Reflections on Cultural Bias and Adaptation
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Impactos Sócio-Culturais Da Evolução Dos Jogos Eletrônicos E Ferramentas Comunicacionais: Um Estudo Sobre O Desenvolvimento De Comunidades Virtuais De Jogadores
Impactos sócio-culturais da evolução dos jogos eletrônicos e ferramentas comunicacionais: um estudo sobre o desenvolvimento de comunidades virtuais de jogadores Lia Carrari Rodrigues Rodrigo A. S. Pereira Lopes Pollyana Notargiacomo Mustaro Universidade Presbiteriana Mackenzie, Dept. Ciência da Computação, Brasil Abstract Neste sentido, será realizada uma análise do futuro This work studies the evolutionary process of das comunidades virtuais de jogos em relação às novas electronic games, virtual communities and ferramentas comunicacionais proporcionadas pelo communicational tools and their impact on social avanço tecnológico. interaction and culture. Additionally, an analysis is presented about different types of metacommunication 2. História dos Jogos Eletrônicos developed in the communities formed by online games. Finally a conclusion is presented towards the future of Os jogos fazem parte da história da evolução humana, those communities and the new communicational tools constituindo uma parte fundamental na cultura. provided by technological advancement. Segundo Huizinga [1971], o jogo é primitivo, anterior à cultura, e é parte da vida individual e da sociedade. Keywords: Online games, virtual communities, Portanto, é um processo inerente a esta, e não o communicational tools, metacommunication resultado de uma expressão cultural. Para este autor, o jogo é essencial para a humanidade, parte integrante da Authors’ contact: vida e tem função vital para a sociedade e cultura. {lia.carrari,rodlopes}@gmail.com [email protected] Entre as características mais significativas dos jogos está o "fazer de conta". Presente em todos os 1. Introdução jogos eletrônicos, ele auxiliou a revolucionar o mundo do jogo, transformando-o em um ambiente totalmente O desenvolvimento de jogos em versões eletrônicas interativo. -
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. -
GENDER SWAPPING on the INTERNET Amy S. Bruckman Presented at the Internet Society, San Fransisco, CA, August 1993
GENDER SWAPPING ON THE INTERNET Amy S. Bruckman Presented at The Internet Society, San Fransisco, CA, August 1993. ABSTRACT In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. In these virtual worlds, the way gender structures basic human interaction is often noticed and reflected upon. This paper introduces MUDs, and then presents a community discussion about gender issues that MUDs inspired. Gender swapping is one example of ways in which network technology can impact not just work practice but also culture and values. I. GENDER SWAPPING ON THE INTERNET On the television show Saturday Night Live, a series of skits concerned a character named Pat, who has no apparent gender. The audience is tempted with the promise of clues. In one episode, Pat gets his or her hair cut. A sign in the salon says that men's haircuts are $7, and women's haircuts are $9. The audience waits in suspense: when Pat goes to pay, his or her true gender will be revealed. The humor of the series lies in the fact that those hopes are constantly foiled; in this instance, Pat leaves $10 and says to keep the change. Gender is so fundamental to human interactions, that the idea of a person without gender is absurd. The audience thinks that surely some clue must reveal Pat's gender, but none ever does. Many who have never seen Saturday Night Live know about Pat.(2) The character has become a kind of cultural icon. Pat's popularity is revealing. -
Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
The Laws of the Virtual Worlds
California Law Review VOL. 92 JANUARY 2004 No. 1 Copyright © 2004 by California Law Review, Inc., a California Nonprofit Corporation The Laws of the Virtual Worlds F. Gregory Lastowkat & Dan Hunterl TABLE OF CONTENTS Introduction .............................................................................................3 A . V irtual W orlds ...........................................................................4 B. On the Real and the Virtual .......................................................7 I. A Virtual-World Primer ..................................................................14 A . W riting the W orld ....................................................................14 B. Drawing the World ..................................................................21 II. V irtual Properties ..........................................................................29 A. The Existence of Property in Virtual Worlds ...........................30 B. Early Conceptions of Virtual Property .....................................34 C. The Descriptive Account of Virtual Property .......................... 37 1. Metaphysical Problems ....................................................40 2. Temporal Problems ...........................................................42 D. The Normative Account of Virtual Property ............................43 1. Utilitarian Theories of Virtual Property ............................44 2. Lockean Theories of Virtual Property ...............................46 3. Personality Theories of Virtual Property ............................48 -
7 Multi-Player Online Role-Playing Games
7 Multi-Player Online Role-Playing Games Mark Chen; Riley Leary; Jon Peterson; David Simkins This chapter describes multiplayer online role-playing games (MORPGs) where players participate through networked connections to collectively build a narrative or experience with a game that persists independent of who is logged in. We discuss two main traditions of these games (see Chapter 8 for an emerging tradition): 1. Multi-User Dungeons (MUDs), and 2. Massively Multiplayer Online Role-Playing Games (MMORPGs). MUDs and MMORPGs generally allow for a “massive” amount of players—sometimes hundreds, thousands, or tens of thousands of players who simultaneously engage in the same game. Most MUDs and MMORPGs feature worlds where players log in at any time to visit, providing players with a persistent world independent of who is logged in. A variety of agents are at play shaping the multiplayer online RPG form. Creators have introduced novel game systems or narratives while dealing with the affordances of what everyone agrees is an RPG, but creators are also constrained by the technologies of their time rather than inherent limitations in RPGs. There also exists a parallel history in non-digital RPGs and computer role-playing games (CRPGs) that influence the online games. Thus the evolution of MORPGs is not channeled through just one tradition. Thankfully, first-hand accounts of the history of the multiplayer online RPG industry (Bartle, 2010) and first-hand accounts of design and management decisions for specific games (e.g. Morningstar & Farmer, 1991; Curtis, 1996; Mulligan & Patrovsky, 2003) exist. One thing these accounts lack is scrutiny from scholars across multiple disciplines, studying specific player phenomena in online gaming, so this chapter complements the historical timeline with notable scholarly research on player behavior and community engagement. -
Simulated Selves
Rochester Institute of Technology RIT Scholar Works Theses 5-1-2003 Simulated selves Erika Gentry Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Gentry, Erika, "Simulated selves" (2003). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. SIIM\UIILAlilEID SJEILVJES Erika Y. Gentry Graduate Thesis Master of Fine Arts School of Photographic Arts and Sciences Imaging Arts and Sciences Rochester Institute of Technology Thesis Board Members Angela Kelly, Thesis Chair, Associate Professor, School of Photographic Arts and Sciences Patricia Russotti, Associate Professor, School of Print Media Stephen Jacobs, Associate Professor, Information Technology SIIM\UIILAlilEID SIEILVIES Erika Y. Gentry A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts, Imaging Arts and Sciences. Rochester Institute of Technology 2003 Approved by: Angela Kelly, Associate Professor, School of Photographic Arts and Sciences sl'~/03 date Patricia Russotti, Associate Professor, School of Print Media Stephen Jacobs, Associate Professor, Information Technology 1 SIIM\UIILAlilEID SIEILVIES I, Erika Y. Gentry, (author) hereby grant permission to Wallace Memorial Library of the Rochester Institute of Technology to reproduce my Thesis in whole or in part. Any reproduction will not be for commercial use or profit. Signature of author: ABSTRACT SIMULATED SELVES Erika Y. Gentry In an increasingly virtual world, new identities that exist only in cyber space are being created. -
Table of Contents
Table of Contents 1. TrekMUSE, 3:30 AM ................................................................................................ 1 2. Introduction .............................................................................................................. 4 2.1 MUDs, MUSEs, MUSHs, and MOOs ...................................................... 4 2.2 Adventure-Game-Style MUDs ................................................................. 5 2.3 Tiny-Style MUDs ........................................................................................ 7 2.4 Themed MUDs ........................................................................................... 10 2.4.1 Social Hierarchy .......................................................................... 12 2.4.2 Participatory Culture .................................................................. 13 2.5 Methodology ............................................................................................... 13 3. Identity ....................................................................................................................... 17 3.1 From the Virtual to the Real: A Party ...................................................... 17 3.2 From the Virtual to the Real: A Romance ............................................... 23 4. Gender Swapping .................................................................................................... 26 5. Mud Addiction ........................................................................................................ -
Network Working Group J. Reynolds Request for Comments: 1700 J
Network Working Group J. Reynolds Request for Comments: 1700 J. Postel STD: 2 ISI Obsoletes RFCs: 1340, 1060, 1010, 990, 960, October 1994 943, 923, 900, 870, 820, 790, 776, 770, 762, 758,755, 750, 739, 604, 503, 433, 349 Obsoletes IENs: 127, 117, 93 Category: Standards Track ASSIGNED NUMBERS Status of this Memo This memo is a status report on the parameters (i.e., numbers and keywords) used in protocols in the Internet community. Distribution of this memo is unlimited. OVERVIEW This RFC is a snapshot of the ongoing process of the assignment of protocol parameters for the Internet protocol suite. To make the current information readily available the assignments are kept up-to- date in a set of online text files. This RFC has been assembled by catinating these files together with a minimum of formatting "glue". The authors appologize for the somewhat rougher formatting and style than is typical of most RFCs. We expect that various readers will notice specific items that should be corrected. Please send any specific corrections via email to <[email protected]>. Reynolds & Postel [Page 1] RFC 1700 Assigned Numbers October 1994 INTRODUCTION The files in this directory document the currently assigned values for several series of numbers used in network protocol implementations. ftp://ftp.isi.edu/in-notes/iana/assignments The Internet Assigned Numbers Authority (IANA) is the central coordinator for the assignment of unique parameter values for Internet protocols. The IANA is chartered by the Internet Society (ISOC) and the Federal Network Council (FNC) to act as the clearinghouse to assign and coordinate the use of numerous Internet protocol parameters. -
Reflections on Cultural Bias and Adaptation
C. Ess and F. Sudweeks (eds). Proceedings Cultural Attitudes Towards Communication and Technology ’98, University of Sydney, Australia, 81-. REFLECTIONS ON CULTURAL BIAS AND ADAPTATION DANIEL PARGMAN Department of Communication Studies Linköping University 581 83 Linköping Sweden Abstract. SvenskMud1 is an Internet-accessible Multi-User Domain (MUD) system. But, in contrast to 99% of all Internet-accessible MUDs, SvenskMud is not a global community. SvenskMud is instead the first vernacular (i.e. non-English speaking) MUD in the world, and the only Swedish-speaking MUD in Sweden today. This paper problematizes four questions regarding cultural attitudes and their relationship to CMC technologies. Moving from the historical and the general to the present and the specific I will in turn discuss the following questions: (1) how have American cultural attitudes (historically) shaped the development and use of CMC technologies? (2) how do cultural attitudes (today) shape the implementation and use of CMC technologies? (3) how do cultural attitudes manifest themselves in the implementation and use of MUDs? (4) how do cultural attitudes manifest themselves in the implementation and use of SvenskMud? 1. How have American Cultural Attitudes (historically) Shaped the Development and use of CMC Technologies? The Internet2, or rather its precursor, ARPANET, was designed by, built for and paid by Americans. More specifically, it was designed and paid for by the American Defense Department through the Advanced Research Projects Agency (ARPA) in order to connect its sponsored organizations. The first ARPANET nodes were in place 1969 and the first services were TELNET and FTP, soon followed by electronic mail. The original purpose was to give researchers access to remote computers. -
G Gam Me Spa Ace E
Gamespace Plaay & Architecture in Videoogames Georgia Leigh McGregor Doctor of Philosophy School of Media Arts, University of New South Wales 2009 ii Abstract Videogames are created for play. In videogames play takes place in an artificially constructed environment – in gamespace. Gameplay occurs in gamespace. To understand videogames, it is essential to understand how their spaces are implicated in play. This thesis asks what are the relationships between play and space in videogames? This thesis examines the relationships between space and play by looking at how architecture is constructed in gamespace and by looking at gamespace as an architectonic construct. In short, this thesis examines the architecture in and of gamespace. The relationships between space and play in videogames are examined by looking at the structure of gamespace, by looking at the differences between real space and gamespace and by analysing architectural and spatial functionality. This thesis discovers a series of important relationships between space and play, arguing that gamespace is used to create, manipulate and control gameplay, while gameplay dictates and influences the construction of gamespace. Particular forms of play call for particular constructions of gamespace. Particular types of gamespace construct play in particular ways. This thesis identifies a number of ways in which gamespace is configured for play. Finally this thesis operates as a conceptual framework for understanding gamespace and architecture in videogames. iii Contents Abstract ii Acknowledgements