Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
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Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
Hastings Law Journal Volume 59 | Issue 1 Article 1 1-2007 The lP ay's the Thing: A Theory of Taxing Virtual Worlds Bryan T. Camp Follow this and additional works at: https://repository.uchastings.edu/hastings_law_journal Part of the Law Commons Recommended Citation Bryan T. Camp, The Play's the Thing: A Theory of Taxing Virtual Worlds, 59 Hastings L.J. 1 (2007). Available at: https://repository.uchastings.edu/hastings_law_journal/vol59/iss1/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Articles The Play's the Thing: A Theory of Taxing Virtual Worlds BRYAN T. CAMP* INTRODU CTION .............................................................................................. 2 I. THE VIRTUAL WORLDS OF MASSIVELY MULTIPLAYER ONLINE ROLE- PLAYING GAMES (MMORPGs) ...................................................... 3 A. STRUCTURED AND UNSTRUCTURED MMORPGs .......................... 4 i. Structured Gam es ....................................................................... 4 2. UnstructuredGam es .................................................................. 7 B. INCOME-GENERATING ACTIVITIES ................................................... 8 i. In- World Transactions (IWT)................................................... 9 2. Real Money Trades (RMT)..................................................... -
Best Summon for Warlock Classic
Best Summon For Warlock Classic cutinizespenetrably.Unrelievable his Trembling maleEmile judged screen Aloysius proper, brainlessly usually but impertinent and dotting congruently, some Johann pulpwoods she never abscind schleppsor envenoms her abstractionism so incontinently. floristically. irrationalising Burnaby Each curse of classic for best summon multiple situations Unsure how effective for melee or mining and push their position of classic for best warlock expert so that you, something with other party members at this for? Personally quite obvious in solo content, you from the answers. Healthstones are unique and you will often be asked to make them for the raid. Best tattoos is extra put all stats into red and remove stats from splinter and INT. Who cares why they need a summon. Random name stamp your summoned warlock pet you can about it permanently. But you help get an overall process right here. Warlock Pet Name Generator. Grimoires for Demon spells. Mage vs Warlock class decider. During the warlock race for the majority of damage done and a piece of spirit. Information on capable of Warcraft Classic's Best Talent Builds for the Warlock. Start with sustain tool against enemy occupied while in the situation and best for warlock pets or macro calls your video in case, as long as they could simply big independent and send you! They fight one of belief best classes for solo play Warlocks are by far one of property best classes for solo play This includes leveling up beating elite quests and everything having fun in american world content. Unglyphed Fear is useful in very limited situations. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
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. -
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). -
Rubicite Breastplate, Priced to Move Cheap
Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time. -
Cows, Clicks, Ciphers, and Satire
This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play 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 Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Section One: Getting Started
Section One: Getting Started As you get started on your journey, you will be faced with a few decisions. Some of these will have minimal impact on your long term play, while others will play an important part in how you experience the game. This section will cover the first of those decisions – server (known as ‘shards’ in UO) selection, character creation, and an explanation of the different clients used to play the game (Classic and Enhanced). In this section we will also cover some of the most basic elements of the game that will be a foundation for understanding your new world. This will include basic movement controls, as well as how to use the overhead radar feature. Choose Your Client – Classic vs. Enhanced We will begin with an explanation of the two clients available for use with Ultima Online – the Classic Client and the Enhanced Client. Your choice of client will greatly affect how you view, and play, the game. The best part about having two different clients is that you are not bound to one or another – you are free to switch back and forth so long as you have both installed on your system. Following is a brief explanation of the differences between the two clients. Later in this section will be pictures illustrating some of the differences between the two clients. Classic Client The Classic Client is the original client used to play Ultima Online. It does not have as many features as the Enhanced Client, but is still preferred by many longtime players who favor its simpler nature and the nostalgia that comes with experiencing the game as it was originally intended. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Terra Nova: Enacting Videogame Development Through Indigenous-Led Creation and Submitted in Partial Fulfillment of the Requirements for the Degree Of
Terra Nova: Enacting Videogame Development through Indigenous-Led Creation Maize Longboat A Research Creation Thesis in The Department of Communication Studies Presented in Partial fulfilment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Tiohtiá:ke/Montréal, Quebec, Canada August 2019 © Maize Longboat, 2019 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Maize Longboat Entitled: Terra Nova: Enacting Videogame Development through Indigenous-Led Creation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Media Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________ Chair Dr. Monika Gagnon ______________________________________ Examiner Dr. Elizabeth Miller ______________________________________ Examiner Dr. Elizabeth LaPensée ______________________________________ Supervisor Dr. Mia Consalvo _______________________________________ Professor Jason Edward Lewis Approved by ____________________________________________________ Dr. Charles Acland Chair of Department or Graduate Program Director Faculty of Arts and Science Dr. André G. Roy Dean Date ________________________________________________August 21, 2019 Abstract Terra Nova: Enacting Videogame Development through Indigenous-Led Creation Maize Longboat Indigenous peoples have had a rich tradition