A Survey on Game Analytics in Massive Multiplayer Online Games

Total Page:16

File Type:pdf, Size:1020Kb

A Survey on Game Analytics in Massive Multiplayer Online Games SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Computing Track { Full Papers A Survey on Game Analytics in Massive Multiplayer Online Games Lucas V. Fernandes, Carla D. Castanho, Ricardo P. Jacobi Computer Science Department University of Brasilia, UnB Brasilia, Brazil Email: lucas [email protected], [email protected], [email protected] Abstract—Massive Multiplayer Online games (MMOG or human experience. The need for quantitative evaluation to MMO games) can gather hundreds, thousands or even millions support the decision making process in the game industry is of players. They build persistent world games where social gaining more and more attention [3]. The use of analytics relationships are established to improve the performance of the users and their online, centralized and persistent nature to better understand game development and user experience facilitates the collection and analysis of user data. Since is a consequence of that trend and is being adopted not only keeping players engagement is very important to the MMOG by the industry, but also by researchers as a more general business model, the adoption of Game Analytics to better investigation tool. understand the player experience became widespread among Game Analytics (GA) and Massive Multi-player Online game developers and researchers. This paper makes a survey of articles published over the last fourteen years that apply Game games (MMOG) are not new themes. Analytics has been Analytics techniques on Massive Multiplayer Online Games. widely used to support Business Intelligence. The goal of The objective is to outline the recent research conducted in this Analytics is to detect patterns in data that can be used area: the type of MMOG that is the object of research; the in decision making processes. The evolution of computing most common game metrics adopted; the game telemetry used platforms and the rise of big data opened a lot of oppor- in the research. For this, 31 papers were selected from IEEE and ACM Digital Libraries and analyzed. Such selection was tunities to apply Analytics in several areas. Its application done by searching the keywords Massive Multiplayer Games to games, in the beginning, was hindered by the difficulty on both libraries and Game Analytics on the ACM library. in obtaining a large amount of user data. The development Many tendencies were found upon selecting and analyzing each of networked games or simply games that communicate paper. Such as World of Warcraft being the most researched through the Internet circumvented that limitation. On the game, while RPG was the most researched sub-genre. Other observations include that the improvement of the game was the other side, MMOG had an extraordinary development in last aim of about one-third of the sample and the most common decade, boosted by the technological advances in computer data source was the Game Log from each game. processing and communications. Since their business model Keywords-Game Analytics, MMOG, Massive Multiplayer is based on player subscriptions, keeping an engaged user Online, Video Game base is fundamental for the game success. Game Analytics, in this context, is explored to better understand the game performance and define new directions for its evolution. I. INTRODUCTION This work is a survey of publications that relate both Video games have evolved from single screen games to fields, aiming to identify relevant research problems, the vast virtual worlds where thousands of players can interact kind of games where GA was applied and provide insights and play together or games with an emotional story where of new research directions. The articles presented here were players can relate to characters. Much of this evolution come collected by researching on ACM Digital Library [4] and from the advances in computer, communication and display IEEE Xplore Digital Library [5]. technology, which provided powerfull resources to game The paper sections are organized as follows. The second developers. section discuss the motivation of this work. Section III Amidst the plethora of video game genres, some may defines the main concepts investigated. An overview of the stand out for their popularity. For instance, Massive Mul- main games studied in the papers is shown in Section IV. tiplayer Online games became so popular that they gathered Section V presents the application areas of the papers. An a player base of millions players for just one game, World analysis of the overall state of research made with Game of Warcraft [1]. This user base was reduced in 50% in Analytics in Massive Multiplayer Online games is presented the following years [2], but at the same time another large in Section VI. Section VI closes the article with some final MMOG titles were launched. considerations. It is very difficult to predict the amount of success a game can achieve. The development of a new game involves several domains, and deals with subjective aspects of the XVII SBGames { Foz do Igua¸cu{ PR { Brazil, October 29th { November 1st, 2018 372 SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Computing Track { Full Papers II. MOTIVATION To exclude games not commonly associated with the MMOG is a game genre that kept a sustained data base MMO genre, a large number of players must consist of more of millions of subscribers for several years. It comprises than a hundred. But that is not to say that games with fewer players from several countries in a multi-million dollars than a hundred players can’t be considered a MMO game. business. For instance, Activision Blizzard reported 5.5 mil- The number was chosen because of the Battle Royale genre, lion subscribers to their Massive Multiplayer Online Role- that features a large number of players, usually a hundred, in Playing Game World of Warcraft, in 2015. At the same time, a single instance and such games are not considered MMOG around 5 million players were playing their other Massive for the general public. Multiplayer Online game, Destiny, and Final Fantasy XIV B. Game Analytics from Square Enix supposedly had over 600 thousands active players in May 2018 [6]. Analytics is the process of discovery, interpretation and On the other hand, MMO is characterized by online communication of relevant patterns in data. When such access over the Internet where players actions are recorded concepts are applied in the video game industry, it defines in a persistent virtual world. This rich availability of user Game Analytics. Game Analytics is the employment of data makes MMO a good candidate to the application of data analysis techniques to assist game development [3]. Game Analytics. It provides an opportunity not only for the Much of its analysis come from data obtained from game- Industry itself but also for the academic research, since it is user interactions. Results from the analysis may be used very difficult to obtain such a mass of data for analysis. in all phases of game development: Conception, Design, For those reasons, an investigation about the publication Programming, Testing and Releasing [7]. of works that apply Game Analytics to MMO is proposed. Game Analytics may be used in a variety of ways. The main questions that arise are: (1) What kind of games Listed below are some ways games can be improved by are subject of GA and (2) What kind of data is more the application of such techniques. Balancing games with player versus player modes, by important in this analysis ? • analyzing those competitions and trying to identify if III. DIMENSIONS there exists aspects that give unfair advantages. Researches compiled in this investigation exclusively ad- Discovering which game area can be improved upon to • dress Game Analytics techniques applied to Massive Mul- increase player base. tiplayer Online games or the analysis and implementation Predicting player behavior to increased Artificial Intel- • of what resulted from its application. In this section, the ligence effectiveness. definition of the Massive Multiplayer Online genre and Predicting Income Revenue when games have a pay to • Game Analytics are further explored in order to provide a play plan. better understanding of what criteria was used to gather the Better understanding of player’s motivation for playing • articles compiled in this work. It may also be applied to understand human behavior as a A. Massive Multiplayer Online whole, not only inside the digital world. A Massive Multiplayer Online Game is a game that IV. GAMES requires internet connection played with large quantity of This section presents the games which are subject of the players, with numbers varying from hundreds to thousands, 31 compiled articles in this survey. Some games are briefly or even millions, usually in the same server. Interactions described, while others are more detailed, according to their among players either to cooperate, compete or simply to relevance in this survey. commute at a large scale around the world are a common factor among MMOs. Such games are mostly made for A. World of Warcraft Personal Computers (PC), but there are multiples MMOs Since Activision Blizzard stopped reporting their numbers made for video game consoles and even mobile devices, of subscribers [2], there is no definitive way to tell how such as smartphones. MMOs can have a variety of different many active players are engaged with World of Warcraft subgenres depending on gameplay: Role Playing Game, Real (WoW). Even though, by tracking the numbers of sub- Time Strategy, Simulation, Social, First-Person Shooter and scribers to one of the most famous social news Web sites, many others. An exact definition of MMOG was not found Reddit, one can compare each MMO community to get a in the literature. For the purpose of clarifying what will be rough estimate to their popularity in relation to other games. considered MMOG in this paper, the following criteria must By using this metric, World of Warcraft reamins as the be met: most popular MMO game, with more than 700 hundred Must contain some sort of interaction between players subscribers [8].
Recommended publications
  • Magicrealm.Net Forum Archive
    WWW.MAGICREALM.NET FORUMS ARCHIVE This archive contains a complete record of all messages posted on the forums at MagicRealm.net The last message posted here is dated 14 Feb 2004. The archive is organized in the same manner as the forums were: two main sections, and seven subsections. Each discussion topic is linked to a bookmark. The discussion topics are sorted from oldest to newest within each subsection. This is the opposite of how they were sorted in the original forums, but it was easier to build and maintain the archive in this way. Known problems: The polls in the “Software” subsection could not be archived. Many of the URL’s came through as blank lines. The forum software had a flaw: at the start of each discussion topic, it lists the topic name followed by “started by [name]” – but instead of using the name of the person who started the topic, it used the name of the last person to post to that topic. MRNet Forums [Powered by Ikonboard] http://www.magicrealm.net/cgi-bin/ikonboard/ikonboard.cgi... Printable Version of Topic -MRNet Forums +--Forum: Expansions and Variants +---Topic: New Characters started by fiscused Posted by: fiscused on Sep. 04 2001,07:28 Thought I'd throw up the beginning of a new character idea here. Monk: A quiet, dedicated man, the monk is master of dealing damage, either with his bare hands or with weapons. advantages: Poverty: The monk begins with zero gold and may never gain gold in any way. He can barter with others using the gold value of items, but he may never acquire gold.
    [Show full text]
  • Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
    Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems.
    [Show full text]
  • Game Design 2 Game Balance
    CE810 - Game Design 2 Game Balance Joseph Walton-Rivers & Piers Williams Friday, 18 May 2018 University of Essex 1 What is Balance? Game Balance Question What is balance? 2 Game Balance “All players have an equal chance of winning” – Richard Bartle Richard covered a combat example in the first part of the module. 3 On Strategies Game Balance • What about higher level strategies? • Zerg rush? • Dominant strategies • Metagaming 4 Metagaming - Rock Paper Scissors • A beats B, B beats C, C beats A • If there are lots of A players, people will play C • Then there are a lot of C players, so people play B • and so on... 5 Metagaming - Dominant Strategies • What if A is significantly stronger? • No one will use the other two strategies • We want to encourage variety in play 6 Can we detect this? • Can we detect strategies which are overpowered? • Try to punish strategies we don’t want to see • We did this earlier in the week with rotate and shoot! • Can we measure this? 7 Automated Game Tuning • Academics seem to think so... • Ryan Leigh et al (2008) - Co-evolution for game balancing • Alexander Jaffe et al (2012) - Restricted-Play balance framework • Mihail Morosan - GAs for tuning parameters 8 Game Curves First Move Advantage First Move Advantage • Typically affects turn based games • Going first in tac tac toe means either a win or adraw • White has > 50% win rate over all games • Worse effects if you have resources • We need a way of dealing with this 9 First Move Advantage Magic Second player gets an extra card Go Second player gets 7.5 bonus
    [Show full text]
  • Using the MMORPG 'Runescape' to Engage Korean
    Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012.
    [Show full text]
  • 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.
    [Show full text]
  • Money Cheat for Champions of Norrath
    Money cheat for champions of norrath PS2 Cheats - Champions of Norrath: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Champions of Norrath. Game Boy · Dreamcast · DVD. Champions Of Norrath: Realms Of EverQuest . Sell the duplicated inventory items for money, then repeat. Improved character. Champions of Norrath Cheats. Champions of Norrath cheats, Tips, and Codes for PS2. Also see GameShark Codes for more Champions of Norrath cheat codes. Jump to: Tip . Item and Money Duplication. You need at least one memory card. Champions of Norrath: Realms of EverQuest Cheats and Cheat Codes, PlayStation 2. items, infinite attack points and getting extra items and more money. I found this out by accident, but it was so funny I had to do it more. In the Beginning of the game load up on explodeing potions, then throw them a.., Champions. Champions of Norrath: Realms of Everquest Cheats Unlimited Money & Items The idea behind the cheat is to import your own character into a map you. Copy Items and Money; Start a two player game then press Start and select "Add/Remove Player." Import your first character to the player two. Champions of Norrath PS2 Cheats. Champions of Norrath PS2 Level 20 Character: While your character is still at level 1, hold L1 + R2 + Triangle + R3 to raise. i hope that i have helped u^^ thxx 4 watching and please leave a comment! Champions of Norrath: Realms of Everquest cheats & more for PlayStation 2 (PS2). Cheats . Sell the duplicated inventory items for money, then repeat. Sorry for the squeaking of the camera.
    [Show full text]
  • Acquisition of Innova Q4 Investor Presentation – February 2021 Eg7 in Short
    ACQUISITION OF INNOVA Q4 INVESTOR PRESENTATION – FEBRUARY 2021 EG7 IN SHORT 2,061 EG7 is a unique eco-system within the video games industry consisting of: SEKm REVENUE 1. An IP-portfolio consisting of world-class brands with both own IP’s such as P R O F O R M A 2 0 2 0 Everquest, PlanetSide, H1Z1 and My Singing Monsters, as well as licensed IP’s such as Lord of the Rings, DC Universe, Dungeons and Dragons and MechWarrior. o This Games-as-a-Service (“GaaS”) portfolio accounts for the majority of the revenues and profits with predictable monthly revenues. 2. Petrol, the number one gaming marketing agency. o That is why Activision, Embracer, Ubisoft among other repeat clients use 652 Petrol. SEKm ADJ. EBITDA 3. Sold Out, our publisher that has never had an unprofitable release. P R O F O R M A o That is why Frontier, Team17 and Rebellion among other repeat clients use 2 0 2 0 Sold Out. FY2020 PRO FORMA FINANCIALS (SEKm) CURRENT EG7 GROUP INNOVA TOTAL NEW GROUP 32% Revenue 1,721 340 2,061 ADJ. EBITDA MARGIN Adjusted EBITDA 512 140 652 Adjusted EBITDA margin 30% 41% 32% Number of employees 635 200 835 Net cash position 568 30 598 835 EMPLOYEES Total number of outstanding shares (million) 77 +10 87 EG7 PLATFORM VALUE CHAIN – WE CONTROL THE VALUE CHAIN DEVELOPING MARKETING PUBLISHING DISTRIBUTING WE TAKE THE COMPANIES WE ACQUIRE TO A NEW LEVEL PORTFOLIO OF WORLD-CLASS IP RELEASED 1999 RELEASED 2012 RELEASED 2015 RELEASED 2012 5 RELEASED 2007 RELEASED 2011 RELEASED 2006 RELEASED 2013 SELECTION OF GAME PIPELINE 10+ 40+ 5+ 10+ UNDISCLOSED MARKETING CAMPAIGNS REMASTERED / PROJECTS PROJECTS AND RELEASES NEW VERSIONS OF PORTFOLIO HISTORY & FINANCIALS +302% Revenue per Year SEK 2,061.0 (Pro-forma Revenue) Revenue Growth per Year +573% SEK 512.4m Contract worth Consulting in SEK 40m with (Pro-forma Revenue) Development Leyou +52% -3% +586% SEK 7.5m SEK 11.4m SEK 11.1m SEK 76.1m 2015-08 2016-08 2017-08 2018-121 2019-12 2020-12 1) Changed to calendar year.
    [Show full text]
  • Cgcopyright 2013 Alexander Jaffe
    c Copyright 2013 Alexander Jaffe Understanding Game Balance with Quantitative Methods Alexander Jaffe A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: James R. Lee, Chair Zoran Popovi´c,Chair Anna Karlin Program Authorized to Offer Degree: UW Computer Science & Engineering University of Washington Abstract Understanding Game Balance with Quantitative Methods Alexander Jaffe Co-Chairs of the Supervisory Committee: Professor James R. Lee CSE Professor Zoran Popovi´c CSE Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters and run lengthy playtests to evaluate the effects of these changes. Only recently has computer science played a role in balancing, through quantitative balance analysis. Such methods take two forms: analytics for repositories of real gameplay, and the study of simulated players. In this work I rectify a deficiency of prior work: largely ignoring the players themselves. I argue that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players. Concretely, I present a formalization of diverse forms of game balance. This formulation, called `restricted play', reveals the connection between balancing concerns, by effectively reducing them to the fairness of games with restricted players. Using restricted play as a foundation, I contribute four novel methods of quantitative balance analysis. I first show how game balance be estimated without players, using sim- ulated agents under algorithmic restrictions.
    [Show full text]
  • Game Balancing
    Game Balancing CS 2501 – Intro to Game Programming and Design Credit: Some slide material courtesy Walker White (Cornell) CS 2501 Dungeons and Dragons • D&D is a fantasy roll playing system • Dungeon Masters run (and someCmes create) campaigns for players to experience • These campaigns have several aspects – Roll playing – Skill challenges – Encounters • We will look at some simple balancing of these aspects 2 CS 2501 ProbabiliCes of D&D • Skill Challenge • Example: The player characters (PCs) have come upon a long wall that encompasses a compound they are trying to enter • The wall is 20 feet tall and 1 foot thick • What are some ways to overcome the wall? • How hard should it be for the PCs to overcome the wall? 3 CS 2501 ProbabiliCes of D&D • How hard should it be for the PCs to overcome the wall? • We approximate this in the game world using a Difficulty Class (DC) Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 4 CS 2501 ProbabiliCes of D&D • Easy – not trivial, but simple; reasonable challenge for untrained character • Medium – requires training, ability, or luck • Hard – designed to test characters focused on a skill Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 5 CS 2501 Balancing • Balancing a game is can be quite the black art • A typical player playing a game involves intuiCon, fantasy, and luck – it’s qualitave • A game designer playing a game… it’s quanCtave – They see the systems behind the game and this can actually “ruin” the game a bit 6 CS 2501 Building Balance • General advice – Build a game for creavity’s sake first – Build a game for parCcular mechanics – Build a game for parCcular aestheCcs • Then, aer all that… – Then balance – Complexity can be added and removed if needed – Other levers can be pulled • Complexity vs.
    [Show full text]
  • Building a Recommendation System for Everquest Landmark's
    Building a Recommendation System for EverQuest Landmark’s Marketplace Ben G. Weber Director of BI & Analytics, Daybreak Game Company Motivation ● Content discovery is becoming a challenge for players ● Questions ● What games to purchase? ● Which content to download? ● What items to purchase? Daybreak’s revenue-sharing program for user-created content Infantry Gear in PlanetSide 2 Housing Items in Landmark Recommender Goals ● Make relevant content easier to discover ● Recommend content based on gameplay style, friends, and prior purchases ● Improve conversion and monetization metrics Recommender Results ● Offline Experiments ● 80% increase in recall rate over a top sellers list ● Marketplace Results ● Recommendations drive over 10% of item sales ● Used by 20% of purchasers ● Lifetime value of users that purchased recommendations is 10% higher than other purchasers Types of Recommendations ● Item Ratings ● The recommender provides a rating for an item the player has not yet rated ● Item Rankings ● The recommender provides a list of the most relevant items for a player Recommendation Algorithms ● Content-Based Filtering ● Collaborative Filtering ● Item-to-Item ● User-to-User Collaborative Filtering ● Rates items for a player based on the player’s similarity to other players ● Does not require meta-data to be maintained ● Can use explicit and implicit data collection ● Challenges include scalability and cold starts User-Based Collaborative Filtering Similar User ● Users A B ● Items 101 102 103 Recommendation Algorithm Overview Computing a
    [Show full text]
  • Massively Multiplayer Online Role Playing Game Chat Project
    [Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ...........................................................................................................................................................
    [Show full text]
  • 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.
    [Show full text]