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Using the MMORPG 'Runescape' to Engage Korean
Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012. -
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. -
8 Guilt in Dayz Marcus Carter and Fraser Allison Guilt in Dayz
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sydney eScholarship FOR REPOSITORY USE ONLY DO NOT DISTRIBUTE 8 Guilt in DayZ Marcus Carter and Fraser Allison Guilt in DayZ Marcus Carter and Fraser Allison © Massachusetts Institute of Technology All Rights Reserved I get a sick feeling in my stomach when I kill someone. —Player #1431’s response to the question “Do you ever feel bad killing another player in DayZ ?” Death in most games is simply a metaphor for failure (Bartle 2010). Killing another player in a first-person shooter (FPS) game such as Call of Duty (Infinity Ward 2003) is generally considered to be as transgressive as taking an opponent’s pawn in chess. In an early exploratory study of players’ experiences and processing of violence in digital videogames, Christoph Klimmt and his colleagues concluded that “moral man- agement does not apply to multiplayer combat games” (2006, 325). In other words, player killing is not a violation of moral codes or a source of moral concern for players. Subsequent studies of player experiences of guilt and moral concern in violent video- games (Hartmann, Toz, and Brandon 2010; Hartmann and Vorderer 2010; Gollwitzer and Melzer 2012) have consequently focused on the moral experiences associated with single-player games and the engagement with transgressive fictional, virtual narrative content. This is not the case, however, for DayZ (Bohemia Interactive 2017), a zombie- themed FPS survival game in which players experience levels of moral concern and anguish that might be considered extreme for a multiplayer digital game. -
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. -
Recreation in Idaho: Campgrounds, Sites and Destinations
U.S. Department of the Interior BUREAU OF LAND MANAGEMENT Recreation in Idaho Campgrounds, Sites and Destinations Locations to Explore Four BLM district offices, 12 field offices and the Idaho State Office administer almost 12 million acres of public lands in Idaho. Please reference the colors and map throughout the booklet for specific regions of Idaho. You may also contact our offices with questions or more information. East-Central and Eastern Idaho Northern Idaho BLM IDAHO FALLS DISTRICT BLM COEUR D’ALENE DISTRICT 1405 Hollipark Drive | Idaho Falls, ID 83401 3815 Schreiber Way | Coeur d’Alene, ID 83815 208-524-7500 208-769-5000 BLM Challis Field Office BLM Coeur d’Alene Field Office 721 East Main Avenue, Suite 8 3815 Schreiber Way | Coeur d’Alene, ID 83815 Challis, ID 83226 208-769-5000 208-879-6200 BLM Cottonwood Field Office BLM Pocatello Field Office 2 Butte Drive | Cottonwood, ID 83522 4350 Cliffs Drive | Pocatello, ID 83204 208-962-3245 208-478-6340 Southwestern Idaho BLM Salmon Field Office BLM BOISE DISTRICT 1206 S. Challis St. | Salmon, ID 83467 3948 Development Avenue | Boise, ID 83705 208-756-5400 208-384-3300 BLM Upper Snake Field Office BLM Bruneau Field Office 1405 Hollipark Dr. | Idaho Falls, ID 83401 3948 Development Ave. | Boise, ID 83705 208-524-7500 208-384-3300 South-Central Idaho BLM Four Rivers Field Office and the BLM TWIN FALLS DISTRICT Morley Nelson Snake River Birds of Prey 2536 Kimberly Road | Twin Falls, ID 83301 National Conservation Area 208-735-2060 3948 Development Ave. | Boise, ID 83705 208-384-3300 BLM Burley Field Office 15 East 200 South | Burley, ID 83318 BLM Owyhee Field Office 208-677-6600 20 First Avenue West | Marsing, ID 83639 208-896-5912 BLM Jarbidge Field Office 2536 Kimberly Road | Twin Falls, ID 83301 208-735-2060 BLM Shoshone Field Office including the Craters of the Moon National Monument and Preserve 400 West “F” Street | Shoshone, ID 83352 208-732-7200 Whitewater fun for the family on one of many Idaho rivers. -
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games LEIGH SIMON ACHTERBOSCH This thesis is submitted in total fulfilment of the requirements for the degree of Doctor of Philosophy (Information Technology) Faculty of Science and Technology Federation University Australia PO Box 663 University Drive, Mount Helen Ballarat, Victoria 3353 Australia Submitted in April 2015 Abstract Abstract This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. -
Playing Together Is As Fun As Playing Alone (PDF
Playing Together is as Fun as Playing Alone RuneScape Study SI 689 Computer-Supported Cooperative Work, Fall 2011 Instructor: Mark Ackerman Team RuneScape: Kyongho Kim Szu-Hsuan Lai Cristina Moisa Mark Thompson-Kolar Table of Contents Introduction 3 About RuneScape 6 Elements of the game 6 Brief history 7 Personas & choosing identities - Avatars 8 Roles 9 Chat/CMC 11 Skills building 14 Items 16 Rules and cheating 18 Combat 20 Adventures 21 Methodologies 23 Interviews and observation 23 Participant observation 25 Findings & Interpretations 25 1. Collaboration preferred over open competition 25 2. RuneScape as much a social network or CMC as it is a ‘game’ 30 3. Preparation for play is a major aspect of enjoyment/reward structure 32 4. Virtual items are a pillar of game play 36 5. Connections with real-world mental model are valued 37 6. Frequent content updates are enjoyed because they offer extensive freedom in player choices 39 7. Rule-following and cooperation with administrators is widespread but not universal 41 Design Implications 47 References 53 Appendix A: Interview Protocols 57 Appendix B: Interview Notes 60 2 Figure 1. The RuneScape interface provides a “dashboard-style” window into a fantasy world. Introduction Understanding collaboration and social interaction between roles within a system in a work- oriented environment long has been a central goal in the field of CSCW. As technology has become more pervasive, computer-supported cooperative “work” outside of the work-place has emerged as a new object of study. A rapidly growing area of computer-mediated collaboration is represented by massively multiplayer online role play games (MMORPGs). -
2021 State Park Land and Water Regulations
COLORADO PARKS & WILDLIFE 2021 State Park Land and Water Regulations VIC SCHENDEL/CPW VIC LEWIS/CPW LOGUE/CPW CPW cpw.state.co.us Map of Colorado state parks Visit Your Beautiful 42 State Parks! HIKING • BOATING • CABINS • BIRD WATCHING • FISHING • CAMPING PICNICKING • OHV RIDING • ROCK CLIMBING DOSKOCIL/CPW DOSKOCILCPW KIMMELCPW DOSKOCIL/CPW DOSKOCIL/CPW LOGUE/CPW DOSKOCIL/CPW BIKING • HUNTING • NATURE PROGRAMS • WILDLIFE VIEWING • RAFTING • GEOCACHING • SNOWMOBILING • SNOWSHOEING 2 3 Table of Contents CHAPTER P-1 - PARKS AND OUTDOOR RECREATION LANDS ................. 7 CHAPTER P-7 - PASSES, PERMITS AND REGISTRATIONS ....................... 26 ARTICLE I - GENERAL PROVISIONS APPLICABLE TO ALL PARKS AND ARTICLE I - GENERAL PROVISIONS AND FEES RELATING TO PASSES, OUTDOOR RECREATION LANDS AND WATERS ..................................... 7 PERMITS AND REGISTRATIONS ........................................................... 26 # 100 - PARKS AND OUTDOOR RECREATION LANDS ..................................................7 VEHICLE PASSES .......................................................................................................................26 CAMPING ......................................................................................................................................8 # 700 - VEHICLE PASS .............................................................................................................26 LITTERING .....................................................................................................................................8 -
{PDF} the Everquest Reader
THE EVERQUEST READER Author: Edward Wesp Number of Pages: 224 pages Published Date: 30 Jun 2008 Publisher: WALLFLOWER PRESS Publication Country: London, United Kingdom Language: English ISBN: 9781905674244 DOWNLOAD: THE EVERQUEST READER The Everquest Reader PDF Book Acute arthritis of infants is a disease which may properly be described under the acute infectious processes of bone. A Treatise on the Ligation of the Great Arteries in Continuity: With Observations on the Nature, Progress and Treatment of Aneurism (Classic Reprint)Excerpt from A Treatise on the Ligation of the Great Arteries in Continuity: With Observations on the Nature, Progress and Treatment of Aneurism The researches on which the following pages are based were commenced in 1885. Cost of Additional Forms: No cost--purchasers get permission to reproduce the forms and score sheets for repeated use. There will be a total of 261 gamuts in this book, covering such things as: essential anatomy, essential motion assessment, essential muscle function, and essential imaging elements. Baton Basics is based on the premise that the most effective and musical forms of conducting are about conveying energy, and that doing so is a fundamentally physical activity. - Honey can relieve a variety of ailments, including allergies, coughs, fatigue, digestive woes, skin problems, pain, and stress, as well as boost libido. In a new, original essay written specifically for the 10th anniversary edition, he explores this racial paradigm and explains how it contributes to a system of white racial privilege socially and legally defended by restrictive definitions of what counts as race and as racism, and what doesn't, in the eyes of the law. -
The Computer Games Journal 3(1) Candlemasprovided by Federation 2014 Researchonline
View metadata, citation and similar papers at core.ac.uk brought to you by CORE The Computer Games Journal 3(1) Candlemasprovided by Federation 2014 ResearchOnline Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games? Leigh Achterbosch1, Charlynn Miller2, Christopher Turville3, Peter Vamplew4 1 - 4: Address: Sch of Science, Information Technology and Engineering, Federation University, Ballarat, Victoria, Australia 1: e-mail: [email protected] Abstract 'Griefing' is a term used to describe when a player within a multiplayer online environment intentionally disrupts another player’s game experience for his or her own personal enjoyment or gain. Every day a certain percentage of users of Massively Multiplayer Online Role-Playing Games (MMORPG) are experiencing some form of griefing. There have been studies conducted in the past that attempted to ascertain the factors that motivate users to play MMORPGs. A limited number of studies specifically examined the motivations of users who perform griefing (who are also known as 'griefers'). However, those studies did not examine the motivations of users subjected to griefing. Therefore, the aim of this paper is to examine the factors that motivate the subjects of griefing to play MMORPGs, as well as the factors motivating the griefers. The authors conducted an online survey with the intention to discover the motivations for playing MMORPGs among those whom identified themselves as (i) those that perform griefing, and (ii) those who have been subjected to griefing. A previously devised motivational model by Nick Yee that incorporated ten factors was used to determine the respondents’ motivational trends. -
Participant Observation of Griefing in a Journey Through World of Warcraft
Loading… The Journal of the Canadian Game Studies Association Vol 10(17): 40-59 http://loading.gamestudies.ca Participant Observation of Griefing in a Journey Through World of Warcraft Leigh Achterbosch, Charlynn Miller & Peter Vamplew Federation University Australia [email protected]; [email protected]; [email protected] Abstract Through the ethnographic method of participant observation in World of Warcraft, this paper aims to document various actions that may be considered griefing among the Massively Multiplayer Online Role-Playing Game (MMORPG) community. Griefing as a term can be very subjective, so witnessing the anti-social and intentional actions first-hand can be used as a means to understand this subjectivity among players as well as produce a thorough recount of some of the toxic behavior in this genre. The participant observation was conducted covertly across several years and expansions of World of Warcraft and the author became familiar with many griefing related actions; although some of these were perceived by the author as acceptable gameplay elements. Author Keywords Massively Multiplayer Online games; MMORPG; Participant observation; griefing; Warcraft; WoW; Introduction World of Warcraft (WoW) is a popular and well-known Massively Multiplayer Online Role- Playing Game (MMORPG), which peaked at 12 million monthly subscribers (Blizzard Entertainment, 2010) and just recently reached its 13th anniversary (Blizzard Entertainment, 2017). The genre that WoW resides within has a very strong global population that continues to grow beyond its billion-dollar industry (Boudreau, 2008). Due to the mixture of competitive and cooperative social play, a varied demographic, and the anonymity available to players, griefing has become quite pervasive in MMORPGs (Achterbosch, 2015).