IDENTITY and COMMUNICATION in CYBERSPACE Muds: GENDER and VIRTUAL CULTURE
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Theft in the Digital: Can You Steal Virtual Property?
Theft in the Digital: Can you Steal Virtual Property? Wayne Rumbles* I. Introduction This article explores issues arising around the theft of virtual property. It first explains a number of perhaps counter intuitive concepts vital to the understanding of the importance of extending ‘real world’ criminal law and criminal liability to conduct inside virtual worlds such as World of Warcraft or Second Life. This article focuses on theft of virtual property and explores how other jurisdictions are developing responses to this issue. It then develops an analysis of the operation of ‘real world’ New Zealand criminal law rules around theft, in the context of the evolution of virtual property. II. Understanding Virtual Worlds At first glance the virtual world universe, with its multitude of virtual realms, may seem like nothing but a place for virtual play, a place to which our teenage sons and daughters disappear when they should be cleaning their room. Online multiplayer computer simulated environments have come along way since Habitat was launched in 1988, on the Commodore 64 platform running through the online service QuantumLink.1 Today these worlds are interactive 3D or 2D virtual environments, which provide social spaces accessed via the Internet and accommodate millions of human users. Users interact in this world through avatars, which are computer generated representations, and acquire virtual property of one sort or another through their avatars. The number, complexity and diversity of these worlds continue to develop at a steadily increasing pace. There are still many uncertainties in the development of virtual worlds, however what is certain is that they will continue to grow and absorb aspects of our social interaction on the web. -
Violent Victimization in Cyberspace: an Analysis of Place, Conduct, Perception, and Law
Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law by Hilary Kim Morden B.A. (Hons), University of the Fraser Valley, 2010 Thesis submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts IN THE SCHOOL OF CRIMINOLOGY FACULTY OF ARTS AND SOCIAL SCIENCES © Hilary Kim Morden 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Hilary Kim Morden Degree: Master of Arts (School of Criminology) Title of Thesis: Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law Examining Committee: Chair: Dr. William Glackman, Associate Director Graduate Programs Dr. Brian Burtch Senior Supervisor Professor, School of Criminology Dr. Sara Smyth Supervisor Assistant Professor, School of Criminology Dr. Gregory Urbas External Examiner Senior Lecturer, Department of Law Australian National University Date Defended/Approved: July 13, 2012 ii Partial Copyright Licence iii Abstract The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber- bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. -
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. -
Downloads Achieved, Cookies Distributed, and Pages Viewed) Provide What Seems Like the Sole Quantifier for Success Or Failure
THE AUTHORITY OF LAW IN TIMES OF CYBERSPACE Viktor Mayer-SchOnberger* As the Internet grows ever more pervasive, the debate continues over what ought to be the proper relationship between existing law and this new virtual realm called "cyberspace." In this Article, Professor Mayer-Schonberger examines the question from a post- modern perspective and presents his arguments in a unique format comprised of a four-act play to better convey the emotional aspects of the debate and its potential for variable outcomes. The acts are set around only two characters: "authority of law," which represents "the law" and all its attendant social processes, and "cyberspace," which represents both the physical and communicative structures of that realm. Each of the four acts represents a different view of the relationshipbetween "the law" and "cyberspace." Act One depicts a struggle between law and cyberspace that arises from the view that cyberspace is either a sleazy, ruleless place in need of cleaning up, or an extension of the real world. In both cases, law must triumph and subjugate cyberspace so that safety is restoredor to prevent unfairnessfrom the uneven applicationof rules between the real and virtual worlds. The charactersagain do battle in Act Two, but this time cyberspace is the victor, vanquishing law and replacing it with a regulatory framework dictated by the information infrastructure. In Act Three, law and cyberspace coexist, not by cooperating, but by de-coupling from each other. Both retain authority in its own area, with cyberspace existing outside the law, either lawless or open for self-regulation. The last act, Act Four, represents the author's view of the true nature of the relationshipbetween the two characters. -
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. -
Gender and Power Issues in On-Line Learning Environments
DOCUMENT RESUME ED 442 972 CE 080 389 AUTHOR Machanic, Mindy TITLE Gender and Power Issues in On-Line Learning Environments. PUB DATE 1998-10-00 NOTE 8p.; Paper presented at the Meeting of the International Conference on the Social Impacts of Technology (1st, St. Louis, Missouri, October 1998). PUB TYPE Opinion Papers (120) Speeches/Meeting Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS Adult Education; *Computer Mediated Communication; *Distance Education; *Educational Environment; Females; Higher Education; Internet; *Online Systems; Secondary Education; Sex Fairness; *Sexual Harassment; Virtual Reality; World Wide Web IDENTIFIERS Flaming (Computer Mediated Communication); *Online Courses; Stalking ABSTRACT The Internet (Net) and World Wide Web (WWW) have developed a variety of cultures and communities. Although most early users of the Net (mostly males) were well-intentioned and well-mannered, their social conventions (some blatantly sexist, others in the nature of macho posturing) have continued in many online chat rooms and virtual gaming environments. Women have not always felt welcome or safe in these areas. Gender harassment and invasions of women's online privacy by men has now gone beyond macho posturing and sexist language. Online classrooms now have many of the same problems as the larger world of the Web. Going beyond "flaming" (blasting someone publicly for something said online), stalking is a potential danger for both students and faculty. Flaming that got out of hand and some forms of sexual harassment in online classrooms have been reported. None of the new online learning technologies address the emerging issues of power, gender, and safety in online classrooms. Instructors should set the tone of conversation, set clear limits on what is appropriate behavior in the classroom, make it clear that flaming will not be tolerated, and make textual postings gender-neutral. -
COMS 465: Computer Mediated Communication Plan
COMS 465: Computer Mediated Communication Plan Review Virtual Worlds & Bots Preview Review Avatar “At its core an avatar is a simple thing…It is an interactive, social representation of a user” (Meadows, 2008, p. 23). Identity “For some players the avatar becomes a purposeful projection or idealization of their own identity, while for others, the avatar is an experiment with new identities.” (Nick Yee 2008). 1. Avatar vs. the Real a priori access 1. Avatar vs. the Real a priori access a posteriori access 1. Avatar vs. the Real 1. Avatar vs. the Real "About a year ago, someone calling himself Marshall McLuhan began posting anonymously on a popular mailing list called Zone ([email protected]). Gary Wolf began a correspondence with the poster via a chain of anonymous remailers" (Wolf 1996, 129). 2. Opportunities/Challenges “The upside of incorporeal interaction: a technologically enabled, postmulticultural vision of identity disengaged from gender, ethnicity, and other problematic constructions. Online, users can float free of biological and sociocultural determinants” (Dery, 1994, p. 3). “By virtue of being physically disembodied from the creator, avatars in the theater of the game space may act in antisocial and even pathological ways— ways in which the 'real' person never would— shooting, maiming, and killing in brutal fashion” (Noveck, 2006, pp. 269-270). 2. Opportunities/Challenges 2. Opportunities/Challenges A Rape in Cyberspace An avatar, named Mr. Bungle, took advantage of and sexually abused other avatars in the textbased virtual world of LambdaMOO. Hidden behind the mask of the avatars, users feel free to engage in antisocial and violent behavior. -
California State University, Northridge Karmu As
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE KARMU AS WOUNDED HEALER A thesis submitted in partial satisfaction of the requirements for the degree of Master of Arts in Education, Educational Psychology, Counseling and Guidance by Janet Z. Gile1.. June, 1981 The Thesis of Janet Z. Giler is approved: California State University, Northridge ii Copyright by Janet Z. Gi1er - 1981 This work is dedicated to the memory of my mother who died of cancer sixteen years ago, and represents everything I would have wanted to say to her except thank you for loving very special flowers. iii ACKNOWLEDGMENTS The list of people who have helped me define and execute this project are numerous. The ones who stand out most prominently are my committee, teachers, friends and family. I would like to thank the following, while acknowledging their contributions: Margaret Thompson, my chairperson, who took me seriously and debated with me about the nature of healing; John Cogswell, Luis Rubalcava, Joe McNair and Dorothy Doyle, who have taught me and allowed me to grow; John Hubacher, who shared his years of research in parapsychology; Sam White, who showed me how to observe without interpreting; Alan Ruskin, who spent years helping me clarify many of the concepts; Debbie Johnson, who helped keep me sane and grounded; Joann Culbert-Koehn, who helped me sort through my own experiences; and Michael Shoob, who showed me the difference between the written and spoken word. Lastly, I would lH:e to thank my family for providing an environment whieh taught me to question, and KF-trmu, who allowed me to see that reality was greater than I had percei vecl. -
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. -
Being in the World (Of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game
Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game Alex Golub University of Hawaii Anthropological Quarterly, Vol. 83, No. 1, pp. 17–46, ISSN 0003-549. © 2010 by the Institute for Ethnographic Research (IFER) a part of the George Washington University. All rights reserved. Abstract This paper discusses two main claims made about virtual worlds: first, that people become “immersed” in virtual worlds because of their sensorial realism, and second, because virtual worlds appear to be “places” they can be studied without reference to the lives that their inhabitants live in the actual world. This paper argues against both of these claims by using data from an ethnographic study of knowledge production in World of Warcraft. First, this data demonstrates that highly-committed (“immersed”) players of World of Warcraft make their interfaces less sensorially realistic (rather than more so) in order to obtain useable knowledge about the game world. In this case, immersion and sensorial realism may be inversely correlated. Second, their commitment to the game leads them to engage in knowledge-making activities outside of it. Drawing loosely on phenomenology and contemporary theorizations of Oceania, I argue that what makes games truly “real” for players is the extent to which they create collective projects of action that people care about, not their imitation of sensorial qualia. Additionally, I argue that while purely in-game research is methodologically legitimate, a full account of member’s lives must study the articulation of in-game and out-of-game worlds and trace people’s engagement with virtual worlds across multiple domains, some virtual and some actual. -
Annotated Worlds for Animate Characters
ANNOTATED WORLDS FOR ANIMATE CHARACTERS a dissertation submitted to the department of computer science and the committee on graduate studies of stanford university in partial fulfillment of the requirements for the degree of doctor of philosophy Patrick Owen Doyle March 2004 c Copyright by Patrick Owen Doyle 2004 All Rights Reserved ii I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Richard Fikes (Principal Adviser) I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Barbara Hayes-Roth I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Terry Winograd Approved for the University Committee on Graduate Studies. iii Abstract Autonomous intelligent agents designed to appear as convincing “animate” characters are presently quite limited. How useful and how believable they are depends on the extent to which they are integrated into a specific environment for a particular set of tasks. This tight integration of character and context is an inadequate approach in the rapidly-expanding realm of large, diverse, structurally homogeneous but dis- parate virtual environments, of which the Web is only the most obvious example. By separating a character’s core features, which are invariable, from its knowledge of and abilities in any specific environment, and embedding this latter information in the environment itself, we can significantly improve the character’s believability, its utility, and its reusability across a variety of domains. -
Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time.