Third Person: Authoring and Exploring Vast Narratives
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Steve Jackson
It Takes A Thief. When brute force won’t get the job done, you need someone with . skills. A specialist. Preferably someone who doesn’t let a lot of nagging concerns a b out law or morality get in the way. Whether you’re looking for just the right character to GURPS Basic Set, Third Edi- round out an adventuring party, or a dangerous NPC to tion Revised and GURPS challenge your players, GURPS Rogues has what Compendium I are required to use this book in a GURPS you need – 29 different templates, letting you quickly campaign. While designed create the scoundrel that’s right for the job. for the GURPS system, the Templates include . character archetypes and ! Thieves who are only in it for the money, such as the sample characters in this armed robber, cat burglar, pirate, pickpocket, house- book can be used in any roleplaying setting. breaker, and forger. ! Rogues who have other goals than mere material THE ROGUES’ GALLERY: gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur. Written by Lynette Cowper ! Charmers who work more with people’s minds than with lockpicks and prybars, . the con man, bard, Edited by fixer, gambler, prostitute, and street doctor. Solomon Davidoff ! Mysterious figures who work on the shadowy edges and Scott Haring of society – the tracker, poacher, assassin, Cover by m aster thief, smuggler, mobster, and black marketeer. Ed Cox Each template comes with four complete characters, Illustrated by drawn from a wide range of settings. All told, you Andy B. Clarkson, get 116 ready-to-use sample characters, as well as his- Jeremy McHugh, torical background and information on the Thomas Floyd, Cob Carlos, Bob Cram, t e chnology and tactics that shaped their professions. -
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 ............................................................................................................................ -
Downloads/Documents/Tvpn-VW Primer-V1Q308.Pdf
City Research Online City, University of London Institutional Repository Citation: Piyathasanan, B., Mathies, C., Wetzels, M., Patterson, P. and de Ruyter, K. (2015). A Hierarchical Model of Virtual Experience and Its Influences on the Perceived Value and Loyalty of Customers. International Journal of Electronic Commerce, 19(2), pp. 126-158. doi: 10.1080/10864415.2015.979484 This is the accepted version of the paper. This version of the publication may differ from the final published version. Permanent repository link: https://openaccess.city.ac.uk/id/eprint/17773/ Link to published version: http://dx.doi.org/10.1080/10864415.2015.979484 Copyright: City Research Online aims to make research outputs of City, University of London available to a wider audience. Copyright and Moral Rights remain with the author(s) and/or copyright holders. URLs from City Research Online may be freely distributed and linked to. Reuse: Copies of full items can be used for personal research or study, educational, or not-for-profit purposes without prior permission or charge. Provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. City Research Online: http://openaccess.city.ac.uk/ [email protected] A HIERARCHICAL MODEL OF VIRTUAL EXPERIENCE AND ITS INFLUENCES ON CUSTOMER PERCEIVED VALUE AND LOYALTY Abstract Many businesses use virtual experience (VE) to enhance the overall customer experience, though extant research offers little guidance for how to improve consumers’ VE. This study, anchored in activity theory, examines key drivers of VE and its influences on value perceptions and customer loyalty. -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
BAKALÁŘSKÁ PRÁCE Na Téma: Etické Aspekty Aktivit Ve Víceuživatelském Virtuálním Prostředí: Srovnání Uživatelský
Ladislav Zámečník Fakulta humanitních studií Univerzity Karlovy BAKALÁŘSKÁ PRÁCE na téma: Etickéaspekty aktivit vevíceuživatelském virtuálním prostředí: Srovnání uživatelských postojů k danénetiketě Vedoucí práce: PhDr. Daniel Říha, Ph.D. Kralupy nad Vltavou, Praha 2007 1 2 OBSAH PRÁCE Úvod..............................................................................................................................5 Stručné přiblížení zkoumané oblasti .............................................................................5 Cíle bakalářské práce....................................................................................................8 Použité metody..............................................................................................................8 Historie víceuživatelských počítačových her s přehledem jejich charakteristických vlastností.......................................................................................................................9 „Malý“ multi-player ..................................................................................................9 Masivní multi-player a jeho znaky .............................................................................10 Vývoj masivního multi-playeru .................................................................................11 Vybrané etické aspekty MMOG..................................................................................16 Přínosy a nebezpečí vstupu do virtuálního světa pro lidský život mimo něj .......................16 -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
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. -
The Decline of Mmos
The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps). -
Rogueandroid RPG for Android
ROGUEANDROID A Diablo inspired role-playing game for Android University of Illinois CS 428 Professor Darko Marinov Spring 2010 Authors Drew Glass Josh Glovinsky Hyun Soon Kim David Kristola Michael Lai Henry Millson John Svitek 1 CONTENTS RogueAndroid ........................................................................................................................................................................... 1 Figures ..................................................................................................................................................................................... 3 Description ............................................................................................................................................................................ 4 Process .................................................................................................................................................................................... 4 Requirements and Specifications ................................................................................................................................. 7 Choose a Character ........................................................................................................................................................ 7 Displaying and Populating the Dungeon .............................................................................................................. 8 Moving the Character .................................................................................................................................................. -
Austin Games Conference 2005
Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29