This is a guide to writing C code for use with CircleMUD. Includes a description of com- monly used functions, tips on how to add new commands and spells, and other commonly asked coding questions. Good familiarity with both C and UNIX is assumed, although system-level UNIX C programming skill not required. The intended audience is for CircleMUD coders, and this document does not cover area-building. See the building document for details on that. More information about CircleMUD, including up-to-date versions of this documenta- tion in ASCII and Postscript, can be found at the CircleMUD Home Page <http://www. circlemud.org/> or FTP site <ftp://ftp.circlemud.org/pub/CircleMUD/ > Contents 1 Introduction 3 2 Overview and Coding Basics 5 2.1 An Internet Server Tutorial . 5 2.2 The Way Things Work – Overview . 8 2.2.1 Boot Phase . 8 2.2.2 Interactive Phase . 11 1 2.2.3 Shutting Down . 13 2.3 CircleMUD’s Global Variables . 14 2.3.1 World Variables . 14 2.3.2 Object Instance Lists . 15 2.3.3 Other . 15 2.4 Frequently Used Functions . 15 2.4.1 Basic String Handling . 15 2.4.2 Argument Processing . 16 2.4.3 Character Output (Hello, world!) . 17 2.4.4 File Input . 17 2.4.5 Utility Functions . 18 2.4.6 Character/Object Manipulation . -
A Quick Guide to Sorcerer Spell Selection Introduction
A Quick Guide to Sorcerer Spell Selection By Dazaras My introduction is a bit on the long side, don’t feel bad about skipping straight to the spell ratings. Introduction Spell Ratings 0-Level Sorcerer Spells (Cantrips) 1st-Level Sorcerer Spells 2nd-Level Sorcerer Spells 3rd-Level Sorcerer Spells 4th-Level Sorcerer Spells 5th-Level Sorcerer Spells 6th-Level Sorcerer Spells 7th-Level Sorcerer Spells 8th-Level Sorcerer Spells 9th-Level Sorcerer Spells Introduction This is my take on spell selection for sorcerers. A sorcerer must be more selective in choosing spells than a wizard, due to limited spells known. This is not necessarily all bad though, if you take the time to pick the right spells (and supplement them with minor scrolls and wands) you can easily have all the right spells for any adventure and never have to go through the hassle of preparing spells ahead of time or recording them in your spellbook. Does this mean that sorcerers are as good as wizards? Not according to the optimizers on forums I read, but it does mean that the objective difference is small enough that if you’re like me and have way more fun playing the sorcerer you’re probably better off mechanically too. If you’re looking for advice on the other aspects of playing a sorcerer (races, skills, feats, etc.) take a look here: A Quick Guide to Pathfinder Sorcerers: Gods Don't Need Spellbooks Lots of people have guides for sorcerer spells, and even more for wizard spells (most of which are applicable to sorcerers). -
The Laws of the Virtual Worlds
California Law Review VOL. 92 JANUARY 2004 No. 1 Copyright © 2004 by California Law Review, Inc., a California Nonprofit Corporation The Laws of the Virtual Worlds F. Gregory Lastowkat & Dan Hunterl TABLE OF CONTENTS Introduction .............................................................................................3 A . V irtual W orlds ...........................................................................4 B. On the Real and the Virtual .......................................................7 I. A Virtual-World Primer ..................................................................14 A . W riting the W orld ....................................................................14 B. Drawing the World ..................................................................21 II. V irtual Properties ..........................................................................29 A. The Existence of Property in Virtual Worlds ...........................30 B. Early Conceptions of Virtual Property .....................................34 C. The Descriptive Account of Virtual Property .......................... 37 1. Metaphysical Problems ....................................................40 2. Temporal Problems ...........................................................42 D. The Normative Account of Virtual Property ............................43 1. Utilitarian Theories of Virtual Property ............................44 2. Lockean Theories of Virtual Property ...............................46 3. Personality Theories of Virtual Property ............................48