Digital Dystopia: Player Control and Strategic Innovation in the Sims Online
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
Tense, Perspectival Properties, and Special Relativity1
Tense, Perspectival Properties, and Special Relativity1 Peter Ludlow Universidade Estadual de Campinas Centro de Lógica, Epistemologia e História da Ciência Campinas, SP Brazil [email protected] _________________________________________________________________ Article info CDD: 121 Received: 18.11.2016; Accepted: 19.11.2016 DOI: http://dx.doi.org/10.1590/0100-6045.2016.V39N4.PL ____________________________________________________________________________________________________ Keywords: Tense Special Theory of Relativity Perspectivalism ____________________________________________________________________________________________________ ABSTRACT Tensism is the view that tense is not merely a property of language and the mind (narrowly individuated), but of the world itself. Perspectivalism extends this idea to all perspectival properties be they person (e.g. first person vs. second) or locational (e.g. here vs there). One challenge that perspectivalism faces is the problem of expressing the contents of the beliefs and utterances of persons that are in other perspectival positions. One proposed solution to this problem is to allow for semantic theories that “realign” the expression of contents so that the contents expressed by persons in other perspectival positions can be re-expressed from one’s own perspectival position. In this paper I argue that a similar semantic realignment strategy could be deployed in helping perspectivalists generally (and presentists in particular) come to grips with a puzzle raised by the Special Theory of Relativity. In short, the strategy is to realign the expression of contents in another inertial frame so that they are expressed from within your inertial frame. As we will see, the strategy is not puzzle free. ___________________________________________________________________________________________________ 1 Thanks to Emiliano Boccardi for some very helpful comments. Manuscrito – Rev. Int. Fil. Campinas, v. 39, n. -
Living Words
OUP UNCORRECTED PROOF – FIRSTPROOFS, Tue Jan 28 2014, NEWGEN Living Words oxfordhb-9780198712053-FM.indd 1 1/28/2014 6:45:42 PM OUP UNCORRECTED PROOF – FIRSTPROOFS, Tue Jan 28 2014, NEWGEN oxfordhb-9780198712053-FM.indd 2 1/28/2014 6:45:42 PM OUP UNCORRECTED PROOF – FIRSTPROOFS, Tue Jan 28 2014, NEWGEN Living Words Meaning Underdetermination and the Dynamic Lexicon Peter Ludlow 1 oxfordhb-9780198712053-FM.indd 3 1/28/2014 6:45:42 PM OUP UNCORRECTED PROOF – FIRSTPROOFS, Tue Jan 28 2014, NEWGEN 1 Great Clarendon Street, Oxford, ox2 6dp, United Kingdom Oxford University Press is a department of the University of Oxford. It furthers the University’s objective of excellence in research, scholarship, and education by publishing worldwide. Oxford is a registered trade mark of Oxford University Press in the UK and in certain other countries © Peter Ludlow 2014 The moral rights of the author have been asserted First Edition published in 2014 Impression: 1 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, without the prior permission in writing of Oxford University Press, or as expressly permitted by law, by licence or under terms agreed with the appropriate reprographics rights organization. Enquiries concerning reproduction outside the scope of the above should be sent to the Rights Department, Oxford University Press, at the address above You must not circulate this work in any other form and you must impose this same condition on any acquirer Published in the United States of America by Oxford University Press 198 Madison Avenue, New York, NY 10016, United States of America British Library Cataloguing in Publication Data Data available Library of Congress Control Number: ISBN 978–0–19–871205–3 Printed and bound in Great Britain by CPI Group (UK) Ltd, Croydon, cr0 4yy Links to third party websites are provided by Oxford in good faith and for information only. -
So Language. Very Prescribe. Wow. the Familiar Popular Dispute Between Descriptivists and Prescriptivists About Grammar Is
So language. Very prescribe. Wow. Abstract: The philosophical dispute about linguistic normativity is one battlefield in a larger war over the nature of language as an object of scientific study. For those influenced by Wittgenstein, language involves following – or failing to follow – public, prescriptive rules; for Chomsky and his followers, language is a property of individual minds and brains, and the grammatical judgements of any mature individual speaker – her competence – cannot be, in any linguistic sense, ‘wrong’. As I argue here, the recent ‘doge meme’ internet fad provides surprising evidence for the prescriptivist view. Normative attitudes towards linguistic practices are a ubiquitous feature of those practices, and there is no principled basis on which to regard them as non-linguistic. Keywords: Chomsky; Doge; I-Language; Normativity; Prescriptivism. The familiar popular dispute between descriptivists and prescriptivists about grammar is – let us not mince words here – a profoundly tiresome and pointless one (Wallace 2001), which the explosion of opportunities for pedantry afforded by the internet has done everything to amplify, and nothing to revivify; I have no intention of pursuing it here. But the dispute has roots, or at any rate analogues, in some deep issues in theoretical linguistics and the philosophy of language; and as I shall argue, interesting light is shed on that dispute by a most unlikely online phenomenon. I begin by summarising the main threads of the philosophical debate about normativity in grammar, and the apparent stalemate they have recently issued in. I then try to make whatever sense can be made of the wilfully absurd ‘Doge’ meme, before showing how that phenomenon, surprisingly, provides significant evidence for the prescriptivist case. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
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. -
Games and Culture
Games and Culture http://gac.sagepub.com/ Building an MMO With Mass Appeal : A Look at Gameplay in World of Warcraft Nicolas Ducheneaut, Nick Yee, Eric Nickell and Robert J. Moore Games and Culture 2006 1: 281 DOI: 10.1177/1555412006292613 The online version of this article can be found at: http://gac.sagepub.com/content/1/4/281 Published by: http://www.sagepublications.com Additional services and information for Games and Culture can be found at: Email Alerts: http://gac.sagepub.com/cgi/alerts Subscriptions: http://gac.sagepub.com/subscriptions Reprints: http://www.sagepub.com/journalsReprints.nav Permissions: http://www.sagepub.com/journalsPermissions.nav Citations: http://gac.sagepub.com/content/1/4/281.refs.html >> Version of Record - Sep 12, 2006 What is This? Downloaded from gac.sagepub.com at UNIV OF FLORIDA Smathers Libraries on March 29, 2013 Games and Culture Volume 1 Number 4 October 2006 281-317 © 2006 Sage Publications Building an MMO 10.1177/1555412006292613 http://gac.sagepub.com hosted at With Mass Appeal http://online.sagepub.com A Look at Gameplay in World of Warcraft Nicolas Ducheneaut Nick Yee Eric Nickell Robert J. Moore Palo Alto Research Center World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated “bots” to explore how WoW functions as a game. The focus is on metrics reflecting a player’s gaming experience: how long they play, the classes and races they prefer, and so on. -
Proposal for a Content Analysis of Equity Versus Efficiency In
DISSERTATION HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Submitted by Jaime Banks Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Fall 2013 Doctoral Committee: Advisor: Rosa Mikeal Martey Donna Rouner Joseph Champ Eric Aoki James Folkestad Copyright by Jaime Banks 2013 All Rights Reserved ABSTRACT HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player’s ability to create and control a digital body – an avatar – to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies – one digital, one physical – contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations. -
Massive Multi-Player Online Games and the Developing Political Economy of Cyberspace
Fast Capitalism ISSN 1930-014X Volume 4 • Issue 1 • 2008 doi:10.32855/fcapital.200801.010 Massive Multi-player Online Games and the Developing Political Economy of Cyberspace Mike Kent This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor. Background In the late 1980s, multi-user dungeons (MUDs) such as LambdaMOO were text-based environments. These computer-mediated online spaces drew considerable academic interest.[1] The more recent online interactive worlds are considerably more complex, thanks to advances in computing power and bandwidth. Encompassing larger and more detailed worlds, they also enclose a much larger population of players. The first game in the new category of Massively Multi-player Online Role-playing Games (known initially by the acronym MMORPG and more recently as MMOG) was Ultima Online http://www.uo.com, which was launched over a decade ago in September 1997. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Mark Thomson
Mark Thomson Northwestern University Email: [email protected] Department of Philosophy Website: www.markdthomson.com Kresge 3512, 1880 Campus Drive Evanston, IL 60208 EDUCATION: Ph.D. Philosophy Northwestern University 2012-2020 (expected) M.A. Philosophy University of Toronto (left for Ph.D.) 2011-2012 B.A. (Honours) University of Toronto 2007-2011 Philosophy & Psychology AREAS OF SPECIALIZATION: Philosophy of Mind Philosophy Language (Metaphor, Singular Thought) Epistemology (Self-Knowledge, Moral Epistemology) AREAS OF COMPETENCE: Applied Ethics (Bioethics, Environmental Ethics) Ethics DISSERTATION: Emotional Perspectives: How Emotional Experience Structures Cognition COMMITTEE: Michael Glanzberg (co-chair), Sanford Goldberg (co-chair), Kyla Ebels-Duggan, Stephen White DISSERTATION SUMMARY: Most philosophical accounts of emotion characterize emotional experiences as analogous to occurrent attitudes, such as desires, or to perceptual experiences insofar as they are thought to have both qualitative character and representational content. My dissertation argues that emotional experiences are nonrepresentational. Instead, I develop the view that having an emotion is like taking up a perspective on a situation. On the account I offer, the qualitative features of emotional experiences are relations among our non-emotional conscious experiences. More specifically, emotional experiences are mental modifications that structure our perceptual, imaginative, cognitive, and conative representational experiences along lines of practical -
Philosophy, Language, and Artificial Intelligence: Resources for Processing Natural Language
Book Reviews Philosophy, Language, and Artificial Intelligence: Resources for Processing Natural Language Linguistics, Malostranskd n.25, 118 00 Praha 1, Czechoslo- lished elsewhere. Now it may be that the editors in- vakia. tended to provide something like "D. Reidel's Greatest Hits", but s~ach a strategy seems to me misguided. There is nothing intrinsically interesting about the fact PHILOSOPHY~ LANGUAGE~ AND ARTIFICIAL that a paper was first published in a Reidel journal. It INTELLIGENCE" RESOURCES FOR PROCESSING NATURAL may be that tile move was inspired by the desire to hold LANGUAGE down costs, 2 but if the editors were successful in holding down costs, the savings certainly were not Jack Kulas, James H. Fetzer, and Terry L. Rankin passed along to the customer. The price of the 12-essay (eds.) volume is $99! (University of Idaho, Moscow; University of Thus far my comments have been strong, but gen- Minnesota, Duluth; and IBM AI Support Center, eral. I think a section-by-section discussion of the book Palo Alto, CA) may be in order, to point out specific concerns and to suggest ways in which the collection might have been Dordrecht: Kluwer Academic Publishers, 1988, xii + improved. 421 pp. The book begins with a prologue entitled "Modes of (Studies in Cognitive Systems) Meaning", which contains Grice's "Utterer's Meaning, ISBN 1-55608-073-5, $99.00, £58.00, Dfl 195.00 (hb) Sentence Meaning, and Word Meaning"--a great pa- Reviewed by per, but what it is supposed to suggest to the AI Peter Ludlow researcher is unclear. Nor is Kulas's introduction much State University of New York at Stony Brook help here, as he offers only a one-sentence summary of the paper.