Virtual Worlds and Kids: Mapping the Risks
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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)..................................................... -
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype Celia Pearce* Calvin Ashmore† Emergent Game Group {EGG} Emergent Game Group {EGG} Georgia Institute of Technology Georgia Institute of Technology Abstract the key findings of the study was that the type of games that players are attracted to will create a foundation for the types of This paper outlines the first phase prototype of Mermaids, a emergent behavior they are likely to exhibit. Another was that the massively multiplayer online game (MMOG) being developed by properties of games themselves promote the honing of particular Georgia Tech’s Emergent Game Group {EGG}. We describe play styles and skills that will lead to emergent behavior. For Mermaids in the context of the group’s research mission, to instance, in Uru, exploration and puzzle-solving were develop specific games, techniques and design features that predominate play patterns at which players of Uru and previous promote large-scale emergent social behavior in multiplayer Myst games had developed considerable mastery. When this games. We also discuss some of the innovative design features of expertise migrated into other virtual worlds, it led to the the Mermaids game, and describe the rapid prototyping and emergence of particular types of exploration and questing patterns iterative development process that enabled us to create a working that were characteristic of Uru players. [Pearce 2006] prototype in a relatively short period of time on a zero budget project using a student-based development team. We also discuss The study identified a spectrum of MMOG and virtual world the special challenges encountered when trying to develop a types spanning from the “fixed synthetic world,” in which the nontraditional game, one of whose stated research goals is to world is entirely designed and built by the game’s developers and interrogate MMOG conventions, using a relatively conventional in which players have little influence on the world itself, to the game engine. -
Re-Branding a Nation Online: Discourses on Polish Nationalism and Patriotism
Re-Branding a Nation Online Re-Branding a Nation Online Discourses on Polish Nationalism and Patriotism Magdalena Kania-Lundholm Dissertation presented at Uppsala University to be publicly examined in Sal IX, Universitets- huset, Uppsala, Friday, October 26, 2012 at 10:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Abstract Kania-Lundholm, M. 2012. Re-Branding A Nation Online: Discourses on Polish Nationalism and Patriotism. Sociologiska institutionen. 258 pp. Uppsala. ISBN 978-91-506-2302-4. The aim of this dissertation is two-fold. First, the discussion seeks to understand the concepts of nationalism and patriotism and how they relate to one another. In respect to the more criti- cal literature concerning nationalism, it asks whether these two concepts are as different as is sometimes assumed. Furthermore, by problematizing nation-branding as an “updated” form of nationalism, it seeks to understand whether we are facing the possible emergence of a new type of nationalism. Second, the study endeavors to discursively analyze the ”bottom-up” processes of national reproduction and re-definition in an online, post-socialist context through an empirical examination of the online debate and polemic about the new Polish patriotism. The dissertation argues that approaching nationalism as a broad phenomenon and ideology which operates discursively is helpful for understanding patriotism as an element of the na- tionalist rhetoric that can be employed to study national unity, sameness, and difference. Emphasizing patriotism within the Central European context as neither an alternative to nor as a type of nationalism may make it possible to explain the popularity and continuous endur- ance of nationalism and of practices of national identification in different and changing con- texts. -
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 -
Portland State University Commencement 2020 Program
2020 Portland State University Commencement Sunday, June 14, 2020 Share the excitement of Commencement #2020PDXGRAD GET THE APP Download the PSU Mobile app to get instant access to commencement social feeds. my.pdx.edu TAKE A SELFIE We’re proud of you—fearless innovators, artists, leaders, thinkers and change makers. Share your fearless selfie—you did it! #PortlandState LINK UP Stay in touch with fellow grads. linkedin.com/company/portland-state-university RELIVE THE DAY Go to the PSU homepage after the ceremony for photos and video. pdx.edu 2 CONGRATULATIONS TO THE PSU CLASS OF 2020 Dear Members of the PSU Class of 2020, Commencement is the result of your hard work and dedication and the contributions of the family members, friends, mentors, and educators who supported you on your journey. Please take a moment to thank them. Members of the Class of 2020, you join a network of nearly 179,000 proud PSU alumni. I encourage you to take everything you have learned at PSU to improve the lives of others. I look forward to the day that your success stories will inspire future graduating classes. As you celebrate, please know how proud we are of you, your academic achievements, and your commitment to contributing to others. We hope you will stay in touch as members of our PSU family. Go Viks! Stephen Percy Interim President TABLE OF CONTENTS Portland State University .....................................................................2 School of Social Work ........................................................................ 78 History ...............................................................................................2 -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing ..................................................................................................................... -
Choosing My Avatar & the Psychology of Virtual Worlds
Kaleidoscope Volume 11 Article 89 July 2014 Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Jennifer Wu Follow this and additional works at: https://uknowledge.uky.edu/kaleidoscope Click here to let us know how access to this document benefits oy u. Recommended Citation Wu, Jennifer (2013) "Choosing My Avatar & the Psychology of Virtual Worlds: What Matters?," Kaleidoscope: Vol. 11, Article 89. Available at: https://uknowledge.uky.edu/kaleidoscope/vol11/iss1/89 This Summer Research and Creativity Grants is brought to you for free and open access by the The Office of Undergraduate Research at UKnowledge. It has been accepted for inclusion in Kaleidoscope by an authorized editor of UKnowledge. For more information, please contact [email protected]. Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Student: Jennifer Wu Faculty Mentor: Philip Kraemer Background Virtual worlds began as online environments that provide shared space for a society of users who are primarily engaged in entertainment or social purposes. As these worlds become more pervasive and popular, applications of these worlds and their technologies already show increasing potential for use by educators and researchers. There are currently several different types of virtual worlds growing in popularity that target different demographics: games for real life simulation, education, and user creation. Second Life (SL) is a particular virtual world, created by Linden Labs and available free for download at their website (www.secondlife.com). SL users log in from over a hundred countries and approximately two hundred universities have a presence in SL for education and research purposes. -
Copyrighted Material
Index AAAS (American Association for adolescence Mali; Mauritania; the Advancement of Science), identity development among, Mozambique; Namibia; 91 306 Nigeria; Rwanda; Senegal; Aakhus, M., 178 identity practices of boys, 353 South Africa; Tanzania; Aarseth, Espen, 292n revelation of personal Uganda; Zambia abbreviations, 118, 120, 121, 126, information by, 463 African-Americans, 387 127, 133, 134 psychological framework of, 462 identity practices of adolescent ABC (American Broadcasting advertising, 156, 329, 354, 400, boys, 353 Company), 413, 416 415, 416, 420–1 political discussion, 174 ABC (Australian Broadcasting banner, 425 African Global Information Commission), 420 elaborate and sophisticated, 409 Infrastructure Gateway Aboriginal people, 251, 253, porn, 428 Project, see Leland 257–8, 262, 263 revenues, 417, 418, 419, 435 age, 280, 431, 432 abusive imageries, 431 Advertising Age, 417 porn images, 433 accessibility, 13, 50–1, 53, 424 aesthetics, 391, 425, 428, 430, agency, 44, 53, 55, 62, 312 balancing security and, 278 434 conditioned and dominated by control of, 388 alternative, 427 profit, 428 increasing, 223 digital, 407 technologically enhanced, 195 limited, 26 familiar, 435 AHA (American Historical private, 94 games designer, 75 Association), 86 public, 94, 95 play and, 373 Ahmed, Sara, 286–7, 288 see also Internet access promotional, 409 AILLA (Archive of the Indigenous accountability, 151, 191, 199, Afghanistan, 205 Languages of Latin America), 207, 273, 276, 277 AFHCAN (Alaska Federal 263 balancing privacy and, 278 Healthcare -
Please Download Issue 1-2 2015 Here
B A L A scholarly journal and news magazine. April 2015. Vol. VIII:1–2. From TIC the Centre for Baltic and East European Studies (CBEES), Södertörn University. The story of Papusza, W a Polish Roma poet O RLDS A pril 2015. V ol. VIII BALTIC :1–2 WORLDSbalticworlds.com Special section Gender & post-Soviet discourses Special theme Voices on solidarity S pecial section: pecial Post- S oviet gender discourses. gender oviet Lost ideals, S pecial theme: pecial shaken V oices on solidarity solidarity on oices ground also in this issue Illustration: Karin Sunvisson RUS & MAGYARS / EsTONIA IN EXILE / DIPLOMACY DURING WWII / ANNA WALENTYNOWICZ / HIJAB FASHION Sponsored by the Foundation BALTIC for Baltic and East European Studies WORLDSbalticworlds.com in this issue editorial Times of disorientation he prefix “post-” in “post-Soviet” write in their introduction that “gender appears or “post-socialist Europe” indicates as a conjunction between the past and the pres- that there is a past from which one ent, where the established present seems not to seeks to depart. In this issue we will recognize the past, but at the same time eagerly Tdiscuss the more existential meaning of this re-enacts the past discourses of domination.” “departing”. What does it means to have all Another collection of shorter essays is con- that is rote, role, and rules — and seemingly nected to the concept of solidarity. Ludger self-evident — rejected and cast away? What Hagedorn has gathered together different Papusza. is it to lose the basis of your identity when the voices, all adding insights into the meaning of society of which you once were a part ceases solidarity. -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 Dissertation Submitted In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy In the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
Complexity of Virtual Worlds' Terms of Service
Complexity of Virtual Worlds’ Terms of Service Holger M. Kienle1, Andreas Lober2, Crina A. Vasiliu3,andHausiA.M¨uller1 1 University of Victoria, Victoria, BC, Canada {kienle,hausi}@cs.uvic.ca 2 RAe Schulte Riesenkampff, Frankfurt am Main, Germany [email protected] 3 University of Victoria MBA Alumni, Victoria, BC, Canada [email protected] Abstract. This paper explores Terms of Service agreements of virtual worlds from the perspective of user complexity. We argue that these terms are too complicated for the average user to fully understand and manage because they exhibit a high technical or legal complexity. We also point out complexity problems that are grounded in size and readability of the texts, keeping track of changes when the terms evolve, and the scope of the terms. Based on these observations we identify approaches to reduce the complexity of Terms of Service agreements. Keywords: virtual worlds, terms of service, legal statements, readabil- ity scores. 1 Introduction This paper explores the complexity of Terms of Service (ToS) and other related legal statements that the ToS refers to. Operators of virtual worlds post the ToS on their web sites; it can be seen as a contract between the operator of the virtual world and its users. The goal of this paper is to explore and understand the complexity of the ToS, but not to analyze it from a legal perspective. Thus, we here take the content of the ToS at face value. The ToS is important from the users’ perspective because the operators use the ToS to put restrictions on users’ rights and conduct.