Application of Real World Rules to Banks in Online Games and Virtual Worlds
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Funcom Secures €5 Million in Financing from Nordic Venture Partners
Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions. -
Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display
cyan mag yelo black MAC Virtual Worlds, Real Leaders: Online games put the future of business leadership on display A Global INTERNATIONAL BUSINESS MACHINES CORPORATION NEW ORCHARD ROAD, ARMONK, NY 10504 Innovation ® © International Business Machines Corporation 2007 Outlook All Rights Reserved 2.0 Report SERIOSITY, INC. 2370 WATSON CT., SUITE 110, PALO ALTO, CA 94303 ™ 881832IMPO.Cover1832IMPO.Cover NNC4C4 66/20/07/20/07 112:15:522:15:52 AAMM cyan mag yelo black MAC 881832IMPO.Cover1832IMPO.Cover NNC2C2 66/20/07/20/07 112:16:082:16:08 AAMM mag yelo CG11 MAC GIO 2.0 Report “ If you want to see what business leadership may look like in three to fi ve years, look at what’s happening in online games.” — Byron Reeves, Ph.D.,≠ the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc. 1 881832IMPO.Text1832IMPO.Text NN0101 66/20/07/20/07 112:51:412:51:41 AAMM cyan mag yelo black MAC Game On As the business world becomes more distributed and virtual, do online games offer lessons on the future of leadership? 2 881832IMPO.Text1832IMPO.Text NN0202 66/20/07/20/07 112:51:422:51:42 AAMM cyan yelo black CG11 MAC GIO 2.0 Report What’s next? It’s the simple question that businesses spend millions trying to answer every year, all with the goal of learning what the business world of the future will look like. But there are some elements of this future that are already falling into place. For example, we know that business is becoming increasingly global. -
Making Real Money in Virtual Worlds: Mmorpgs and Emerging Business Opportunities, Challenges and Ethical Implications in Metaverses
CORE Metadata, citation and similar papers at core.ac.uk Provided by City Research Online Papagiannidis, S., Bourlakis, M. & Li, F. (2008). Making real money in virtual worlds. MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), pp. 610-622. doi: 10.1016/j.techfore.2007.04.007 City Research Online Original citation: Papagiannidis, S., Bourlakis, M. & Li, F. (2008). Making real money in virtual worlds. MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), pp. 610-622. doi: 10.1016/j.techfore.2007.04.007 Permanent City Research Online URL: http://openaccess.city.ac.uk/15279/ Copyright & reuse City University London has developed City Research Online so that its users may access the research outputs of City University London's staff. Copyright © and Moral Rights for this paper are retained by the individual author(s) and/ or other copyright holders. All material in City Research Online is checked for eligibility for copyright before being made available in the live archive. URLs from City Research Online may be freely distributed and linked to from other web pages. Versions of research The version in City Research Online may differ from the final published version. Users are advised to check the Permanent City Research Online URL above for the status of the paper. Enquiries If you have any enquiries about any aspect of City Research Online, or if you wish to make contact with the author(s) of this paper, please email the team at [email protected]. -
Funcom Celebrates 25 Years!
Mar 15, 2018 14:22 UTC Funcom Celebrates 25 Years! Can you believe it? It’s been twenty-five years! We’ve been making games for a quarter of a century. To celebrate this special anniversary we’ve put together a video giving you some highlights of our twenty-five year journey. Download from Funcom’s FTP | Embed from YouTube We’ve done pixel platformers on the Super Nintendo and SEGA Genesis (including Pocahontas, Casper, and Winter Gold). We’ve done racing games such as Speed Freaks for the PlayStation 1 and Racing Impact for the SEGA Saturn. We’ve made three major PC massively multiplayer online games where we’ve pioneered new gameplay mechanics such as auto-generated dungeons (Anarchy Online), dynamic combat (Age of Conan), and investigation missions (Secret World Legends). We’ve done The Longest Journey, one of the most critically acclaimed adventure games of all time. These days we’re finishing up Conan Exiles for the PC, Xbox One, and PlayStation, and we just announced that we are publishing Mutant Year Zero: Road to Eden and will be demoing it for the first time ever at GDC in San Francisco next week (you can still secure a spot for a demo: https://meetme.so/funcom2018gdc). Since those humble beginnings back in March of 1993, we’ve released over twenty-five games across a wide range of platforms. We’ve survived major shifts in the gaming industry and we’ve had to adapt to an ever-changing market. We’ve had our ups and we’ve had our downs. -
Using Google Trends Data to Gauge Interest in Virtual Worlds 1
Volume 10, Number 1 Assembled 2017 May 2017 Editor In Chief Yesha Sivan Tel Aviv University The Coller Institute of Venture Issue Editor Victoria McArthur University of Toronto, Canada Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org Using Google Trends Data to Gauge Interest in Virtual Worlds 1 Volume 10, Number 1 Assembled 2017 May, 2017 Using Google Trends Data to Gauge Interest in Virtual Worlds Anthony Crider Elon University Jessica Torrez-Riley Elon University Abstract Virtual worlds rose and fell in popularity a decade ago, and today's nascent commercially- available virtual reality could repeat this pattern. With sparse data available for gauging interest in technology products, such as virtual worlds or virtual reality, Google Trends search popularity has been used in prior studies as a proxy for global interest. -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
Children on Virtual Worlds September 08
Children on virtual worlds September 08 What parents should know 2 Children on virtual worlds: What parents should know About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of excellence for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. Contact details: For contacting ENISA or for general enquiries on information security awareness matters, please use the following details: e-mail: Isabella Santa, Senior Expert Awareness Raising — [email protected] Internet: http://www.enisa.europa.eu/ Legal notice Notice must be taken that this publication represents the views and interpretations of the authors and editors, unless stated otherwise. This publication should not be construed to be an action of ENISA or the ENISA bodies unless adopted pursuant to the ENISA Regulation (EC) No 460/2004. This publication does not necessarily represent state-of the-art and it might be updated from time to time. Third-party sources are quoted as appropriate. ENISA is not responsible for the content of the external sources including external websites referenced in this publication. This publication is intended for educational and information purposes only. Neither ENISA nor any person acting on its behalf is responsible for the use that might be made of the information contained in this publication. Reproduction is authorised provided the source is acknowledged. -
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media Sections 1 Introduction: ADL and New Technologies 5 Cautionary Tales: Hate, Bias, and Harassment in Video Games, Social Media, and the Tech 2 Hopes and Fears for the Future of Social Virtual Industry Reality 6 Sexism, Racism, and Anti-Semitism in Social VR 3 Social VR: Industry Overview and Technological Today Affordances 7 What Comes Next for Social VR? 4 Hopeful Futures: Equity, Justice, and VR 8 Bibliography 9 Appendix: Codes of Conduct and Content Reporting and Moderation in Social VR 1 / 65 INTRODUCTION: ADL AND NEW TECHNOLOGIES The timeless mission of the Anti-Defamation League (ADL) is to stop the defamation of the Jewish people and secure justice and fair treatment to all. The mission of ADL’s Center for Technology and Society is to ask the question “How do we secure justice and fair treatment for all in a digital environment?” Since 1985, when it published its report on “Electronic Bulletin Boards of Hate,” ADL has been at the forefront of evaluating how new technologies can be used for good and misused to promote hate and harassment in society. At the same time, ADL has worked with technology companies to show them how they can address these issues and work to make the communities their products foster more respectful and inclusive. We continue this work today alongside Silicon Valley giants such as Facebook, Twitter, Google, Microsoft, Reddit, and others. This report represents a forward-looking review of the hopes and issues raised by the newest ecosystem of community fostering technology products: social virtual reality, or social VR. -
Law, Virtual Reality, and Augmented Reality
UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved). -
Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr. -
Mmozine Issue 9
FREE! NAVIGATE Issue 9 | January 2009 FREE FOOTBALL MANAGER LIVE FOR A YEAR + LOADS OF SEGA STUFF! + PREVIEWED Darkfall MMOZine The old school revival Free Magazine For MMO Gamers. Read it, Print it, Send it to your mates is close at hand EXCLUSIVE #1 + REVIEWED Football Manager Live It’s time to really get the EXCLUSIVE #2 season started LEADING THE CHARGE OF THE FREE! + LONG TERM TEST THE MINES OF MORIA ATLANTICA ONLINE BACK TO BASICS Delving deep inside Earth and beyond in this World Of LOTRO’s latest expansion magical combat MMOG Warcraft The Journey Begins CONTROL NAVIGATE |02 Contents WIN! QUICK FINDER DON’T MISS! A GRAPHICS Every game’s just a click away This month’s highlights… CARD! Global Agenda Darkfall Welcome Infinity: The The Chronicles Quest for Earth of Spellborn RUNES Shin Megami Lord of the to Darkfall Tensei Rings Online: When in comes to choosing an online world, OF MAGIC Enter the light Champions Online Mines of Moria most of us are happy to pay monthly charges, Horsing around for free Free Realms Football believing that a more consistent experience is Stargate Worlds Manager Live guaranteed when equal fees apply to all. The Tabula Rasa Atlantica Online misnomer over ‘free-2-play’ games is that they are Tears Saga shoddy in comparison, when the truth is that f2p EVE Online: games still require sustainable levels of investment. Apocrypha The difference is that those who can’t or won’t Runes of Magic pay are still allowed in, while those with money can pay extra and buy in-game luxuries.