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    <title>Terra Nova</title>
    <link rel="self" type="application/atom+xml" href="http://terranova.blogs.com/terra_nova/atom.xml" />
    <link rel="hub" href="http://hubbub.api.typepad.com/" />
    <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/" />
    <id>tag:typepad.com,2003:weblog-7565</id>
    <updated>2009-11-20T16:01:40-05:00</updated>
    <subtitle>A weblog about virtual worlds. </subtitle>
    <generator uri="http://www.typepad.com/">TypePad</generator>
    <entry>
        <title>I dwell in possibility</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/11/i-dwell-in-possibility.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/11/i-dwell-in-possibility.html" thr:count="19" thr:updated="2009-11-24T14:47:57-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef012875bec87e970c</id>
        <published>2009-11-20T16:01:40-05:00</published>
        <updated>2009-11-20T16:31:12-05:00</updated>
        <summary>On Monday I am defending my dissertation via video conference to New Zealand, a semi-public review of a five year effort. I even got written up in a tome on Internet ethics, after being interviewed on my made up on...</summary>
        <author>
            <name>Lisa Galarneau</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Blatant Self-Promotion" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Lisa G" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="games research media mmos" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><span jquery1258750072427="37" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">On Monday I am defending my <a href="http://http://cid-3e08ae4bda69ac3e.skydrive.live.com/self.aspx/.Public/lgalarneauDissertationFinal.pdf" target="_blank">dissertation</a> via video 
conference to New Zealand, a </span><span jquery1258750072427="38" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">semi-public review of a </span><span jquery1258750072427="39" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">five year effort. I even 
got written up in a tome on Internet ethics, after being interviewed on my made 
up on the fly research methods.&#0160; </span><span jquery1258750072427="40" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">Awesome.</span><span jquery1258750072427="41" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">&#0160; But I am a little cross about something.&#0160; The 
examiners have an opportunity to send me questions that arose for them while 
reading my dissertation. There is an insistence on positing that the digital world is scary</span><span jquery1258750072427="42" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> and littered with bad intentions, faulty manners, 
</span><span jquery1258750072427="43" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">some creep-o-</span><span jquery1258750072427="44" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">rama</span><span jquery1258750072427="45" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> here and there, </span><span jquery1258750072427="46" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">and </span><span jquery1258750072427="47" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">really </span><span jquery1258750072427="48" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">nothing really good at all.</span></p>
<p><span jquery1258750072427="49" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">I am annoyed that this is </span><span jquery1258750072427="50" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">a</span><span jquery1258750072427="51" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> major question that appears in both examiners&#39; reports, </span><span jquery1258750072427="52" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">amidst all the possible questions and areas of 
possibility and exploration, </span><span jquery1258750072427="53" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">I am criticised for not being negative enough.&#0160; One examiner accuses me of &#39;techno-optimism&#39; or &#39;techno-celebration&#39;. Therefore I have developed this statement:</span></p>
<blockquote><p><span jquery1258750072427="54" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">Why is it </span><span jquery1258750072427="55" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">considered </span><span jquery1258750072427="56" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">mandatory in media studies and related disciplines to explore the dystopian 
perspect</span><span jquery1258750072427="57" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">ive (see page 33 of the thesis), and why is my work 
considered faulty because I believe in focusing (while explaining rather 
comprehensively, I think) on what’s positive and possible and hopeful and 
different about digital spaces and my experiences within them?&#0160; </span><span jquery1258750072427="58" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">I in fact did review and integrate all the major &#39;negative&#39; or &#39;dystopian&#39; literature, as well, because my committee wished that I 
appear ‘balanced’, however I am in rather violent disagreement about this necessity.&#0160; In 
fact, I think the </span><span jquery1258750072427="59" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">focus on negative aspects of media culture 
are</span><span jquery1258750072427="60" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> a bit of an albatross around media studies’ neck.&#0160; I 
think the Internet is the most amazing thing to have happened to humanity in 
several hundred years.&#0160; Not perfect, but amazing.&#0160; I find the constant nagging 
to explore </span><span jquery1258750072427="61" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">and predict </span><span jquery1258750072427="62" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">all of the horrible facets quite disconcerting, and 
rather a waste of time.&#0160; These aspects </span><span jquery1258750072427="63" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">exist, yes, but </span><span jquery1258750072427="64" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">are typically the outliers, sometimes sensational, yes, 
but I believe it is my right as a scholar to choose to focus on the positive 
aspects without being&#0160; take</span><span jquery1258750072427="65" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">n to task for some lack of judg</span><span jquery1258750072427="66" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">ment or critical thinking.</span></p><p><span jquery1258750072427="67" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">Now, if it is mandatory that scholars of media studies 
take these stances: ‘the media are out to get us!’, then perhaps my ultimate 
disciplinary home will be a different one.&#0160; I understand the legacy, of 
propaganda, radio, Nazis, mass media, effects and impacts, and other drivers of 
thinking in this area; media studies considers itself responsible for 
</span><span jquery1258750072427="68" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">informing and </span><span jquery1258750072427="69" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">protecting the unassuming media consumer. </span><span jquery1258750072427="70" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">&#0160; I suppose this is a useful task.</span></p><p><span jquery1258750072427="71" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">&#0160;</span><span jquery1258750072427="72" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">But I am an unabashed </span><span jquery1258750072427="73" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">techno-optimist, and I think our populous is becoming 
much more capable and empowered and broadly literate</span><span jquery1258750072427="74" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> via these technological vehicles and 
venues</span><span jquery1258750072427="75" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">, and I think that should be allowed with some 
suggestion that my decision to focus on what I believe to be the truth is 
somehow lacking.&#0160; My focus on the positive does not mean I am not </span><span jquery1258750072427="76" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">rigourous</span><span jquery1258750072427="77" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">; it just means that I have dismissed the writings of 
pundits such as Oppenheimer as I think they are a bit crusty, certainly dogmatic 
and prone to fear mongering, and often have no actual experience in the areas 
they choose to consider so critically.&#0160;&#0160;&#0160; In a way, I do not even believe they 
deserve any attention at </span><span jquery1258750072427="78" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">all,</span><span jquery1258750072427="79" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> however we continue to demand that their insight be 
heard and integrated.&#0160; I am not sure this is right.</span></p><p><span jquery1258750072427="80" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">I do make a point of reading them (know your enemies, 
right?), but I find their scholarship typically weak and their research projects 
built in order to vociferously and crossly prove particular (rather negative) 
points.&#0160; </span><span jquery1258750072427="81" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">The world used to be so much better before were all 
interconnected.&#0160; Spam will destroy us.&#0160; Kids spend a little too much time 
indoors.&#0160; So do I. Yes.</span></p><p><span jquery1258750072427="82" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">Perhaps I am guilty of this</span><span jquery1258750072427="83" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> coddling of my dogma</span><span jquery1258750072427="84" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">, as well, but I believe that this area needs to be 
generally balanced, and that is why I took the approach I did.&#0160; Also, the 
cultures and environments I study are typically extremely positive</span><span jquery1258750072427="85" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> cultures and ecosystems that thrive happily, even with 
some occasional </span><span jquery1258750072427="86" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">ganking</span><span jquery1258750072427="87" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> and bad language and homophobia (that’s </span><span jquery1258750072427="88" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">gonna</span><span jquery1258750072427="89" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> take a couple thousand more years to resolve, or so it 
seems)</span><span jquery1258750072427="90" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">.&#0160; I am taking an inside out approach, not the outside 
in </span><span jquery1258750072427="91" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">observation and </span><span jquery1258750072427="92" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">conjecture so typical of media effects research.&#0160; And 
as a participant observer of gaming cultures, starting at age 12 or earlier, I 
know intimately what I am talking about.&#0160; I also know several dozen gamers 
personally, in addition to the 10,000 surveyed in </span><span jquery1258750072427="93" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">my </span><span jquery1258750072427="94" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">study.&#0160; Despite some insistence that these sorts of 
entertainment must be folly</span><span jquery1258750072427="95" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">, and that which will take all real culture 
down</span><span jquery1258750072427="96" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">, I believe their gaming experiences constitute the 
</span><span jquery1258750072427="97" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">development of critical and fundamental </span><span jquery1258750072427="98" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">literacies</span><span jquery1258750072427="99" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> that are critical to life in digital 
spaces</span><span jquery1258750072427="100" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">, </span><span jquery1258750072427="101" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">and </span><span jquery1258750072427="102" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">the exploration of which is the basis of my 
thesis.</span></p></blockquote>




<blockquote><p><span jquery1258750072427="103" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">I hope this clarifies why I have not taken one of the 
more expected positions.&#0160; My focus is on habits, practices and opportunities, 
not a limited set of concerns or visceral reactions to our changing world.&#0160; 
</span><span jquery1258750072427="104" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">‘I dwell in possibility’, not a mere assessment of 
digital spaces’ less perfect or less </span><span jquery1258750072427="105" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">savoury</span><span jquery1258750072427="106" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> aspects.</span><span jquery1258750072427="107" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">&#0160; I will leave that to others more concerned than I.&#0160; 
Change is not disconcerting to me.</span><span jquery1258750072427="108" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">&#0160; People do some </span><span jquery1258750072427="109" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;">messed</span><span jquery1258750072427="110" style="font-size: 11pt; font-family: &#39;Times New Roman&#39;;"> up things when cloaked in anonymity.&#0160; We will 
live.</span></p></blockquote></div>
</content>


    </entry>
    <entry>
        <title>Worldplay Research Initiative Survey</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/11/worldplay-research-initiative-survey.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/11/worldplay-research-initiative-survey.html" thr:count="3" thr:updated="2009-11-23T15:19:44-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a6ad75e0970b</id>
        <published>2009-11-17T22:32:33-05:00</published>
        <updated>2009-11-17T22:32:33-05:00</updated>
        <summary>(this is posted on behalf of Ashley Funkhouser - greglas) Dear Terra Nova readers, I am an undergraduate researcher at Trinity University who is part of the Worldplay Research Initiative. Our collaborative research project explores transnational communication in virtual worlds....</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><blockquote><p><span style="color: #000000;"><em>(this is posted on behalf of Ashley Funkhouser - greglas)</em><br /></span></p></blockquote><p><span style="color: #000000;">Dear </span><font color="#ff0000" style="color: #000000;">Terra Nova readers</font><span style="color: #000000;">,</span></p>
<p><font color="#ff0000" style="color: #000000;">I
am an undergraduate researcher at Trinity University who is part of the
Worldplay Research Initiative. Our collaborative research project
explores transnational communication in virtual worlds. This project is
connected to a course taught by former <em>Terra Nova</em></font> contributor Aaron Delwiche. </p><p>
</p>
<span style="color: #000000;">We are seeking input from </span><font color="#ff0000" style="color: #000000;">players, game developers and scholars</font><span style="color: #000000;">
about their views and experiences of transnational gaming. What are the
issues involved with transnational communication? What steps can we
take to foster transnational play?</span><br /><br /><font color="#ff0000" style="color: #000000;">This is
not a traditional survey project, and we are not using random sampling
methods, nor is this a traditional ethnographic study. For more details
about our methodological approach, please view this </font><a href="http://www.trinity.edu/adelwich/transnational/researchfaq.html" rel="nofollow" style="color: #000099;" target="_blank">explanation of our research methods</a><span style="color: #000000;">.</span><br />
<br /><span style="color: #000000;">Anyone
who is interested in participating in our research can do so by taking
our survey, or commenting in the forums on our wiki. To find out more
about the project, as well as find links to the wiki, survey, and
researchers blogs, please click </span><a href="http://www.trinity.edu/adelwich/transnational/students.html" rel="nofollow" style="color: #000099;" target="_blank">here.</a><br />
<br /><span style="color: #000000;">Any input you would be able to give would be greatly appreciated.</span><br /><br /><span style="color: #000000;">Thanks!</span><br />
<br /><span style="color: #000000;">Ashley Funkhouser</span></div>
</content>


    </entry>
    <entry>
        <title>Violins: Magic Items in the Real World</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/11/violins-magic-items-in-the-real-world.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/11/violins-magic-items-in-the-real-world.html" thr:count="7" thr:updated="2009-11-24T02:38:01-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a6a103af970c</id>
        <published>2009-11-06T09:22:00-05:00</published>
        <updated>2009-11-16T11:06:35-05:00</updated>
        <summary>I have been discussing violins with my neighbor, violinist Alex Kerr (who is both classy and world-class). Once made, a violin matures over the course of hundreds of years. It comes to produce sounds of unparalleled high quality: voice, sweetness,...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Economics" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>
</p><p>I have been discussing violins with my neighbor, violinist <a href="http://info.music.indiana.edu/sb/page/normal/1269.html" target="_blank">Alex Kerr</a> (who is both classy and world-class). <a href="http://terranova.blogs.com/.a/6a00d8341c022953ef0120a64b800d970b-pi" style="float: right;"><img alt="20061130_violin" class="asset asset-image at-xid-6a00d8341c022953ef0120a64b800d970b " src="http://terranova.blogs.com/.a/6a00d8341c022953ef0120a64b800d970b-120wi" style="border: 0px solid black; margin: 3px;" title="20061130_violin" /></a><br />
</p>
<p>Once made, a violin matures over the course of hundreds of years. It comes to produce sounds of unparalleled high quality: voice, sweetness, juice, subtlety. When played by an expert, the best violins produce experiences that approach a kind of transcendence for the player. For an eloquent expression of this transcendence, read <a href="http://mypage.iu.edu/%7Ecastro/BeczkiewiczonGingold.pdf" target="_blank">these remarks</a> of <a href="http://www.tombeczkiewicz.com/" target="_blank">Thomas J. Beczkiewicz</a>, founder of the <a href="http://www.violin.org/" target="_blank">International Violin Competition of Indianapolis</a>. While we on the outside can detect the quality of sound, we cannot explain it, and we certainly cannot trace it to anything observable or measurable about the instrument. The instrument is, somehow, special. </p><p>The best violins have a known history: Who made them, who played them, for how long, and how they were transferred from one owner to another. As each generation of great violinists ages, speculation goes on about which members of the upcoming generation will inherit the great instruments. Once a great violinist has his hand on one, he does not easily give it up, as the instrument he owns becomes a part of his reputation vis a vis other violinists. </p><p>Violins become named for previous owners, such as the <a href="http://www.cozio.com/Instrument.aspx?id=473" target="_blank">Strad ex-Gingold</a>. While many violins sound about the same to an untrained ear, experts can detect minor differences in quality along many dimensions. Some violins are considered to be best in every respect; even though the quality difference between &#39;great&#39; and &#39;best&#39; may not be big, especially in terms of impact on the general audience, the price differences are huge. Since 1850, the price of fine violins has <a href="http://www.cnn.com/2008/US/03/26/invest.violins/index.html" target="_blank">appreciated at 3.5% per year</a> in real terms, better than US Treasury bonds.Given the high prices for the best instruments, fine violinists often enter into loan-to-play arrangements with groups of well-heeled investors. </p><p>Let me now describe violins in the terms game players apply to special items. Violins are magic items... </p>
<p>Violins are magic items. They can only be equipped by mages specced in music. Violins made by Grand Master Instrument Makers can only be equipped by top-level music mages. Relative to PvE violins, Grand Master crafteds enhance several stats of music power by a small percentage. Also, these items are generally buffed a tiny bit with each expansion pack. These differences make them extremely valuable. Elite music mages, especially those engaged in PvP, will pay almost any price to have a Grand Master crafted violin. Most of these violins are bind on equip. Because violins are so expensive, though, the designers have made some violins bind-to-guild, which allows mages to share violins in their guild bank. </p><p>---</p><p>One of the excitements of gaming is the ability to participate in the production and allocation of the most exciting and wonderful things in the world. </p></div>
</content>


    </entry>
    <entry>
        <title>New Facebook Patch Nerfs...</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/new-facebook-patch-nerfs.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/new-facebook-patch-nerfs.html" thr:count="9" thr:updated="2009-11-04T13:33:33-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a680619f970c</id>
        <published>2009-10-28T12:36:46-04:00</published>
        <updated>2009-10-28T12:36:46-04:00</updated>
        <summary>On many occasions, I&#39;ve had to stress to people that Facebook really is not a virtual world. Even Farmville is just barely in the virtual world category for me. Still, the latest uproar over new interface changes reminds me a...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml">On many occasions, I&#39;ve had to stress to people that Facebook really is <strong>not</strong> a virtual world.&#0160; Even Farmville is just barely in the virtual world category for me.&#0160; Still, <a href="http://voices.washingtonpost.com/fasterforward/2009/10/facebook_updates_home_page_irk.html?hpid=sec-tech">the latest uproar over new interface changes</a> reminds me a lot of the uproar over, well, just about every VW patch.&#0160; It seems to me we&#39;re dealing with similar, though not identical, concerns about social contracts and investment-backed expectations.&#0160; So, e.g., read <a href="http://roomfordebate.blogs.nytimes.com/2009/02/18/facebook-rules/">these comments</a> and try to connect the dots to your favorite virtual world.&#0160; As online &quot;homes&quot; and interpersonal networks grow richer in their media, it seems that the past of virtual worlds might have something to offer the future of social software.&#0160; They aren&#39;t the same, but they&#39;re certainly related.</div>
</content>


    </entry>
    <entry>
        <title>Gamer Pride</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/gamer-pride.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/gamer-pride.html" thr:count="14" thr:updated="2009-11-13T03:52:42-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a6174db1970b</id>
        <published>2009-10-23T09:32:09-04:00</published>
        <updated>2009-10-23T09:32:09-04:00</updated>
        <summary>Sort of apropos of Ted&#39;s post, take a look at this short essay in The Guardian: &quot;To come out as a gamer is still to risk looking a social n00b: Even with sympathetic friends, we still speak low when we...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Sort of apropos of Ted&#39;s post, take a look at this short essay in <a href="http://www.guardian.co.uk/technology/2009/oct/21/video-game-stigma">The Guardian</a>: &quot;<a href="http://www.guardian.co.uk/technology/2009/oct/21/video-game-stigma">To come out as a gamer is still to risk looking a social n00b: Even with sympathetic friends, we still speak low when we speak games</a>.&quot;</p><p>This certainly is not true everywhere, and certainly is not true among communities of gamers.&#0160; We <strong>don&#39;t</strong> tend to speak low on this blog about games, and there are plenty of gaming blogs out there.&#0160; So I&#39;m curious as to how this maps onto your personal social perceptions.&#0160; In what particular circles do you &quot;speak low when you speak games&quot;?&#0160; Work?&#0160; Family?&#0160; School?&#0160; Where isn&#39;t it cool to &quot;come out&quot; as a gamer?</p></div>
</content>


    </entry>
    <entry>
        <title>Total Engagement</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/total-engagement.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/total-engagement.html" thr:count="6" thr:updated="2009-11-07T13:29:14-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a6639408970c</id>
        <published>2009-10-21T11:56:59-04:00</published>
        <updated>2009-10-21T11:56:59-04:00</updated>
        <summary>Byron Reeves and J. Leighton Read have written the best book to date on games and work. Business people still seem hung up on the virtualization of the office when in fact WoW increases group productivity not because it is...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Books" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Byron <a href="http://www.stanford.edu/%7Ereeves/Byron_Reeves/Home.html" target="_blank">Reeves</a> and J. Leighton <a href="http://www.santafe.edu/profiles/?pid=184" target="_blank">Read</a> have written <a href="http://www.totalengagement.org/">the best book to date on games and work</a>. Business people still seem hung up on the virtualization of the office when in fact WoW increases group productivity not because it is virtual but because it is a game. Reeves and Read try to right the ship. They describe practical ways for using game design to make work better: Not just for the bosses, but for employees too. Imagine if the workplace were no longer boring. That&#39;s where we&#39;re headed, and these guys are great guides. </p><p></p><p>&#0160;</p></div>
</content>


    </entry>
    <entry>
        <title>Farmville = 56 million</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/farmville-56-million.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/farmville-56-million.html" thr:count="14" thr:updated="2009-10-22T11:32:06-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a643ed3a970c</id>
        <published>2009-10-16T09:53:53-04:00</published>
        <updated>2009-10-16T10:55:55-04:00</updated>
        <summary>In Ren&#39;s thread on virtual world history, Mike made the following comment: But let&#39;s put it in perspective. In three months the number one social game on Facebook has gone from zero to over 50 million players. Not registrations, but...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>
</p>
<p><span id="comment-6a00d8341c022953ef0120a5bb5602970b-content"></span><img alt="" src="file:///Users/greglastowka/Library/Caches/TemporaryItems/moz-screenshot.png" /><img alt="" src="file:///Users/greglastowka/Library/Caches/TemporaryItems/moz-screenshot-1.png" /><img alt="" src="file:///Users/greglastowka/Library/Caches/TemporaryItems/moz-screenshot-2.png" /><img alt="" src="file:///Users/greglastowka/Library/Caches/TemporaryItems/moz-screenshot-3.png" /><span id="comment-6a00d8341c022953ef0120a5bb5602970b-content"><a href="http://terranova.blogs.com/.a/6a00d8341c022953ef0120a5ecece9970b-pi" style="float: right;"><img alt="Farmville" class="asset asset-image at-xid-6a00d8341c022953ef0120a5ecece9970b " src="http://terranova.blogs.com/.a/6a00d8341c022953ef0120a5ecece9970b-120wi" style="margin: 0px 0px 5px 5px;" /></a> In Ren&#39;s thread on virtual world history, Mike made the following comment:<br /></span></p><blockquote><p><span id="comment-6a00d8341c022953ef0120a5bb5602970b-content">But let&#39;s put it in perspective. In <em>three months</em> the number one social game on Facebook has gone from zero to over <strong>50 million</strong> players. Not registrations, but actual unique monthly players (about 20 million daily uniques). <br /></span></p></blockquote><p><span id="comment-6a00d8341c022953ef0120a5bb5602970b-content">So, yesterday, <a href="http://www.usatoday.com/money/media/2009-10-15-games-hit-social-networks_N.htm">USA Today noted the same</a>.&#0160; Zynga&#39;s Farmville is at 56M:</span></p><p>
</p>
<blockquote><p><span id="comment-6a00d8341c022953ef0120a5bb5602970b-content"></span>Gaming is the most popular application category on Facebook and
MySpace. There are eight games on Facebook with more than 12 million
monthly active players. That surpasses paying customers for <em>World of Warcraft</em>, the most popular multiplayer online game.</p></blockquote><p>It seems social software works better when people are given something fun to do with it.&#0160; Some interesting notes in the story about the size of the virtual property market, the rise of the freemium model, the addictive quality of the games, etc.&#0160; Pretty good for USA Today...</p><p>I don&#39;t have any major insights from all of this.&#0160; In general, it seems: 1) the huge casual market for light games is now forking toward light social games, 2) social software is recognizing the profitability of the ludic turn and the virtual property business approach.&#0160; This means, I guess, that we should anticipate more VC moving toward light and networked social games.</p><p>Other thoughts?</p></div>
</content>


    </entry>
    <entry>
        <title>Virtual Parentalism</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/virtual-parentalism.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/virtual-parentalism.html" thr:count="9" thr:updated="2009-11-07T13:31:21-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a633ee49970c</id>
        <published>2009-10-12T14:25:02-04:00</published>
        <updated>2009-10-12T14:25:02-04:00</updated>
        <summary>By way of background: about a year ago, W&amp;L held a symposium entitled Protecting Virtual Playgrounds: Children, Law, and Play Online. Lots of TerraNovans were there. The panelists gave some really great papers, which we turned into an issue of...</summary>
        <author>
            <name>Joshua Fairfield</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Trends" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>By way of background: about a year ago,&#0160;W&amp;L held&#0160;a symposium&#0160;entitled&#0160;<a href="http://law.wlu.edu/lawcenter/page.asp?pageid=776"><em>Protecting Virtual Playgrounds: Children,&#0160;Law, and Play Online</em>.&#0160;</a> Lots of TerraNovans were there.&#0160;&#0160;The panelists gave some really great papers, which we turned into an issue of the Washington &amp; Lee Law Review (that issue goes to press this month).&#0160; And that&#39;s a good thing, because the papers were ready when Congress&#0160;<a href="http://www.virtualworldsnews.com/2009/05/ftc-reporting-to-congress-on-virtual-worlds-kids-and-explicit-content.html">asked the FTC to report on the&#0160;potential availability of adult materials to kids in virtual worlds</a>.&#0160; (The FTC&#39;s report is due out&#0160;in early December.) &#0160;More on&#0160;my personal paper,&#0160;which ended up with the title <a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1480701">Virtual Parentalism</a>, after the fold.</p>
<p>
</p>
<p>There are three things I find interesting about what I perceive to be the regulatory approach we&#39;re on.&#0160; The first is that targeting a medium of communication because of some content that is available via that medium feels&#0160;like a road we&#39;ve been down&#0160;before.&#0160;&#0160;This really feels like Congress&#39;s prior, failed attempts to regulate porn on the internet by arguing that protecting children is a sufficient reason to shut down protected adult-to-adult expression.&#0160; <a href="http://en.wikipedia.org/wiki/Reno_v._aclu" title="Reno v. ACLU">The Supreme Court</a> <a href="http://en.wikipedia.org/wiki/American_Civil_Liberties_Union_v._Ashcroft_(2002)" title="Ashcroft v. ACLU">has said no</a> <a href="http://en.wikipedia.org/wiki/Ashcroft_v._free_speech_coalition" title="Ashcroft v. Free Speech Coalition">repeatedly</a>&#0160;to this approach.&#0160; Congress cannot force everyone using a communications medium to limit their expression to that which would be appropriate for children.</p>
<p>The second concern is practical.&#0160; I really enjoy playing with my kids in virtual worlds, and I think that my presence with them in virtual worlds is the single best guarantor of their safety.&#0160; I worry that segregating virtual worlds into children&#39;s and adults&#39; spaces will not serve goals of child safety.&#0160; Further, I think that it destroys a lot of what makes virtual worlds fun -- their ability to put communities back together, rather than tear them apart.&#0160; World of Warcraft is a game I enjoy playing with my kids.&#0160; There aren&#39;t all that many of those.&#0160; Snakes and ladders, for example, causes me to cry bitter, bitter tears.</p>
<p>The third concern is a mix of practical and legal: I wonder if courts will or can use the reasoning they used in the cases above.&#0160; What saved the internet from broad censorship was the possibility of private filtering.&#0160; For lawyers, that&#39;s a strange argument -- normally Congress is prohibited from regulating speech if there is a less-restrictive law it could pass instead.&#0160; The possibility of private action doesn&#39;t usually block Congress from regulating.&#0160; But in these internet cases, the argument that Congress had to facilitate private action by law rather than regulate directly appeared to have some traction.&#0160; That is, because Congress could have promoted private filtering by law, it was prohibited from direct regulation.</p>
<p>There have got to be some limits to this idea, I&#39;m the first to admit.&#0160; But my guess is that filtering will be a big part of the debate about regulation of virtual worlds, and my concern is that filtering is not where it needs to be in virtual worlds in order to fend off regulatory efforts.&#0160; /Ignore is a great start.&#0160; It is not nearly enough to fend off Congress.&#0160; </p>
<p>As always, I&#39;m deeply interested in your thoughts and comments either on the short-form thoughts above, or on the paper itself.</p></div>
</content>


    </entry>
    <entry>
        <title>History Version 3</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/history-version-3.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/10/history-version-3.html" thr:count="9" thr:updated="2009-10-14T15:31:27-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a608f372970c</id>
        <published>2009-10-01T15:15:02-04:00</published>
        <updated>2009-10-01T15:15:02-04:00</updated>
        <summary>In the beginning there was mud. We all came from mud. Well before MUD 1 there was Spacewar!, the Brown Box and Turing - who was begat by Lovelace and Babbage, oh and Leibniz. Ye get the picture. But let’s...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Opinion" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">In the beginning there was mud.</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">We all came from mud.</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px">Well before MUD 1 there was Spacewar!, the Brown Box and Turing - who was begat by Lovelace and Babbage, oh and <span style="font: 13.0px Helvetica">Leibniz. Ye get the picture.&#0160;</span></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">But let’s start with mud.&#0160;</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">While events may be linear, history is not – fair enough, and I don’t know the first version of the history of virtual worlds. I was not really there.&#0160;</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">But I caught the second epoch - in that one EverQuest was the only MMO that existed, this was followed (but not replaced in V2 history) by WoW. Then there was Second Life. Second Life invented user generated content.&#0160;</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">Now it seems we are in the third age.&#0160;</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">In this age – and I know this because I’ve sat through numerous presentations in the last couple of months that have told me this – everything started with social networking. There was MySpace. Which got it all wrong. Then Facebook, which got it all right. But that’s not important right now. What is, is that social networking taught us about communities on line. They taught us that people act different there (well here, unless you printed this or something). People bond and play, and play and bond. And now we have online games - these have learned from social networks. So we immerse ourselves in these and bathe in the pixel fountains that are the <em>new amazing</em>. We wonder at their vigor and variety. Their RP and their casual, their manga, space opera and men-in-tights-ness. And we see they are good, and we rest, and count our stats (and our revenues).&#0160;</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">And if I go to another presentation that tells me this I really am going to scream.</p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial; min-height: 14.0px"></p>
<p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Arial">Oh, you want time-line? Raph got your time-line for ya: <a href="http://www.raphkoster.com/gaming/mudtimeline.shtml">http://www.raphkoster.com/gaming/mudtimeline.shtml</a></p></div>
</content>


    </entry>
    <entry>
        <title>Taking a Gamble</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/taking-a-gamble.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/taking-a-gamble.html" thr:count="14" thr:updated="2009-11-16T07:41:01-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a5949af3970b</id>
        <published>2009-09-24T04:58:58-04:00</published>
        <updated>2009-09-24T04:58:58-04:00</updated>
        <summary>The French government has proposed a new law regarding gambling. The idea is that sports have &quot;betting rights&quot; that they can sell. Unless they sell or otherwise release those rights, you can&#39;t bet on that sport. Does this have potential...</summary>
        <author>
            <name>Richard Bartle</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>The French government has <a href="http://www.gamblingcompliance.com/node/37555">proposed a new law</a> regarding gambling. The idea is that sports have &quot;betting rights&quot; that they can sell. Unless they sell or otherwise release those rights, you can&#39;t bet on that sport.</p><p>Does this have potential implications for virtual worlds?</p>
<p>Very few sports are built around the concept of gambling. Horse racing is perhaps the most noteworthy, as it exists primarily to offer gamblers events upon which to gamble. As a consequence, horse racing is geared primarily around gambling, not around spectating.</p><p>The vast majority of sports are not geared around gambling. Nevertheless, people gamble on them anyway. This leads to situations in which players do something sporting, such as <a href="http://www.guardian.co.uk/sport/blog/2009/sep/22/sport-betting-regulations-law">conceding a putt in golf</a>, that costs gamblers money. Or, alternatively, that wins gamblers money they might not have won otherwise.</p><p>The French government have put forward a law, which has just been approved in principle by the European Commission, that allows sports to protect their integrity. It gives the governing bodies of each sport &quot;betting rights&quot;. If they hold onto these rights, no-one can place a bet on any competitions related to the sport. If they release these rights, then they will gain money (a cut of the gambling revenue), but will have to monitor every aspect of play more closely in order to ensure that events are not rigged. That&#39;s how I think it works, anyway...</p><p>This appeal to the &quot;integrity&quot; of sports is interesting. Why stop at sports? Why stop at gambling?</p><p>Suppose that virtual worlds had &quot;commodification rights&quot;. If they held onto these rights, no-one could buy or sell their virtual goods except within the context of the virtual world (so buying for in-world gold is fine, but for out-of-world gold is not fine). If they released them, then people could trade in these goods and the operators would get a share of the revenue so generated; in return, they would be required to ensure that the goods were fit to be traded (meaning compensation for nerfs?).</p><p>This sounds a lot like Ted Castranova&#39;s <a href="http://www.nyls.edu/user_files/1/2/23/144/216/217/218/castronova.pdf" target="_blank">interration</a> concept implemented using a different mechanism.</p><p>What do you think? Would it work? I don&#39;t mean would any government do it right now, I mean would it <em>work?</em></p><p>Richard</p></div>
</content>


    </entry>
    <entry>
        <title>…but we agreed, we have a contract! waaaah</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/but-we-agreed-we-have-a-contract-waaaah.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/but-we-agreed-we-have-a-contract-waaaah.html" thr:count="18" thr:updated="2009-10-01T15:36:21-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a5d46edc970c</id>
        <published>2009-09-18T04:31:51-04:00</published>
        <updated>2009-09-18T04:53:34-04:00</updated>
        <summary>Not if you contracted in Second Life you don&#39;t. Or do you...? In addition to knowing next to nothing about property law I also know nothing about the law of contract. So here goes - contracts in virtual worlds… In...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Law" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
&lt;div xmlns=&quot;http://www.w3.org/1999/xhtml&quot;&gt;&lt;span style=&quot;font-family: Times; font-size: medium; line-height: normal; &quot;&gt;&lt;p style=&quot;padding-top: 7px; padding-right: 7px; padding-bottom: 7px; padding-left: 7px; background-color: #ffffff; font: normal normal normal 13px/1.22 arial, helvetica, clean, sans-serif; font-family: &#39;Trebuchet MS&#39;, Verdana, sans-serif; font-size: small; &quot;&gt;

&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family: ArialMT, Verdana, sans-serif; &quot;&gt;Not if you contracted in Second Life you don&#39;t.&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family: ArialMT, Verdana, sans-serif;&quot;&gt;Or do you...?&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;font face=&quot;ArialMT, Verdana, sans-serif&quot;&gt;
&lt;/font&gt;&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;&lt;/span&gt;&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family: ArialMT, Verdana, sans-serif; &quot;&gt;In addition to knowing next
to nothing about property law I also know nothing about the law of contract. So
here goes - contracts in virtual worlds…&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;In many legal systems for
there to be a commercial contract a number of conditions need to be met. One of
these conditions is that there must be a ‘consideration’.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;That is if one is receiving
a good or service then you are need to give something of value in return for
there to be a binding commercial contract. The value can be nominal famously as
low as the value of a peppercorn, but it must be value.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;Common practice in virtual
worlds and in particular Second Life is the payment for services using the
in-world currency.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;nbsp; &lt;/span&gt;In the case of
Second Life the currency is Linden Dollars (L$), these are defined in the terms
of service thus:&lt;/span&gt;&lt;/p&gt;

&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;“1.4 Second Life
&quot;currency&quot; is a limited license right available for purchase or free
distribution at Linden Lab&#39;s discretion, and is not redeemable for monetary
value from Linden Lab.&lt;/span&gt;&lt;/p&gt;

&lt;/blockquote&gt;

&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;You acknowledge that the
Service presently includes a component of in-world fictional currency
(&quot;Currency&quot; or &quot;Linden Dollars&quot; or &quot;L$&quot;), which
constitutes a limited license right to use a feature of our product when, as,
and if allowed by Linden Lab. Linden Lab may charge fees for the right to use
Linden Dollars, or may distribute Linden Dollars without charge, in its sole
discretion. Regardless of terminology used, Linden Dollars represent a limited
license right governed solely under the terms of this Agreement, and are not
redeemable for any sum of money or monetary value from Linden Lab at any time.
You agree that Linden Lab has the absolute right to manage, regulate, control,
modify and/or eliminate such Currency as it sees fit in its sole discretion, in
any general or specific case, and that Linden Lab will have no liability to you
based on its exercise of such right.”&lt;/span&gt;&lt;/p&gt;

&lt;/blockquote&gt;

&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;&lt;em&gt;Source: &lt;/em&gt;&lt;a href=&quot;http://secondlife.com/corporate/tos.php&quot;&gt;&lt;em&gt;http://secondlife.com/corporate/tos.php&lt;/em&gt;&lt;/a&gt;&lt;em&gt;
(retrieved on 17 Sept 2009)&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;

&lt;/blockquote&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;Of course the ToS does not
say L$ cannot be redeemed for value, it says they cannot be redeemed from
Linden. So Linden are not standing in the way of two parties making an
agreement using L$.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;But hold on. If the parties
succeed in making a contract and the consideration is L$ then the L$ must have
value. What’s more the value cannot be something that has meaning only to the
parties, it must be value that is widely recognized, if not any two parties can
just make up value between themselves.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;Also, like in cases that
have popped up, we can look at what Linden say about Second Life, this link
says it all really: http://secondlife.com/whatis/?lang=en-US#Make_Money.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;&lt;span style=&quot;mso-spacerun:yes&quot;&gt;What this suggest to me is
that there are two possible states:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;span style=&quot;font-family: ArialMT, Verdana, sans-serif; &quot;&gt;L$ have no value – thus
no commercial contract is ever formed in Second Life where the consideration is
L$. That is no one ever buys anything in Second Life, no agreement based on
these terms is binding on any party.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-family: ArialMT, Verdana, sans-serif; &quot;&gt;L$ do have value
(outside that defined by just the two parties) – as such Linden surely must at
the very least have a duty of care to maintain the currency as an instrument of
value. There must be a public interest here. Actually I’d suggest that by
definition of consideration a public interest is entailed.&lt;/span&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot; if=&quot;&quot; so,=&quot;&quot; where=&quot;&quot; does=&quot;&quot; this=&quot;&quot; duty=&quot;&quot; end?=&quot;&quot; quite=&quot;&quot; apart=&quot;&quot; from=&quot;&quot; general=&quot;&quot; considerations=&quot;&quot; of&amp;nbsp;unconscionability,=&quot;&quot; how=&quot;&quot; can=&quot;&quot; clauses=&quot;&quot; in=&quot;&quot; the=&quot;&quot; tos=&quot;&quot; that=&quot;&quot; use=&quot;&quot; phrase=&quot;&quot; “reason=&quot;&quot; or=&quot;&quot; no=&quot;&quot; reason”=&quot;&quot; cannot=&quot;&quot; stand=&quot;&quot; as=&quot;&quot; situation=&quot;&quot; must=&quot;&quot; imply=&quot;&quot; linden=&quot;&quot; have=&quot;&quot; reasonable=&quot;&quot; reason=&quot;&quot; to=&quot;&quot; act=&quot;&quot; many=&quot;&quot; cases.=&quot;&quot; what=&quot;&quot; about=&quot;&quot; sl=&quot;&quot; shuts=&quot;&quot; down=&quot;&quot; –=&quot;&quot; do=&quot;&quot; contracts=&quot;&quot; then=&quot;&quot; hold=&quot;&quot; consideration=&quot;&quot; has=&quot;&quot; zero=&quot;&quot; value=&quot;&quot; (i=&quot;&quot; assume=&quot;&quot; it’s=&quot;&quot; fine=&quot;&quot; for=&quot;&quot; there=&quot;&quot; be=&quot;&quot; ‘at=&quot;&quot; time’=&quot;&quot; but=&quot;&quot; i=&quot;&quot; don’t=&quot;&quot; know).=&quot;&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class=&quot;MsoNormal&quot; style=&quot;mso-pagination:none;tab-stops:28.0pt 56.0pt 84.0pt 112.0pt 140.0pt 168.0pt 196.0pt 224.0pt 252.0pt 280.0pt 308.0pt 336.0pt;mso-layout-grid-align:none;text-autospace:none&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family:ArialMT;mso-ansi-language:EN-US&quot;&gt;If so, where does this duty end? Quite apart from general considerations of unconscionability, how can Clauses in the ToS that use the phrase “reason or no reason” cannot stand as this situation must imply that Linden must have reasonable reason to act in many cases. What about if SL shuts down – do contracts then hold as the consideration has zero value (I assume that it’s fine for there to be value ‘at the time’ but I don’t know).&lt;/p&gt;&lt;p style=&quot;margin: 0.0px 0.0px 13.0px 0.0px; line-height: 15.0px; font: 13.0px Arial&quot;&gt;Go on legal types giza contract law 101 what I have I missed here?&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;&lt;/div&gt;
</content>


    </entry>
    <entry>
        <title>Me vs The Daily Telegraph </title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/me-vs-the-daily-telegraph-.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/me-vs-the-daily-telegraph-.html" thr:count="16" thr:updated="2009-11-24T04:45:36-05:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a57400a6970b</id>
        <published>2009-09-16T07:27:49-04:00</published>
        <updated>2009-09-16T07:30:42-04:00</updated>
        <summary>I’m a really irritating person. I irritate myself. I’ve probably irritated you. I read something and if there is an incorrect fact, one that’s simple and easily checked I find it hard to get past. Especially when the writer did...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Opinion" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
&lt;div xmlns=&quot;http://www.w3.org/1999/xhtml&quot;&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;I’m a really irritating
person. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;I irritate myself. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;I’ve probably irritated
you.&lt;span&gt;&amp;#0160; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;
&lt;/p&gt;




&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;I read something and if
there is an incorrect fact, one that’s simple and easily checked I find it hard
to get past. Especially when the writer did not bother to do a Google search or
just actually read the source. Worse I hate it when things are just made up. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; For most of the world
particularly journalists and sometime academics there seems to be a universal
get out of jail free memo that I did not get. The memo seems to say: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;“&lt;strong&gt;&lt;em&gt;If you are writing about
video games it’s ok not to check facts&lt;/em&gt;&lt;/strong&gt;”. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;I think the memo also gives
some examples.&amp;#0160; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;1/ If you are writing about
Second Life feel free to say it has well over 10 million subscribers, don’t
bother thinking about what ‘Residents’ means or looking extensive debate about
it. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;2/ Feel free to say World
of Warcraft is the biggest online video game in the world. Ignore anything from
Asia or anything Asians play – we are working hard on ignoring them so you’d
kinda be helping. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/blockquote&gt;







&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;I find the number of
academic papers that I peer review and have to correct simply things like this
in to be frankly disturbing. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;





&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Now I want to talk about
the UK national news paper The Daily Telegraph but before that, let’s talk
about PBS.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; PBS (a public service
broadcaster based in the US) has an online site and (I believe) series of
programs titled Digital Nation or ‘digital_nation’ when they are feeling all
internety’ (&lt;a href=&quot;http://www.pbs.org/wgbh/pages/frontline/digitalnation/&quot;&gt;http://www.pbs.org/wgbh/pages/frontline/digitalnation/&lt;/a&gt;).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; I’m given to understand
that in the US media landscape PBS is a name you can trust. So good, this is
going to be all fact all the way then,,,&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; I started to read the
Digital Nation site. I saw good stuff from the people that you would expect to
be talking about these matters, Jenkins, Gee etc. Then I started to stumble. First
off was the feature video on ‘Internet Addiction’ (&lt;a href=&quot;http://www.pbs.org/wgbh/pages/frontline/digitalnation/virtual-worlds/internet-addiction/a-self-confessed-addict.html?play&quot;&gt;http://www.pbs.org/wgbh/pages/frontline/digitalnation/virtual-worlds/internet-addiction/a-self-confessed-addict.html?play&lt;/a&gt;).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;This was the summary: &lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;quot;&lt;em&gt;Jeesoo Park &amp;amp; Devin Dwyer sat down with Adam Brown, who says World of
Warcraft took over his life for 10 years. In a special collaboration, Columbia
School of Journalism students are contributing short video reports to Digital
Nation&lt;/em&gt;&amp;quot;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Spotted it?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Yup. Not only did the
person not say anything in the video about playing WoW for 10 years, WoW of
course has not been around for 10 years. Now this was a student work. But as I snarkly
commented I guess Columbia School of Journalism does not teach fact checking.
Neither does PBS editorial it seems. Following my comment the summary has now
been changed. What is shocking here is the staggering falseness of the
statements – you don’t have to be a WoW expert to know that it’s not been
around for 10 years. It’s really easy to find out the launch date. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; This got me interested in
what the site was saying about WoW. Next I came across a&lt;span&gt;&amp;#0160; &lt;/span&gt;post by Rachel Dretzin the Producer /
Director of the series (&lt;a href=&quot;http://www.pbs.org/wgbh/pages/frontline/digitalnation/us/#dretzin&quot;&gt;http://www.pbs.org/wgbh/pages/frontline/digitalnation/us/#dretzin&lt;/a&gt;).
So someone who you might think would have a clue and would not be up for
misrepresenting things. ‘Friad not&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;Source: &lt;a href=&quot;http://www.pbs.org/wgbh/pages/frontline/online/open/&quot;&gt;http://www.pbs.org/wgbh/pages/frontline/online/open/&lt;/a&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;“Google Guilt&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;[…]&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;But when David decided to
do a bit of snooping around his son&amp;#39;s computer, he discovered that his son&amp;#39;s
profile in the online game World of Warcraft included a link to a hardcore porn
Web site, among other things.”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;







&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; So let me get this straight
PBS are saying that there are links to hardcore porn in WoW. In WoW profiles in
fact. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Anyone know what a WoW
profile is? &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Ever found hardcore porn in
WoW?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;Here we are not just talking factlessness about WoW, we have misrepresentation - let’s look at what ‘David’ actually says (&lt;a href=&quot;http://www.pbs.org/wgbh/pages/frontline/digitalnation/virtual-worlds/internet-addiction/a-self-confessed-addict.html?play&quot;&gt;http://www.pbs.org/wgbh/pages/frontline/online/open/2008/05/welcome.html&lt;/a&gt;)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;“[…] I &amp;quot;Googled&amp;quot;
my son&amp;#39;s World of WarCraft nickname.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;Directly, I was taken to
his gaming profile page and it looked as I had seen it many times on his
computer. Then, I noticed that there was a listing for &amp;quot;his&amp;quot; website.
I clicked on the link and it took me to the most hard core porn site I had ever
seen&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;[…],&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;As I reviewed his WOW
profile site more closely &amp;quot;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;









&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; So, actually:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;- David did not say he snooped
around his son’s computer, he googled his character name. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;- He did not find porn
links in WoW he found them on a gamer profile site.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; He does conflate things a
little, but David is a civilian here – Ms Dretzin is a PBS producer – one that
is in my view misrepresenting David and WoW and indeed WoW and VW’s in general.
&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; But it’s a game – why
bother fact checking or researching eh?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; And so to The Daily
Telegraph&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;strong&gt;&amp;quot;Average age of adult computer
game addicts is 35, US study shows&amp;quot;&lt;o:p&gt;&lt;/o:p&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Source: &lt;a href=&quot;http://www.telegraph.co.uk/technology/video-games/6041337/Average-age-of-adult-computer-game-addicts-is-35-US-study-show.html&quot;&gt;http://www.telegraph.co.uk/technology/video-games/6041337/Average-age-of-adult-computer-game-addicts-is-35-US-study-shows.html&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; You will not find the
content at the end of the link. It has been removed as a result of my complaint
to the UK’s Press Complaints Commission. But you will find lots of links to it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; What’s wrong with the
headline?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; The story is ostensibly
about Weaver III et al, 2009, ‘Health-Risk Correlates of Video-Game Playing
Among Adults’ American Journal of Preventive Medicine (see this link for press
release and original paper:
&lt;a href=&quot;http://www.ajpm-online.net/content/pressreleases#2009&quot;&gt;http://www.ajpm-online.net/content/pressreleases#2009&lt;/a&gt;).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; This Weaver paper does not say
anything about:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;average age of gamers&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;average age of adult
gamers&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;average age of addicts &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;







&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; Now admittedly both Weaver
and the press release about it requires a little close reading. The press
release actually says:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;“While video gaming is
generally perceived as a pastime for children and young adults, research shows
that the average age of players in the United States is 35.”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;But the ‘research’ the
press release is talking about here is not the Weaver, it’s Reference 3 of that
paper:&lt;span&gt;&amp;#0160; &lt;/span&gt;ESA Essential facts 2008 (&lt;a href=&quot;http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf&quot;&gt;http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf&lt;/a&gt;).
&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; That is, the 35 number is
not part of the research the press release is about and the Telegraph story is about. It&amp;#39;s just a background and it’s about gamers in the US not adults or addicts or
adult addicts. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; The Daily Telegraph piece
takes it further though. The Weaver paper is not about addiction per se any use
of the word is a reference to other research – so there was no finding about
addicts or their age.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;These are just examples.
Ones I wanted to go through in a little detail just to demonstrate how
prevalent the lack of fact checking around games is, how blatant and how simple
many of the facts are to check.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;





&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt; On a side note I urge those
that enjoy a good (well terrible) media effects paper to read the Weaver one.
Masochists will also be interested in the companion piece ‘Video Games – Play
or “Playlike” Activity’ which argues that playing a Video Game is not really
play. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;Lastly I want to make a
point about journalism, corrections and internet practice. &lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;In the UK we have
the Press Complaints Commission you write to them when the press mess up – due to my complaint the Daily Telegraph
article has been removed. But that’s not what I asked for. I asked for it to be
corrected under the same URL. In that way when one clicks on one of the
multiple links to the piece one will not find a 404 but the corrected text. A
404 can simply be a system error and does not indicate that the piece was
withdrawn – so the error lives on the net. It’s been suggested that a new
correction is published but again I have said no as the 404 will remain and
unless you know the sotry is false you will not find the correction.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;Thus I feel that there
should be a broad online standard for error corrections where: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;- the original URL is used&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;- the original text is also
available with an indication of the error&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&amp;#0160;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;See. &lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;I told you I was irritating.&lt;/span&gt;&lt;br /&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: ArialMT;&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;
</content>


    </entry>
    <entry>
        <title>Great Big Monopoly</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/great-big-monopoly.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/09/great-big-monopoly.html" thr:count="1" thr:updated="2009-09-21T21:56:50-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a563f6b0970b</id>
        <published>2009-09-11T10:48:41-04:00</published>
        <updated>2009-09-11T10:50:36-04:00</updated>
        <summary>This week Google launched Monopoly City Streets. The concept is simple. You buy real streets, develop them virtually, and earn a corresponding virtual income. Like Jerry Paffendorf&#39;s million-inches-in-Detroit, MCS combines alternate reality, games, virtual worlds, and social networking. Is it...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="News" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>This week Google launched <a href="http://www.monopolycitystreets.com/" target="_blank">Monopoly City Streets</a>. The concept is <a href="http://mashable.com/2009/09/07/monopoly-google-maps/" target="_blank">simple</a>. You buy real streets, develop them virtually, and earn a corresponding virtual income. Like Jerry Paffendorf&#39;s <a href="http://www.kickstarter.com/profile/jerry" target="_blank">million-inches-in-Detroit</a>, MCS combines alternate reality, games, virtual worlds, and social networking.</p><p>Is it good? I have no idea. Can&#39;t get in, because <a href="http://www.pcmag.com/article2/0,2817,2352658,00.asp" target="_blank">massive user inflow has already crashed the product</a>. I&#39;m reminded of the way that Quake broke some parts of the network when it launched, and EverQuest clogged all the bandwidth of San Diego on its opening day. When somebody comes up with a good idea on the net, the user storm becomes awe-inspiring. </p><p>There&#39;s a lesson here in the contrast with Google&#39;s <a href="http://www.lively.com/goodbye.html" target="_blank">Lively</a>, a virtual world of avatars and rooms where you could hang out. /yawn. The crash there was caused not by massive user inflow but massive user apathy. Merely virtualizing something is dumb. VR a necessary tool, not a sufficient one. To create new energy, you have to reinvent the game people are playing. </p><p>Thanks to Daniel Polonsky for pointing this out.</p></div>
</content>


    </entry>
    <entry>
        <title>Space: The Boring Frontier</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/space-the-boring-frontier.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/space-the-boring-frontier.html" thr:count="9" thr:updated="2009-09-24T05:16:08-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a57b80e9970c</id>
        <published>2009-08-27T08:59:44-04:00</published>
        <updated>2009-08-27T10:38:26-04:00</updated>
        <summary>This year I fell for the Mars Hoax. Hard. I bought a telescope and planetarium software to plan a viewing of the red planet with my eldest son. As we scanned the skies using the software, we were able to...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Opinion" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>This year I fell for the <a href="http://people.tribe.net/mesmer/blog/04ceeb2a-44de-43be-a6a5-e87e667f160f" target="_blank">Mars</a> <a href="http://www.snopes.com/science/astronomy/brightmars.asp">Hoax</a>. Hard. I bought a telescope and planetarium software to plan a viewing of the red planet with my eldest son. As we scanned the skies using the software, we were able to look at anything and then magnify it into a large, beautiful image. We had a great time. As the image of Mars was growing on our computer, through magnification, we started to pretend that we were in the cockpit of a ship traveling there. &quot;<a href="http://www.imdb.com/title/tt0060672/" target="_blank">Mars needs women</a>!&quot; I shouted. We giggled with glee. &quot;O Noes!11! we&#39;re gonna crash!!! AHHHH!&quot; Great fun. </p><p>The software told us that Mars was to rise above Bloomington&#39;s horizon at 3:30am this morning, so yesterday we planned a breakfast and he came up with the idea of Solar System pancakes: Whipped cream for the Sun, M&amp;Ms for the planets (Earth blue, Mars red, Mercury orange) and drizzled chocolate for the orbits. Yum! </p><p>Last night at about 6pm a friend suggested it might all be lies. Indeed. <a href="http://news.nationalgeographic.com/news/2009/08/090826-mars-hoax-full-moon-email.html" target="_blank">LIES!</a> Those damn internets. </p><p>Now I had the dilemma of explaining all of this to a child. </p>
<p>
I sat down with my son and said, &quot;Look, it turns out that Mars is going to be really far away. We won&#39;t be able to see it.&quot; </p><p>&quot;That&#39;s OK,&quot; he said.</p><p>I said, &quot;No really. It won&#39;t be there at all. There&#39;s no reason to get up early. But we can still get up early anyway and have solar system pancakes.&quot;</p><p>&quot;That&#39;s fine,&quot; he replied. &quot;Can we watch it on the computer?&quot;</p><p>&quot;Sure, we can watch it on the computer. You want to?&quot;</p><p>&quot;Yeah. I liked watching it on the computer. I liked it when we almost crashed into Mars. That was funny.&quot; </p><p>So this morning at six, we got up and zoomed out to Mars on the computer, and had our solar system pancakes. </p><p>***<br />Space is a difficult case for reality enthusiasts. I could, if I wanted, create an extremely accurate simulation in Metaplace or Second Life of the excitement of a real space journey to any destination. It would involve building a 8&#39; tall tin can with a door. The avatar goes into the can and we shut the door. The avatar sits in the can for several real-time years. Then the door opens and the avatar enjoys the local terrain which, in space, is going to be generally nothing, that is,<em> space</em>. If he&#39;s extremely lucky or good with numbers, the avatar might wind up on an actual planet and view miles and miles of barren dust, or just impenetrable gas. </p><p>That&#39;s it. That&#39;s space. It&#39;s no wonder that my son prefers watching space on planetarium software as opposed to the telescope. Software takes the boring reality of space and makes it fun. So does narrative. Space is reality&#39;s turnip: You never get it without some kind of spice or sauce.</p><p>Virtual reality is a problem for NASA. If anyone can now fly virtually to Mars, and prefers that to looking at the real thing, is the reality of space going to be exciting enough for people to pay billions to put some guys into tin cans. Yet NASA seems <a href="http://event.arc.nasa.gov/virtual-worlds/" target="_blank">intent</a> on <a href="http://www.webpronews.com/topnews/2007/02/08/nasas-virtual-world-for-kids" target="_blank">bringing</a> <a href="http://www.wired.com/science/discoveries/news/2008/01/nasa_virtual_worlds" target="_blank">virtuality</a> into its programs. Maybe the idea is that so long as people imagine space to be full of aliens and explosions, as opposed to nothing, they will pay, and virtual reality will maintain the illusion. A fair gambit.</p><p>It brings to mind <a href="http://www.simulation-argument.com/" target="_blank">Bostrom&#39;s interesting argument</a> about space and simulation. If there are infinite civilizations out there, and infinite simulation technology, and at least some desire to simulate, then the probability that we are a simulation approaches 1. But who would simulate the odor of sewage, or stuff like <a href="http://www.upwithpeople.org/" target="_blank">Up With People</a>? Yecch. That, the appendix, and the common cold make me think we&#39;re not a simulation. (By the way, the same argument could be used to insist that the probability we have been contacted by extra-terrestrials is 1, and to my knowledge we haven&#39;t been). If we&#39;re not in a simulation, then there must be limits to simulation technology, or, great civilizations don&#39;t like to simulate, or, we&#39;re the only ones out here. Take your pick.</p><p>But getting back to the main point, space enthusiasts will insist that there&#39;s tons of cool stuff in space. I agree. I just don&#39;t think that the right way to get cool stuff out of space is by shooting people out there in tin cans. Rather it seems to me more efficient to determine what space is like by looking at it, measuring it, and analyzing it. Then, simulate the features of space that are of interest. Finally, send people into the simulations. Same effect, much cheaper and less dangerous. Also more fun, because you can go to another galaxy in a minute instead of thousands of light-years.</p><p>Space is primary fuel for narratives. If this is so, then what we mostly need from space is information. Some specifics always liven up a story, and it takes time to invent specifics. Thus it helps us to know that Mars is red, because we don&#39;t have to decide which M&amp;M to use: Use the red one. Similarly, the structure, size, placement, and behavior of things out in space provide marvelous yet plausible settings for all kinds of experiences. The best part is that getting information from space doesn&#39;t require our presence there. We don&#39;t have to go out there to learn what space is really like. We just have to look. </p><p>I&#39;ll go ahead and point that telescope to the sky, because the sky holds the raw material with most value in an age of wonder: Background. </p></div>
</content>


    </entry>
    <entry>
        <title>Virtual economy: As real as real</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/virtual-economy-as-real-as-real.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/virtual-economy-as-real-as-real.html" thr:count="30" thr:updated="2009-09-02T02:13:11-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a54d2004970c</id>
        <published>2009-08-14T18:17:40-04:00</published>
        <updated>2009-08-14T18:17:40-04:00</updated>
        <summary>Our first paper on the economics of EQII is now out in the current issue of the journal New Media &amp; Society. There&#39;s a link to the paper on my research page. We think the paper is notable because it...</summary>
        <author>
            <name>Dmitri Williams</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Our first paper on the economics of EQII is now out in the current issue of the journal New Media &amp; Society. There&#39;s a <a href="http://dmitriwilliams.com/EconVW.pdf">link to the paper</a> on my <a href="http://dmitriwilliams.com/research.html">research page</a>.</p><p>We think the paper is notable because it is the first instance (as far as we know) of published, peer-reviewed, basic economic tests using actual large-scale data from a virtual world. No estimates, no samples, no bootstrapping--just all of the data, period. These data were anonymous and privacy protected, and what we analyzed were the macroeconomic trends and patterns. We have three main findings, below the fold:</p>
<br /><p>First, the virtual world we studied appears to behave in the way a
real economy does. The people there are as rational (or irrational) as
we are offline. As a result, there are price indexes, an inflation
rate, etc. This suggests some at least rough <a href="http://terranova.blogs.com/terra_nova/2008/11/the-mapping-pri.html">mapping </a>is
taking place for the world&#39;s economics, and that maybe, just maybe,
these worlds might serve as testbeds for economic research and policy
tests.</p><p>Second, the results were not particular to one server. A
natural experiment occurred in which a new server came online, and it&#39;s
economic indicators quickly approached and matched those of the
existing ones. This suggests the powerful role of <a href="http://codev2.cc/">code </a>in shaping and directing human behaviors in the aggregate. Another point scored for Lessig.<br />
</p><p>Third, the data give a much more accurate picture of the
real-world value of the assets generated and translatable via RMT
markets. Updating Ted&#39;s foundational work in the space, we now find
that for this world at least, the numbers are lower than previously
thought--about $130-160/year, or on par with Liberia and Congo.</p><p>The
paper is the result of fantastic work by the PhD students at USC and
Northwestern: Cuihua Shen, Yun Huang, Brian Keegan, Robby Ratan and Li
Xiong. This crew is really something.</p>
<p><br />
</p>
<p>Citation:</p>
<p>Castronova, E., Williams, D., Huang, Y., Shen, C., Keegan, B., Ratan,
R. (2009). As real as real? Macroeconomic behavior in a large-scale
virtual world. <em>New Media &amp; Society</em>. 11(5) p. 685-707.</p></div>
</content>


    </entry>
    <entry>
        <title>Xstreet SL Commerce Guidelines</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/xstreet-sl-commerce-guidelines.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/xstreet-sl-commerce-guidelines.html" thr:count="6" thr:updated="2009-09-27T15:10:04-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a546faa4970c</id>
        <published>2009-08-13T12:19:33-04:00</published>
        <updated>2009-08-13T14:06:53-04:00</updated>
        <summary>Alas, because I have way too much to get done, this has to be just a short post. But this recent post from New World Notes caught my eye -- Xstreet, which is a sort of Second Life virtual eBay,...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Alas, because I have way too much to get done, this has to be just a short post.&#0160; But this recent post from <a href="http://nwn.blogs.com/nwn/2009/08/no-rl-sold-in-sl.html">New World Notes</a> caught my eye -- Xstreet, which is a sort of Second Life virtual eBay, has issued some very interesting guidelines (see <a href="https://blogs.secondlife.com/community/community/blog/2009/08/11/updates-to-xstreet-sl-listing-guidelines">here</a>, <a href="https://www.xstreetsl.com/modules.php?name=Content&amp;pa=showpage&amp;pid=22">here</a>) about the rules of Second Life commerce, at least such commerce as is listed on Xstreet.&#0160; </p><p>
</p>
<p>Here is an excerpt from the branding guidelines for Xstreet listings:</p><div style="margin-left: 80px;"><strong><em>Branded items may be listed or sold only by the brand or intellectual property owner or its authorized agents. A &quot;branded item&quot; is an item that:<br /><br />&#0160;&#0160;&#0160; * contains or uses a brand name or logo;<br />&#0160;&#0160;&#0160;&#0160;&#0160;&#0160; <br />&#0160;&#0160;&#0160; * replicates or closely imitates the appearance of a real-world physical product of a brand owner (for example, items that replicate the appearance of brands of cars, jewelry, or shoes that are available in the real world);<br />&#0160;&#0160;&#0160;&#0160;&#0160;&#0160; <br />&#0160;&#0160;&#0160; * replicates or closely imitates the appearance of a celebrity, famous person, or fictional character from a copyrighted work (for example, avatars that replicate the appearance of movie stars or characters from a book, film, television program, or game); or<br />&#0160;&#0160;&#0160;&#0160;&#0160;&#0160; <br />&#0160;&#0160;&#0160; * replicates or uses an artistic or creative work that is the subject of copyright (for example, virtual artwork that replicates artwork available in the real world or a sound clip that includes part of a song recording).<br /></em></strong></div><p>So, e.g., as Wagner James Au points out, the Barack Obama and Angelina Jolie avatars currently listed are a no go under the new policy.</p><p>Since I co-wrote <a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1093982">an article about the potential for trademark infringement in virtual worlds</a> (and Second Life sneaker sales in particular) I can&#39;t say I&#39;m too surprised by this policy.&#0160; Yet, at the same time, it seems to me that these rules reflect a fairly aggressive approach to IP policy.&#0160; </p><p>The law of brands is primarily about protecting consumers from confusion about the source of the goods they are purchasing.&#0160; While I think that most consumer protection policies can and should map onto Second Life generally, I&#39;m dubious that anyone would be confused into thinking that a Barack Obama avatar was an avatar endorsed by the president.&#0160; And I can easily envision situations where First Amendment rights, as well as Second Life community norms, would come into conflict with these guidelines.</p><p>At the same time, I understand where Linden and Xstreet are coming from.&#0160; Given the uncertainty about many areas of IP law, most service providers ending up setting similar policies that prohibit certain kinds of user-generated content.&#0160; To the extent the new guidelines mirror these pro-IP norms, I suppose Second Life is growing up... and becoming less interesting.</p><p><strong>Update:</strong> Like I said, this is a short post, but in response to the first comment, I guess I should clarify that the Obama and Jolie avatars are potentially brands, but are generally protected instead (in the United States) by a body of state law called the &quot;<a href="http://blj.ucdavis.edu/article.asp?id=563">right of publicity</a>&quot; that has its roots in protections for personal privacy.&#0160; (I taught a law school seminar about it not too long ago.) As the first commenter notes, the boundaries of the right of publicity can come into contact with First Amendment protections, meaning that the Obama avatar should raise stronger concerns about rights to free speech.</p><p>My point, though, is that the Linden/Xstreet policy doesn&#39;t have this kind of nuance, and seems to conflate the right of publicity (and copyright) with brand protection.&#0160; Confusing these is common enough on the street, but the end result of making that confusion into a listing policy for SL is an expansion of existing IP rights in the virtual world.</p><p>There is much more to be said about this, but I&#39;ve just got too much to get done at the moment!:-\</p></div>
</content>


    </entry>
    <entry>
        <title>CFP: New Journal</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/cfp-new-journal.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/cfp-new-journal.html" thr:count="1" thr:updated="2009-09-24T21:32:32-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0120a5200e17970c</id>
        <published>2009-08-05T08:57:44-04:00</published>
        <updated>2009-08-05T08:57:44-04:00</updated>
        <summary>Call for Papers: The Journal of Virtual Worlds and Education The Journal of Virtual Worlds and Education is dedicated to the exploration of virtual, adaptive, and immersive environments in general, with a particular emphasis on their effective use in education....</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Call for Papers:&#0160; <a href="http://www.jvweducation.org/">The Journal of Virtual Worlds and Education</a></p>
<p><strong>The Journal of Virtual Worlds and Education</strong> is dedicated to the exploration of virtual, adaptive, and immersive environments in general, with a particular emphasis on their effective use in education. Readers of the journal will find original empirical or theoretical contributions—articles on methodology, visual demonstrations, reviews and interviews—all of which provide evaluation of the research and theories pertaining to education in immersive environments. All manuscripts pass through a multilevel blind peer-review process. The journal is to be published semi-annually online at www.jvwe.org.</p><p>JVWE seeks original papers on the intersection of virtual worlds and education. Submissions are invited on all topics from principles to practice, from abstraction to application. Taking advantage of the online nature of the journal, articles may incorporate digital media including, but not limited to machinima, video, podcast samples, and the like that enhance or support the article.</p><p>Particular topics of interest include best practices in virtual education; online gaming; identity, gender and relationship behaviors in virtual learning environments; building educational spaces; societal impact; impact on faculty as well as impact on students; methodologies; student performance and evaluation; and other such topics as may be timely and relevant to virtual worlds and formal education, procedural training, and informal learning.</p><p>Fields of interest include, but are not limited to, anthropology, arts, biology, cultural studies, cognitive science, communications, computer science, educational technology, English and rhetoric, history, linguistics, medical science, neuroscience, psychology, and sociology.</p><p><strong>Guidelines:</strong></p><p><strong>Style:&#0160;</strong> Chicago style; works cited; end notes</p><p><strong>Format:</strong>&#0160; Papers are to be submitted by email as a Word (.doc) document or Rich Text Format (.rtf). All submissions will be acknowledged upon receipt.</p><p>We use blind peer review. Papers may not have any identifying marks. Contact information must be included in the body of the email to which the paper is attached. Include an abstract of 250 words or less. In the cover letter, please confirm that the piece is not under consideration at another venue.</p><p><strong>Articles:</strong>&#0160; typically 5,000-15,000 words, these papers are research and/or theory oriented and must be original work that has not been published elsewhere.</p><p><strong>Essays:&#0160; </strong>typically 1,000-3,000 words and may include reviews, interviews, survey articles, discussions and opinion pieces.</p><p><strong>Deadlines:</strong></p><p>Proposed papers: please submit an abstract (250 words or less) of your proposed paper by September 30, 2009 at 11:59pm. This step is encouraged, but not required. It has the advantage, though, of providing the author with a statement of interest well ahead of time.</p><p><strong>Complete papers:</strong> please submit your full article and accompanying media by November 30, 2009 at 11:59 p.m. along with an abstract of 250 words or less.</p><p>Submissions are to be sent as an email attachment to jvwe@jvwe.org Please contact us with any questions at this address.</p></div>
</content>


    </entry>
    <entry>
        <title>Me vs. The Archbishop</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/me-vs-the-archbishop.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/08/me-vs-the-archbishop.html" thr:count="40" thr:updated="2009-08-30T11:22:54-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef01157255cfb3970b</id>
        <published>2009-08-03T10:01:09-04:00</published>
        <updated>2009-08-03T11:28:04-04:00</updated>
        <summary>My dissertation is currently being examined, so I have been holding out on posting it. But there has been a whole new round of &#39;the Internet is bad for you&#39; talk that makes me get my knickers in a twist,...</summary>
        <author>
            <name>Lisa Galarneau</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Lisa G" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>My <a href="http://cid-9c8130e1884ce171.skydrive.live.com/self.aspx/.Public/lgalarneauDissertationFinal.pdf">dissertation</a> is currently being examined, so I have been holding out on posting it.&#0160; But there has been a whole new round of &#39;the Internet is bad for you&#39; talk that makes me get my knickers in a twist, so I will give you all a sneak preview.</p><p><a href="http://news.bbc.co.uk/2/hi/uk_news/8180115.stm">The latest, courtesy of the BBC:</a></p><p class="blockquote" style="margin-left: 40px;">Archbishop Vincent Nichols said MySpace and Facebook led young
people to seek &quot;transient&quot; friendships, with quantity becoming more
important than quality. He said a key factor in suicide among young people was the trauma caused when such loose relationships collapsed. </p><p class="blockquote" style="margin-left: 40px;">&quot;Friendship is not a commodity,&quot; he told the Sunday Telegraph newspaper. </p><p class="blockquote" style="margin-left: 40px;">He added: &quot;Friendship is something that is hard work and enduring when it&#39;s right&quot;. </p><p>The fact is he has this ENTIRELY wrong and I have data to prove it.&#0160;
My research project involved, among other things, a 50-question survey
that asked participants to describe the online gaming experiences (City
of Heroes/Villains), with a focus on grouping, social dynamics, skills
development, and yes, friendship and belonging.&#0160; The results were
staggering, even to a gamer veteran like me.&#0160; For one thing, I got
almost 10,000 responses in 3 weeks (this was in 2006).&#0160; For another
thing, there were several open ended questions in the survey.&#0160; I got
responses like this:</p><p class=""><em>The long time it takes to progress during the later levels has greatly improved my patience as of late, allowing me to stay calmer under stress as a side-effect. Separately, forming and organizing pick-up groups has given me a venue to practice my leadership skills, and to a lesser extent my organizational skills. I&#39;ve had co-workers and friends notice the improvements in patience and organization repeatedly, and the few that have been around during a situation leadership was called for noticed my improvements in that area as well.&#0160;</em></p><p><em>The fact that I am in charge of an super group in both City of Heroes and City of Villains has encouraged me to take a leap in my job: I&#39;ve applied for a management position. I doubt I&#39;d have ever even made the attempt had I not been in a position of leadership within the game. <br /></em></p><p class=""><em>Being in a super group comprised of people from all over the world has taught me to be patient when dealing with others and compromise my position on things. I often hold high positions in super groups/guilds and need to be patient with its members. This has transferred over to real life where I&#39;ve learnt to be more patient with others in a work environment &amp; a social one.</em></p><p class=""><em>Needing to plan and prioritize has been a big thing for me, as has communication (though I&#39;ve always found text-based communication much easier than face to face, which is easier than voice with no face a la Teamspeak). I&#39;ve also found that I can deal with real life social situations better by being able to analyze them as if they were in game situations. (But I&#39;m autistic, so my RL social skills have always been a bit lacking. Having a simplified model to compare them to has been a<br />boon to me.) <br /></em></p><p class=""><em>My chief reason for playing City of Villains was because I could not, physically, do much else. I was recovering from a traumatic brain injury and was going stir-crazy with the few hours a day I was actually conscious. This gave me a way to interact with RL friends because I was unable to get together with them. From there, it stemmed off into a way to communicate with them, and form other friendships. I have met several people from my super group at various locations, and that alone<br />is worth the playtime.</em></p><p>I have 10,000 of these comments, some even more poignant than those I just quickly grabbed.</p><p>Here
is my proclamation:&#0160; digital game/social spaces have the power to be
the most <a href="http://terranova.blogs.com/terra_nova/2006/10/are_virtual_wor.html">transformative social experiences</a> some humans have ever had, indeed sanctuaries from our physical lives, as Ted Castronova has suggested.&#0160;
This is sad, but it is true.&#0160; What Mr. Archbishop has wrong is the
notion that because it&#39;s not physical it&#39;s somehow not real. Wrong!&#0160; This falls in the category of &#39;don&#39;t talk about things you know nothing about!&#39;</p><p>I&#39;m also gonna write Obama too and tell him to lay off the videogame criticism.&#0160; Wonder if he will read my diss?</p><br /><br /><br /><p><br /><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="jsCall();" type="hidden" /></p><div id="refHTML"></div><p><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="jsCall();" type="hidden" /></p><div id="refHTML"></div><p></p><p><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="jsCall();" type="hidden" /></p><div id="refHTML"></div><p></p><p><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="jsCall();" type="hidden" /></p><div id="refHTML"></div><p></p><p><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="jsCall();" type="hidden" /></p><div id="refHTML"></div><p></p><p><input id="gwProxy" type="hidden" /></p><p><input id="jsProxy" onclick="jsCall();" type="hidden" /></p><div id="refHTML"></div><p><span id="leoHighlights_iframe_modal_span_container"><div id="leoHighlights_iframe_modal_div_container" onmouseout="leoHighlightsHandleIFrameMouseOut();" onmouseover="leoHighlightsHandleIFrameMouseOver();" style="border: 1px solid black; position: absolute; visibility: hidden; display: none; width: 394px; height: 40px; z-index: 32768; background-color: white;">
            
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</content>


    </entry>
    <entry>
        <title>You&#39;ve Been Blerped!  Now What Do You Do?</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/youve-been-blerped-now-what-do-you-do.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/youve-been-blerped-now-what-do-you-do.html" thr:count="11" thr:updated="2009-09-07T11:22:09-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef01157155695c970c</id>
        <published>2009-07-30T10:15:28-04:00</published>
        <updated>2009-07-30T10:15:28-04:00</updated>
        <summary>The web layering tool Blerp announced today that they are in open beta. The basic idea is that members create a layer of user-generated content over any website; people who sign up for Blerp and join the layer-creator&#39;s group can...</summary>
        <author>
            <name>Robert Bloomfield</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Web/Tech" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>The web layering tool <a href="http://www.blerp.com/browser/landing">Blerp </a>announced today that they are in open beta.&#0160; The basic idea is that members create a layer of user-generated content over any website; people who sign up for Blerp and join the layer-creator&#39;s group can see and add content in the layer.&#0160; Thus, any site--yours or someone else&#39;s--becomes the backdrop for social networking, casual gaming, whatever.&#0160; (See <a href="http://www.blerp.com/browser/landing">this Blerp video </a>for an intro, and you can also see a <a href="http://archive.treet.tv/metanomics-rocketon">Metanomics interview </a>with the CEO and VP of Rocketon, which developed Blerp.&#0160;&#0160; The interview is actually filmed in Rocketon, so you can see what that layer-as-virtual-world product is like.)</p><p>As someone who reads a lot of policy-oriented blogs, I can see a very simple application making Blerp as talked about as Twitter.&#0160; The conservative National Review blog <a href="http://corner.nationalreview.com/">The Corner </a>doesn&#39;t allow content.&#0160; The National Review probably had&#0160; good reason for making that decision, but so what?&#0160; Some ambitious left-leaning Blerper can create a layer to allow anyone to pepper the pages with unflattering commentary.&#0160; </p><p>Which leads me to ask Terra Novans:&#0160; How likely are the following (not mutually exclusive) futures?</p><ul>
<li>This never catches on, because Blerp simply ends up being too clunky and/or intrusive.</li>
<li>After a brief newsgasm of coverage about how &quot;Left-Wingers Take Over Conservative Website&quot;, the left-wingers go back to what they are doing now...namely, criticizing right-wing posts on their own websites, so they get their own traffic.</li>
<li>The Blerpers continue to build viewership on sites they criticize, but the targets don&#39;t mind, because they get the traffic.</li>
<li>The Blerpers build enough viewership for their layers that they sell advertising viewable only by layer members, maybe making even more than the sites they target.</li>
<li>The National Review calls their lawyer, who asks for damages from the Blerper, and perhaps Blerp itself, for activities that are different in form, but similar in substance, to pirating content and modifying it without permission of the authors.&#0160; (In theory, one could use Blerp to put a Hitler mustache on every picture of a Republican, cover up The Corner&#39;s advertisements with their own...or put Hitler mustaches on those too.) </li>
</ul></div>
</content>


    </entry>
    <entry>
        <title>The virtual census</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/the-virtual-census.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/the-virtual-census.html" thr:count="23" thr:updated="2009-10-17T07:48:53-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef01157135a472970c</id>
        <published>2009-07-23T17:42:42-04:00</published>
        <updated>2009-07-26T12:09:16-04:00</updated>
        <summary>This isn&#39;t an entirely VW post, but it seems related enough to toss up here. Working with colleagues Nicole Martins of Indiana, Mia Consalvo of Ohio (and TN) and Jimmy Ivory of VaTech, we embarked a couple of years back...</summary>
        <author>
            <name>Dmitri Williams</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Academia" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>This isn&#39;t an entirely VW post, but it seems related enough to toss up here. Working with colleagues <a href="http://">Nicole Martins of Indiana</a>, <a href="http://oak.cats.ohiou.edu/%7Econsalvo/">Mia Consalvo of Ohio</a> (and TN) and <a href="http://filebox.vt.edu/users/jivory/">Jimmy Ivory of VaTech</a>, we embarked a couple of years back on a content analysis of all game characters. It was kind of ambitious, but we thought someone ought to take a census of who is in all the worlds and games we study. We do a lot of research on effects and identity, but until you know what&#39;s there, well, it&#39;s hard to say a lot. The results are in and in print, <a href="http://nms.sagepub.com/content/vol11/issue5/">available from the journal</a> <em>New Media &amp; Society</em>, or in a <a href="http://dmitriwilliams.com/VirtualCensusFinal.pdf">pre-press version off my site</a>.</p><p>The highlights are that whites, males and adults are over-represented compared to the actual US population via US Census data, while females, Hispanics, Native Americans, children and the elderly are under-represented. These numbers parallel similar research for TV. Breaking the findings down into primary (playable) and secondary (NPC) characters, the divides are stronger still.</p><p>More below the fold . . .</p><p>The data are from 8,572 human characters (the analysis excludes all robots, aliens, monsters, etc.) in 150 games across all 9 major platforms, and thanks to assistance from the NPD Group, the data were also able to be weighted in proportion to sales figures. In other words, the results reflect what is actually bought and looked at--which is a first--and the findings can claim some limited generalizability of what is in &quot;games&quot; for the first time.</p><p>The implications are that some groups are relatively invisible in game worlds. Aside from the cultural problems there, this also shows systematic missed opportunities for developers. Females, for example, are 38% of game players, but only 15% of the characters. Latinos, who play more intensely than whites, are 12% of players, but only 2% of characters.</p><p>Future work with the data will detail the anthropometry (body shape) of characters versus actual humans, and another paper on swearing. Two of these are in press, and maybe blogged on later. Pre-press copies are on <a href="http://dmitriwilliams.com/research.html">my research paper site</a>.</p><p><span>

</span></p></div>
</content>


    </entry>
    <entry>
        <title>Duffy: How Not to Experiment in Virtual Worlds</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/duffy-how-not-to-experiment-in-virtual-worlds.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/duffy-how-not-to-experiment-in-virtual-worlds.html" thr:count="9" thr:updated="2009-08-14T17:04:06-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef011572122cdc970b</id>
        <published>2009-07-17T10:13:42-04:00</published>
        <updated>2009-07-17T10:19:11-04:00</updated>
        <summary>Economist John Duffy of University of Pittsburgh went to an experimental lab in Second Life and came away unconvinced. Some thoughts: The virtual lab he visited was a replication of a real-world lab. We&#39;ve learned, however, that using virtual world...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Economist John Duffy of University of Pittsburgh went to an experimental lab in Second Life and <a href="http://pittsburgh.academia.edu/JohnDuffy/Papers/34623/Trust-in-----Second-Life">came away unconvinced</a>. Some thoughts:</p><ul>
<li>The virtual lab he visited was a replication of a real-world lab. We&#39;ve learned, however, that using virtual world technology to simply replicate a real-world thing is usually counter-productive. The utility of virtual worlds does not lie in their ability to re-do, in virtual form, what we do in the real world. </li>
<li>He carries with him some honored norms about what an economics experiment must be. Participants must not know what the experiment is about, for example, so you ought to ask every participant &quot;Are you an experimental economist?&quot; and exclude them if they are. Otherwise they&#39;ll recognize that they are in a test of backwards induction or whatever. Duffy did not face that kind of question, nor anything that would allow the screening of participants based on expertise. There were other issues, other ways in which an attempt to replicate a real-world econ experiment, in traditional form, simply breaks when placed in a virtual environment. </li>
<li>He properly noted that the incentives (couple hundred Lindens) are very low in terms of cash value. Why would anyone think hard in return for a quarter? However, this raises a debate about the utility of the Linden dollar. Some people seem highly invested in the state of their virtual things, despite low real-world values. This in turn raises big questions in economics about how things, utility, and happiness relate. Punt.</li>
<li>He was able to lie about his age, a problem for the internet at large.</li>
</ul>
<p>I come away convinced that there&#39;s little point in trying to replicate the standard micro-level lab experiments in virtual worlds. While you gain in terms of distance communication, you lose in terms of body signals and eye contact and such. In that kind of hands-on experiment, you can&#39;t automate much.</p><p>I would note, however, that Duffy&#39;s criticisms are cast too widely when he concludes that these problems also condemn truly macro-level experiments such as those proposed by <a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1350472">Bloomfield</a> and Castronova. </p>
<p>Macro level experiments are different breeds of fish. In moving to a truly macro scale in virtual worlds, we&#39;re gaining not just distance communication but large increases in scale (from two dozen participants to hundreds of thousands), length (from two hours to thousands of hours), and emotional investment (from a couple of bucks to things over which people have commited murder). These advantages, it seems to me, far outweigh the costs in terms of less control over participants, selection effects, and errors in demographic data. Moreover, at such scales, there are ample ways of dealing with these issues: you can&#39;t do a Heckman selection correction in a lab experiment of 27 people, but you certainly can do it when you have 27,000. </p><p>My sense is that Duffy thinks the goal, my goal, is to place traditional economic experiments inside virtual worlds. I agree with him that that would rather not be worth the time. And that&#39;s why the goal, in my view, is much more expansive: I want to create a huge economy in a virtual world and then experiment on it. As this is a new and different beast, it cannot and should not conform to the older norms of micro-level experimental research. It needs new norms, and we have our top men working on them right now. Top. Men. </p><p>(When I saw that Professor Duffy had misspelled my name, I was tempted to refer to him as &quot;Professor Dufey.&quot; But that would have been childish!) </p></div>
</content>


    </entry>
    <entry>
        <title>Twixt</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/twixt.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/twixt.html" thr:count="65" thr:updated="2009-08-04T04:20:13-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef011570e151f5970c</id>
        <published>2009-07-07T21:50:10-04:00</published>
        <updated>2009-07-08T10:56:26-04:00</updated>
        <summary>Dave Myers, a long-time games researcher and commenter here at TN, received some media coverage yesterday for his tale of Twixt, prompting 132 comments and counting. Scott Jennings has some snarky comments on his blog and thinks this is all...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Dave Myers, a long-time <a href="http://www.masscomm.loyno.edu/%7Edmyers/research_goals.html">games researcher</a> and commenter here at TN, received <a href="http://www.nola.com/news/index.ssf/2009/07/loyola_university_professor_be.html">some media coverage yesterday</a> for his tale of Twixt, prompting <a href="http://www.nola.com/news/index.ssf/2009/07/loyola_university_professor_be.html#comments">132 comments</a> and counting. Scott Jennings has <a href="http://brokentoys.org/2009/07/07/the-curious-case-of-the-poorly-behaved-professor/">some snarky comments on his blog</a> and thinks this is all about a game design flaw.</p><p>Personally, I find these kinds of social &quot;flaws&quot; and how they are fixed pretty interesting.&#0160; In my book, I&#39;m using the story of Twixt to make a simple point that most readers of this blog will already appreciate.&#0160; The rules that are enforced in MMOGs, like the rules enforced in any society, are not limited to the formal rules set forth in writing or coded into the software.&#0160; Users decide for themselves how games should be played.</p><p><strong>Update:</strong> Dave responds to all the attention <a href="http://tinyurl.com/twixt-story">here</a>.&#0160; A few lines I find particularly interesting in relation to what Richard says below and the question of EULAs:</p><p class="blockquote" style="margin-left: 40px;">Most surprisingly of all (maybe only to me), game designers themselves
seem no longer interested in their rules.&#0160; They seem to focus
increasingly less on game rules and increasingly more on game rulers.
&#0160;&#0160;Rulers don’t like the game rules?&#0160; No problem.&#0160; Eliminate those rules.</p></div>
</content>


    </entry>
    <entry>
        <title>Virtual Bank Robbery Redux</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/virtual-bank-robbery-redux.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/virtual-bank-robbery-redux.html" thr:count="2" thr:updated="2009-07-16T14:44:27-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef011571bb0d09970b</id>
        <published>2009-07-04T20:37:15-04:00</published>
        <updated>2009-07-07T21:24:27-04:00</updated>
        <summary>This July 2009 story feels sort of August 2006, doesn&#39;t it? Or maybe even sort of October 2003? Like night follows day, it follows that if &quot;virtual&quot; currency X has a &quot;real&quot; exchange value of $Y, and the virtual world...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.cbc.ca/technology/story/2009/07/03/science-online-bank-heist.html">This July 2009 story</a> feels sort of <a href="http://terranova.blogs.com/terra_nova/2006/08/hold_your_breat.html">August 2006</a>, doesn&#39;t it?&#0160; Or maybe even sort of <a href="http://terranova.blogs.com/terra_nova/2003/10/virtual_crime_1.html">October 2003</a>?&#0160; </p><p>Like night follows day, it follows that if &quot;virtual&quot; currency X has a &quot;real&quot; exchange value of $Y, and the virtual world mechanics permit or even encourage player A to rob or swindle player B of a substantial amount of X, then we&#39;re going to have <a href="http://en.wikipedia.org/wiki/Halting_State">this sort of virtual crime</a>.&#0160; </p><p>Q: When will it be old news?&#0160; A: Hopefully, sometime in 2012, after <a href="http://www.itnews.com.au/Feature/106763,virtual-law-and-you.aspx">my book</a> comes out.</p><p>Also, Reuters (or CBC?) doesn&#39;t seem to understand the recent Chinese regulations very well.</p><p>Update: Apparently, a blog on the New York Times <a href="http://http://freakonomics.blogs.nytimes.com/2009/07/07/the-next-financial-crisis-virtual-banks/">thinks this is new stuff</a>.</p></div>
</content>


    </entry>
    <entry>
        <title>Social Network Adoption Effects Map From Real to Virtual</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/social-network-adoption-effects-map-from-real-to-virtual.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/social-network-adoption-effects-map-from-real-to-virtual.html" thr:count="6" thr:updated="2009-07-13T06:20:08-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef011571b7a4f5970b</id>
        <published>2009-07-04T11:08:55-04:00</published>
        <updated>2009-07-04T11:53:25-04:00</updated>
        <summary>The broader mapping project (first identified by Dmitri Williams) has an new entry in the social networks field. The mapping project is a (unorganized) effort to find out where real-world behaviors map onto virtual worlds and where they don&#39;t. The...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Academia" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
&lt;div xmlns=&quot;http://www.w3.org/1999/xhtml&quot;&gt;&lt;p&gt;The broader mapping project (first identified by &lt;a href=&quot;http://dmitriwilliams.com/MappingTNWhitePaper.pdf&quot;&gt;Dmitri Williams&lt;/a&gt;) has an new entry in the social networks field. The mapping project is a (unorganized) effort to find out where real-world behaviors map onto virtual worlds and where they don&amp;#39;t. The &lt;a href=&quot;http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1173642&quot;&gt;Law of Demand&lt;/a&gt; maps; &lt;a href=&quot;http://www.tufts.edu/med/news/features/virtualplague.html&quot;&gt;human response to deadly plagues&lt;/a&gt; does so only in part. &lt;/p&gt;&lt;p&gt;A &lt;a href=&quot;http://www-personal.umich.edu/%7Eladamic/papers/SecondLife/SocialInfluenceEC.pdf&quot;&gt;new paper&lt;/a&gt; from Michigan and Santa Fe (Bakshy, Karrer, Adamic) (thanks Mark Bell for the tip) reports on social network adoption effects in Second Life. &amp;quot;Adoption rates quicken as the number of friends adopting increases and this effect varies with the connectivity of a particular user. We furtherfind that sharing among friends occurs more rapidly than sharing among strangers, but that content that diffuses primarily through social influence tends to have a more limited audience. Finally, we examine the role of individuals,finding that some play a more active role in distributing content than others, but that these influencers are distinct from the early adopters.&amp;quot; &lt;/p&gt;&lt;p&gt;The authors don&amp;#39;t explicitly associate these findings with mapping; that is, they don&amp;#39;t ask or test &amp;quot;is this the same as we see in the real world?&amp;quot; But that conclusion seems fairly easy to make, in that the results don&amp;#39;t seem (to me anyways, a person decidedly not expert in this field) all that amazing. In fact it all looks rather normal. That&amp;#39;s a finding. The news is: Though virtual, it&amp;#39;s pretty normal. &lt;/p&gt;&lt;p&gt;Bit by bit, the grid in Williams&amp;#39; paper is filling in. In many areas, the things we do offline are replicated well when we go online.&amp;#0160;&lt;/p&gt;&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;Apology: I am sure this is not the first social networks paper with this kind of finding. It&amp;#39;s just the first one I noticed after coming to grips with Dmitri&amp;#39;s mapping idea. &lt;/p&gt;&lt;/div&gt;
</content>


    </entry>
    <entry>
        <title>The Postnational Sodalities of Second Life: An Iconographic Approach</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/the-postnational-sodalities-of-second-life-an-iconographic-approach.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/07/the-postnational-sodalities-of-second-life-an-iconographic-approach.html" thr:count="0" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0115719c2f18970b</id>
        <published>2009-07-01T20:12:45-04:00</published>
        <updated>2009-07-01T20:12:45-04:00</updated>
        <summary>Jonathan Kinkley, who has just completed his Masters Thesis in Art History at University of Illinois at Chicago, ask if we could share his research. We&#39;re always happy to link to new work on virtual worlds. The full paper is...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Jonathan Kinkley, who has just completed his Masters Thesis in Art History at University of
Illinois at Chicago, ask if we could share his research.&#0160; We&#39;re always happy to link to new work on virtual worlds.</p><p>The full paper is available here:<br />
<a href="http://www.scribd.com/doc/15860034/PostnationalSodalitiesSecondLifeJKinkley" target="_blank">http://www.scribd.com/doc/<wbr />15860034/<wbr />PostnationalSodalitiesSecondLi<wbr />feJKinkley</a> </p><p>His thesis analyzes the visual culture of Second Life and explores the complex spaces that online social networks create. Jonathan explains: <br /><em><br />In Second Life&#39;s Caledon, we get a glimpse what an online social formation looks like. It is a society based entirely on shared interests - a themed community built of a patchwork quilt of Victorian-era iconography. Elsewhere in SL, artists like Cao Fei (SL avatar China Tracy) are fascinated with this idea of creating a sense of place out of virtual space. Her RMB city isn&#39;t about China, it&#39;s about China-ness - an amalgam of all the icons, stereotypes, and archetypes past and present of China. This paper is about the types of spaces in SL and how and why they are created out of the iconography of visual culture.</em></p></div>
</content>


    </entry>
    <entry>
        <title>China to ban RMT, maybe.</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/china-to-ban-rmt-maybe.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/china-to-ban-rmt-maybe.html" thr:count="5" thr:updated="2009-07-06T10:38:34-04:00" />
        <id>tag:typepad.com,2003:post-6a00d8341c022953ef0115718fb120970b</id>
        <published>2009-06-30T10:24:04-04:00</published>
        <updated>2009-06-30T10:24:04-04:00</updated>
        <summary>Thanks to Andy Schwarz for tipping us to this article in Information Week reporting on a Chinese government press release supposedly banning the sale of virtual stuff for real money. In the backchannel, Julian Dibbell reminded us that Korea did...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Economics" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Thanks to Andy Schwarz for tipping us to this <a href="http://www.informationweek.com/news/internet/ebusiness/showArticle.jhtml?articleID=218101859" title="China bans RMT">article</a> in Information Week reporting on a Chinese government press release supposedly banning the sale of virtual stuff for real money. In the backchannel, Julian Dibbell reminded us that Korea <a href="http://virtual-economy.org/blog/finally_korean_governement_are">did the same thing</a> a couple of years back to no effect. No effect because it is hard to do without redesigning the virtual economy, and also because the law&#39;s intent was not actually to ban RMT. As we all know, <a href="http://www.usdoj.gov/dea/index.htm">some laws regulating a practice</a> are not really intended to stop it - whatever the preamble might say - but to control it merely. </p><p>So: What is China up to? </p></div>
</content>


    </entry>
    <entry>
        <title>The Soul of a New Regime: Thomas Malaby&#39;s Making Virtual Worlds</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/the-soul-of-a-new-regime-thomas-malabys-making-virtual-worlds.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/the-soul-of-a-new-regime-thomas-malabys-making-virtual-worlds.html" thr:count="6" thr:updated="2009-06-30T15:16:54-04:00" />
        <id>tag:typepad.com,2003:post-68318211</id>
        <published>2009-06-20T16:49:29-04:00</published>
        <updated>2009-06-20T17:00:14-04:00</updated>
        <summary>Making Virtual Worlds: Linden Lab and Second Life, by our own Thomas Malaby, has its official release today, and the timing couldn&#39;t be better. I&#39;m writing from the midst of State of Play VI -- &quot;The Conference on the Serious...</summary>
        <author>
            <name>Julian Dibbell</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.amazon.com/Making-Virtual-Worlds-Linden-%0A%0ASecond/dp/0801447461">Making Virtual Worlds: Linden Lab and Second Life</a>, by 

our own Thomas Malaby, has its official release today,
and the timing couldn&#39;t be better. I&#39;m writing from the midst of <a href="http://www.nyls.edu/events/state_of_play/home">State of Play VI</a> -- &quot;The
Conference on the Serious Study of Virtual Worlds&quot; -- where Thomas&#39;s book
will be feted this evening and where the mood, in general, is that of a not
entirely unwelcome intellectual hangover. The hype surrounding Second Life (and
the broader phenomenon of virtual worlds for which it&#39;s been so imperfect a
proxy) has come and, finally, gone, and there&#39;s a sense that only now can we
begin to dig beneath the shiny, first-pass questions that provoked the hype and
get a deeper handle on what we&#39;ve been talking about. This is a challenging,
exciting project, and if the thoughtful, game-changing ethnography Thomas has
produced is any indication, it&#39;s off to a promising start.
</p>


<p>Yes, plenty of vital ethnographic work on virtual
worlds precedes this book. But the critical move Thomas has made here is to
shift the focus away from the inhabitants of virtual worlds and onto the people
who design and, in the final analysis, control them. From the beginning of
virtual world scholarship, the “gods” of these worlds — the MUD creators, the
game companies, the people with their fingers on the on/off switch — have been
definingly important yet curiously underexamined pieces of the ethnographic
puzzle. In making Linden Lab and its employees his primary subject (rather than
Second Life and its residents) Thomas both broadens our understanding of
virtual worlds and illuminates a rich array of questions. Work, play, games, 

technocracy and its tools, all of these are shown — through the lens of the 

Linden workforce and its contradictory struggle to impose emergent behavior on 

Second Life — to be in a moment of critical historical flux. <em>Making Virtual 

Worlds</em> is the most enlightening portrait of the high-tech workplace since 

Tracy Kidder’s <a ref="http://en.wikipedia.org/wiki/The_Soul_of_a_New_Machine">The Soul
of a New Machine</a>, and we are a lucky blog indeed to have its author among 

us.</p></div>
</content>


    </entry>
    <entry>
        <title>You No Take Candle!</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/you-no-take-candle.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/you-no-take-candle.html" thr:count="17" thr:updated="2009-08-27T17:15:07-04:00" />
        <id>tag:typepad.com,2003:post-68286955</id>
        <published>2009-06-19T12:42:31-04:00</published>
        <updated>2009-06-19T12:42:31-04:00</updated>
        <summary>Yesterday at State of Play, Bart Simon made a tongue-in-cheek suggestion: that journals like Games and Culture adopt a five-year ban on articles that focus on Second Life and World of Warcraft. He wasn&#39;t seriously arguing that this should happen...</summary>
        <author>
            <name>Timothy Burke</name>
        </author>
        
        
<content type="html" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
&lt;div xmlns=&quot;http://www.w3.org/1999/xhtml&quot;&gt;&lt;p&gt;Yesterday at State of Play, Bart Simon made a tongue-in-cheek suggestion: that journals like &lt;a href=&quot;http://gac.sagepub.com/&quot;&gt;Games and Culture&lt;/a&gt; adopt a five-year ban on articles that focus on Second Life and World of Warcraft. &lt;/p&gt;
&lt;p&gt;He wasn&amp;#39;t seriously arguing that this should happen but it is a pretty useful way to poke researchers about the degree to which these two places have become defaults for study as well as for play or social interaction in virtual worlds.&lt;/p&gt;&lt;p&gt;So as a reminder, if you&amp;#39;re doing research, justify a focus on them. Here&amp;#39;s a list of legitimate reasons that I thought of right away. &lt;/p&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;p&gt;&lt;span&gt;1.&lt;span style=&quot;font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Because
they constitute most other virtual worlds, maybe on a metropole-periphery model, even. E.g. &lt;span&gt;that World of Warcraft now determines what most other game-like worlds will be, and Second Life will shape any primarily social world in the future, in all likelihood. (I can see the very strong influence of many Second Life institutions on Metaplace, for example.) So you study them because they&amp;#39;re determinant, and because in many other worlds, you&amp;#39;ll just studying them from a distance. &lt;br /&gt;&lt;br /&gt;On the other hand, there are a whole host of casual games, kids&amp;#39; worlds and so on which aren&amp;#39;t determined by these two poles. &lt;br /&gt;&lt;br /&gt;2.&lt;span style=&quot;font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Because
any virtual world is just as good as any other for studying certain problems or questions&lt;span&gt;. E.g., throw a dart at the dartboard, and if it lands on WoW, and what you&amp;#39;re interested in happens there, why not? &lt;br /&gt;&lt;br /&gt;3.&lt;span style=&quot;font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Because the researcher is attracted to/interested in a given world, or have an investment of time
that allows him/her a good qualitative understanding of a given world&lt;span&gt;. We don&amp;#39;t tend to admit in some cases that we pick our fieldsites because of a prior affinity for that place or culture, or at least that doesn&amp;#39;t express itself as a justification for that work in formal publication. But it&amp;#39;s still a good reason: if you know a place, and more people know Second Life and WoW than other games, why not make use of that experiential knowledge? &lt;br /&gt;&lt;br /&gt;4.&lt;span style=&quot;font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Because
WoW or Second Life has a particular feature that is most distinctively realized
or expressed in them, or a sociology that is best vested there. If you&amp;#39;re interested in the sociology of raiding, arguably WoW is now one of the best places to study that. &lt;span&gt;&lt;br /&gt;&lt;br /&gt;5.&lt;span style=&quot;font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Because
there’s a literature, a canon, and it lets the researcher not have to explain everything
that I would have to explain about a more obscure game; or because there is a
community of colleagues who provide scaffolding/support. Obviously that&amp;#39;s a kind of closed feedback loop which if you take it too seriously means that there is never any reason to study something which is not already heavily studied. &lt;/p&gt;&lt;p&gt;&lt;span&gt;6.&lt;span style=&quot;font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Because there are tools or affordances, some created by other researchers, which make the collection of data in these two worlds easier. I don&amp;#39;t think that actually works as a justification for World of Warcraft, which is still a frustrating thing to study (or to demonstrate to classes). &lt;/p&gt;&lt;p&gt;Others? Still, the point is sound: there are other worlds that are studied, and some which should be studied vastly more than they are. (Yes, I know what you&amp;#39;re all going to say next, EVE Online, and I agree. Maybe that&amp;#39;s another post: why isn&amp;#39;t EVE studied even more than it already is?)&lt;/p&gt;&lt;/div&gt;
</content>


    </entry>
    <entry>
        <title>State of Play 6</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/state-of-play-6.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/state-of-play-6.html" thr:count="14" thr:updated="2009-06-24T18:28:21-04:00" />
        <id>tag:typepad.com,2003:post-68279809</id>
        <published>2009-06-19T09:34:04-04:00</published>
        <updated>2009-06-19T09:36:03-04:00</updated>
        <summary>State of Play 6 (2009) is up and running at New York Law School. Yesterday was the grad student symposium and today is the first day of the two-day main event. Dan is kicking things off at the podium and...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>State of Play 6 (2009) is up and running at New York Law School.&#0160; Yesterday was the grad student symposium and today is the first day of the two-day main event.&#0160; Dan is kicking things off at the podium and Raph Koster will be giving the keynote next on metaplace.&#0160; Feel free to post whatever conference-related in the comment.&#0160; If I can, I&#39;ll do some live-blogging in the comments here.</p><p><a href="http://www.todaysmeet.com/gsssop" target="_blank">Officialish backchannel</a></p><p><a href="http://twitter.com/#search?q=%23sop09" target="_blank">Twitter hashtag</a> </p></div>
</content>


    </entry>
    <entry>
        <title>Functional Governance </title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/functional-governance-.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/functional-governance-.html" thr:count="12" thr:updated="2009-06-23T21:39:05-04:00" />
        <id>tag:typepad.com,2003:post-68049011</id>
        <published>2009-06-12T17:14:32-04:00</published>
        <updated>2009-06-12T17:17:49-04:00</updated>
        <summary>The regulation and governance of technology has tended to be based around industry sectors such as film, radio, television etc., or on things such as the radio spectrum or personal data. I propose that we change this on a global...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Policy" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p style="text-align: left;">
The regulation and governance of technology has tended to be based
around industry sectors such as film, radio, television etc., or on things such as the radio spectrum or personal data. </p><p style="text-align: left;">
I propose that we change this on a global scale and frame regulation in terms of the relationship between Functions and rights.</p>

<p><br /><strong>The Problem</strong><br />Any practical taxonomy (including the one that I propose) has gaps. In the world of ‘old’ media this was not too much of a problem as media were relatively separate and static. Radio was Radio, TV was TV. </p><p>In the world of Convergent media (to use Jenkins’s term) this type of notion becomes problematic. Not only do particular technologies and notions of media change rapidly, they also blend, overlap and re-mediate each other. What’s more taken at face value even the notion of ‘media’ be it convergent or not may be inadequate to capture key features of the socio-technical practices that we see around us. </p><p>For example – ideas of virtual worlds as ‘places’ where speech may occur is a much more useful concept than ‘media’ for many purposes, though for other purposes is inappropriate. </p><p>We are thus left in a position where governance in its many forms has gaps, overlaps and contradictions. We also have initiatives that are likely to find that as their ink dries the intended objects of governance have evaporated. </p><p><strong>The Solution</strong><br />There is no simple solution to this. However what I believe will help as an approach to (at least some) regulation and governance bodies is - to see the universe of regulatatory objects in terms of Functions and collections of Functions, and not in terms of industries or applications. </p><p><strong>What’s a ‘Function’?<br /></strong>Search, is a Function, as is User Registration, or Ranking. Each of these are processes that:</p><ul>
<li>occur in a number of application;</li>
<li>have been relatively stable over time;</li>
<li>are capable of being understood in within regulatory frameworks and boundaries. </li>
</ul>
<p>Now this is already partially applied in various forms of regulation; e.g. the EU have specific laws on the treatment of personal data. However statute in this area tends only to be at a highly abstracted level. Here I propose to move up one level of abstraction from notions such as ‘personal data’ and ‘common carrier’ to ‘Function’.</p><p><strong>Across and Down<br /></strong>Let’s look at this two ways. </p><p>First let’s take ‘Registration’. What I mean by this is the bundle of processes whereby a user registers with something. Here we have a mixture of best practice and pre-existing statute e.g. the Data Protection Act in the UK which regulates how certain data are stored and treated. Though we might want to include other things into the understanding of what might be governed as a Function e.g. display and consent to terms and conditions during the registration process – which might be subject to industry best practice. </p><p>When we look at things in these terms we can see that there can be quite a rich set of Functional sets that would be highly common across applications. So registration for Club Penguin is very much the same as for Flickr and Facebook and Maple Story or for the Huffington Post. </p><p>To take a second Function – Ranking. There has been a recent controversy over YouTube’s ranking system wherein ‘Most Viewed’ and ‘Most Favorited’ videos are in fact not Most Viewed etc., as certain content is demoted. This seems the kind of area that may companies might want to do. </p><p>I’m not going to get into whether this is correct or not, rather note that this seems exactly the kind of Function that all stakeholder might want to see a consistent approach to – even if that approach is clarity (exempting trade secrets) in how the system works. It would help me as a user to know what I’m looking at if I’m told something is the most popular room in Metaplace or most popular group in Facebook – and I don’t want one to fall under ‘virtual world regulation’ and another to fall under ‘SNS regulation’ excepting in those places where there is something conceptually exceptional. </p><p>Now if we look down the Functional stack and take, say, Flickr we can see that it might have a bundle of Functions that overlap in many places with Second Life – especially in the areas of user generated content / IP. Second Life and World of Warcraft may be common when it comes to in-world money (though there we have an interesting question of sub-division which is well worth debating – I suspect there is a large common set between all virtual currency systems from a regulatory point of view). </p><p><strong>EULA Freebie</strong><br />Readers will probably be ahead of me here also in noting that with such a system we can see how at a certain level we can also start to move towards a common system of EULA not just across virtual worlds (as has been discussed in a few places) but across all online applications that have EULAs. </p><p></p><p><strong>More Functions</strong><br />Below I’ve suggested a few more Functional areas that look like they may be suitable objects of governances. As you see this is list is nested. I think this is critically important as it allows people to agree one what is common and leave what is unique or contested at the appropriate level of details – hence, while we might not know a specific thing about a virtual currency in a game with a fictional setting, this does not mean that we don’t know a whole lot about how virtual currencies in general should be governed. </p><ul>
<li>Ranking</li>
<li>Registration</li>
<li>Search</li>
<li>Virtual Currency<ul>
<li>Closed economy (no RMT)<ul>
<li>Fictive / game based</li>
<li>Non-fictive</li>
</ul>
</li>
<li>One way exchange (currency buy systems)</li>
<li>Exchange based (fully exchangeable virtual currency)</li>
</ul>
</li>
<li>Provider based content provision </li>
<li>User Generated Content</li>
<li>Synchronous textual / symbolic communications <br /><ul>
<li>one-to-one</li>
<li>one-to-several</li>
<li>one-to-many </li>
</ul>
</li>
</ul>
<p><strong>Governance</strong><br />Almost lastly I should point that that I am not advocating a highly top down system of government regulation. I’m NOT suggesting more governance – in fact viewing the world this way may expose overlaps which would lead to less governance (should we live in a world were redundant statutes etc were ever taken off the books).</p><p>What I am suggesting is that we look at what the objects of governance might be in a more rational way for the internet age and then decide whether they need to be governed at all and if so who by. </p><p>We may determine that some things are simply down to user choice, other things may fall under standards created by industry or even cross-industry groups and / or by regulators and state actors. </p><p>The framework I propose is wholly neutral about the from of governance that may or may not apply to any Function, what the contents of that governance, if any, are and who the governing actors are – it’s and empty framework.</p><p><strong>Rights</strong><br />I made not of ‘Rights’ at the top of this post as I tend to think about these matters in terms of individual and group rights. </p><p>Let’s think globally for a moment – after all, that’s what the internet is, global. This proposal might help to set the scene for a slightly different tenor of internal debate. </p><p>There are various rights frameworks such as: those from the UN, EU Convention on Human Rights and the US Constitution. The Functional approach may open up an illumining debate about matters such as the various conceptions of free expression and Functions related to things like User Generated Content and Search.&#0160; A US / EU debate over raking systems as interpreted under Article 10 of the Convention on Human rights and the 1st amendment would be a fascinating thing.</p><p>Again, while not a panacea this is another way to approach the international debate over regulatory harmonization (or lack of) and the burden that this places on any business seeking to use the internet and any user seeking to use a system based on the internet. </p><p><br /><strong>Endnote</strong><br />Lastly as with any sweeping suggestion like this I awaited someone to tell me that there is an entire library on the subject, or it’s been tried and failed or it’s exactly what’s going on already. I’ve not read anything that propose this form of governance but please supply reverences if it’s already out there it will simply add weight to the idea. </p><p>Oh, and the pun that this is both a system of Functions and a system that should actually Function is well intended :)</p></div>
</content>


    </entry>
    <entry>
        <title>Virtual Worlds Workshop at Indiana University</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/virtual-worlds-workshop-at-indiana-university.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/virtual-worlds-workshop-at-indiana-university.html" thr:count="1" thr:updated="2009-06-05T13:52:56-04:00" />
        <id>tag:typepad.com,2003:post-67585287</id>
        <published>2009-06-03T09:55:11-04:00</published>
        <updated>2009-06-03T09:55:11-04:00</updated>
        <summary>This August, Lee Sheldon and I are hosting VW2, a one-week workshop on the possibilities and pitfalls of using virtual worlds for business and research. Our aim is to help professionals who are new to the field from wasting several...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Blatant Self-Promotion" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>This August, Lee Sheldon and I are hosting <a href="http://newsinfo.iu.edu/news/page/normal/11022.html?emailID=11022">VW</a><sup><span style="font-family: Trebuchet MS;">2</span></sup>, a one-week workshop on the possibilities and pitfalls of using virtual worlds for business and research. Our aim is to help professionals who are new to the field from wasting several years and heaven knows how many millions of dollars re-learning the same old lessons. Our focus is practical, not academic: Here&#39;s what you do, and here&#39;s what you DO NOT do. </p><p>In designing the program, we&#39;ve been fortunate to have the input of an illustrious advisory board. Rich Vogel and Ron Meiners are coming to give keynote lectures. Participants will learn by developing applications specific to their own environment. This includes pitching ideas, writing design documents, setting up hiring plans, choosing tools, and building their own virtual environments. On exit, participants will have created a shovel-ready virtual world project for their home organization. </p><p><a href="http://newsinfo.iu.edu/news/page/normal/11022.html?emailID=11022">More information about the board and the workshop here</a>.</p><br /></div>
</content>


    </entry>
    <entry>
        <title>The End of the (Virtual) World</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/the-end-of-the-virtual-world.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/06/the-end-of-the-virtual-world.html" thr:count="7" thr:updated="2009-06-05T19:20:09-04:00" />
        <id>tag:typepad.com,2003:post-67518773</id>
        <published>2009-06-01T16:04:45-04:00</published>
        <updated>2009-06-01T16:05:40-04:00</updated>
        <summary>At the Digital Entrepreneurship conference, I remarked on the rising number of bankruptcies of virtual worlds or companies that develop them (most cleverly illustrated by Woody Hearns&#39; bugzapper at gucomics, here, here, and here). I&#39;m interested in what we can...</summary>
        <author>
            <name>Joshua Fairfield</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>At the <a href="http://www.wvlrdigital.event.wvu.edu/">Digital Entrepreneurship</a> conference, I remarked on the rising number of bankruptcies of virtual worlds or companies that develop them (most cleverly illustrated by Woody Hearns&#39; bugzapper at <a href="http://www.gucomics.com/">gucomics</a>, <a href="http://www.gucomics.com/comic/?cdate=20080714">here</a>, <a href="http://www.gucomics.com/comic/?cdate=20081128">here</a>, and <a href="http://www.gucomics.com/comic/?cdate=20040701">here</a>).&#0160; I&#39;m interested in what we can learn about the <a href="http://www.virtualworldsnews.com/2008/07/faketown-closes.html">bankruptcies of virtual worlds</a>.&#0160; </p>
<p></p>

<p>What I wanted to ask the Terra Nova community is this: Is there anything special that we should think about or plan for when a virtual world goes under?</p>
<p>Questions include:</p>
<ul>
<li>Can virtual property be used as collateral for loans, such that secured lenders get first priority in bankruptcy?&#0160; 
<li>If courts treat users as having merely non-exclusive licenses for software, can users enforce those licenses over the world creator&#39;s objection under Bankruptcy Code 365(n)? 
<li>Can virtual worlds use 365(n) to retain rights under licenses governing user-generated content? 
<li>Is there less, or more, of a problem valuing virtual assets than valuing intellectual property&#0160;in bankruptcy more generally&#0160;-- on the one hand, we have grey-market economies to provide a value baseline.&#0160; On the other hand, the world only has value on its own terms: if the world is gone, its assets aren&#39;t worth much. 
<li>Is there any reason to treat intangible assets like virtual property differently than, say, a bank account (given that both are more or less contract rights in an entry in an electronic database)? </li>
</li></li></li></li></ul>
<p>I value your questions and ideas more than those I&#39;ve posted above! What catches your fancy about the end of worlds? </p></div>
</content>


    </entry>
    <entry>
        <title>Media Violence, Aggression, and Policy</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/media-violence-aggression-and-policy.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/media-violence-aggression-and-policy.html" thr:count="24" thr:updated="2009-09-21T05:24:42-04:00" />
        <id>tag:typepad.com,2003:post-67240245</id>
        <published>2009-05-25T05:09:23-04:00</published>
        <updated>2009-05-25T06:48:41-04:00</updated>
        <summary>There&#39;s no solid evidence that violence in media causes violence in society, certainly not at the level that would warrant any kind of policy response. Here at Terra Nova, this has been discussed again and again and again and again...</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Academia" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>
</p><p>There&#39;s no solid evidence that violence in media causes violence in society, certainly not at the level that would warrant any kind of policy response. Here at Terra Nova, this has been discussed <a href="http://terranova.blogs.com/terra_nova/2005/06/virtual_violenc.html">again</a> and <a href="http://terranova.blogs.com/terra_nova/2003/12/yet_another_vid.html">again</a> and <a href="http://terranova.blogs.com/terra_nova/2004/02/videogames_do_c.html">again</a> and <a href="http://terranova.blogs.com/terra_nova/2006/04/why_do_kids_kil.html">again</a> and <a href="http://terranova.blogs.com/terra_nova/2006/07/review_of_carne.html">again</a>. Yet the issue will not die, or, more accurately, a misguided conversation continues and at times certain points need to be reiterated. The immediate spurs to this post include a) getting an email about videogame violence effects from an undergraduate at another school, b) seeing one of Indiana&#39;s PhD students give a talk on videogame violence, and c) seeing media effects being debated at the <a href="http://www.icahdq.org/">International Communications Association</a> meeting in Chicago this past weekend. Researchers continue to pursue evidence for a causal link between violence in media and real-world violence, and <a href="http://www.aap.org/advocacy/releases/jstmtevc.htm">important</a> <a href="http://www.broadcastlawblog.com/2007/06/articles/programming-regulations/senate-holds-media-violence-hearing/">people</a> in the real world still think there&#39;s some sort of emergency.</p><p>Common sense objections to the agenda and the urgency are legion, best summed up <a href="http://www.fepproject.org/courtbriefs/stlouis.pdf">here</a> and <a href="http://www.phdcomics.com/comics/archive.php?comicid=1174">here</a>. Yet there are deeper issues, of a scholarly nature, that need to be addressed as well. Research in the field of media violence effects is generally ill-conceived, poorly executed, and result-driven. I have seen few things that I would describe as findings - results that become a permanent part of my view of the world and how it works. Before any more PhD students waste their careers on bad science, let&#39;s once again put the cards on the table.</p><p>To begin at the end: Scientific research should not be framed as the pursuit of evidence for something. To do so violates the important norm of <em>disinterestedness</em>. You are not supposed to care how the numbers turn out. The proper way to think of things is &quot;What causes Y?&quot; not &quot;Can I find evidence that X might effect Y?&quot; The Y here is violence in society. We know that the main causes of violence in society are parents and peers. A disinterested scholar would stop there. Yet in media violence research, the norm is to go looking for a link. One senses that in most papers, nothing would be sent to the journal until some evidence for the link was found. </p><p>How does one get that sense? This is the second major issue: <em>significance</em>. In scholarly writing, the term <em>significance</em> refers to a very specialized statistical feature known in most fields as <em>statistical significance</em>. It is a measure of the accuracy of a finding. It is also <a href="http://www.indiana.edu/%7Estigtsts/quotsagn.html">widely misunderstood</a> and <a href="http://www.amazon.com/Cult-Statistical-Significance-Economics-Cognition/dp/0472050079">improperly applied</a>.&#0160; (How do I know? Training under econometrician <a href="http://www.amazon.com/Course-Econometrics-Arthur-S-Goldberger/dp/0674175441">Arthur Goldberger</a>.) Look at it this way: You are the captain of the ship. The engineer comes and says that some rivets in the hull are weakening and are about to pop. Yet you can only fix them one at a time. Your first question is, what rivet is weakest? That is where the engineer should start. Oddly, in psychology and the social sciences, one insists that the engineer start working instead on the rivet whose weakness is most accurately measured. &quot;We think rivet 12 is weakest, but we know more about rivet 34, so let&#39;s start there. By the way, rivet 34 seems to be pretty strong. [glub glub glub]&quot; </p><p>In media violence research, it appears to be a universal practice that the accuracy of an effect&#39;s measurement is presented always first, and often exclusively. The size of the effect is considered secondary, if it is considered at all. In my experience of articles and presentations in this field, I have yet to see a sentence in the following form: &quot;All else equal, a 10 percent increase in this measure of media violence leads to an X% increase in this measure of social violence.&quot; This is a very simple simulation of effect, and it seems never to be done. </p><p>Here&#39;s how the first two issues are related: If the research paradigm is to hunt for effects, and the standard of a &quot;finding&quot; is based on statistical significance, it is usually easy to produce the desired result. The nature of statistical signficance is such that if you mess around with the data set enough, eventually some set of controls and procedures causes the computer to pop out an asterisk indicating statistical significance on the media violence variable. This why the paper says &quot;Although no overall media-aggression link was found, a link was found among children who identify with a violent character.&quot; Meaning, if you split the data into those-who-identify and those-who-don&#39;t, you find the desired link in the former group. In any reasonably complex data set, there will be some sub-group or some tweak that generates statistical significance. It&#39;s a mechanical thing in the end. And thus, when a researcher produces an entire career of papers showing the same result over and over, you get the sense that the disinterestedness norm is being violated. This scholar is not in the least disinterested. He knows what he is after and he is going to find it. The only way that disinterestedness could be restored in this field would be for scholars to forget about statistical significance and examine instead the real-world significance of findings, by means of these simple simulation sentences. Let&#39;s talk about the rivets that seem weakest. Assertions of real-world significance are not popped out by SPSS. They cannot be cooked. If media effects researchers want to be trusted, they should abandon statistical significance as the measure of truth.</p><p>The issue of significance goes beyond statistical significance, however, into the realm of policy significance. The media violence field gets its energy from its ostensible policy relevance. Yet the research questions are not framed in a way that is helpful for policy. The policy question is simple: If we regulate media violence, will social violence fall? But the research asks: If we expose this person to violent media, how will he act in the next hour? The latter is not relevant to the former. Or, there does not seem to be a good theory explaining why the latter is relevant. Yes, there are diagrams of boxes and arrows known as <a href="http://en.wikipedia.org/wiki/Video_game_effects#General_Aggression_Model">theories</a>, but they are really just conceptual overviews, informal and heuristic, and cannot be used to measure or explain how a social effect emerges from a lab effect. As an example, suppose we use an Aggressometer to measure a person&#39;s aggressive mental state, and find that viewing Star Wars increases the Aggressometer by 20 percent. The question now becomes, if we show Star Wars generally in the public, we are generally going to have a 20 percent increase in Aggressometer readings. What theory tells me how this is specifically going to change the crime rate? I need to know that, because I need to evaluate policy in a common sense way. Keeping a million kids from watching Star Wars costs society $7m in lost entertainment value. Is the purported value of crime reduction more or less than that? A box-and-arrow diagram does not help. If the research is going to stay focused on the mind, we need a good theory to connect mind outcomes to policy outcomes - otherwise the research isn&#39;t relevant for policy and should be labeled as such: &quot;Warning: Not For Use By Legislators.&quot; </p><p>Of course, the research could move away from the mind and frame itself where the policy questions live. There are some papers doing that; <a href="http://www.nytimes.com/2008/01/07/business/media/07violence.html">one piece</a> by some economists and the <a href="http://www.ncbi.nlm.nih.gov/pubmed/12661882">longitudinal study</a> by Huesmann, Aron and colleagues. These papers are worth of examination, because they state their&#0160; findings in terms of the issues that motivate the research. But, of course, the findings conflict. </p><p>Why would they conflict? Why is it so hard to find answers in this area? Fuzziness. The media violence - aggression field has chosen to study two things that do not admit accurate observation. What is media violence? What kind of a thing is it? The policy debate seems to assume it is a continuous variable that acts as a gloss on a piece of media. Thus, you can apparently make a movie less violent by taking away an explosion. Similarly, what is aggression? It appears to be taken as some sort of negative gloss on a person, such that if you make them more aggressive you make the world a worse place. Needless to say, taking aggression and violence as separable from the whole entities in which they are observed is a fuzzy and probably fundamentally wrong-headed way to approach things. You could, if you wanted, study the relationship of dog&#39;s ears to the sounds of motors, but you&#39;ll never find solid evidence that dogs get happy when their people drive into the garage. You need to study dogs and people, not ears and motors. In fact the only reason you might study ears and motors separately is that you had some agenda to promote the motor industry by showing that it makes dogs happy. But of course, that wouldn&#39;t be disinterested.</p><p>I cooked up a silly example. Consider the following report:</p><p>&quot;Textiles scholars have studied the effect of softness in cloth on
affection. Children rubbed with soft cloth as opposed to scratchy cloth
self-report significantly higher levels of affection and exhibit more affectionate
behaviors (hugging teddy bears, for example).Responding to these
findings, and acting out of a concern about the dramatic declines in
affection in recent decades, the American Academy of Pediatrics recommends that children&#39;s
exposure to soft cloth be maximized. The State of California has mandated that all cloth sold to minors must meet a minimum standard of
SS+ (from the industry&#39;s cloth softness self-rating system). Unfortunately, the laws
have been struck down as an improper extension of government authority,
as stated in the 28th amendment (&quot;Congress shall make no law abridging
the freedom of the textile manufacturer&quot;). Nonetheless, pressure
continues for some sort of government response to the
softness-affection crisis.&quot;</p><p>Ridiculous, of course. The PTA&#39;s insistence that school kids wear velvet boots would last one rainy day, and that would be it. But to be more specific about what&#39;s wrong here:</p><ol>
<li>The research deals with vague value-laden concepts, not objective observables. </li>
<li>The findings are not disinterested. Somebody&#39;s looking for something.</li>
<li>There is no evidence of a crisis at the social level.</li>
<li>The pediatricians&#39; recommendation to parents assumes thoroughly incompetent parents.</li>
<li>So does the policy.</li>
<li>The policy asserts an unrealistic level of measurement and control.</li>
<li>The relevance of the findings for the policy is nowhere demonstrated.</li>
<li>&quot;Significantly&quot; refers to statistical significance, not real-world significance.</li>
</ol>
<p>There&#39;s not much difference between the cloth-softness debate and the media violence debate, unfortunately. </p><p>People and their Art are certainly worthy of study. But if we are going to be scientific about it, there are certain rules that must be followed. Following those rules might mean that some questions simply elude us. They cannot be answered in the way that Science-Capital-S demands. In such cases it is better to pursue other rhetorical strategies. </p><p>If you want me to believe that regulating violence in media would make our world a better place, you&#39;ll have to walk me around the world and through history, and help me to imaginatively experience a culture in which control of expression led to more happiness. I wander around in history a lot - it&#39;s been a hobby for decades - and i don&#39;t know of any such culture. Even fantasizing about the future, I am not seeing anything good. </p><p>In the end, I suspect that media violence research has been motivated primarily by aesthetic concerns. The Three Stooges are disgusting and vulgar, whereas <em>King Lear </em>is sublime. Why are we watching so much crap? Back in the day, you could make the aesthetic plea directly: Look here, you are watching bad art, and you shouldn&#39;t - just because it is bad. Today, aesthetic disgust gets channeled into sciency-sounding condemnations of entire media forms for their &quot;effects.&quot; In our free-thinking age, no one can effectively change anyone&#39;s mind by asserting that Grand Theft Auto is simply adolescent, an 1812 Overture of bullying and nastiness, of low appeal. But because the age is also utilitarian, you <em>can </em>make the case that Grand Theft Auto has &quot;bad effects:&quot; like cigarettes, you say, its use harms others. </p></div>
</content>


    </entry>
    <entry>
        <title>State of Play 6: Possibly My Last Press Release In This Space</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/state-of-play-6-possibly-my-last-press-release-in-this-space.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/state-of-play-6-possibly-my-last-press-release-in-this-space.html" thr:count="1" thr:updated="2009-06-12T04:22:22-04:00" />
        <id>tag:typepad.com,2003:post-66985449</id>
        <published>2009-05-19T10:58:48-04:00</published>
        <updated>2009-05-19T10:58:48-04:00</updated>
        <summary>Here is the dull version of the marketing release about SoP. For the interesting version (which discloses all manner of personal information, including my many vices) you&#39;ll have to sign up for the email channel. --- The Sixth Annual State...</summary>
        <author>
            <name>Dan Hunter</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Blatant Self-Promotion" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
&lt;div xmlns=&quot;http://www.w3.org/1999/xhtml&quot;&gt;&lt;p&gt;Here is the dull version of the marketing release about SoP. &amp;#0160;For the interesting version (which discloses all manner of personal information, including my many vices) you&amp;#39;ll have to sign up for the email channel.&lt;/p&gt;&lt;br /&gt;&lt;div&gt;---&lt;/div&gt;&lt;div&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size:12.0pt;font-family:Calibri;
mso-bidi-font-family:Calibri&quot;&gt;The Sixth Annual &lt;em style=&quot;mso-bidi-font-style:
normal&quot;&gt;State of Play&lt;/em&gt; conference returns to New York City this summer!&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size:12.0pt;font-family:Calibri;
mso-bidi-font-family:Calibri&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;On
June 19-20, 2009, New York Law School’s &lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;State
of Play VI&lt;/em&gt; Conference will convene in New York to examine the past, present
and future of virtual worlds. In conjunction with the University of Southern
California Network Culture Project at the Annenberg School for Communication,
and with support from the John D. and Catherine T. MacArthur Foundation, the
conference will focus on the startling rise of virtual worlds and multiplayer
online games, and ask whether these worlds have reached a plateau in their
development. At the same time we will question whether we have reached a limit
in our understanding of these worlds, and ask whether there are useful research
questions still left to pursue.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family: Calibri; font-size: 16px; line-height: 19px;&quot;&gt;
&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;p&gt;&lt;span style=&quot;font-family: &amp;#39;Trebuchet MS&amp;#39;; font-size: 13px; line-height: 15px; &quot;&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;&lt;span&gt;&amp;#0160;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;&lt;span&gt;&amp;#0160; &amp;#0160; &amp;#0160; &amp;#0160; &amp;#0160;&amp;#0160;&amp;#0160;&lt;/span&gt;This is the sixth time we will host the&amp;#0160;&lt;em&gt;State of Play&lt;/em&gt;&amp;#0160;conference, having previously run successful conferences in New York and Singapore.&lt;span&gt;&amp;#0160;&amp;#0160;&lt;/span&gt;As before, this conference will bring together scholars, games developers, industry leaders, government leaders, entrepreneurs, artists, social scientists and policy–makers to set the agenda for the development and study of virtual worlds.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;&lt;span&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&lt;/span&gt;The&amp;#0160;&lt;em&gt;State of Play&lt;/em&gt;&amp;#0160;series is the conference series that takes the study of these environments seriously, and this year&amp;#39;s conference is no exception.&lt;span&gt;&amp;#0160;&amp;#0160;&lt;/span&gt;We’re looking forward to the discussions that will emerge from panels focused on the special challenges faced by public and private institutions in online environments, opportunities and efforts in learning and education facilitated by virtual spaces, how youth-related virtual worlds differ from adult spaces, developments in the ongoing conversation regarding ownership of virtual property, tax, and regulation, and the special concerns of government in relation to terrorism, security, and money-laundering.&lt;span&gt;&amp;#0160;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;&lt;span&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&lt;/span&gt;Moreover, we are eagerly anticipating the first&amp;#0160;&lt;em&gt;Graduate Student Symposium at State of Play&lt;/em&gt;.&lt;span&gt;&amp;#0160;&amp;#0160;&lt;/span&gt;We are supporting around thirty graduate students from all over the globe to come to Tribeca to present and discuss their work, and receive commentary and criticism from the experts and industry leaders whose work has shaped the virtual world studies and entire conference series.&lt;span&gt;&amp;#0160;&amp;#0160;&lt;/span&gt;The&amp;#0160;&lt;em&gt;Graduate Student Symposium&lt;/em&gt;&amp;#0160;will facilitate the exchange of ideas between the newer generation coming up in the study of virtual worlds and those who built and studied virtual worlds in their infancy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;&lt;span&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&lt;/span&gt;Between the accomplished and remarkable speakers scheduled for panel discussions and the number of attendees already registered,&amp;#0160;&lt;em&gt;State of Play VI&lt;/em&gt;&amp;#0160;is set to be a stand out in the legacy of the&amp;#0160;&lt;em&gt;State of Play&lt;/em&gt;&amp;#0160;Conference series.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;&lt;o:p&gt;&lt;p&gt;&amp;#0160;&lt;/p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;em&gt;&lt;span style=&quot;font-size: 12pt; font-family: Calibri; &quot;&gt;Visit us at: www.nyls.edu/stateofplay&lt;/span&gt;&lt;/em&gt;&lt;/p&gt;&lt;/span&gt;&lt;/p&gt;




&lt;/div&gt;
</content>


    </entry>
    <entry>
        <title>Death, Taxes, and Property</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/death-taxes-and-property.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/death-taxes-and-property.html" thr:count="6" thr:updated="2009-05-25T10:02:14-04:00" />
        <id>tag:typepad.com,2003:post-66922161</id>
        <published>2009-05-18T10:51:02-04:00</published>
        <updated>2009-05-18T10:51:02-04:00</updated>
        <summary>In law school, death drives property. Property law is generally taught, somewhat anachronistically, by teaching the mechanisms transferring it at death. So I find especially interesting the recent public attention devoted to transferring virtual assets upon death. Legacy Locker creates...</summary>
        <author>
            <name>Joshua Fairfield</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>In law school, death drives property.&#0160; Property law is generally taught, somewhat anachronistically, by teaching the <a href="http://en.wikipedia.org/wiki/Rule_against_perpetuities">mechanisms transferring it at death</a>.&#0160; So I find especially interesting the recent <a href="http://www.cnn.com/2009/TECH/05/18/death.online/index.html?iref=t2test_techmon">public attention</a> devoted to transferring virtual assets upon death.&#0160; <a href="https://www.legacylocker.com/">Legacy Locker</a>&#0160;creates an&#0160;&quot;online will,&quot; that transfers&#0160;your online assets to designated&#0160;beneficiaries.&#0160; And <a href="http://www.eternalspace.com/">Eternal Space</a>&#0160;permits the creation of virtual&#0160;spaces that honor the deceased.&#0160;&#0160;Just one more step on the way to functional recognition of property interests in digital objects, IMO.</p></div>
</content>


    </entry>
    <entry>
        <title>IARPA and Reynard</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/iarpa-and-reynard.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/iarpa-and-reynard.html" thr:count="2" thr:updated="2009-05-18T10:19:08-04:00" />
        <id>tag:typepad.com,2003:post-66868949</id>
        <published>2009-05-16T16:39:34-04:00</published>
        <updated>2009-05-16T16:39:34-04:00</updated>
        <summary>The Intelligence Advanced Research Projects Activity (IARPA), Incisive Analysis Office has just released its &quot;Reynard &quot;Broad Agency Announcement&quot; which &quot;sets forth research areas of interest in the area of identifying behavioral indicators in Virtual Worlds (VWs) and Massive Multiplayer Online...</summary>
        <author>
            <name>Dan Hunter</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>The Intelligence Advanced Research Projects Activity (IARPA), Incisive Analysis Office&#0160;has just released its <a href="http://www.iarpa.gov/Reynard_BAA_Amend1.pdf">&quot;Reynard &quot;Broad Agency Announcement&quot;</a> which &quot;sets forth research areas of interest in the area of identifying behavioral indicators in Virtual Worlds (VWs) and Massive Multiplayer Online Games (MMOGs) that are predictive of real world characteristics of the users.&quot; &#0160;</p><br /><div>Lots of TN authors mentioned in the footnotes, and lots of interesting possibilities to use their money to study VWs...</div></div>
</content>


    </entry>
    <entry>
        <title>Third Party Beneficiaries Online, Redux</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/third-party-beneficiaries-online-redux.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/third-party-beneficiaries-online-redux.html" thr:count="2" thr:updated="2009-05-12T11:43:56-04:00" />
        <id>tag:typepad.com,2003:post-66683459</id>
        <published>2009-05-12T11:08:41-04:00</published>
        <updated>2009-05-12T11:08:41-04:00</updated>
        <summary>Jackson v. American Plaza Corp. (with analysis at the E-Commerce and Tech-Law Blog), has non-trivial ramifications for virtual worlds. The case holds that one Craigslist user cannot sue another for violation of Craigslist&#39;s TOU. For a while, lawyers have been...</summary>
        <author>
            <name>Joshua Fairfield</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://pub.bna.com/eclr/08cv8980_042809.pdf">Jackson v. American Plaza Corp.</a>&#0160;(with analysis at the <a href="http://pblog.bna.com/techlaw/2009/05/online-thirdparty-beneficiary-claims-are-likely-losers.html">E-Commerce and Tech-Law Blog</a>), has non-trivial ramifications for virtual worlds.&#0160; The case holds that one Craigslist user cannot sue another for violation of Craigslist&#39;s TOU.&#0160; For a while, lawyers have been discussing whether virtual world players can sue each other based on third-party beneficiary theories. If I grief you, can you sue?&#0160; True virtual world junkies will recall that this question was left unsettled by the Hernandez v. IGE settlement.&#0160; Jackson says no, which is a relief to both attorneys and, I would think, players.</p></div>
</content>


    </entry>
    <entry>
        <title>MacArthur Foundation Enters Second Life</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/macarthur-foundation-enters-second-life.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/05/macarthur-foundation-enters-second-life.html" thr:count="4" thr:updated="2009-05-11T15:48:20-04:00" />
        <id>tag:typepad.com,2003:post-66536489</id>
        <published>2009-05-08T09:29:31-04:00</published>
        <updated>2009-05-08T09:29:31-04:00</updated>
        <summary>The MacArthur Foundation will launch its own island in Second Life on May 18. A major event has been planned. Details here. Significant? You decide.</summary>
        <author>
            <name>Edward Castronova</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="News" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>The MacArthur Foundation will launch its own island in Second Life on May 18. A major event has been planned. Details <a href="http://spotlight.macfound.org/main/entry/ondrejka_fanton_macarthur_island/?tr=y&amp;auid=4841772" target="_blank">here</a>. Significant? You decide.</p></div>
</content>


    </entry>
    <entry>
        <title>Free Realms</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/free-realms.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/free-realms.html" thr:count="24" thr:updated="2009-07-20T12:22:28-04:00" />
        <id>tag:typepad.com,2003:post-66147399</id>
        <published>2009-04-29T08:50:21-04:00</published>
        <updated>2009-04-29T09:24:02-04:00</updated>
        <summary>This is pretty much an open thread for comments/reactions about SOE&#39;s Free Realms. I haven&#39;t had time to play with it yet, but there sure has been buzz and the rarely impressed Scott Jennings even seems to be sort of...</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>This is pretty much an open thread for comments/reactions about SOE&#39;s Free Realms.&#0160; </p><p>I haven&#39;t had time to play with it yet, but there sure has been <a href="http://www.massively.com/2009/04/24/free-realms-a-beginners-guide/">buzz</a> and the rarely impressed <a href="http://www.brokentoys.org/2009/04/27/soe-reboots-tomorrow/">Scott Jennings</a> even seems to be sort of impressed, which impresses me.&#0160; Wagner James Au <a href="http://gigaom.com/2009/04/29/can-free-realms-get-sony-into-kids-mmo-game/">seems not too impressed</a>, but I&#39;m not sure he&#39;s right that kids are dying for Habbo-style retro 2.5D graphics.&#0160; He has a point about the downloaded client, but that hasn&#39;t held Maple Story back -- tweens will probably cross the install hurdle.</p><p>So my first impression, which is based entirely on the launch video below, is that this is pretty big.&#0160; By giving FREE title credit, they&#39;re billing that they&#39;re not
billing, which targets the zillions of kids now on Runescape, WebKinz, Maple Story, and Club Penguin.&#0160; </p><p>But more importantly, I watch this video and I think: &quot;Hey, isn&#39;t that Goldshire?&#0160; Haven&#39;t I seen that guy before in IMVU, There, and Home?&#0160; Is that a Nintendog?&#0160; Aren&#39;t those Pokemon cards? <em>MarioKart?</em>&quot;&#0160; It is clear that SOE has done its kids media business homework <em><strong>really</strong></em> well -- as Scott puts it, tweens are &quot;<a href="http://www.brokentoys.org/2009/04/27/soe-reboots-tomorrow/">bracketed with laser-beam accuracy</a>&quot;. &#0160; Free Realms taps into the appeal of many of the choicest bits of the most popular properties out there for the demographic. They seem to be rolled together into a shiny integrated package.</p><p>Of course, one can&#39;t judge a virtual world by its cover, which I why I&#39;d like to hear your reactions.&#0160; Does it grind?&#0160; Is it buggy?&#0160; Does it feel coherent?&#0160; Does the micro-payment model seem to work?&#0160; But something about this video reminds me of seeing the first screenshots of World of Warcraft -- probably because they looked a lot like this.&#0160; This is free, though.</p><p><strong>Update:</strong> <a href="http://www.rockpapershotgun.com/2009/02/16/yknow-for-kids-thoughts-on-free-realms/">Good thoughts from Rocks, Paper, Shotgun</a> (&quot;all things to all children&quot;) More links to thoughtful analysis would be great.</p>



<p><object height="300" width="500"><param name="movie" value="http://www.youtube.com/v/eA3JNYWBCeA&amp;hl=en&amp;fs=1" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed allowfullscreen="true" allowscriptaccess="always" height="300" src="http://www.youtube.com/v/eA3JNYWBCeA&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" width="500" /></object></p></div>
</content>


    </entry>
    <entry>
        <title>Human rights &amp; the &#39;online game provider&#39;</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/human-rights-the-online-game-provider.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/human-rights-the-online-game-provider.html" thr:count="13" thr:updated="2009-08-18T03:29:54-04:00" />
        <id>tag:typepad.com,2003:post-66041705</id>
        <published>2009-04-26T17:26:01-04:00</published>
        <updated>2009-04-26T17:26:49-04:00</updated>
        <summary>The Council of Europe (CoE) has developed two sets of Guidelines that seek to interpret Human Rights in an online context. On 6 May 2009 there is a Council convened workshop in Strasbourg to explore the guidelines. Prof Bartle and...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Policy" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>The Council of Europe (CoE) has developed <a href="http://merlin.obs.coe.int/iris/2009/1/article2.en.html" target="_blank">two sets of Guidelines</a> that seek to interpret Human Rights in an online context. On 6 May 2009 there is a Council convened workshop in Strasbourg to explore the guidelines. Prof Bartle and I (with my <a href="http://www.virtualpolicy.net/" target="_blank">think tank</a> hat on) are speaking at the meeting. </p><p>In this post I’ve provided a short background to the context of the documents and some of my views on the way that key concepts are constructed in the guidelines intended for online game providers. I think that the Council would appreciated a wide set of views on these guidelines as they seem sincere in trying to gather input from a wide set of actors, hence I post these views here to gather your comments.</p><p>The guidelines at hand are&quot;</p><ul>
<li>“<a href="http://merlin.obs.coe.int/redirect.php?id=11508" target="_blank">Human Rights Guidelines for Online Games Providers</a>” </li>
<li>“<a href="http://merlin.obs.coe.int/redirect.php?id=11510" target="_blank">Human Rights Guidelines for Internet Service Providers</a>” </li>
</ul>

<p><br />These seek to outline how these two industries can promote rights as defined in the “<a href="http://conventions.coe.int/Treaty/en/Treaties/Html/005.htm" target="_blank">Convention for the Protection of Human Rights and Fundamental Freedoms</a>” in the context of their customers and citizens generally. </p><p>The rights focus of both of these documents is Article 10 of the Convention:</p><div class="blockquote" style="margin-left: 40px;">Article 10 – Freedom of expression1<br /><br /><div class="blockquote" style="margin-left: 40px;">1. Everyone has the right to freedom of expression. This right shall include freedom to hold opinions and to receive and impart information and ideas without interference by public authority and regardless of frontiers. This article shall not prevent States from requiring the licensing of broadcasting, television or cinema enterprises.<br />2. The exercise of these freedoms, since it carries with it duties and responsibilities, may be subject to such formalities, conditions, restrictions or penalties as are prescribed by law and are necessary in a democratic society, in the interests of national security, territorial integrity or public safety, for the prevention of disorder or crime, for the protection of health or morals, for the protection of the reputation or rights of others, for preventing the disclosure of information received in confidence, or for maintaining the authority and impartiality of the judiciary.<br /></div></div><br /><p><br />Looking at the document “Human Rights Guidelines for Online Games Providers” I want to look at the opening section of the document (see below). Given its title I am taking this to be an overall conception of the key actors involved in the rights at hand and a normative view of what roles they should take, I believe this needs some examination.</p><p><strong>&quot;Understanding the role and position of online games providers in respecting and promoting human rights</strong></p><p class="blockquote" style="margin-left: 40px;"><em>Providers (designers and publishers) of online games design and make available products which can promote the exercise and enjoyment of human rights and fundamental freedoms, in particular the freedom to express, to create and to exchange content and communications while respecting the rights of others. Designed and provided in an appropriate manner, games can be powerful tools to enhance learning, creativity and social interaction, thereby helping users to benefit from the information society.</em></p><p class="blockquote" style="margin-left: 40px;"><em>However, like other content, online games may also inadvertently impact on the rights and sensibilities of individuals, in particular children, as well as their dignity. The potential impact of such games may increase as they allow the gaming experience to become more creative and interactive (as the possibilities for expression, interaction and exchange of content with other gamers increase) and ever more realistic (as the visual effects of games develop).</em></p><p class="blockquote" style="margin-left: 40px;"><em>Online games can play an important positive role in the lives and development of individuals, especially for children and young people. It suffices to consider the importance of rights and freedoms, values and dignity, into the embedded design and marketing of games. In this regard, it is recalled that the exercise of freedom of expression carries with it duties and responsibilities, in particular as regards the protection of health and morals and the rights of others, which publishers of online games are encouraged to bear in mind when deciding on the content of their games.</em></p><p class="blockquote" style="margin-left: 40px;"><em>Games designers and publishers are therefore encouraged to promote and facilitate gamers’ well-being and should regularly assess and evaluate their information policies and practices, in particular regarding child safety and responsible use, while respecting fundamental rights, in particular the right to freedom of expression and the right to privacy and secrecy of correspondence. At the same time it should be noted that member states, civil society, other private sector actors, parents and gamers themselves have important roles to play in engaging in multistakeholder co-operation, promoting gaming literacy for children and assisting game providers in fulfilling their role. </em></p><p class="blockquote" style="margin-left: 40px;"><em>In this regard, designers and publishers of online games are encouraged to take note of, discuss and make their best efforts to comply with the following guidelines (below) and to consider making reference to them within their games and in their enduser agreements.</em></p><p class="blockquote" style="margin-left: 40px;"><em>The appended guidelines are without prejudice to and must be read in conjunction with the obligations applicable to online games providers and their activities under national, European and international law.” (</em><a href="http://merlin.obs.coe.int/redirect.php?id=11508" target="_blank">Human Rights Guidelines for Online Games Providers</a> page 4<em>)<br /></em></p><p><br />The key actor here seems to be the ‘online game provider’. Interestingly the guidelines conflate designer and publisher – whereas of course these are often separate entities with very different outlooks and drivers. </p><p>What providers do under this text is exercise ‘freedom of expression’ while moral constraints are covered there seems no recognition of economic and social factors that might constrain this ‘freedom’. </p><p>While the text goes on to say that providers are ‘encouraged’ in respect of ‘gamers’ wellbeing. There are a several instances in the text where providers are reminded that they have ‘duties and responsibilities’ in respect of rights. </p><p></p><p>The artifacts under consideration are variously referred to as ‘product’, ‘content’, ‘embedded design’ and ‘marketing’. The artifacts have the ability it assumed to ‘promote’ the exercise of rights and have a role in the ‘development of individuals; as well as potentially being able to&#0160; ‘inadvertently impact’ actors. It is also noted that the ‘gaming experience’ can become more ‘interactive’ allowing the gamer to exercise expression. Many other potential social goods that can result through interaction with an online game are noted.</p><p>Here the artifacts seem at once to be static entities but at the same time things that can have a complex role in lives and inter relations of actors. So while it is acknowledged that there is increase interactivity neither the agency of the actors nor the affordances of the artifacts seem to play much of a part in this description. Critically, it seems to me, the technical-social nexus of the online game as a site in which the rights at hand can be expressed or restricted by the actors that use the online game seems to be passed over setting rights guardianship into an implied hierarchy where the end user is almost passive. </p><p>What’s more as I have noted in previous works the act of giving primacy to the ‘artifact’ nature of online games, as opposed to the ‘place’ like nature or ‘contractual’ nature that many of them have sets any discourse about them in a particular direction. </p><p></p><p>Lastly the other key actors appear to be ‘children’, ‘users’, ‘individuals’, ‘gamers’, ‘member states’, ‘civil society’, ‘other private sector actors’ and ‘parents’.</p><p>As noted above, the relationship between the users of the artifacts and the creators and other actors seems to imply a hierarchy. What’s more the text sees to put emphasis on protecting and keeping children safe. </p><p></p><p>There are many categories that are overlooked by this typology, those I suggest are useful to incorporate into an analysis of online games include the following: </p><p class="blockquote" style="margin-left: 40px;">‘<strong>adult gamers</strong>’ – while this is possibly the larges single category of gamer it often seems overlooked. From a policy point of view this strikes me as problematic as it does not seem to me that it is self evident that the rights of child gamers trump those of adult gamers in all circumstances, and even if they do the case needs to be explicitly stated. </p><p class="blockquote" style="margin-left: 40px;">‘<strong>player community</strong>’ – in many online games the notion of and the feeling of belonging to a community is key the experience of the game and many of the goods suggested by the guidelines. </p><p class="blockquote" style="margin-left: 40px;">‘<strong>user generated content</strong>’ – there is mention of users and expression the idea that users might them selves be active in the generation of game content for other users which might include: text, the act of gaming, mods, fanfic and other content that some how becomes part of the gaming experience – seems missing.&#0160; </p><p>In these categories it seems to me that their might be an implication of active-agency that seems lacking in the text in relation to the notion of any agent using an online game. </p><p>Other categories we might consider include: ‘game designers’, the ‘games industry’, ‘retailers’, ‘self governance structures’, ‘guilds’, ‘consumers’ and ‘professional and industry bodies’. </p><p></p><p>In summary this definition of roles appears to set up an industry with freedom that is bounded only by rights-related duties and users, primarily children, that interact with relatively fixed artifacts in ways that have relatively defined outcomes on them that they have little control upon. A key invisible category is assumed presence of the Council of Europe itself the author of the document. </p><p>I suggest that a more rounded approach to rights online should include a more granular understanding of how the practices of game production and use come about through a much more complex interplay of actors. What’s more key elements of context to take into account include the notion of a game as a system of constraints and acts within a game as being fictional or symbolic. </p><p></p><p>&#0160;In a further post I may explore in detail the actual guidelines that are suggested in the document. </p></div>
</content>


    </entry>
    <entry>
        <title>Grad Student Symposium at State of Play 6</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/grad-student-symposium-at-state-of-play-6.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/grad-student-symposium-at-state-of-play-6.html" thr:count="3" thr:updated="2009-04-28T13:43:53-04:00" />
        <id>tag:typepad.com,2003:post-65990659</id>
        <published>2009-04-24T17:42:34-04:00</published>
        <updated>2009-04-25T11:53:29-04:00</updated>
        <summary>Calling all VW grad students... I wanted to let you know that we&#39;re running a grad student symposium as part of State of Play 6. It&#39;s going to run on the Thursday before the conference (Thu, June 18) and will...</summary>
        <author>
            <name>Dan Hunter</name>
        </author>
        
        
<content type="html" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
&lt;div xmlns=&quot;http://www.w3.org/1999/xhtml&quot;&gt;&lt;p&gt;Calling all VW grad students...&lt;/p&gt;&lt;p&gt;&lt;span&gt;&lt;div&gt;I wanted to let you know that we&amp;#39;re running a grad student symposium as part of State of Play 6. &amp;#0160;It&amp;#39;s going to run on the Thursday before the conference (Thu, June 18) and will feature a whole lot of discussion between students working in this area, and some of the graybeards (e.g.&amp;#0160;Mia
Consalvo, Doug Thomas, Greg Lastowka, Bart Simon, Torrill Mortensen, Tom Boellstorff, Dan Hunter)&amp;#0160;who have been doing this VW thang for a while. &amp;#0160;Details about it will follow soon, on the&amp;#0160;&lt;a href=&quot;http://www.nyls.edu/stateofplay&quot; style=&quot;color: blue; text-decoration: underline; cursor: pointer; &quot;&gt;conference website&lt;/a&gt;, but I wanted to alert any VW grad students out there of a scholarship deal that we have on offer. &amp;#0160;Details below the fold...&lt;/div&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div&gt;

&lt;p align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align:center&quot;&gt;&lt;strong style=&quot;mso-bidi-font-weight:
normal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;The Grad Student Symposium @ State of Play&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;New York Law School’s Institute for
Information Law and Policy is delighted (ecstatic, actually) to announce the
first &lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;Graduate Student Symposium for the Serious
Study of Virtual Worlds&lt;/em&gt; at the &lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;State
of Play VI Conference&lt;/em&gt;.&lt;a href=&quot;#_ftn1&quot; name=&quot;_ftnref&quot; style=&quot;mso-footnote-id:ftn&quot;&gt;&lt;span class=&quot;MsoFootnoteReference&quot;&gt;&lt;span style=&quot;mso-special-character:footnote&quot;&gt;[1]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;So, we hear you ask, what is this
unimaginatively titled symposium?&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;It’s like this: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;State of Play&lt;/span&gt;&lt;/em&gt;&lt;span style=&quot;font-family:Calibri;
mso-ascii-theme-font:major-latin;mso-hansi-theme-font:major-latin&quot;&gt; was the
first conference on virtual worlds, started way back in 2003.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;It represented a kind of Woodstock
moment for many of us who had just begun the serious study of virtual worlds.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;Since then we’ve run the conference
every year (or so) and we’re now up to number six (or “VI” if, like us, you’re
big fans of the Superbowl). &lt;/span&gt;&lt;span style=&quot;font-family:Calibri;mso-bidi-font-family:
Calibri&quot;&gt;This year&amp;#39;s conference will once again attract speakers and attendees
from business, industry, a variety of academic areas, representing a diverse
array of viewpoints.&lt;/span&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin&quot;&gt;&lt;span style=&quot;mso-spacerun:
yes&quot;&gt;&amp;#0160; &lt;/span&gt;We wanted to leverage the opportunity of the conference to
gather together the next group of researchers in virtual worlds.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;VWs are now mainstream enough to
attract funding and grad students, and we wanted to take this opportunity to
collect as many of you together to talk about your fields of study, and for you
to exchange ideas with the older guard who have had to confront the disbelief
and difficulties that studying games and online spaces tends to generate.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;We hope to help this new guard build
networks and community, like, well, you know, the way academia is supposed to
work.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;The Symposium will run on June 18, 2009,
immediately before the two days of the main &lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;State
of Play&lt;/em&gt; conference.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;All
attendees at the Symposium will be able to attend the Conference as part of
their Symposium registration.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;The
format of the Symposium will be a series of roundtable discussions and
small-scale presentations, to be worked out once we know who is coming and what
they want to do.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;A draft program
will be available early in May.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;The
basic idea is to have grad students present and discuss their work, and receive
commentary and criticism from the graybeards.&lt;span style=&quot;mso-spacerun:
yes&quot;&gt;&amp;#0160; &lt;/span&gt;There will be learned debate, and discussion.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;There may be music and dancing.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;There will be alcohol.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;In order to make this happen the IILP has
engaged in some very creative accounting and is going to make a number of
scholarships available to grad students to help with the costs of attending.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;The basic support will be:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;mso-pagination:none;mso-layout-grid-align:
none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:Helvetica&quot;&gt;1.
Free symposium registration for the Symposium on June 18. &amp;#0160;Free meals
during the Symposium. (Breakfast/lunch/dinner).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;mso-pagination:none;mso-layout-grid-align:
none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:Helvetica&quot;&gt;AND&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;mso-pagination:none;mso-layout-grid-align:
none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:Helvetica&quot;&gt;2.
Free &lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;State of Play VI Conference&lt;/em&gt;
registration for June 19-20. &amp;#0160;Free meals during the Conference
(Breakfast/lunch/dinner on 19th, breakfast/lunch on 20th)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;mso-pagination:none;mso-layout-grid-align:
none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:Helvetica&quot;&gt;AND
EITHER:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;mso-pagination:none;mso-layout-grid-align:
none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:Helvetica&quot;&gt;3.a.
Free lodging in shared (double) grad student hostel (probably on Upper West
Side, maybe Williamsburg, we’re still working on this), for the nights of June
17-June 20;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;mso-pagination:none;mso-layout-grid-align:
none;text-autospace:none&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:Helvetica&quot;&gt;OR&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-left:.5in&quot;&gt;&lt;span style=&quot;font-family:Calibri;
mso-ascii-theme-font:major-latin;mso-hansi-theme-font:major-latin;mso-bidi-font-family:
Helvetica&quot;&gt;3.b. Significant help (up to about $500 or so, depending on how much
everyone else costs) with airfare.&lt;/span&gt;&lt;span style=&quot;font-family:Calibri;
mso-ascii-theme-font:major-latin;mso-hansi-theme-font:major-latin&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;We anticipate being able to offer between 15
and 20 scholarships.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;To apply for
a scholarship please send (1) a 200-300 word précis of the research you want to
present; (2) a resume, (3) the names of a couple of academic recommenders who
can vouch for your work, and (4) a description of your first pet,&lt;a href=&quot;#_ftn2&quot; name=&quot;_ftnref&quot; style=&quot;mso-footnote-id:ftn&quot;&gt;&lt;span class=&quot;MsoFootnoteReference&quot;&gt;&lt;span style=&quot;mso-special-character:footnote&quot;&gt;[2]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;
to:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-bottom:0in;margin-bottom:.0001pt&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;Ms
Naomi Allen&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-bottom:0in;margin-bottom:.0001pt&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;Administrator,
Institute for Information Law &amp;amp; Policy&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-bottom:0in;margin-bottom:.0001pt&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;New
York Law School&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-bottom:0in;margin-bottom:.0001pt&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;57
Worth Street&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-bottom:0in;margin-bottom:.0001pt&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;New
York NY 10013&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-bottom:0in;margin-bottom:.0001pt&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;/span&gt;&lt;a href=&quot;mailto:Naomi.Allen@nyls.edu&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin&quot;&gt;Naomi.Allen@nyls.edu&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;#0160;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;Applications close on April 30, 2009, but
applications will be processed on a rolling basis from April 14, 2009. If you
need an early decision to arrange travel then please get your application in
early and let us know of the urgency.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160;
&lt;/span&gt;Regular registration for the Symposium will be available once we’ve
processed the scholarship applications.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;We look forward to seeing you in New York on
June 18.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;
mso-hansi-theme-font:major-latin&quot;&gt;Questions about the Symposium or the scholarships
can be addressed to:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;text-indent:.5in&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;Prof. Dan Hunter&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;text-indent:.5in&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;Director, Institute for Information Law &amp;amp; Policy&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;text-indent:.5in&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;New York Law School&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot; style=&quot;margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in;margin-bottom:.0001pt;text-indent:.5in&quot;&gt;&lt;a href=&quot;mailto:dhunter@nyls.edu&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin&quot;&gt;dhunter@nyls.edu&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p&gt;&amp;#0160;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;

&lt;div style=&quot;mso-element:footnote-list&quot;&gt;&lt;br /&gt;

&lt;hr align=&quot;left&quot; size=&quot;1&quot; width=&quot;33%&quot; /&gt;



&lt;div id=&quot;ftn&quot; style=&quot;mso-element:footnote&quot;&gt;

&lt;p class=&quot;MsoFootnoteText&quot; style=&quot;margin-left:.5in;text-indent:-.5in&quot;&gt;&lt;a href=&quot;#_ftnref&quot; name=&quot;_ftn1&quot; style=&quot;mso-footnote-id:ftn&quot;&gt;&lt;span class=&quot;MsoFootnoteReference&quot;&gt;&lt;span style=&quot;mso-special-character:footnote&quot;&gt;[1]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;
&lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt;Yes, we know this is an ugly mouthful, but you’re gonna have to
live with it until you come up with a catchier name.&lt;span style=&quot;mso-spacerun:
yes&quot;&gt;&amp;#0160; &lt;/span&gt;For the moment we’ll just call it GSS4SSVW1@SoP6.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;Simple huh?&lt;/span&gt;&lt;/p&gt;

&lt;/div&gt;

&lt;div id=&quot;ftn&quot; style=&quot;mso-element:footnote&quot;&gt;

&lt;p class=&quot;MsoFootnoteText&quot; style=&quot;margin-left:.5in;text-indent:-.5in&quot;&gt;&lt;a href=&quot;#_ftnref&quot; name=&quot;_ftn2&quot; style=&quot;mso-footnote-id:ftn&quot;&gt;&lt;span class=&quot;MsoFootnoteReference&quot;&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:
major-latin;mso-hansi-theme-font:major-latin&quot;&gt;&lt;span style=&quot;mso-special-character:
footnote&quot;&gt;[2]&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;font-family:Calibri;mso-ascii-theme-font:major-latin;mso-hansi-theme-font:
major-latin&quot;&gt; &lt;span style=&quot;mso-tab-count:1&quot;&gt;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160;&amp;#0160; &lt;/span&gt;The
description should note how cute they are/were, how sad you were when they
died/were spayed, etc.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;Make us say
“awww” or make us cry; but make us &lt;em style=&quot;mso-bidi-font-style:normal&quot;&gt;feel&lt;/em&gt;
something.&lt;span style=&quot;mso-spacerun: yes&quot;&gt;&amp;#0160; &lt;/span&gt;If you have never had a
pet, then send us your SSN and an essay describing your deepest fears.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;/div&gt;

&lt;/div&gt;




&lt;p&gt;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p&gt;&lt;/p&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;
</content>


    </entry>
    <entry>
        <title>Third Party Beneficiaries and Other Fantastical Beasts in Virtual Worlds</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/third-party-beneficiaries-and-other-fantastical-beasts-in-virtual-worlds.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/third-party-beneficiaries-and-other-fantastical-beasts-in-virtual-worlds.html" thr:count="12" thr:updated="2009-04-21T00:43:20-04:00" />
        <id>tag:typepad.com,2003:post-65460049</id>
        <published>2009-04-14T14:53:51-04:00</published>
        <updated>2009-04-14T14:53:51-04:00</updated>
        <summary>My article, Anti-Social Contracts: The Contractual Governance of Virtual Worlds, just came out in the McGill Law Journal. I profited enormously from the great discussion on Terra Nova when I first proposed the piece, so my thanks to this wonderful...</summary>
        <author>
            <name>Joshua Fairfield</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><font size="3">
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">My article, </span><a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1002997"><span style="FONT-SIZE: 14px; FONT-FAMILY: Trebuchet MS">Anti-Social Contracts: The Contractual Governance of Virtual Worlds</span></a><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">, just came out in the McGill Law Journal. <span style="mso-spacerun: yes">&#0160;</span>I profited enormously from the great discussion on Terra Nova when I first proposed the piece, so&#0160;my thanks&#0160;to this wonderful community.<span style="mso-spacerun: yes">&#0160; </span><span style="mso-spacerun: yes">&#0160;</span>Of course, I always learn a lot while writing a paper, and it’s that further thinking that I want to write about.<span style="mso-spacerun: yes">&#0160;&#0160; (</span></span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"><span style="mso-spacerun: yes">Some of this thinking is based on or responds to&#0160;Michael Risch&#39;s excellent piece, <a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1275063">Virtual Third Parties</a>.&#0160; I agree with him&#0160;on many points and disagree on a few, but I think that he has done a fantastic job of presenting the other point of view, and the paper is very short and well worth reading.)</span></span></span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"><span style="mso-spacerun: yes"></span></span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt">
</p></font></p>
<p><span style="FONT-SIZE: 14px; FONT-FAMILY: Trebuchet MS"></span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="mso-spacerun: yes"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">Some background: there are two broad challenges to EULAs, unconscionability and privity.<span style="mso-spacerun: yes">&#0160; </span>The first argues that EULAs are unfair due to oppression or surprise; the second asserts that a contract between A and B contracts shouldn’t bind or benefit C as a default matter.<span style="mso-spacerun: yes">&#0160; </span>(I talk about third-party beneficiaries below.)</span></span></span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"></span><font size="3"><span style="FONT-SIZE: 14px; FONT-FAMILY: Trebuchet MS">The fairness argument, legally speaking, is that EULAs are so one-sided as to “shock the conscience.”<span style="mso-spacerun: yes">&#0160; </span>The problem is that these unconscionability arguments are often unconvincing.<span style="mso-spacerun: yes">&#0160; </span>I view most EULAs with a certain dull resignation, not with shock and outrage—and I think that’s the experience of most players.<span style="mso-spacerun: yes">&#0160; </span>I am also not particularly convinced that standardized contracts necessarily unfairly surprise consumers.<span style="mso-spacerun: yes">&#0160; </span>People know what is in the contract: the player loses, the game god wins.<span style="mso-spacerun: yes">&#0160; </span></span></font></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><font size="3"><span style="FONT-SIZE: 14px; FONT-FAMILY: Trebuchet MS"><span style="mso-spacerun: yes"></span></span></font><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">So if the argument from unconscionability is not appealing as a theoretical matter (and let me reiterate that these broad unfairness charges are the only thing that have worked to date – as in Bragg), what is the alternative?<span style="mso-spacerun: yes">&#0160; </span>In Anti-Social Contracts, I argued that traditional limits of privity might provide a way to understand what has gone wrong with virtual world EULAs. </span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"></span><font size="3"><span style="FONT-SIZE: 14px; FONT-FAMILY: Trebuchet MS">This privity argument does capture something of the problem.<span style="mso-spacerun: yes">&#0160; <span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">Can players sue each other for violations of virtual world EULAs?&#0160; Should they?&#0160; </span></span>It is just plain odd to use a contract between A and B to govern C’s behavior.<span style="mso-spacerun: yes">&#0160; </span>This seems to speak to some of the current cases:<span style="mso-spacerun: yes">&#0160; </span>Hernandez arguing that he can benefit from IGE’s promises to Blizzard, or Blizzard arguing (successfully) that MDY is bound by Blizzard’s agreements with its customers.</span></font></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><font size="3"><span style="FONT-SIZE: 14px; FONT-FAMILY: Trebuchet MS"></span></font><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">We can use third-party beneficiary terms to permit C to benefit from an A-B contract; and we can use tortious interference to bind C to the terms of an A-B contract, but both of those actions provoke horror from attorneys I’ve talked to.<span style="mso-spacerun: yes">&#0160; </span>First, to quote one inhouse counsel, “my job is to make sure there’s nothing in a contract that can be construed as granting third parties rights.”<span style="mso-spacerun: yes">&#0160; </span>And we can see why: game gods really do not want their customers bringing lawsuits against each other for blue chat on third party beneficiary theories.<span style="mso-spacerun: yes">&#0160; </span>And companies generally do not want to be subject to suit by parties with whom they did not contract. </span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"></span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">Risch asserts, correctly,&#0160;that the law is quite capable of finding third parties to be beneficiaries of other people&#39;s contractual promises even where the contract is silent (but where the court nevertheless detects an intent for the contract promise to run to the third party).&#0160; That is, unless game gods actively state that their players cannot sue each other for blue chat or griefing, courts may find that players can in fact sue each other for such EULA violations.&#0160; (I would argue that in such circumstances courts should find that players are not intended beneficiaries of the contract.)</span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"></span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">But from my conversations with game designers and their lawyers, I find that player-to-player lawsuits were not what they intended.&#0160; Some player-to-player suits gain popular support, of course -- lots of people were pleased about Hernandez&#39;s attempt to sue IGE for RMT.&#0160; But outside of the RMT context, it&#39;s worth wondering whether players want to run the risk of suit by other players based on EULA violations.&#0160; And by extension, it&#39;s worth wondering whether game gods want to allow or disallow those lawsuits.</span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"></span><span style="FONT-SIZE: 14px; LINE-HEIGHT: 115%; FONT-FAMILY: Trebuchet MS">The extension of the obligations of contract terms (e.g., “Thou shalt not use botware”) to third parties is just as problematic, in my view.<span style="mso-spacerun: yes">&#0160; </span>We can talk about whether the court’s determination in MDY was limited to its sense of MDY’s knowledge of infringement and profit motive, but the bottom line is that both of those components are present in any commercial software developer.<span style="mso-spacerun: yes">&#0160; </span>It bothers me that a game god would be permitted to restrict what software third parties can develop.<span style="mso-spacerun: yes">&#0160; </span>I understand that Glider doesn’t seem to have a non-infringing use, and that’s fair enough.<span style="mso-spacerun: yes">&#0160; </span>But a few baby-steps away from that, and we enter disturbing territory: game gods using their contracts with customers to block competition, for example.&#0160; What&#0160;if a software provider created&#0160;botting software&#0160;that was useful in playing multiple games, including Star Wars Galaxies, in which scripting and botting were part of the game?</span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; LINE-HEIGHT: 115%; FONT-FAMILY: Trebuchet MS"></span><span style="FONT-SIZE: 14px; LINE-HEIGHT: 115%; FONT-FAMILY: Trebuchet MS">It is of course possible that we will limit the lessons of&#0160;<em>Hernandez</em> (there is no holding there, but perhaps a warning for RMTers) and <em>MDY </em>to cases where a person is violating a EULA in something resembling bad faith.&#0160; That seemed to matter to the court in <em>MDY </em>and certainly accounts for most of the discussion that I read about IGE.&#0160; But I wonder whether instead we may see EULA provisions applied in less emotionally appealing circumstances--and then, given that &quot;bad faith&quot; has no real part in the legal tests described, I am curious to see what will happen.</span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; LINE-HEIGHT: 115%; FONT-FAMILY: Trebuchet MS"></span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">Specifically, I am interested to see which way the 3PB issue is resolved.&#0160; </span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">Will game gods expressly make their customers beneficiaries of each others&#39; promises to the game gods? (My guess is that this is unlikely.)&#0160; Will game gods expressly negate 3PB designations?&#0160; (I find this more likely.)&#0160; Or will game gods not move on this issue until there is a high-profile case in which one player sues another based on the EULA, and then take steps to expressly negate 3PB designations to soothe customer concerns over being sued for Barrens Chat?&#0160;(I find this most likely.) </span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS"></span><span style="FONT-SIZE: 14px; MARGIN: 0in 0in 10pt; FONT-FAMILY: Trebuchet MS">I&#39;m interested in your thoughts.</span></p></div>
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    </entry>
    <entry>
        <title>Medium Rare</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/medium-rare.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/04/medium-rare.html" thr:count="19" thr:updated="2009-05-06T14:25:54-04:00" />
        <id>tag:typepad.com,2003:post-65178301</id>
        <published>2009-04-07T10:45:44-04:00</published>
        <updated>2009-04-07T10:46:52-04:00</updated>
        <summary>Like a lot of World of Warcraft players, I found reports about WoW designer Jeff Kaplan&#39;s GDC critique of quest architecture in the game to be intriguing. For one, I thought the talk was further evidence of how Blizzard&#39;s success...</summary>
        <author>
            <name>Timothy Burke</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Like a lot of World of Warcraft players, I found <a href="http://www.shacknews.com/featuredarticle.x?id=1096">reports about WoW designer Jeff Kaplan&#39;s GDC critique</a> of quest architecture in the game to be intriguing. </p><p>For one, I thought the talk was further evidence of how Blizzard&#39;s success with WoW has a lot to do with their internal corporate culture. It&#39;s clear that Kaplan&#39;s criticisms were the result of sustained attention to WoW&#39;s weaknesses and strengths by its live management team coupled with a healthy degree of honesty and confidence. Most other virtual world management teams to date have come off as much more defensive and blustering, at least in their public presentation to players, trying to bluff their way past problems and mistakes until the magnitude of such problems becomes such that the developer has no choice but to address them publically. </p><p>Like a lot of other people, I found myself quibbling with Kaplan&#39;s views of what does and does not work in World of Warcraft, sometimes because I have my own treasured beliefs about what could work if only it were implemented more effectively. Sometimes that&#39;s because I&#39;m unrealistically wishing that WoW was something other than what it is. What Kaplan calls a &quot;mystery quest&quot;, for example, strikes me as potentially very workable, but only in a game that&#39;s more of a dynamic environment, more of a sandbox. In WoW&#39;s extremely controlled, hand-holding design, it&#39;s perfectly true that a mystery quest just comes off as designer sadism. There&#39;s a reason why you still hear new players asking plaintively, &quot;Where is Mankrik&#39;s wife?&quot;</p><p>I guess I&#39;m most struck at Kaplan&#39;s argument that World of Warcraft&#39;s quest designers have suffered from &quot;medium envy&quot;, that they have rarely succeeded in designing quests which are native to the distinctive character and affordances of virtual worlds and digital games. </p>

<p>Kaplan comments that &quot;we need to stop writing a fucking book in our game&quot;. I think he&#39;s right enough about the main thrust of his insight here. The very few quests in World of Warcraft or any similarly designed virtual world which arise and progress seamlessly from within the action of gameplay tend to be among the most popular (presuming they otherwise function well in technical terms). </p><p>The &quot;Wrathgate&quot; quest in the current WoW expansion seems to be one of the most popular in the game&#39;s history, largely for its use of a dramatic cut scene that features an interesting plot twist and the subsequent quest which incorporates the player directly into events of major consequence within the gameworld. It&#39;s not even a very strong example of what might be possible in terms of storytelling within the virtual world form compared to many other digital games, given the relatively mechanical and even awkward stitching together of gameplay and cinematics. </p><p>World of Warcraft&#39;s current expansion also features a number of examples of &quot;phased content&quot; (Wrathgate is one such) where the world changes as a player progresses along a quest chain. Phasing is another case where the content of questing is integrated into the action of gameplay. The game mechanics sometimes push against that integration in some odd ways. Players who have not yet progressed along a phasing quest chain stop being visible to players who have when they are both in the same location. The final dramatic resolution of a phasing quest chain tends to settle a zone or quest hub into a permanent state of stasis: creatures and antagonists that ought to be absent as a result of the narrative remain as features of the landscape. </p><p>I can think of isolated cases of seamless storytelling within the mechanic of quests in other similar virtual worlds. In City of Heroes/City of Villains, for example, a player pursuing a quest was sometimes ambushed by appropriate antagonists while en route to the next destination, sometimes creating havoc in areas where the typical player-character was much less powerful than the questing player. Quests in a number of games sometimes turn on storytelling events or twists that unfold within the action of the quest itself rather than as a written narrative delivered once the player returns to the quest hub. </p><p>To ride my own design hobbyhorse, however, I can&#39;t help but feel that Kaplan&#39;s ambition to get Blizzard designers to stop &quot;writing a fucking book&quot; clashes uncomfortably with his prescriptions to more tightly control or direct the action of players as they move through a series of quests. The static pacing of storytelling in WoW and its many imitators is rooted in the basic structure of quests themselves and in game-mechanical contrivances like the quest hub. When I think of solo digital games that have storytelling styles that seem &quot;native&quot; to the form, what they all share in common is dissolving the delivery of narrative into the game mechanics, making the action of gameplay itself the natural, invisible modality of storytelling. Think of Planescape: Torment making death and resurrection a part of its narrative, or the way that Half-Life 2 and many similar shooters make the next objective a part of the environment itself. If Blizzard designers dump books on players in little 511-character doses, that&#39;s not just medium envy, it&#39;s a consequence of the quest-hub surrounded by many mini-treadmills, of an environment with no spontaneity in it. If I see a creature in a WoW zone, I know sooner or later that I will be tasked to collect its gizzards or claws. One of the basic attributes of narrative, in any medium, is surprise. For stories to arise from within the action of gameplay (rather than as books or movies or theater), the gameplay has to be thought out with narrative in mind. </p></div>
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    </entry>
    <entry>
        <title>How Online Communities and Flawed Reasoning Sound a Death Knell for Qualitative Methods</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/do-online-communities-sound-a-death-knell-for-qualitative-methods.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/do-online-communities-sound-a-death-knell-for-qualitative-methods.html" thr:count="44" thr:updated="2009-08-13T23:00:08-04:00" />
        <id>tag:typepad.com,2003:post-64903605</id>
        <published>2009-03-31T16:15:07-04:00</published>
        <updated>2009-04-03T13:07:19-04:00</updated>
        <summary>Yesterday, I participated in a panel discussion in Second Life, with Celia Pearce, Thomas Malaby and Tom Boellstorff, on the roles and merits of qualitative and quantitative methods in cultural anthropology. The audio and a text transcript will be available...</summary>
        <author>
            <name>Robert Bloomfield</name>
        </author>
        
        
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<div xmlns="http://www.w3.org/1999/xhtml"><p>Yesterday, I participated in a panel discussion in Second Life, with Celia Pearce, Thomas Malaby and Tom Boellstorff, on the roles and merits of qualitative and quantitative methods in cultural anthropology.&#0160; <span style="text-decoration: line-through;">The audio and a text transcript will be available soon.&#0160; (I will provide a link here, as soon as they are.)</span>&#0160; <em>UPDATE:&#0160; You can find the transcript <a href="http://metanomics.net/archive033009" target="_blank">here</a>.</em>&#0160; Instead of rehashing the arguments, I would like to simply spell out my rather bleak prediction of what data-rich and easily-manipulated online communities (like virtual worlds and social networking sites) mean for the future of qualitative research in areas like anthropology that study culture.</p>

<p>Ted Castronova and I are hardly the only ones to note that virtual worlds are great tools for running experiments that we couldn&#39;t run otherwise, allowing theory-testing in fields like economics and anthropology.&#0160; And for those who prefer exploring data archives (using econometric methods instead of experimental design to draw clean inferences), they might follow a model more like Dmitri Williams and his colleagues, and get data from virtual worlds or social networking platforms. &#0160; </p><p>So here is the prediction:</p><div style="margin-left: 40px;">Enterprising young scholars who are interested in cultural anthropology and are also trained in statistical methods are going to draw out testable predictions from the body of existing qualitative work, and test those predictions by applying experimental or econometric methods to data extracted from virtual worlds and social media.&#0160; They will garner funding and publicity in the areas where they compete head to head with qualitative researchers, and the latter will be forced to defend their methods and conclusions.&#0160; Some schools will conclude that they can make a bigger impact in the field by hiring faculty trained in these methods.&#0160; Several decades later, the top departments and journals studying the ideas of cultural anthropology will be dominated by quantitative methods.&#0160; Qualitative methods will either be relegated to less-prestigious schools and special-interest journals in cultural anthropology, or else cultural anthropology will decline in influence relative to other departments (like psychology) that embrace quantitative methods to study similar questions.<br /><br /><br /></div><p>I am not arguing that this is a desirable outcome, but it isn&#39;t a hard prediction to make.&#0160; Economics and psychology are already in the final stages of this process, sociologists are losing prestige to psychologists as they resist the trend, and anthropologists are already starting down the path. I think my fellow panelists see the writing on the wall, which explains their impassioned arguments on the merits of qualitative research (everyone), the folly of objectivity (esp. Thomas), and the need to secure a place for all methods (Celia and Tom).&#0160;&#0160;</p><p>Having thought more about this since the panel, I am concluding that quantitative research drives out qualitative research in a two-stage process.&#0160; In cases when quantitative and qualitative methods go head to head--where the same research question is amenable to both methods--the quantitative researchers have a real advantage in persuading skeptics, getting funding and influence.&#0160; While there is room for debate about whether this is the best outcome, it is certainly a defensible one.</p><p>Where Celia, Thomas and Tom have a real cause for concern--and where the academy makes a far less defensible judgment--is in reasoning like this:</p><p style="margin-left: 40px;">Golly, if quantitative research is preferable to qualitative research when the two go head to head on the same research question, then qualitative research must not be worthy of respect even when applied to questions that are not amenable to quantitative methods.</p><p>That type of flawed generalization is pretty common (as shown in repeated experiments in marketing and psychology)--but it is flawed, nevertheless.&#0160; The research questions become no less important just because they can&#39;t be addressed with controlled experiments or fancy econometrics.&#0160; Neither do the qualitative methods become any less rigorous.&#0160; So Celia, Thomas and Tom are right to fight this unwarranted conclusion and make sure it doesn&#39;t eliminate qualitative methods from the best departments and journals in their field, even in the cases where there is no quantitative alternative.</p><p>However, I think it is counterproductive to criticize the follies of objectivity, the oversimplified philosophy of science held by most practicing quantitative researchers, the limits of hypothesis testing, and the like (which featured prominently in yesterday&#39;s discussion).&#0160; While some philosophers and scientists might be on your side, these arguments give the appearance of protectionism and resistance to new methods, while not actually addressing the flawed reasoning that I see as truly sounding the death knell for qualitative methods when technology and data make quantitative methods.</p></div>
</content>


    </entry>
    <entry>
        <title>Machinima Law at Stanford in April</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/machinima-law-at-stanford-in-april.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/machinima-law-at-stanford-in-april.html" thr:count="0" />
        <id>tag:typepad.com,2003:post-64845179</id>
        <published>2009-03-30T14:12:14-04:00</published>
        <updated>2009-03-31T12:05:18-04:00</updated>
        <summary>Cool looking conference in April at Stanford Law about the copyright, EULAs and machinima. Among the speakers: Henry Lowood, Lauren Gelman, Julie Ahrens, Matteo Bittanti. More info here.</summary>
        <author>
            <name>greglas</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.law.stanford.edu/calendar/details/2831/Play%20Machinima%20Law/">Cool looking conference</a> in April at Stanford Law about the copyright, EULAs and machinima.&#0160; Among the speakers: <a href="http://www.stanford.edu/group/htgg/cgi-bin/drupal/?q=blog/13">Henry Lowood</a>, <a href="http://cyberlaw.stanford.edu/blog/lauren-gelman">Lauren Gelman</a>, <a href="http://cyberlaw.stanford.edu/blog/julie-ahrens">Julie Ahrens</a>, <a href="http://www.mattscape.com/">Matteo Bittanti</a>.&#0160; More info <a href="http://cyberlaw.stanford.edu/playmachinima">here</a>.</p></div>
</content>


    </entry>
    <entry>
        <title>G20, we20, v-we20</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/g20-we20-vwe20.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/g20-we20-vwe20.html" thr:count="4" thr:updated="2009-05-23T03:11:15-04:00" />
        <id>tag:typepad.com,2003:post-64746207</id>
        <published>2009-03-27T18:04:53-04:00</published>
        <updated>2009-03-30T15:08:31-04:00</updated>
        <summary>Next week sees the meeting of the G20 in London and we have the opportunity to use the unique power of virtual worlds to have a voice. [edit 29 March 09] There.com are supporting we20 by setting aside a meeting...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Blatant Self-Promotion" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.londonsummit.gov.uk/en/" style="float: right;"><img alt="London Summit" class="at-xid-6a00d8341c022953ef01156e772449970c " src="http://terranova.blogs.com/.a/6a00d8341c022953ef01156e772449970c-120wi" style="margin: 0px 0px 5px 5px; width: 122px; height: 80px;" /></a>
 </p><p></p><p><a href="http://we20.org/dashboard/" style="float: left;"><img alt="We20" class="at-xid-6a00d8341c022953ef01156e773d7c970c " src="http://terranova.blogs.com/.a/6a00d8341c022953ef01156e773d7c970c-120wi" style="margin: 0px 0px 5px 5px; width: 153px; height: 72px;" /></a>
 </p><p>Next week sees the meeting of the <a href="http://www.londonsummit.gov.uk/en/">G20 in London</a> and we have the opportunity to use the unique power of virtual worlds to have a voice. </p><p></p><p></p><p><br /><br />[<em>edit 29 March 09</em>] <strong><a href="http://www.there.com/">There.com</a> </strong>are supporting we20 by setting aside a meeting space where all Thereians can we20, see over the fold for details.<strong><br /></strong></p>

<p><br />The summit is usually highly exclusive event however for this meeting the UK Government attempting to reach out in all kinds of interesting digital partnerships. For example <a href="http://www.whitebandaction.org/g20voice">G20Voice</a> is a collaboration between 50 bloggers (chosen by the internets) and organizations such as <a href="http://www.oxfam.org.uk/?ITO=1482">Oxfam</a> and a number of other organizations. </p><p><a href="http://we20.org/dashboard/">we20</a> is a grassroots volunteer organization that has the simple aim of encouraging people to get together in groups of 3 to 20 to create and vote on plans to be put to the G20. The UK’s <a href="http://www.fco.gov.uk/en/">Foreign and Commonwealth Office</a> will be reviewing plans on the we20 site and there is already a <a href="http://http://www.londonsummit.gov.uk/en/join-the-debate/your-debate/we20">we20 page on the London Summit site</a>.&#0160; </p><p>So where do virtual worlds come into this? </p><p>Easy – where better to have we20 meetings?</p><p>Virtual meetings save on CO2 outputs, they easy to organize and great places to gather views from around the globe in one place. </p><p>So, <em>Dwarves </em>and<em> Hobbits, Draenei </em>and<em> Tauren, Gallente </em>and<em> Caldari, Furries </em>and<em> Vampires</em>, put down your swords (or whatever furries hold) – meet, plan and vote!</p><p>All the details you need are at <a href="http://we20.org/dashboard/">we20.org</a> which even has a way of posting meetings and I’ve set up a we20 group in Second Life. Though I’m sure the TNe community will be interested in feedback about how virtual worlds contributed to the we20 efforts so feel free to post here. </p><p></p><p></p><p></p><p>If you have a blog - blog it, do it :)</p><p></p><p></p><p></p><p></p><p><br /><br /><br />[<em>edit 28 March 09</em>, adapted from we20.org...]</p><p>The G20 London Summit is on 2 April 2009 - but don&#39;t worry if you can&#39;t meet before then, there will be more G20 Summits and we20 is here to support the creation and voting on action plans.&#0160; &#0160; </p><p>Here is we20 in several easy steps:</p>

<p style="margin-left: 40px;"><strong>1.</strong> To go <a href="http://we20.org/">we20.org</a> </p><p style="margin-left: 40px;"><strong>2.</strong> Register &amp; read to understand a little more about we20.</p>

<p style="margin-left: 40px;"><strong>3.</strong> Think of a challenge which you want to fix. It might be a local,
national or global challenge or involve individual people. </p><p style="margin-left: 40px;"><strong>4.</strong> Create your
we20 meeting on <a href="http://we20.org/">we20.org</a> and invite people to come up with an action plan.</p>

<p style="margin-left: 40px;"><strong>5.</strong> Meet, discuss and agree a plan to solve the challenge you identified.<br /> <br /><strong>6.</strong> Post your we20 plan to <a href="http://we20.org/">we20.org</a> for the we20 community to read. You can embed <a href="http://www.youtube.com/results?search_type=&amp;search_query=we20&amp;aq=f" target="_blank">YouTube</a>, Flickr and Slideshare by pasting URL into the description field.<br /> <br /><strong>7.</strong>
Read debate and vote for or against we20 plans. The UK Foreign and
Commonwealth Office will be looking at your plans to decide if any can
go on the Official London Summit website
(http://www.londonsummit.gov.uk/en/join-the-debate/your-debate/we20).
After the Summit we will see where we20 is and talk to you about how
you would like to to take things forward.</p><p></p><p></p><p>meta-we20:</p><p><br />[<em>edit 29 March 09</em>]</p><p><strong>There.com</strong></p><p><a href="http://www.there.com/" style="float: left;"><img alt="There-logo" class="at-xid-6a00d8341c022953ef01156f8abd4d970b " src="http://terranova.blogs.com/.a/6a00d8341c022953ef01156f8abd4d970b-120wi" style="margin: 5px;" /></a>
 I&#39;m happy to tell all Thereians and potential Thereians that thanks to the good people at Makena Technologies (Tiffany, Betsy and Michael) we20 has a home in There.com</p><p>Info can be found here: <a href="http://www.therefuntimes.com/there_fun_times/2009/03/have-a-we20-meeting-in-there.html" target="_blank">http://www.therefuntimes.com/there_fun_times/2009/03/have-a-we20-meeting-in-there.html</a></p><p><br /><a href="http://webapps.prod.there.com/therecentral/there_central.xml"><br /></a></p><p></p><p></p><p></p><p></p><p><br /><br /><strong>Second Life</strong> </p><p>The group is: we20</p><p>You can meet anywhere but if you want a site, feel free to use one of the follow plots:</p><ul>
<li>The Feeding Edge: <a href="http://slurl.com/secondlife/IQ/67/104/49">http://slurl.com/secondlife/IQ/67/104/49</a></li>
<li>the Virtual Policy Network: <a href="http://slurl.com/secondlife/Hyperborea/75/179/23" target="_blank">http://slurl.com/secondlife/Hyperborea/75/179/23</a></li>
</ul>
<p></p><p></p><p><strong><br /></strong></p><p><strong>Twitter</strong></p><p>The hash tag is: <a href="http://www.hashtags.org/search?query=%23we20&amp;submit=Search" target="_blank">#we20</a> </p><p></p></div>
</content>


    </entry>
    <entry>
        <title>Research Methods, Culture and Virtual Worlds</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/research-methods-culture-and-virtual-worlds.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/research-methods-culture-and-virtual-worlds.html" thr:count="8" thr:updated="2009-05-22T16:05:27-04:00" />
        <id>tag:typepad.com,2003:post-64739073</id>
        <published>2009-03-27T17:30:49-04:00</published>
        <updated>2009-03-27T17:36:29-04:00</updated>
        <summary>Monday, March 30th at 11am Pacific Time, Tom Boellstorff, Celia Pearce, Thomas Malaby and I will be in Second Life on a panel discussing the following question: What can qualitative and experimental methods tell us about virtual worlds and culture?...</summary>
        <author>
            <name>Robert Bloomfield</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Academia" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Blatant Self-Promotion" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Psychology and Culture" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>Monday, March 30th at 11am Pacific Time, Tom Boellstorff, Celia Pearce, Thomas Malaby and I will be in Second Life on a panel discussing the following question:</p><p style="text-align: center;"><em><strong>What can qualitative and experimental methods tell us about virtual worlds and culture?</strong></em></p><p>Roland Legrand of the Belgian news outlet MediaFin, and author of <strong><a href="http://mixedrealities.com" target="_blank">Mixed Realities</a></strong>, will moderate the panel.&#0160; Click<strong> </strong><a href="http://www.metanomics.net/event033009" target="_blank"><strong>here</strong> </a>to get details on attending the event in Second Life.</p><p>And read on for the dramatic backstory!</p><p>
</p>
<p>Earlier this month, I had cultural anthropologist Tom Boellstorff on Metanomics, along with Prof. Celia Pearce, for a discussion about anthropological research on virtual worlds.&#0160; We had some great discussions, before and during the show, about how traditional methods of anthropological research apply to virtual world settings. </p><p>For those who don&#39;t follow the field, Tom is the Editor-in-Chief of American Anthropologist, the flagship journal of the American Anthropological Association, but despite his lofty credentials, has spent a good deal of time in Second Life, where he conducted the research behind his recent book, Coming of Age in Second Life.&#0160; Celia Pearce is a former doctoral student of his, and has studied the &quot;Uru diaspora&quot; in There.com and Second Life.&#0160; You can get all of the links and background information on them <strong><a href="http://metanomics.net/archive030209" target="_blank">here</a></strong>, as well as the audio, video and text transcripts of the discussion, and even the inworld backchat.&#0160; (We at Metanomics take our archives seriously!).</p><p>Anyway, leave it to me to stick my foot in it at the end of the show by making a rather Castronova-esque proposal:</p><p style="margin-left: 40px;">Virtual worlds give anthropologists a fascinating new opportunity—to actually create cultures.&#0160; Virtual world developers have already been doing this, as our guests showed so clearly over the last hour.&#0160; So let’s bring research anthropologists into the mix, right up front, and use VWs as a laboratory to test and refine the predictions of anthropological theory.</p><p>Naturally I elaborated on the benefits of the experimental method, and the promise and challenges I saw with such a research program.&#0160; I didn&#39;t intend to be controversial, but cue the rotten tomatoes, in the form of <a href="http://dusanwriter.com/index.php/2009/03/08/accounting-for-human-nature-anthropology-academia-and-virtual-worlds/" target="_blank"><strong>this</strong> </a>blog discussion.</p><p>Frankly, I think there is a lot less disagreement than it seems on the surface--research methods should complement one another, at least as much as they compete--but there are also a lot of substantive issues that could benefit from further discussion.&#0160; Discuss them we will, and I hope some Terra Novans will join us.</p><p>Feel free to weigh in on the debate (you might start with Boellstorff&#39;s <a href="https://journals.tdl.org/jvwr/article/view/471/429" target="_blank"><strong>reaction</strong> </a>to Castronova&#39;s suggestion along similar lines), and pose questions for the panelists. </p><p></p><p></p></div>
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    </entry>
    <entry>
        <title>Mind Bank får banktillstånd - Entropia it&#39;s a bank!</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/mind-bank-f%C3%A5r-banktillst%C3%A5nd.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/mind-bank-f%C3%A5r-banktillst%C3%A5nd.html" thr:count="4" thr:updated="2009-06-11T11:57:54-04:00" />
        <id>tag:typepad.com,2003:post-64634777</id>
        <published>2009-03-25T18:15:40-04:00</published>
        <updated>2009-03-26T08:11:52-04:00</updated>
        <summary>It struck me some time ago that under EU banking regulations MindArk’s Project Entropia looked a lot like a bank, or at the very least an e-money institution. Well - now it is. Or to be exact Mind Bank AB...</summary>
        <author>
            <name>Ren Reynolds</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Policy" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>It struck me some time ago that under EU banking regulations MindArk’s Project Entropia looked a lot like a bank, or at the very least an e-money institution. </p><p>Well - now it is. </p>

<p>Or to be exact Mind Bank AB a wholly owned subsidiary of <a href="http://www.mindark.com/" target="_blank">MindArk PE AB</a> is has been <a href="http://www.fi.se/Templates/Page____11454.aspx" target="_blank">granted a banking license by Sweden’s Financial Supervision Authority</a> (<span>Finansinspektionen</span>). </p><p><br />This is important on a number of levels. First, I’m not aware that any other virtual word has gained this status – though this may simply be due to my lack of knowledge of virtual worlds in Asia. I’d be interested to know from readers what the legal status of things like <a href="http://http://www.qq.com/" target="_blank">QQ coins</a> are. So this may be a genuine first in the virtual world industry for MindArk. </p><p>Second, I wonder if this will have an impact on the rest of the industry and how regulators view it. </p><p>I’ve argued in the past that virtual world are in a difficult position as while their Terms of Service may state that what goes on within their virtual walls is not commerce, the practices that surround them increasingly work as if in-world currencies were just like any hard currency. What’s more virtual currencies exist in a financial world where we have the Zimbabwean dollar whose inflation level hit may millions of %, and western banks that are in danger of such levels of default they are taken into part state ownership, making virtual worlds a rational option for some money related transactions. </p><p>Thus while virtual world operators might not like it, it seems to me that there may come a time when regulators will force a duty of care upon virtual worlds so as to protect the potential losses of citizens. Or a tangential law, and I always use the example of a divorce lawyer, will take a look a practice and go ‘that gold piece just quacked’. </p><p>This I’ve suggested will be bad for virtual worlds as under notions of a bank that exist, particularly in the US (where I do not think electronic money institutions exist in law), virtual worlds would become subject to crushing regulation. What’s more this regulation would differ by country thus protecting citizens by destroying the industry that never wanted citizens to be exposed to the supposed harms in the first place. </p><p>What may alter this is the simple argument – if MindArk can do it, why can’t you,,, Blizzard, Linden Lab etc etc. </p><p>The big difference of course is that MindArk, so I understand, have structured their technology in anticipation of becoming a bank and have based their business model on becoming one. </p><p>Leading to my daily nightmare as a <a href="http://www.virtualpolicy.net/" target="_blank">virtual world policy wonk</a> that there are so many unique cases and exceptions to any rule that everyone outside the industry can get their head around. </p><p>So what can the virtual world industry do to avoid banking regulation? </p><p>One part of me things – nothing; and, in fact, if we look at the way practice is going then the potential cumulative harm to individuals caused by scams etc., things may get to the point where virtual worlds should be banks.</p><p>A notch down from this, I wonder if the best option is to lobby for a revised version of the <a href="http://ec.europa.eu/internal_market/payments/emoney/index_en.htm" target="_blank">EU’s electronic money directive</a> to be adopted as a global standard for virtual worlds of certain types. The revision to the directive would allow flexibility around the nature of and use of e-money tokens making it clear which spaces they did and did not operate in and in what ways. </p><p>Lastly, I think if game virtual worlds want to stay out the world of banking the have to be and have to be seen to act against RMT (real money trading) to a much higher degree than they are now. The real action here may be in PR and lobbying rather than technical measure but my feeling is that virtual world operators need to step up their game. </p></div>
</content>


    </entry>
    <entry>
        <title>State of Play 6</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/state-of-play-6.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/state-of-play-6.html" thr:count="5" thr:updated="2009-04-24T17:30:49-04:00" />
        <id>tag:typepad.com,2003:post-64586273</id>
        <published>2009-03-24T17:29:02-04:00</published>
        <updated>2009-03-24T17:29:02-04:00</updated>
        <summary>On June 19–20, 2009, New York Law School’s State of Play VI Conference will convene in New York to examine the past, present, and future of virtual worlds. In conjunction with the University of Southern California’s Network Culture Project at...</summary>
        <author>
            <name>Dan Hunter</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Blatant Self-Promotion" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><span style="font-family: Helvetica; font-size: 12px; line-height: normal; "><div><span style="font-family: Verdana;"><img alt="" height="129" src="http://app.icontact.com/icp/loadimage.php/mogile/13202/be242af18bb8ee6ec802c908f7acea54/image/png" width="719" /><br />&#0160;</span></div><div><span style="font-family: Verdana;">&#0160;</span></div><div><span style="font-family: Verdana;">On June 19–20, 2009, New York Law School’s State of Play VI Conference will convene in New York to examine the past, present, and future of virtual worlds. In conjunction with the University of Southern California’s Network Culture Project at the Annenberg School for Communication, and with support from the John D. and Catherine T. MacArthur Foundation, the conference will focus on the startling rise of virtual worlds and multiplayer online games, and ask whether these worlds have reached a plateau in their development.&#0160; At the same time, we will question whether we have reached a limit in our understanding of virtual worlds, and ask whether there are useful research questions still left to pursue.<br /></span></div><div><span style="font-family: Verdana;">&#0160;</span></div><div><span style="font-family: Verdana;">The State of Play conferences examine the significance of virtual worlds and massively multiplayer online spaces. It continues to be the only conference series that studies these environments from multiple perspectives: commercial, academic, governmental, and technological. Six years after the founding of State of Play, this year’s conference will take stock of how we got to where we are, question whether there is anything new to say about online worlds, and ask what should be the direction of the these worlds and their study as we move forward. Multiple panel sessions are planned, along with specialist workshops, and a graduate student symposium.<br />We invite your participation.<br /></span></div><div><span style="font-family: Verdana;">&#0160;</span></div><div><span style="font-family: Verdana;">For more information and to register, visit&#0160;<a href="http://www.nyls.edu/stateofplay">www.nyls.edu/stateofplay</a>.</span></div></span></p></div>
</content>


    </entry>
    <entry>
        <title>From the Desk of Eric Nickell</title>
        <link rel="alternate" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/from-the-desk-of-eric-nickell.html" />
        <link rel="replies" type="text/html" href="http://terranova.blogs.com/terra_nova/2009/03/from-the-desk-of-eric-nickell.html" thr:count="4" thr:updated="2009-03-28T12:59:40-04:00" />
        <id>tag:typepad.com,2003:post-64443551</id>
        <published>2009-03-21T13:04:21-04:00</published>
        <updated>2009-03-21T19:50:48-04:00</updated>
        <summary>(who appears to have lost the keys to this place) &quot;World of Warcraft UI Add-On Development Policy Blizzard announced a WoW UI Add-On Development Policy for World of Warcraft addons today. Among other things, the policy that all addons be...</summary>
        <author>
            <name>Dan Hunter</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://terranova.blogs.com/terra_nova/">
<div xmlns="http://www.w3.org/1999/xhtml"><p>(who appears to have lost the keys to this place)

</p><p>&quot;World of Warcraft UI Add-On Development Policy

Blizzard announced a <a href="http://forums.worldofwarcraft.com/thread.html?topicId=15864747207&amp;sid=1">WoW UI Add-On Development Policy</a> for World of Warcraft addons today. Among other things, the policy that all addons be distributed free, unobfuscated, and it bans them from advertising in-game. </p><p>In a few short hours, a very lengthy -- and sometimes overheated -- discussion (<a href="http://forums.worldofwarcraft.com/thread.html?topicId=15864747207&amp;sid=1">http://forums.worldofwarcraft.com/thread.html?topicId=15864747207&amp;sid=1)</a> has started to take place on the game&#39;s UI forums about everything from the causes that prompted Blizzard to take this action, to legal and moral issues surrounding such a policy, to the real-world mechanics of how some mod authors make the transfer from for-fun to for-profit addon development.

</p><p>Eric Nickell&quot;</p></div>
</content>


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