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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. -
Vedio Games and DV
Dr Nandini C P DSNLU Visakhapatnam DATA 32% of American adults play video games and as of 2007 the number was increasing. ... Some research finds that violent video game use is correlated with, and may cause, increases in aggression and decreases in pro-social behaviour. Other research argues that there are no such effects of violent video games. India 300 Million gamers in India. 95% of them are below 30. Reports are indicating that the Gaming Industry in India itself by 2020 is more than 1.1 Billion Dollars. With a turnover of $890 million in 2018, the video game sector is still underdeveloped compared to other Asian countries, such as China and South Korea. However, many video game companies are beginning to invest, and India could become an important market for this sector. To conducted by KPMG, the number of game development companies in India today stands at around 275. This number was a mere 25 in the year 2010. Estimates suggest that India’s mobile games market will be worth $1.1 billion by 2020, and number of users projected to become 628 million by then. Minecraft Game and effect on children- New York The study was conducted on children aged between 8-12 years who were assigned to play three different versions of the game Minecraft. About 57 per cent of the 74 children who played the game with sword violence touched a gun, and about 44 per cent of the 70 kids who played the non-violent version touched a gun. Although, the research is limited by the artificial setting of a university laboratory and Minecraft is not a very violent game with no gore, the researchers encourage gun owners to secure their firearms and reduce children's exposure to violent video games. -
L'expérience De Création De Jeux Vidéo En Amateur Travailler Son
Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité). -
Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation
Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Tuomas Sibakov Master’s Thesis East Asian Studies Faculty of Humanities University of Helsinki November 2020 Tiedekunta – Fakultet – Faculty Koulutusohjelma – Utbildningsprogram – Degree Programme Faculty of Humanities East Asian Studies Opintosuunta – Studieinriktning – Study Track East Asian Studies Tekijä – Författare – Author Tuomas Valtteri Sibakov Työn nimi – Arbetets titel – Title Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Työn laji – Arbetets art – Level Aika – Datum – Month and Sivumäärä– Sidoantal – Number of pages Master’s Thesis year 83 November 2020 Tiivistelmä – Referat – Abstract In this work I examine how imōto-moe, a recent trend in Japanese animation and manga in which incestual connotations and relationships between brothers and sisters is shown, contributes to the sexualization of girls in the Japanese society. This is done by analysing four different series from 2010s, in which incest is a major theme. The analysis is done using visual analysis. The study concludes that although the series can show sexualization of drawn underage girls, reading the works as if they would posit either real or fictional little sisters as sexual targets. Instead, the analysis suggests that following the narrative, the works should be read as fictional underage girls expressing a pure feelings and sexuality, unspoiled by adult corruption. To understand moe, it is necessary to understand the history of Japanese animation. Much of the genres, themes and styles in manga and anime are due to Tezuka Osamu, the “god of manga” and “god of animation”. From the 1950s, Tezuka was influenced by Disney and other western animators at the time. -
708 Game List (Vertical Monitor)
708 Game List (Vertical Monitor) - 1. 10-Yard Fight (Japan) 2. 1941: Counter Attack (World 900227) 3. 1942 (set 1) 4. 1943 Kai: Midway Kaisen (Japan) 5. 1943: The Battle of Midway (US) 6. 1945k III 7. 19XX: The War Against Destiny (USA 951207) 8. 4 Fun in 1 9. 4 Player Bowling Alley 10. 600 11. '99: The Last War 12. Abscam 13. Action Fighter 14. Aero Fighters 15. Agent Super Bond (Super Cobra conversion) 16. Air Gallet 17. Ali Baba and 40 Thieves 18. All American Football (rev D 19. Alley Master 20. Alpha Mission 21. Alpine Ski (set 1) 22. American Horseshoes (US) 23. Amidar 24. Angel Kids (Japan) 25. Anteater 26. APB - All Points Bulletin (rev 7) 27. Apocaljpse Now 28. Arabian 29. Arbalester 30. Argus 31. Arkanoid - Revenge of DOH (World) 32. Arkanoid (World) 33. Armed Formation 34. Armored Car (set 1) 35. ASO - Armored Scrum Object 36. Assault 37. Astro Blaster (version 3) 38. Astro Invader 39. Atari Mini Golf (prototype) 40. Avengers (US set 1) 41. Azurian Attack 42. Bagman 43. Balloon Bomber 44. Baluba-louk no Densetsu 45. Bandido 46. Batsugun (set 1) 47. Battlantis 48. Battle Cruiser M-12 49. Battle Field (Japan) 50. Battle Lane! Vol. 5 (set 1) 51. Battle of Atlantis (set 1) 52. Battle Wings 53. Beastie Feastie 54. Bee Storm - DoDonPachi II (V102 55. Beezer (set 1) 56. Bermuda Triangle (Japan) 57. Big Event Golf 58. Big Kong 59. Bio Attack 60. Birdie King 2 61. Birdie King 3 62. Birdie King 63. Birdie Try (Japan) 64. -
2475 in 1 Game List
Game List Of Three Sides Cabinet 1 1941 47 Air Gallet (Taiwan) 2 1942 48 Airwolf 3 1943 49 Ajax 4 1944 50 Akkanbeder(ver 2.5j) 5 1945 51 Akuma-Jou Dracula(version N) 6 10 Yard Fight (Japan) 52 Akuma-Jou Dracula(version P) 7 1943kai 53 Ales no Tsubasa (Japan) 8 1945Plus 54 Alex Kidd: The Lost Stars (set 2, unprotected) 9 19xx 55 Alien Syndrome 10 2 On 2 Open Ice Challenge 56 Alien vs. Predator 11 2020 Super Baseball (set 1) 57 Aliens (Japan) 12 3 Count Bout / Fire Suplex 58 Aliens (US) 13 3D_Beastorizer(US) 59 Aliens (World set 1) 14 3D_Star Gladiator 60 Aliens (World set 2) 15 3D_Star Gladiator 2 61 Alley Master 16 3D_Street Fighter EX(Asia) 62 Alligator Hunt (unprotected) 17 3D_Street Fighter EX(Japan) 63 Alpha Mission II / ASO II - Last Guardian 18 3D_Street Fighter EX(US) 64 Alpha One (prototype, 3 lives) 19 3D_Street Fighter EX2(Japan) 65 Alpine Ski (set 1) 20 3D_Street Fighter EX2PLUS(US) 66 Alpine Ski (set 2) 21 3D_Strider Hiryu 2 67 Altered Beast (Version 1) 22 3D_Tetris The Grand Master 68 Ambush 23 3D_Toshinden 2 69 Ameisenbaer (German) 24 4 En Raya 70 American Speedway (set 1) 25 4-D Warriors 71 Amidar 26 64th. Street - A Detective Story (World) 72 Amigo 27 800 Fathoms 73 Andro Dunos 28 88 Games! 74 Angel Kids (Japan) 29 '99 The Last War 75 APB-All Points Bulletin 30 A.B. Cop (FD1094 317-0169b) 76 Appoooh 31 Acrobatic Dog_Fight 77 Aqua Jack (World) 32 Act-Fancer (World 1) 78 Aquarium(Japan) 33 Act-Fancer (World 2) 79 Arabian Act-Fancer Cybernetick Hyper Weapon (Japan 34 80 Arabian (Atari) revision 1) 35 Action Fighter 81 Arabian -
The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
MAME GP2X GAMELIST (1203 Romsets) Name Description
MAME GP2X GAMELIST (1203 romsets) Name Description --------- ----------- 005 "005" vsyard "10 Yard Fight (Vs. version)" yard "10 Yard Fight" 1941j "1941 (Japan)" 1941 "1941 (World)" 1942 "1942 (set 1)" 1942a "1942 (set 2)" 1942b "1942 (set 3)" 1943jap "1943 (Japan)" 1943 "1943 (US)" 1943kai "1943 Kai" 2020bb "2020 Super Baseball" 280zzzap "280-ZZZAP" 3countb "3 Count Bout / Fire Suplex" bowler "4 Player Bowling" 4dwarrio "4D Warriors" 600 "600" 64street "64th Street" 720 "720 Degrees (set 1)" 720b "720 Degrees (set 2)" apb "APB (set 1)" apb2 "APB (set 2)" aso "ASO (Armored Scrum Object)" sonicwi2 "Aero Fighters 2 / Sonic Wings 2" sonicwi3 "Aero Fighters 3 / Sonic Wings 3" aerofgt "Aero Fighters" aeroboto "Aeroboto" aodk "Aggressors of Dark Kombat / Tougai Gan San" alexkidd "Alex Kidd (set 1)" alexkida "Alex Kidd (set 2)" astorm "Alien Storm" astormbl "Alien Storm (bootleg)" aliensyn "Alien Syndrome (set 1)" aliensya "Alien Syndrome (set 2)" aliensyb "Alien Syndrome (set 3)" alpham2 "Alpha Mission 2 / ASD Last Guardian 2" alpine "Alpine Ski (set 1)" alpinea "Alpine Ski (set 2)" altbeast "Altered Beast (Version 1)" altbeas2 "Altered Beast (Version 2)" maze "Amazing Maze" ambush "Ambush" amidarjp "Amidar (Japan)" amidars "Amidar (Scramble hardware)" amidar "Amidar (US)" amigo "Amigo" androdun "Andro Dunos" anteater "Ant Eater" arabian "Arabian" area88 "Area 88" arkbl2 "Arkanoid (Japanese bootleg Set 2)" arkatayt "Arkanoid (Tayto bootleg, Japanese)" arknoidu "Arkanoid (USA)" arkanoid "Arkanoid (World)" ark2us "Arkanoid 2 - Revenge of DOH (Romstar)" -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Mchenry Colostate 0053N 164
THESIS WONDER WOMEN IN THE VIRTUAL WORLD: HOW FEMALE SHEPARD REDEFINED THE FEMALE HERO ARCHETYPE IN VIDEO GAMES Submitted by Chelsea McHenry Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Spring 2021 Master’s Committee: Advisor: David Scott Diffrient Nicholas Marx Rosa Mikeal Martey Copyright by Chelsea Rebecca McHenry 2021 All Rights Reserved ABSTRACT WONDER WOMEN IN THE VIRTUAL WORLD: HOW FEMALE SHEPARD REDEFINED THE FEMALE HERO ARCHETYPE IN VIDEO GAMES AAA video game protagonists typically represent the white, heterosexual male. While standards are changing, there remains a considerable discrepancy between the number of male and female protagonists available. This study intends to examine how video game producers can move forward with creating resonant AAA protagonists by examining one of the first protagonists who presented unforeseen equality. This thesis explores the character of female Shepard from BioWare’s video game series Mass Effect (2007-2012) and what elements made her a fan favorite and marketable. Using Jim Bizzochi’s video game narrative framework and Shunsuke Nozawa’s concept of ensoulment related to voice work, this thesis argues that FemShep redefined the video game landscape. She served to create her own space as a character and not merely a gender-flipped construct of her male counterpart. By examining how she is constructed and handled in-game, the conclusion suggests that when the developmental focus is on creating the character, there is a market for strong heroes who are also female. ii TABLE OF CONTENTS ABSTRACT …………………………………………………………………………….………...ii CHAPTER I – INTRODUCTION………………………….………….…………………………1 CHAPTER II – MOLDING THE HERO FROM CODE...………………………………………22 CHAPTER III – THE MOST PERFECT INSTRUMENT…...………………………………….54 CHAPTER IV – AN END OF A JOURNEY IS A BEGINNING OF ANOTHER ………...…...84 BIBLIOGRAPHY………………………………………………………………………………..94 iii CHAPTER I: INTRODUCTION – LEGACIES OF HEROES I will always remember June 9, 2014. -
Gold Farming” HEEKS
Understanding “Gold Farming” HEEKS Forum Understanding “Gold Farming”: Developing-Country Production for Virtual Gameworlds Richard Heeks Gold farming is the production of virtual goods and services for players of richard.heeks@manchester online games. It consists of real-world sales of in-game currency and asso- .ac.uk ciated items, including “high-level” game characters. These are created by Development Informatics “playborers”—workers employed to play in-game—whose output is sold Group for real money through various Web sites in so-called “real-money trad- Institute for Development ing.” Policy and Management There is growing academic interest in online games, including aspects School of Environment and Development such as real-money trading and gold farming (see, for example, Terra University of Manchester Nova, where much of this work is reported and discussed). However, there United Kingdom appear to be few, if any, academic publications looking at gold farming from a developing-country angle, and development agencies seem to have completely ignored it. That is problematic for three reasons. First, as described below, gold farming is already a signiªcant social and economic activity in developing countries. Second, it represents the ªrst example of a likely future devel- opment trend in outsourcing of online employment—what we might oth- erwise call “cybersourcing.” Third, it is one of a few emerging examples in developing countries of “liminal ICT work”—jobs associated with digi- tal technologies that exist on the edge of, or just below the threshold of, that which is deemed socially acceptable and/or formally legal. In basic terms, gold farming is a sizable developing-country phenome- non.