Terra Nova

A weblog about virtual worlds.

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Some Virtual Worlds

  • A Tale in the Desert
  • Achaea
  • Active Worlds
  • City of Heroes
  • Club Penguin
  • Counter-Strike
  • Dark Age of Camelot
  • Dark Ages
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  • There
  • ToonTown
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  • Vanguard
  • Vzones
  • Webkinz
  • Whyville
  • World of Warcraft
  • Yohoho! Puzzle Pirates

Other People

This past weekend, I saw the film Coraline, which I found terrific in many respects. Among other things, I think it has a lot to say that applies very strongly to virtual worlds, about why though we may all complain about bad pick-up groups, griefers, loot farmers, Barrens chat, virtual worlds are not a demonstration that hell is other people. Quite the opposite: virtual worlds live (and sometimes die) on whether they infuse authentic sociality into everything we do within those worlds.

In Coraline (modest spoilers ahead), the title character is frustrated with her parents' quirks and lack of attentiveness to her. Drawn into a magical world that exists inside her new home, she is at first enchanted by her Other Parents, who have marvelous talents, live surrounded by wonder, and are utterly devoted to Coraline herself. I don't suppose I'm giving away much when I say that there's a big catch to all this, and the last portion of the film is about how wonder gives way to horror.

The only seeming clue that Coraline's Other Mother is anything but perfection is that her eyes (and the eyes of almost everything else in the magical world) are made from buttons. And yet there is another clue right from the outset, in some ways a much more unsettling sign of just how wrong this world is. Everyone and everything in it exists only for Coraline. They have no apparent interests of their own, no desires apart from hers, nothing to do but please and delight Coraline.

Virtual worlds occasionally toy with treating each player like Coraline. In World of Warcraft, my character is greeted with delight by guards and non-player characters who allude to his past adventures. This lasts only until I begin a new round of quests in a new zone, whereupon my famous achievements are forgotten and I am merely one more anonymous grunt. When my character seems to make momentous choices that should hang about him forever, those too disappear into the haze. I am torturer one moment, and the next a saint who seeks all across the world for a cure which will save the life of hero faced with enslavement to the Lich King. In my most important adventures, I exist inside wholly private instanced worlds with a small number of friends or allies. That world, too, exists only for me.

What keeps World of Warcraft or any other virtual world from being as ultimately empty and terrifying as Coraline's magical hideaway is that these worlds are full of people who do not exist for my own pleasure. They may be people I know and like, people I tolerate, people I find pathetic, people who infuriate or disgust me. But they mean that the world is not merely my mirror.

Now I think that virtual worlds themselves could function more that way: they could react to my actions (or the actions of many players together) in much more dynamic and autonomous ways. Reading Jim Rossignol describing the latest astonishing developments in the long-running war between BoB and Goonfleet in EVE Online makes that very clear. The underlying world in EVE does not exist in a one-to-one relationship to individual players, and its basic economic and politcial infrastructure transforms in relationship to collective action in some striking ways. A world which is itself a dynamic presence in play need not be as harsh or treacherous as EVE's world is, but the basic principle is an important one.

Until we have a fuller range of dynamic worlds, though, other people, acting in the most unmanaged and unfiltered ways possible, are the only thing that keep virtual worlds from total sterility. Sometimes we all feel like Coraline: we'd like a world which exists only to delight us, full of cheering throngs and valiant allies. But like Coraline, we'd be better off knowing from the first moment of that desire that we're really chasing something horrible rather than something pleasant.

Timothy Burke on Feb 12, 2009 in Sociology | Permalink | Comments (7) | TrackBack (0)

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Game as Cultural Form, Play as Disposition

William James I've just posted a piece to SSRN about play. In the past I have focused on games as a culturally-shaped activity (what we anthropologists would call a "cultural form"), and in the course of that I have made explicit efforts to decouple games from the concept of play (see here, for example). I argued that it is not very useful to see play as an activity, with games as a subset of it, and suggested that play more usefully denotes a disposition, a way of approaching the world.

In doing that I wasn't trying to argue that games and play are not related to each other, but rather that we need to move beyond seeing them as intrinsically linked (where the question of, for example, whether something is a game boils down to whether it brings about a playful experience). The primary motivation was to make room for an approach to games on their own terms, but the issue of play has been simmering with me for a long time. The posted essay is the result – a long-planned attempt to articulate play as a disposition.

Continue reading "Game as Cultural Form, Play as Disposition" »

Thomas Malaby on Dec 14, 2008 in Academia, Blatant Self-Promotion, Philosophy & Ethics, Psychology and Culture, Sociology | Permalink | Comments (42) | TrackBack (1)

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Maxwell's Hammer

James Clerk Maxwell, image via Wikimedia Commons, http://en.wikipedia.org/wiki/Image:James_Clerk_Maxwell.pngFrom time to time here on TN I've delved into methodological territory, and in my last effort, quite some time ago, I focused on the charges of "anecdotalism" that qualitative research in the social sciences sometimes faces, and argued that generalizable claims can be generated out of such methods. But, in retrospect, that piece did not confront the root of the problem directly, given the degree to which I do not there question generalizability itself as the core aim of scientific inquiry.[fn 1] As research on virtual worlds continues to increase, and as the different parts of the academy ramp up their efforts to fight for their funding (and perhaps thereby seek to discredit other approaches), it seems worthwhile (and consistent with the ecumenical spirit that largely characterizes TN) to consider how scientific the pursuit of other kinds of claims apart from the general are.[fn 2] And that's where James Clerk Maxwell comes in...

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Thomas Malaby on May 27, 2008 in Academia, Economics, Philosophy & Ethics, Psychology and Culture, Sociology | Permalink | Comments (21) | TrackBack (0)

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What a performance! Live Vs Recorded in a multi player world

A theme strand has developed in how I view virtual worlds and metaverses. It has formed from online and multiplayer gaming but been flavoured by my work environment (As with all these posts these are merely my opinions not those of the IBM). That theme is about performing, about the nature of the live performance as opposed to the crafted and edited kind.

What are the opportunities to benefit from live expressions of knowledge, talent and ideas? How does this change the perception of a metaverse environment when it is regarded as a performance medium as much as a canvas for fixed assets to be displayed?

I think there are two main ways people express themselves through their actions. The first is the product of their actions, something manufactured, crafted and delivered for other people to use. The other is through live performance actions of some kind.

Metaverses and virtual worlds are as much about live performance as they are about manufacturing and creating content. 

Continue reading "What a performance! Live Vs Recorded in a multi player world" »

Ian Hughes on Aug 06, 2007 in Sociology, Technology, Trends | Permalink | Comments (19) | TrackBack (0)

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Player Vs Player in a corporate environment

Roo and I are very much looking forward to these guest posts we are going to be making here where it brings a chance for yet another voice to be developed. So thank you for the invitation and an obvious /bow to Ren Reynolds.

Before we start I do have to say the postings on this site are of course our own and don't necessarily represent IBM's positions, strategies or opinions.

Having worked in a corporate environment for a 17 years, but having been a serious gamer for even longer, I have been struck by the similarity in some of the concepts found in games and how they appear to be being played out in a supposedly buttoned down, “professional”, serious environment.

Much of this thought has been sparked by the challenges Roo and I faced in the last 17 months bringing virtual worlds/metaverses, such as Second Life to a corporate environment initially under the banner of Eightbar. We have spent a long time explaining to people that just because it looks like a game, it does not mean that it is. Now I am starting to look at the opposite point of view that business is a game it just does not look like one.

Continue reading "Player Vs Player in a corporate environment" »

Ian Hughes on Aug 01, 2007 in Opinion, Politics, Psychology and Culture, Sociology, Technology, Trends | Permalink | Comments (29) | TrackBack (0)

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Howard Rheingold Interview: Cooperation in virtual worlds.

I had the opportunity for a short interview with Howard Rheingold. Howard is the author of The Virtual Community and Smart Mobs, and a well respected thinker and writer within the framework of social media, culture and digital journalism. Howard has worked on the Cooperation Commons, a joint project with Institute for the Future so I asked him some questions about his perspective on cooperation theories and how they apply to a Second Life setting and on corporate utilization of the medium. The interview ends with Howard posting a question for the TN readers to discussion and elaborate on.

Continue reading "Howard Rheingold Interview: Cooperation in virtual worlds." »

Peder Burgaard on Jun 10, 2007 in Psychology and Culture, Sociology | Permalink | Comments (12) | TrackBack (0)

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Real Politik

Almost exactly a year ago I asked whether virtual world makers with significant economies and RMT should "'open their books' about how their economies operate, given how much control they have over the conditions and mechanisms of those economies." Today, via the New York Times, comes this account that suggests that the makers of EvE Online have answered in the affirmative.

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Thomas Malaby on Jun 07, 2007 in Design, Economics, News, Politics, Sociology | Permalink | Comments (12) | TrackBack (1)

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Prodigal Players

Via BoingBoing, news surfaces of a Chinese MMO that is inviting banned players back into the fold if they agree to donate blood.  That's real life blood, of course.  1 pint of blood = 1 restored game account.  Platelets FTW!

Lisa Galarneau on Mar 27, 2007 in Academia, Lisa G, Psychology and Culture, Sociology | Permalink | Comments (4) | TrackBack (0)

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Beam Me In, Scotty

If the forthcoming Star Trek MMO isn't enough to satisfy your fantasies for epic space travel (or if you just like your MMOs served up with a healthy side of RL-relevant content), then do we have some news for you! 

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Lisa Galarneau on Mar 21, 2007 in Academia, Lisa G, Psychology and Culture, Sociology | Permalink | Comments (9) | TrackBack (0)

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Liberté, égalité, fraternité et réalité?

French philosopher Jean Baudrillard, author of Simulacra and Simulations, has vacated our reality. Seems right to pause a moment and consider whether ‘hyperreality’ is truly upon us, and if so, does it mean we have sold our collective soul for the promise of bigger, better, faster, more, convincing ourselves in the process that pale imitations of precious human activities are fulfilling us?

It is more difficult for us to imagine the real, History, the depth of time, or three-dimensional space, just as before it was difficult from our real world perspective to imagine a virtual universe or the fourth-dimension. The simulacra will be ahead of us everywhere. The simulacrum is never that which conceals the truth — it is the truth which conceals that there is none. Since the world is on a delusional course, we must adopt a delusional standpoint towards the world. - Baudrillard

So, let's talk about our delusions...

Continue reading "Liberté, égalité, fraternité et réalité?" »

Lisa Galarneau on Mar 06, 2007 in Academia, Lisa G, Psychology and Culture, Sociology | Permalink | Comments (15) | TrackBack (0)

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Active Authors

  • Bartle, Richard
  • Bloomfield, Robert
  • Burke, Timothy
  • Castronova, Edward
  • Combs, Nate
  • Consalvo, Mia
  • Damer, Bruce
  • Ducheneaut, Nic
  • Galarneau, Lisa
  • Hunter, Dan
  • Lastowka, Greg
  • Lawley, Liz
  • Malaby, Thomas
  • Reynolds, Ren
  • Ruberg, Bonnie
  • Sellers, Mike

Contributing Authors

  • Book, Betsy
  • Dibbell, Julian
  • Fairfield, Joshua
  • Moore, Bob
  • Mulligan, Jessica
  • Nickell, Eric
  • Ondrejka, Cory
  • Steinkuehler, Constance
  • Taylor, TL
  • Williams, Dmitri
  • Yee, Nick
  • Yoon, Unggi

Past Guests

  • Burgaard, Peder
  • Chee, Florence
  • Chesney, Thomas
  • Corbit, Margaret
  • Dornan, Jennifer
  • Grace, Merci Victoria
  • Hinn, Michelle
  • Hughes, Ian
  • Jinman, Andrew
  • Lamont, Ian
  • Lodder, Arno
  • McGinley, Robert
  • Nova, Nicolas
  • Pearce, Celia
  • Purbrick, Jim
  • Reynolds, Roo
  • Rickey, Dave
  • Townsend Gard, Elizabeth
  • Wallace, Mark

Upcoming Conferences

  • 01. 2009 March 23 – 27: GDC, San Francisco, CA, USA
  • 02. 2009 April 24 – 25: Play-Machinima-Law, Stanford University, CA, USA
  • 03. 2009 July 27 - 29: FAVE 09, Berlin, Germany

Collaborative Units

  • Gamasutra
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Research Resource Rolodex

  • Aleks Krotoski
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