By way of background: about a year ago, W&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 the Washington & Lee Law Review (that issue goes to press this month). And that's a good thing, because the papers were ready when Congress asked the FTC to report on the potential availability of adult materials to kids in virtual worlds. (The FTC's report is due out in early December.) More on my personal paper, which ended up with the title Virtual Parentalism, after the fold.
Continue reading "Virtual Parentalism" »
Adj. The belief that through games the world can become a better place.
Continue reading "Ludotopian" »
I was sick on Wednesday, and missed the annual Game Studies Download featuring Terra Nova co-author Mia Consalvo and the amazing Jane McGonigal and Ian Bogost. (Perhaps Mia will post about that talk...) But on Friday I was healthy enough to make it to the "Pouring Fuel on the Fire: Game Designers' Rant," which included Jane as well.
The session was wonderful--engaging and inspirational. I took copious notes, which follow.
Continue reading "GDC 2008: Game Designers' Rant" »
What self-respecting virtual worlds blogger could pass up the opportunity to attend an all-star GDC panel on "The Future of MMOs"? Not me, certainly. So at noon on Thursday I found myself in the first row of a crowded room, listening to John Wood (managing editor of MMORPG.com) pose a series of interesting questions to:
* Jack Emmert (Cryptic)
* Matt Miller (NCSOFT)
* Ray Muzyka (BioWare)
* Min Kim (Nexon America)
* Rob Pardo (Blizzard)
What follows are my notes on the session; in many cases the responses are not verbatim, but instead are condensed versions of the key points. I was very impressed with how articulate and thoughtful these questions and answers were; it was an hour well-spent.
Continue reading "GDC 2008: The Future of MMOs" »
A couple of weeks ago, I was reading Benjamin Duranske's excellent virtual-worlds-and-law blog, Virtually Blind, and came across the following remark:
Most writers, including VB’s editor, take commodification and subsequent legal intervention as a foregone conclusion at this point.
This got me thinking: the first State of Play conference was in November, 2003, and since then the arguments have settled down considerably. When we do get legal intervention, it will be far more informed than it would have been 5 years ago.
I'm wondering, though, what degree of consensus there is out there with regards to how the law "should" treat virtual worlds?
Continue reading "Consensus" »
It used to be that the term griefer had a very specific
meaning in virtual worlds: it meant someone who deliberately did something for
the pleasure in knowing it caused others pain.
What does it mean nowadays,
though?
Continue reading "What to Call a Griefer?" »
According to this Wall Street Journal article about a Second Life user whose real-life wife isn't too pleased about his in-world marriage, "a typical 'gamer' spends 20 to 40 hours a week in a
virtual world." First off, I love that the word gamer is in quotes. Do we really
exist? Who knows! Second, that number sounds sensationalist-ically high to
me. When I said so a few weeks back over on my blog, a reader reminded me about Nick Yee's actual research
on the subject. According to Nick, the average amount of time an MMO player spends in-world is indeed around 20 hours
a week. Where The Wall Street Journal got 20 to 40, the world will
never know.
Continue reading "How Much Time Do Second Life Users Spend In-World?" »
State of Play V, from immaculate Singapore, kicked off this morning with a panel on "Building Businesses in Virtual Worlds." As I write I'm listening as the panel wraps up, with the panelists -- all involved in business development companies that focus to some extent on virtual worlds -- taking questions from the audience. But continuing to resonate in my mind is a phrase that panel participant Ken Brady of Centric used in his remarks to characterize what businesses should aim for in virtual worlds moving forward: "sustainable branding." This idea was echoed by the others on the panel as the discussion progressed, and to me this should prompt us to continue to think about the current era of virtual worlds as one that is beginning to be defined less by the relationship between their makers and their users (as individuals or nascent groups), and more by the expansion (one might even say colonization) of them by both emergent and pre-existing institutions.
Continue reading "Sustain That Brand" »
Augmented Reality has been around as a concept for a long time. It has very often been described in images of the future as enhancing the real world with additional layers of digitially created information. As more people are becoming aware of virtual worlds and seeking to build within them they, in general, start with trying to recreate some element of Real Life. This may be representations of themselves as avatars, existing buildings and offices they frequent. real world metaphors such as chairs, tables, presentation screens. This is something I have observed as the willingness to engage with virtual worlds has extended past gamers and early adopters. The representation is focussed on the boundaries of the environment being used and on how to manipulate the building tools to create that vision, crafting for that environment.
We are seeing more uses of things from the real world crossing over into the non-game metaverse environments. e.g. tennis ball trajectories and scores from Wimbledon into Second Life.
Is this augmented mixed reality? Are we creating Augmented Reality for virtual worlds? Is there a continuous circle feeding real things and virtual things into representations of one another?
Continue reading "Augmented Mixed Reality - Real to virtual and back again" »
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