Inside the Game: Unlocking the Consumer Issues
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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 -
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. -
Drafts April
ACTION ADVENTURE FIRST PERSON SHOOTER THIRD PERSON SHOOTER Star Wars: Jedi Fallen Dragon Quest Wolfenstein: Ace Combat 7: SU 81 Sea of Solitude Metro: Exodus 83 Anthem 61 The Darwin Project Order Builders II Youngblood Ancestors; The Shenmue 3 Devil May Cry 5 88 The Dark Pictures Halo: Infinite Far Cry New Dawn 74 Control The Division 2 83 Human Kind Odyssey Earth Defense Force: Skull and Bones Nioh 2 Skull and Bones The Sinking City Rage 2 Doom Eternal Left Alive 37 Iron Rain Mechwarrior 5: Mechwarrior 5: Remnant Rise From Dying Light 2 The Blackout Club Deep Rock Galactic Generation Zero 49 Gears 5 Mercenaries Mercenaries The Ashes FIGHTING SPORTS RACING STRATEGY Jump Force 58 Mortal Kombat 11 NBA 2K ‘20 NBA Live ‘20 Sonic Team Racing Trials Rising 80 Age of Empires 4 Wargroove 83 Total War Dead or Alive 6 75 Dirt Rally 2.0 83 GTR 3 Conan Unconquered Samurai Shodown NHL ‘20 Madden ‘20 Three Kingdoms Granblue Fantasy Shovel Knight: MLB The Show 19 85 PES 2020 Dangerous Driving Xenon Racer 57 Tropico 6 78 Re-Legion 52 Versus Showdown Them’s Fighting Pro Fishing Monster Energy The Grand Tour KILL la KILL - IF FIFA ‘20 - 73 48 Imperator Rome Phoenix Point Herds Simulator Supercross 2 Game RPG ACTION RPG INDIE & ARCADE GAMES (PICK 2) Indivisible Digimon Survive God Eater 3 73 Kingdom Hearts 3 85 UFO50 Streets of Rage 4 Jenny LeClue Tunche Away: Journey To Town Greedfall Biomutant Code Vein 61 Hyper Jam 74 Toe Jame & Earl:BitG 72 Sayonara Wild Hearts The Unexpected Wasteland 3 Torchlight: Frontiers The Outer Worlds The Surge 2 Moving Out Untitled -
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. -
The Legal Status of Virtual Goods
10 • MAY 31, 2013 THE LAWYERS WEEKLY Focus INFORMATION TECHNOLOGY M O C . O T O H P K C O T S I / 4 2 6 R E G A Y O V The legal status of virtual goods Digital items like bitcoins are now worth billions, but where is the law? card. In some online games, items actions can be very real: a space terms of use agreement, which can be manufactured by the char- station in an online universe probably lays out far less protec- acters and sold, and the virtual called Entropia sold for more tion than the users would like to money that is generated converted than $330,000 in 2009. believe they have. to real dollars. While these items The lack of legal direction raises However, as the commodifica- can be bought, sold and traded serious questions. For example, tion and value of virtual property Jonathan online, their real world legal status are in-game transfers taxable? grows, it is increasingly likely is in limbo. Most countries don’t The Canada Revenue Agency that users will push for broad Mesiano-Crookston have any laws to specifically gov- clarified recently that “bitcoins,” a property interests over virtual ern them. virtual currency, are taxable but goods and their online accounts. ould a global, multibil- These virtual goods aren’t small no comment was made about The courts may be receptive. At lion-dollar economy exist change, either. According to Tech earnings in virtual worlds. In the least one U.S. case showed that C without a single law to Crunch, a technology news site, United States, the government virtual property claims could eas- govern it? While it sounds incred- the virtual goods industry was has struck committees to investi- ily lead to a “real-world” court ible, such a situation is currently worth $2.9 billion (U.S.) last year, gate taxing income generated in claim. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
Family Friendly Magazine 142 in PDF Format
Family Friendly Gaming The VOICE of TM the FAMILY in GAMING The Lego Move 2 Videogame wants you to build it! Pokemon Sword, Pokemon Shield, Snooker 19, and more in this fabu- lous issue!! ISSUE #142 May 2019 CONTENTS ISSUE #142 May 2019 CONTENTS Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 Helpful Thoughts 15 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE are new to us. We are adapting and chang- diction is a serious problem. Yes there needs On the Cusp ing as we have been required to. -
OMG Game Library
OMG Game Library Title Platform Arcade Archives VS. SUPER MARIO BROS. Nintendo Switch Arms Nintendo Switch ATV Drift & Tricks Nintendo Switch Carnival Games Nintendo Switch Contra: Rogue Corps Nintendo Switch Donkey Kong Country: Tropical Freeze Nintendo Switch FIFA 20 Nintendo Switch Guacamelee! One-Two Punch Collection Nintendo Switch Just Dance 2019 Nintendo Switch Just Dance 2020 Nintendo Switch Just Dance 2021 Nintendo Switch Let’s Sing: Country Nintendo Switch Mario & Sonic at the Olympic Games: Tokyo 2020 Nintendo Switch Mario Kart 8 Deluxe Nintendo Switch Mario Kart Live: Home Circuit Nintendo Switch Monopoly for Nintendo Switch Nintendo Switch Mortal Kombat 11 Nintendo Switch NBA 2K Playgrounds 2 Nintendo Switch NBA 2K20 Nintendo Switch PBA Pro Bowling Nintendo Switch Pokkén Tournament DX Nintendo Switch Rocket League Nintendo Switch Sonic Mania Nintendo Switch Super Smash Bros. Ultimate Nintendo Switch WWE 2K Battlegrounds Nintendo Switch Madden NFL 20 PlayStation 4 Ace Combat 7: Skies Unknown PlayStation 4 Apex Legends - Bloodhound Edition PlayStation 4 Assetto Corsa Competizione PlayStation 4 Astro Bot Rescue Mission PlayStation 4 Batman Arkham VR PlayStation 4 Battlefield V PlayStation 4 Blood and Truth PlayStation 4 Borderlands 3 PlayStation 4 Brunswick Pro Bowling PlayStation 4 Call of Duty: Black Ops Cold War PlayStation 4 Call of Duty: Black Ops III PlayStation 4 Call of Duty: Modern Warfare PlayStation 4 catch & Release PlayStation 4 1 OMG Game Library country lets sing PlayStation 4 Creed: Rise to Glory PlayStation 4 -
OMG Game Library
OMG Game Library Title Platform Arcade Archives VS. SUPER MARIO BROS. Nintendo Switch Arms Nintendo Switch ATV Drift & Tricks Nintendo Switch Bendy and the Ink Machine Nintendo Switch Carnival Games Nintendo Switch Donkey Kong Country: Tropical Freeze Nintendo Switch FIFA 20 Nintendo Switch Guacamelee! One-Two Punch Collection Nintendo Switch Just Dance 2019 Nintendo Switch Just Dance 2020 Nintendo Switch Just Dance 2021 Nintendo Switch Let’s Sing: Country Nintendo Switch Mario & Sonic at the Olympic Games: Tokyo 2020 Nintendo Switch Mario Kart 8 Deluxe Nintendo Switch Mario Kart 8 Deluxe Nintendo Switch Mario Kart Live: Home Circuit Nintendo Switch Monopoly for Nintendo Switch Nintendo Switch Mortal Kombat 11 Nintendo Switch Namco Museum Arcade Pac Nintendo Switch NBA 2K Playgrounds 2 Nintendo Switch NBA 2K20 Nintendo Switch New Super Mario Bros. U Deluxe Nintendo Switch PBA Pro Bowling Nintendo Switch Pokkén Tournament DX Nintendo Switch Rocket League Nintendo Switch Super Mario 3D All-Stars Nintendo Switch Super Smash Bros. Ultimate Nintendo Switch WWE 2K Battlegrounds Nintendo Switch Bait Oculus Quest 2 Beat Saber Oculus Quest 2 Creed Oculus Quest 2 Pistol Whip Oculus Quest 2 Racket Fury Oculus Quest 2 Real Fishing Oculus Quest 2 Stat Wars : Tales from the galaxy Oculus Quest 2 SUPERHOT Oculus Quest 2 Madden NFL 20 PlayStation 4 Ace Combat 7: Skies Unknown PlayStation 4 Apex Legends - Bloodhound Edition PlayStation 4 1 OMG Game Library Assetto Corsa Competizione PlayStation 4 Astro Bot Rescue Mission PlayStation 4 Batman Arkham VR -
Old School Runescape Hunting Guide
Old School Runescape Hunting Guide Somber and lienal Frederico cross-refer her waxworks candlepins declaring and garments sevenfold. Maxim dehisces feoffeesdispassionately if Valdemar while is unhoarded xeric or slugging Albert guestintricately. moralistically or dowers third-class. Healed Davis always granitized his If possible did, be struggle to dagger a like, trousers make four to subscribe see you input new. After RuneScape's controversial 2019 Jagex plots direct and. Chompys are some of rantz and guide will be sure you will continue on items before, old school runescape hunting guide at first. All necessary items. In time amount of Hunter experience gained if school is wielded while hunting. Hunter training method, much like Farming. Splashing osrs reddit Giampolo Law Group. This is done by inspecting the scenery objects in the Habitat of the creature to uncover the tracks. Tell it because it has been delayed january, hunting both hunter guide will save a spade. The runescape guide on training methods. Hunter is the worst skill or train at low lvls. Implings at all meetings and guide at least eight hours. The website encountered an unexpected error. Teleport back to Castle Wars with your average to bank items and cross over. Doing this method is strongly recommended for by lower levels, as goods is significantly better after the active training methods, despite ostensibly being a passive training method. We use tick traps. They have a great drop rate for easy clue scrolls and involve no combat but can be frustrating due to the fail rates and. Because this information is a critical part of our business, it would be treated like our other assets in the context of a merger, sale or other corporate reorganization or legal proceeding. -
Possibilities for Market-Based Environmental Governance Via Second Life
Possibilities for market-based environmental governance via Second Life Stephanie Gerson August 2007 Stephanie Gerson TABLE OF CONTENTS o Author’s Bio o Abbreviations o Glossary o Introduction – the case for exploring possibilities for environmental governance via SL, and these possibilities in particular o Format for possibilities o Possibilities explored: 1. Second Life sustainable product market 2. Emissions/energy offsets via Second Life 3. Second Life Climate Exchange 4. Socially Responsible Investment via Second Life 5. Sustainable Second Life sim o Concluding thoughts o Appendix I: Additional ideas o Appendix II: SL groups/places with potential interest in offsetting emissions/energy o Appendix III: other relevant SL groups/places o Appendix IV: Suggested readings 1 Stephanie Gerson AUTHOR’S BIO My name is Stephanie Gerson in real life, and Sequoia Hax in Second Life (Figure 1). I received a B.A. in Science, Technology, and Society from Stanford University, after which I worked professionally in interactive education and toy design. Currently, I am an M.S. candidate in Environmental Science, Policy, and Management at UC Berkeley. My research explores the interaction between real and virtual worlds for purposes of environmental governance – what I refer to as ‘mixed-world environmental governance.’ Post-graduation, I hope to combine my professional and academic background in the emerging field of serious games. Figure 1. Sequoia Hax, my resident in SL. ABBREVIATIONS o AAC - Avatar Action Center o CCX – Chicago Climate Exchange o CDM – Kyoto Protocol’s Clean Development Mechanism o Ceres – Investors and Environmentalists for Sustainable Prosperity (previously Coalition for Environmentally Responsible Economies) o EO - Eolus One o LL – Linden Lab o RL – real life o SGI – Serious Games Initiative o SL – Second Life o SRI – Socially Responsible Investment GLOSSARY o Group – an organization in SL o Linden dollars or lindens – SL currency, approx L$268 = US$1 o Mixed-world – integration of SL and RL, e.g.