Convergent Methodologies in Cyber-Psychology: a Case Study
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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 ............................................................................................................................ -
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. -
Here the Imaginary Meets the Real” (Bartle 2004) • Virtual Worlds: • Have Physics: Underlying Automated Rules That Enable Players to Effect Changes to It
Digital Media, Society, and Culture Angus A. A. Mol Flappy Bird Virtual Worlds Virtual (adj) • “in essence, potentiality, or effect, although not in form or actuality” (OED) • Roots in Latin’s virtus (vir [man]+ tus [suffix to form a noun]): virtue, • Virtual is “that which isn’t, having the form or effect of that which is.” (Bartle 2004) Pre-digital Virtuality Lascaux Cave (France; 17.000 BCE) Indigenous Caribbean petroglyphs Fresco from the Villa of Livia (Dominican Republic) (Rome, 1st Century CE) Gary Gygax’ Dungeons and Dragons Plato’s Allegory of the Cave Arthur Conan Doyle’s Lost World (Theory of Forms) Virtual Worlds • “Where the imaginary meets the real” (Bartle 2004) • Virtual Worlds: • Have physics: underlying automated rules that enable players to effect changes to it. • Have players that represent individuals or characters in the world • Interaction takes place in real time • are shared • are (at least to some degree) persistent. MUD (Multi-User Dungeon) • Multi-User • Multiplayer, i.e. via a network • University networks • Early Dial-up networks • Access to MUDs based on provider (MUD belonged to CompuServe) • Once responsible for up to 10% of internet traffic (1993) • Dungeon • Zork, originally called Dungeon (MIT 1977-1079) Colossal Cave Adventure (Will Crowther, 1976), also known as ADVENT Dungeons and Dragons + Caving Mammoth Cave (Kentucky) LambdaMOO • MUD, Object Oriented Pavel Curtis Xerox PARC (Palo Alto, CA) • Players can create objects through scripting • LambdaMOO • Hosted in Xerox Parc • Made by Pavel Curtis, further developed by thousands of people after him. • Longest running virtual world • Social Experiment • No hierarchy • “Wizards” • Large community • A Rape in Cyberspace (1993) • Using a virtual voodoo doll • Led to institution of code of ethics and democratic self-governance system. -
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. -
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. -
UCLA Electronic Theses and Dissertations
UCLA UCLA Electronic Theses and Dissertations Title Transcoded Identities: Identification in Games and Play Permalink https://escholarship.org/uc/item/0394m0xb Author Juliano, Linzi Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA Los Angeles Transcoded Identities: Identification in Games and Play A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Theater and Performance Studies By Linzi Michel Juliano 2015 © Copyright by Linzi Michel Juliano 2015 ABSTRACT OF THE DISSERTATION Transcoded Identities: Identification in Games and Play By Linzi Michel Juliano Doctor of Philosophy in Theater and Performance Studies University of California, Los Angeles, 2015 Professor Sue-Ellen Case, Chair This work foregrounds how technologies create and emerge from sociocultural, economic and political discourses. My use of transcode, a term introduced by the semiotician A.J. Greimas and carried into the digital realm by Lev Manovich, refers to how cultural elements such as assumptions, biases, priorities emerge within programming code and software. It demonstrates how cultural norms persist across different mediums and posits that, in many ways, the capacity to be flexible defines cultural ideologies. At the software level, programming languages work like performative speech: grammar which produces effects. When cast as speech, coming from a body (or bodies) instead of hardware, information structures can be perceived as acting within regimes of corporeality; when cast as software, information structures demonstrate and advertise the capabilities of hardware. Although often aligned with veracity and stability in its proximity to (computer) science, software is not culturally neutral. -
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. -
Massive Multi-Player Online Games and the Developing Political Economy of Cyberspace
Fast Capitalism ISSN 1930-014X Volume 4 • Issue 1 • 2008 doi:10.32855/fcapital.200801.010 Massive Multi-player Online Games and the Developing Political Economy of Cyberspace Mike Kent This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor. Background In the late 1980s, multi-user dungeons (MUDs) such as LambdaMOO were text-based environments. These computer-mediated online spaces drew considerable academic interest.[1] The more recent online interactive worlds are considerably more complex, thanks to advances in computing power and bandwidth. Encompassing larger and more detailed worlds, they also enclose a much larger population of players. The first game in the new category of Massively Multi-player Online Role-playing Games (known initially by the acronym MMORPG and more recently as MMOG) was Ultima Online http://www.uo.com, which was launched over a decade ago in September 1997. -
Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
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................................................................................... -
Collaborative Networked Communication: Muds As Systems Tools
The following paper was originally presented at the Seventh System Administration Conference (LISA ’93) Monterey, California, November, 1993 Collaborative Networked Communication: MUDs as Systems Tools Remy Evard Northeastern University For more information about USENIX Association contact: 1. Phone: 510 528-8649 2. FAX: 510 548-5738 3. Email: [email protected] 4. WWW URL: http://www.usenix.org Collaborative Networked Communication: MUDs as Systems Tools Rémy Evard – Northeastern University ABSTRACT A systems administration group is only as effective as its internal communication mechanisms. On-line communication has traditionally been managed via electronic mail or news, which are neither real-time nor truly collaborative. Communication tools which let multiple parties work together in real-time have become widespread on the Internet in the last several years. In an effort to keep a physically disjoint systems staff working together effectively, we have explored the use of MUDs as communications tools. By allowing many people to interact in an extensible environment, MUDs have solved many of the problems that we had with on-line communication, and provided many unexpected benefits as well. Introduction related projects each term of the school year as part of a volunteer program, and may put in as much Multi User Dungeons, or MUDs, are widely time as the full-time staff (or perhaps more). used on the Internet as interactive role-playing games. They use valuable network resources, attract With this many people involved in systems pro- unruly users, and are often run by students who jects, coordination and communication become didn’t quite bother to ask the permission of the local essential to making effective progress. -
Proquest Dissertations
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI Bell & Howell Information and Learning 300 North Zeeb Road, Ann Aibor, Ml 48106-1346 USA 800-521-0600 3D VIRTUAL WORLDS AND LEARNING: AN ANALYSIS OF THE IMPACT OF DESIGN AFFORDANCES AND LIMITATIONS IN ACTIVE WORLDS, BLAXXUN INTERACTIVE, AND ONLIVE! TRAVELER; AND A STUDY OF THE IMPLEMENTATION OF ACTIVE WORLDS FOR FORMAL AND INFORMAL EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michele D.