(Virtual) City: Governing Property Disputes in Virtual Worlds
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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 ............................................................................................................................ -
The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
Hastings Law Journal Volume 59 | Issue 1 Article 1 1-2007 The lP ay's the Thing: A Theory of Taxing Virtual Worlds Bryan T. Camp Follow this and additional works at: https://repository.uchastings.edu/hastings_law_journal Part of the Law Commons Recommended Citation Bryan T. Camp, The Play's the Thing: A Theory of Taxing Virtual Worlds, 59 Hastings L.J. 1 (2007). Available at: https://repository.uchastings.edu/hastings_law_journal/vol59/iss1/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Articles The Play's the Thing: A Theory of Taxing Virtual Worlds BRYAN T. CAMP* INTRODU CTION .............................................................................................. 2 I. THE VIRTUAL WORLDS OF MASSIVELY MULTIPLAYER ONLINE ROLE- PLAYING GAMES (MMORPGs) ...................................................... 3 A. STRUCTURED AND UNSTRUCTURED MMORPGs .......................... 4 i. Structured Gam es ....................................................................... 4 2. UnstructuredGam es .................................................................. 7 B. INCOME-GENERATING ACTIVITIES ................................................... 8 i. In- World Transactions (IWT)................................................... 9 2. Real Money Trades (RMT)..................................................... -
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 -
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. -
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. -
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. -
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. -
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 -
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 ..................................................................................................................... -
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. -
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,