Power Games Platform Second Life Perform Social As Well As Especially in Terms of the Boundary Between Be- Dramatic Roles Within Their Community

Total Page:16

File Type:pdf, Size:1020Kb

Power Games Platform Second Life Perform Social As Well As Especially in Terms of the Boundary Between Be- Dramatic Roles Within Their Community Rule Powe S A ABSTRACT R nd Role G This study investigates how the members of four Jakobsson. In this dissertation my focus is the re- A different role-playing communities on the online lationship of the role-player to their chosen role me PoweR GAmeS platform Second Life perform social as well as especially in terms of the boundary between be- S S dramatic roles within their community. The tra- ing in character, and as such removed from ”re- in Se RuleS And RoleS in SeCond life jectories of power influencing these roles are ality,” and the popping out of character, which my main focus. Theoretically I am relying pri- instead highlights the negotiations of the social, C marily on performance studies scholar Richard sometimes make-belief, roles. Destabilising and ond Schechner, sociologist Erving Goffman, and post- problematising the dichotomy between the no- structuralists Michel Foucault, Gilles Deleuze tion of the online as virtual and the offline as l ife and Felìx Guattari. My methodological stance real, as well as the idea that everything is ”real” has its origin primarily within literature studies regardless of context, my aim is to understand using text analysis as my preferred method, but role-play in a digital realm in a new way, in which I also draw on the (cyber)ethnographical works two modes of performance, dramatic and social, of primarily T.L. Taylor, Celia Pearce, and Mikael take place in a digital context online. Maria Bäcke Maria Bäcke Blekinge Institute of Technology Doctoral Dissertation Series No. 2011:09 2011:09 ISSN 1653-2090 School of Planning and Media Design 2011:09 ISBN 978-91-7295-209-6 Power Games Rules and Roles in Second Life Maria Bäcke 3 4 Blekinge Institute of Technology Doctorial Dissertation Series No 2011:09 ISSN 1653-2090 ISBN 978-91-7295-209-6 Power Games Rules and Roles in Second Life Maria Bäcke School of Planning and Media Design Department of Technology and Aestetics Blekinge Institute of Technology Sweden 5 Blekinge Institute of Technology Blekinge Institute of Technology, situated on the southeast coast of Sweden, started in 1989 and in 1999 gained the right to run Ph.D programmes in technology. Research programmes have been started in the following areas: Applied Signal Processing Computer Science Computer Systems Technology Development of Digital Games Human Work Science with a special Focus on IT Interaction Design Mechanical Engineering Software Engineering Spatial Planning Technoscience Studies Telecommunication Systems Research studies are carried out in faculties and about a third of the annual budget is dedicated to research. Blekinge Institute of Technology S-371 79 Karlskrona, Sweden www.bth.se © Maria Bäcke 2011 Department of Technology and Aestetics School of Planning and Media Design Graphic Design and Typesettning: Maria Bäcke Publisher: Blekinge Institute of Technology Printed by Printfabriken, Karlskrona, Sweden 2011 ISBN: 978-91-7295-209-6 urn:nbn:se:bth-00496 6 Acknowledgements This PhD thesis would not exist had not a series of digital and face-to-face encounters with a large number of people taken place, and it is therefore appropriate as well as necessary for me to acknowledge the influence of these people upon my writing and my thinking. First and foremost I would like to thank my supervisors, professor Jay David Bolter at the Georgia Institute of Technology and associate professor Mikael Jakobsson at Malmö Högskola, for tireless input, support and inspiring discussions. My most heartfelt gratitude. I would also like to express my gratitude to professor Lena Trojer at the Blekinge Institute of Technology, who, in the role of examiner, has helped me with many practical issues. Bjarke Liboriussen, who gloriously took on the role of mock defence opponent, Mark Troy, Mikala Hansbøl, and Lissa Holloway-Attaway have all helped me immensely by going through my text and urge me to articulate my thoughts more clearly. Thank you! Additionally, I would like to say ”thank you” to the Second Life residents I have interviewed in my empirical studies, especially to the people behind the avatars Stacia Villota and Auntie, both of whom I have admittedly pestered with questions over and over again. Colleagues and former colleagues at the Blekinge Institute of Technology have been equally important: Teri Schamp-Bjerede, Åse Nygren, Vicky Johnson Gatzouras, Ulrica Skagert, Gösta Viberg, Lissa Holloway-Attaway, Lina Berglund Snodgrass, Lennart Nacke, Andreas Jakobsson, Niklas Lavesson, Marie Persson, Martin Boldt, Peter Ekdahl, Anita Carlsson, Kalle Bergman, Madeleine Persson, Therese Nilsson, Pelle Gunnarsson, Anna Zedig, and Ann-Katrin Strand. Thank you for your support, understanding, and friendship. I would never hesitate to acknowledge my debt to my former colleagues at Karlstad University. During my years there I was encouraged by for instance Mark Troy, Elisabeth Wennö and Reine Lundin to explore my interest in how people perceive, write and think 7 about information and communication technologies. I’m very grateful for their support and encouragement as I, in my own mind, struggled to merge the fields of English literature, new media and information and communication technologies. I’m likewise grateful to Andreas Kitzmann, who battled similar interdisciplinary issues and introduced me to new media theories. They all encouraged me to move on to graduate studies. Furthermore I would like to thank Owen Kelly and Roni Linser, who, in 2005, began exploring and analysing the, at that point, not so well-known online world Second Life with me. Both of them were instrumental in moving my ideas about new digital environments forward. I would also like to express my gratitude to people at various conferences, workshops and courses for the thought-provoking feedback they have given me. Likewise am I grateful to my students over the years, who have asked me all types of ”impossible” questions which encouraged me to go one step further in my thoughts. For their support, understanding and encouragement I feel extremely obliged to the Bäcke and Jensen families as well as to my two wonderful sons, Marc and Leo. Last, but not least, my immense gratitude to Thomas for your love and our discussions. 8 Contents Introduction: Structures, Rules and Norms Affecting the Role-Play in Second Life............11 Chapter One: The Role of Power and the Power of Roles...................................................39 Chapter Two: Reading, Analysing, and Exploring: Methodological Approaches...............68 Chapter Three: Being or Performing Neko?..........................................................................84 Chapter Four: Negotiating the Roles in Midian City.........................................................110 Chapter Five: Second Life Gor from the Outside................................................................142 Chapter Six: Power Games in the Independent State of Caledon.....................................171 Conclusion: Make-Believe and Make-Belief Performances...............................................199 Sources................................................................................................................................214 9 10 Introduction: Structures, Rules and Norms Affecting the Role-Play in Second Life Described by the role-players as a relaxing, lighthearted pastime as well as a completely and totally immersive endeavour, simultaneously exhilarating and exhausting, the role- play communities in an online 3D worlds such as Second Life (often abbreviated SL) draw a large number of people from all over the world. In interviews, blog posts, forum discussions, and articles many of the role-players describe the make-believe web of stories that emerges as the most important aspect, and for some of the participants the role-play becomes the very reason for them to log in on a regular basis. Collaboratively these role- players create an ongoing and emergent live performance filled with individual quirks and unexpected twists and turns. Second Life, from which all four examples — the Nekos in Second Life forum, the Midian city community, the Second Life Gor groups, and the Independent State of Caledon — of role-play communities in this dissertation are taken, provides its residents (as the “inhabitants” in SL are called) with a virtually empty playground, on which they can be creative in almost any way they want. Some people log in to design and build, others prefer to use it primarily as a social platform, yet others are using it as a work tool in various ways.1 Role-play might be the most popular activity, however, and the number of active role-play communities inside Second Life is high. In his 2009 list, Salvatore Otoro counts 73 different ones and he divides them into five categories: dark RP2, Gor RP, Superhero, Science Fiction, and other types of role-play. Only three of the role-play groups in which I have gathered3 the empirical material are represented in Otoro’s list, however. Gor can be described as a typical role-play environment, as can the dark play communities Midian City. My findings among the 1 I will not go into any detail about what it is like for a beginner to enter Second Life. More about this can for instance be found in Tom Boellstorff’s excellent Coming of Age in Second Life. 2 RP is an often used abbreviation for the word role-play. 3 The methodology I have chosen will be discussed in further detail in chapter two. 11 Nekos was taken from the more casual discussion and playful bantering on the Second Life Nekos forum. The fourth group, Caledon, cannot be found on Otoro’s list, but it provides an example of a comparatively old social/role-play environment in Second Life, which adds significantly to the diversity of the role-play environments in general and is therefore included in my dissertation. Theoretically I am relying primarily on performance theorist Richard Schechner, sociologist Erving Goffman, as well as post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies as text analysis is my preferred method, but I also draw on the (cyber)ethnographical works of T.L. Taylor, Celia Pearce, and Mikael Jakobsson.
Recommended publications
  • CRITICAL THEORY and AUTHORITARIAN POPULISM Critical Theory and Authoritarian Populism
    CDSMS EDITED BY JEREMIAH MORELOCK CRITICAL THEORY AND AUTHORITARIAN POPULISM Critical Theory and Authoritarian Populism edited by Jeremiah Morelock Critical, Digital and Social Media Studies Series Editor: Christian Fuchs The peer-reviewed book series edited by Christian Fuchs publishes books that critically study the role of the internet and digital and social media in society. Titles analyse how power structures, digital capitalism, ideology and social struggles shape and are shaped by digital and social media. They use and develop critical theory discussing the political relevance and implications of studied topics. The series is a theoretical forum for in- ternet and social media research for books using methods and theories that challenge digital positivism; it also seeks to explore digital media ethics grounded in critical social theories and philosophy. Editorial Board Thomas Allmer, Mark Andrejevic, Miriyam Aouragh, Charles Brown, Eran Fisher, Peter Goodwin, Jonathan Hardy, Kylie Jarrett, Anastasia Kavada, Maria Michalis, Stefania Milan, Vincent Mosco, Jack Qiu, Jernej Amon Prodnik, Marisol Sandoval, Se- bastian Sevignani, Pieter Verdegem Published Critical Theory of Communication: New Readings of Lukács, Adorno, Marcuse, Honneth and Habermas in the Age of the Internet Christian Fuchs https://doi.org/10.16997/book1 Knowledge in the Age of Digital Capitalism: An Introduction to Cognitive Materialism Mariano Zukerfeld https://doi.org/10.16997/book3 Politicizing Digital Space: Theory, the Internet, and Renewing Democracy Trevor Garrison Smith https://doi.org/10.16997/book5 Capital, State, Empire: The New American Way of Digital Warfare Scott Timcke https://doi.org/10.16997/book6 The Spectacle 2.0: Reading Debord in the Context of Digital Capitalism Edited by Marco Briziarelli and Emiliana Armano https://doi.org/10.16997/book11 The Big Data Agenda: Data Ethics and Critical Data Studies Annika Richterich https://doi.org/10.16997/book14 Social Capital Online: Alienation and Accumulation Kane X.
    [Show full text]
  • Sadomasochist Role-Playing As Live- Action Role-Playing: a Trait-Descriptive Analysis
    International Journal of Role-Playing - Issue 2 Sadomasochist Role-Playing as Live- Action Role-Playing: A Trait-Descriptive Analysis Popular Abstract - This article describes sadomasochist role-playing which is physically performed by its participants. All sadomasochist activities have a role-playing component to them. It is a form of role-playing where people consensually take on dominant and submissive roles, for the purpose of inflicting things such as pain and humiliation, in order to create pleasure for all participants. In some cases, participants agree to emphasize those roles, or make them fetishistically attractive, by adding complexity and definitions to them, and then act them out in semi-scripted fantasy scenes. This paper examines that activity, commonly called “sadomasochistic role-play”, as opposed to the more generic “sadomasochism” of which it is only one facet. Furthermore, the article compares this form of play with live-action role-playing (larp). Its main emphasis is on the question of how closely related the two activities are. To determine this, the article examines sadomasochist role-playing as being potentially a game, the question of its goal-orientation and the issue of whether or not it contains a character in the sense of a live-action role-playing character. Based on this process, it comes to the conclusion that sadomasochist role-playing is not a separate type of role-playing, but rather one kind of live-action role-playing. As its theoretical framework, this text utilizes studies done on both live-action role-playing games and on sadomasochist role-playing. Reliable material on the latter being quite limited, descriptions have been gathered from both academic works and practical manuals.
    [Show full text]
  • The Mythology and Psychology of Shame in the Early Novels of George Eliot
    'Spells That Have Lost Their Virtue': The Mythology and Psychology of Shame in the Early Novels of George Eliot Item Type text; Electronic Dissertation Authors Bell, Mary E. Publisher The University of Arizona. Rights Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author. Download date 26/09/2021 12:34:33 Link to Item http://hdl.handle.net/10150/321007 ! ! ! !"#$%%"&'()*(&(+,$&%-".&.($)/&,)/.0$!1&& .($&23.(-%-43&+56&#"3*(-%-43&-7&"(+2$&)5&.($&$+/%3&5-,$%"&-7&4$-/4$&$%)-.! "#! ! $%&#!'(!)*++! ,,,,,,,,,,,,,,,,,,,,,,,,,,! Copyright © Mary E. Bell 2014 -!./00*&1%1/23!45"6/11*7!12!18*!9%:5+1#!2;!18*! ! .'<-=>$'?>!@9!'?ABC4D!! ! C3!<%&1/%+!95+;/++6*31!2;!18*!=*E5/&*6*310! ! 92&!18*!.*F&**!2;! ! .@G>@=!@9!<DCB@4@<DH! C3!18*!A&%75%1*!G2++*F*! ! ! >D'!I?CJ'=4C>H!@9!-=CK@?-! LMNO! ! ! )*++! L! ! >D'!I?CJ'=4C>H!@9!-=CK@?-! A=-.I->'!G@BB'A'! ! -0!6*6"*&0!2;!18*!./00*&1%1/23!G266/11**P!Q*!:*&1/;#!18%1!Q*!8%R*!&*%7!18*!7/00*&1%1/23! S&*S%&*7!"#!$%&#!'(!)*++P!1/1+*7!!"89::;&'<=><&(?@9&%A;B&.<9=C&,=CBD9!1&.<9&2EB<A:AFE&?GH& #;E><A:AFE&AI&"<?J9&=G&B<9&$?C:E&5A@9:;&AI&49ACF9&$:=AB!%37!&*:266*37!18%1!/1!"*!%::*S1*7! %0!;5+;/++/3F!18*!7/00*&1%1/23!&*E5/&*6*31!;2&!18*!.*F&**!2;!.2:12&!2;!<8/+202S8#(! ! ! ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,! .%1*T!!OULVUNO! W/++/%6!'S01*/3! ! ! ! !
    [Show full text]
  • Vector 141 Barrett 1987-12.Pdf
    ,~e cri1ical journal ol l~e Bri1is~ Science fic1ion Associaiion ' , CHl.11S11 KURDBRS UVRSTIGI.TS'D ~Robartf&11Go.ll11<'aJ""4•DN n"~ttus DECEMBfR/ JANUARY 1987/ 88 V[CTOR 1· 4 · 1 omMB[R/ JANUARY 1987/ 88 0 N T [ N T s J 14 ll>ltollAL flCTJa m'QQI o.. 1d, . larrettr• pltN C.Cll h,...wrttH 5 15 ..,,... JCIP 1Cai1'8 SSYD 8 1ml Vau • coh- of rac:1or di to :,,:.,.-..lf? Ill•• • · ,....._r•• caata - -rat at-• fourcM-tota lltabout_u...,..11tlca, Oar, b-• • 11,d f • W• l ...17 ,... II hw bm>U by Ada•, U oUN, S.llud, IN5la, CIIIISI mDDB llnln"IG&TD ILIIIUMa, h7, Laa, Vat- nd ot.Mra SlMidH of 8P ..- a dublou• ddl•tUoa? ldltff.byPHl lhcald L. J. lllr.t ... tMJ!ldp O..•tartH nn , .... Va beg!• a •rlH a,rplodng Lti..ur7 Critic,!•• aad tM Art of b•Uriag applled to .c:taoce H ctlaa u,d hataay. M BRRY C HRJ: STMAS I A ti.pPr wlutm- r ..uval ta you all UViliYSBDITOR PRODUCTIOJEDITOR PRODUCtlOJlSSISTAJTS r.ul u -Jd s t - J lcllole<M Dll1'1d Cl.ed,m Sndy Ila- Shan:m llall PJ:JJTID BY, PDC Copyprht, 11 JlffriM Pauq:1, Gullcltard, Surr• y GIil UP David , Barr• tt,23 0.kflaldload,Croydo11,Surra7 Cl 02\ID Tel1 Ot•eateou TD BS,., TH lrlUab Sela..,_ '1cU011 AMOCJUIOD la H COITIIBUTORS: Good artlclN a re alv17a "Hied. ill JISS uateur orgaD!UUOII, foraed Ill l~I, 11btcll aiaa tg prgagta a uo5t be typad doublr•~ 1111 IIH aldll gf t.1111 pllpar, nd •11C<1Ur11g11 tH ,...dlq, writing a11,d p.ibllabtng 11t .clue.
    [Show full text]
  • A Comparative Study of BDSM Community Formation in Budapest and London
    Reframing Exclusionary Identities Through Affective Affinities: A comparative study of BDSM community formation in Budapest and London By Heath Pennington Submitted to: Central European University Department of Gender Studies In partial fulfillment of the requirements for the degree of Master of Arts in Gender Studies Supervisors: Eszter Timár and Nadia Jones-Gailani CEU eTD Collection Budapest, Hungary 2018 Abstract In this comparative thesis, I investigate how BDSM communities in Budapest and London form around affective affinities that do not rely on the exclusionary mechanisms of identity politics. I strive for an open, ambiguous definition of kink to support my framing of BDSM as an affective praxis that need not rely on normative identities. My analysis is based on 20 semi-structured interviews and a literature review drawing from sexological, psychoanalytic, gender studies, and ethnographic fields, which chronicles the historical and contemporary social construction of BDSM. Situating myself and my research locations, I discuss what it means to utilize a feminist, embodied, interdisciplinary praxis in my fieldwork. I describe my participant observation and interview methodologies, and detail the pros and cons of mobilizing the term “community” in my research. Illustrating the problem with using identity as a tool for community formation, I explore how identity creates normativities and develop the idea of kinknormativity, unique from other normativities in linking the legitimacy of informed consent to social privilege. Moving away from identity, I argue that affect provides the necessary opening for BDSM communities to form, analyzing two main affective modes: feelings of belonging and discussions of gender. I show that affective belonging is built in both locations through solidarity and educational events, which are more frequent in London than in Budapest.
    [Show full text]
  • 25 Sexuality and the Erotic in Role-Play
    "This is an Accepted Manuscript of a book chapter published by Routledge in Role-Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia- Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Brown, AML and Stenros, J. (2018). Sexuality and the Erotic in Role-Play. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, pp 425-439. 25 Sexuality and the Erotic in Role-Play Ashley ML Brown; Jaakko Stenros Role-play and role-playing games engage the imagination. Through whatever media role-playing occurs, the opportunity to create or take part in developing narratives allows for the imagining of what could be, even if it never was. This chapter considers how role-play and the erotic intersect, and specifically answers one question: what are the relationships between sexuality, the erotic, and role- play? This chapter focuses on three key areas of interest: sexual and erotic themes and imagery in role-playing games; erotic role-play and player interactions; and sexual and erotic role play outside of game contexts. The first section largely focuses on how sex, sexuality, and the erotic have been represented in role- playing games. This section covers both rules in games which allow for the playing out of sexual acts as well as the representation of character sexuality. The second section looks at erotic role play and player interactions, examining studies of how role-players incorporate sex into their games. The final section looks at sexual and erotic role-play behaviors in non-game contexts.
    [Show full text]
  • Transfictionality, Thetic Space, and Doctrinal Transtexts: the Procedural Expansion of Gor in Second Li
    Duret, Christophe. "Transfictionality, Thetic Space, and Doctrinal Transtexts: The Procedural Expansion of Gor in Second Life’s Gorean Role-playing Games." Intermedia Games—Games Inter Media: Video Games and Intermediality. Ed. Michael Fuchs and Jeff Thoss. New York: Bloomsbury Academic, 2019. 249–270. Bloomsbury Collections. Web. 2 Oct. 2021. <http:// dx.doi.org/10.5040/9781501330520.ch-012>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 2 October 2021, 18:51 UTC. Copyright © Michael Fuchs, Jeff Thoss and Contributors 2019. You may share this work for non- commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 12 Transfictionality, Thetic Space, and Doctrinal Transtexts: The Procedural Expansion of Gor in Second Life ’s Gorean Role- playing Games Christophe Duret maginary worlds created through a multitude of works in different media I have become a mainstay in contemporary popular culture. 1 Those works are linked together by a relation called “transfi ctionality,” a phenomenon “by which two or more texts, whether from the same author or not, jointly relate to the same fi ction, either by repetition of characters, extension of a prior plot or sharing of a fi ctional universe.” 2 The Assassin’s Creed franchise, for example, represents a transfi ction based on several media, which, in their combination, make up a transmedia story (a transfi ctional story told through many texts belonging to many media). In this franchise, twenty-two games contribute to a shared universe, along with twenty- eight comics, three animated short fi lms, a movie, eight novels, and an encyclopedia.
    [Show full text]
  • CALIFORNIA STATE UNIVERSITY, NORTHRIDGE When Deaf, Queer
    CALIFORNIA STATE UNIVERSITY, NORTHRIDGE Title Page When Deaf, Queer, and Leather Spaces Intersect. A graduate project submitted in partial fulfillment of the requirements For the degree of Master of Social Work By Erik James Escareño May 2017 Signature Page The graduate project of Erik James Escareño is approved: _______________________________________ __________ Dr. Allen Lipscomb Date _______________________________________ ___________ Dr. Jodi Brown, Date _______________________________________ ___________ Dr. Eli Bartle, Chair Date California State University, Northridge ii Dedication This research project is dedicated to the Leather Community. Through adversary LGBTQ and Deaf LGBTQ people have risen and persevered to create much needed spaces for themselves. We exist. Our created families normalizes that we can be comfortable in our own skin and evidence that it gets better. “Blood is thicker than water, but leather is thicker than blood.” –Anonymous Leather person. iii Table of Contents TITLE PAGE ....................................................................................................................... I SIGNATURE PAGE .......................................................................................................... II DEDICATION .................................................................................................................. III ABSTRACT ....................................................................................................................... V INTRODUCTION .............................................................................................................
    [Show full text]
  • 1490517039866.Pdf
    Tales of Gor GOREAN ROLEPLAYI NG Fantastical Adventures on th e Counter-Earth Authorised and based on the Gorean books of John Norman Written by: James ‘Grim’ Desborough Art by: Michael Manning, (C) Postmortem Studios 2017 John Norman’s works by permission of the author and the author’s agents Richard Curtis Associates, Inc. John Norman’s works are published by Open Road Media http://www.openroadmedia.com/contributor/john-norman/ Do not ask the stones or the trees how to live; they cannot tell you; they do not have tongues. Do not ask the wise man how to live, for, if he knows, he will know he cannot tell you. If you would learn how to live, do not ask the question. Its answer is not in the question but in the answer, which is not in words. Do not ask how to live, but, instead, proceed to do so. To receive over twenty books, Preview completely new to me, out of the blue was an enormous gift and I threw myself into reading Booklet them, one after another until they I nt ro d uct i on were all done. Here was a series Tales of Gor is the imminently of books with much of the same released Gorean role-playing game. fantastical imagination as Edgar A science-fantasy/sword and Rice Burroughs’ Barsoom series planet game of – somewhat – adult or the Hyborian fantasies of fantasy, set in the 30+ book series Robert E. Howard, but drawing of Gor novels by John Norman. on the same imagery of Greek and Roman heroism I’d learned at This booklet is something of a school and had seen in the films of preview for the game, showing Ray Harryhausen.
    [Show full text]
  • Print This Article
    Volume 2, Number 4 Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds February 2010 Editor-in-Chief Jeremiah Spence Guest Editors Mandy Salomon Serge Soudoplatoff Reviewers Robert Bloomfield Ian Burnett Ted Castronova Michelle Jean-Baptiste Aaron Lowen Christof Safferling Yesha Sivan Melissa De Zwart Technical Staff Andrea Munoz The Journal of Virtual Worlds Research is owned and published by the Virtual Worlds Institute, Inc. Austin, Texas, USA. The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the CCreative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. If this material is useful to you, please consider making a contribution. To make a contribution online, visit: http://jvwresearch.org/donate.html Journal of Virtual Worlds Research – Topping from the Viewfinder Volume 2, Number 4 Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds February 2010 Topping from the Viewfinder: The Visual Language of Virtual BDSM Photographs in Second Life By Shaowen Bardzell School of Informatics and Computing, Indiana University, USA Abstract The paper explores the mutually constituted relations between avatars, space, and artifacts depicted in virtual photographs from Second Life’s BDSM (bondage, discipline, and sadomasochism) communities.
    [Show full text]
  • Table of Contents
    Table of Contents 01 “What would Jesus Play?” - Actor-Centered Perspectives on Gaming and Gamers (In Lieu of an Introduction) Simone Heidbrink, Tobias Knoll & Jan Wysocki 17 Nephilim: Children of Lilith - The Place of Man in the Ontological and Cosmological Dualism of the Diablo, Darksiders and Devil May Cry Game Series Frank G. Bosman & Marcel Poorthuis 41 Living the Phantasm of Demediation - The Priest Kings and the Technology Prohibition in the Gorean Role-Playing Games Christophe Duret 61 “Venturing into the Unknown”(?) - Method(olog)ical Reflections on Religion and Digital Games, Gamers and Gaming Simone Heidbrink, Tobias Knoll & Jan Wysocki 85 Simulating the Apocalypse - Theology and Structure of the Left Behind Games Stephen Jacobs 107 The Politics of Pokemon – Socialized Gaming, Religious Themes and the Construction of Communal Narratives Marley-Vincent Lindsey 139 A Digital Devil’s Saga – Representation(s) of the Demon in Recent Videogames Jonathon O’Donnell 161 Prophecy, Pre-destination, and Free-form Gameplay - The Nerevarine Prophecy in Bethesda’s Morrowind Angus Slater Online – Heidelberg Journal for Religions on the Internet Volume 7 (2015) Religion in Digital Games Reloaded http://online.uni-hd.de Conference Papers: “Playing God” - On God & Game 185 Introduction: “Playing God” - On God & Game Frank G. Bosman 190 Beyond Belief - Playing with Pagan Spirituality in World of Warcraft Stef Aupers & Julian Schaap 207 “Are Those the Only Two Solutions?” - Dealing with Choice, Agency and Religion in Digital Games Tobias Knoll 227
    [Show full text]
  • Literature and Architecture in Early Modern England Myers, Anne M
    Literature and Architecture in Early Modern England Myers, Anne M. Published by Johns Hopkins University Press Myers, Anne M. Literature and Architecture in Early Modern England. Johns Hopkins University Press, 2012. Project MUSE. doi:10.1353/book.20565. https://muse.jhu.edu/. For additional information about this book https://muse.jhu.edu/book/20565 [ Access provided at 26 Sep 2021 14:14 GMT with no institutional affiliation ] This work is licensed under a Creative Commons Attribution 4.0 International License. Literature and Architecture in Early Modern England This page intentionally left blank Literature and Architecture in Early Modern England anne m. myers The Johns Hopkins University Press Baltimore © 2013 The Johns Hopkins University Press All rights reserved. Published 2013 Printed in the United States of America on acid-free paper 2 4 6 8 9 7 5 3 1 The Johns Hopkins University Press 2715 North Charles Street Baltimore, Maryland 21218-4363 www.press.jhu.edu Library of Congress Cataloging-in-Publication Data Myers, Anne M. Literature and architecture in early modern England / Anne M. Myers. p. cm. Includes bibliographical references and index. ISBN 978-1-4214-0722-7 (hdbk. : acid-free paper) — ISBN 978-1-4214-0800-2 (electronic) — ISBN 1-4214-0722-1 (hdbk. : acid-free paper) — ISBN 1-4214-0800-7 (electronic) 1. English literature—Early modern, 1500–1700—History and criticism. 2. Architecture and literature—History—16th century. 3. Architecture and literature—History—17th century. I. Title. PR408.A66M94 2013 820.9'357—dc23 2012012207 A catalog record for this book is available from the British Library.
    [Show full text]