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Sophomore year essay on the rise and fall of anime based community Gaia Online. Looks into the effects of gold generators on the site economy, and the resulting decline in site usage. For the class Exploring Net Literature, taught by professor Clay Shirky.
The virtual world economy is a multibillion-dollar industry. There is significant evidence for the growth of virtual economies within a variety of virtual worlds. There is an increasing demand from users to buy, sell, and invest in virtual items and services, including virtual properties. However, there is also evidence suggesting that many companies struggle to succeed in the virtual economy platform. In order to facilitate and drive success in virtual business strategies, it is necessary to have a framework for classifying elements of virtual economies. This paper proposes a classification framework of virtual economy elements based upon the characteristics of products and services, the transaction and marketplace, as well as the currency and exchange systems present in these economic environments. In addition, this research highlights the opportunities and challenges presented to both users and companies within the virtual economy platform.
Human Rights jurisprudence is always about human enterprises in real world. This conventional attitude of human rights, at present, ignores the reality of human interactions in cyberspaces of Massively Multi-Player Online Role Playing Games (MMORPGs) where real life is super-dimensional within the harbor of reality and materially vigilant human simulation through digital selves (avatars). Human being, the users, is often found displaced in MMORPGs depriving rights to properties, time, money, skill and persistence into such digital worlds. The rules of MMORPGs (EULAs) are fixed by developers and they do not accommodate universal principles of human rights jurisprudence. State silence, corporate showdowns and State protected End User License Agreements (EULAs) marginalize avatars of MMORPGs who represent human being. Most EULAs do not recognize avatars’ ethical and rational rights to ownership over virtual properties. The legislation of MMORPGs is vested only upon developers. This state of MMORPGs challenges the conventional human rights jurisprudence on the points of principles of equality, accountability, justice and non-discrimination in ascertaining rights to ownership of virtual property. The paper critically evaluates the characters of EULAs which ought to incorporate universal principles of human rights laws. Therefore, this is critically a choral approach to excessive authoritarian tendencies of developers in framing their Austin-motivated, one-sided and feudalistic EULAs which displaces avatars or forces avatars to be displaced in MMORPGs.
Virtual Worlds are computer-simulated environments, depicting an experience where many people interact simultaneously within the same three-dimensional environment by means of customizable avatars. They have been around since the beginning of computing, and give a sense of a real world where people may communicate, socialize and play games. Virtual Worlds are part of social computing, which are critical implementations for not only gaming, but also for business, education, and online social networking. This paper surveys the field of Virtual Worlds. It describes the different types of virtual worlds such as social virtual worlds, casual, role playing, branded, e-commerce and e-government. It also goes into the theory and the ideas and goals which have been explored, and some detail of the laws effecting Virtual Worlds, the variations, their issues and their problems. The findings are discussed together with their current situation and how they appear to be developing and their uses.
SSRN Electronic Journal, 2000
Media International Australia, 2018
This article examines the use of player-controlled avatars on digital gambling platforms and apps. Through a discussion of the influential, but now defunct, online gambling platform PKR 'The Second Life of gambling' the article illustrates how the avatar has a key role in the routinization of online gambling and cultivating affective investment from gamblers. The process of creating, maintaining and updating avatars promotes spending winnings in-house as the house now provides digital items that allow players to personalize their avatars. For gamblers, the affective investment in avatars adds a crucial qualitative and social dimension to what is otherwise a game of numbers and odds. The customizable avatar introduces a qualitative uncertainty by creating the possibility for indirect communication through avatar appearance, accessories and gestures, which reconnects online poker to face-to-face gambling through traditions such as bluffing. Affective investment in the avatar thus creates a feeling of co-presence between gamblers while gamblers and gambling platforms. In the past decade, a wide variety of games of chance such as online poker and online slots have expanded their expressive, experiential and affective capacities through the incorporation of the cultural dynamics of social media sites and apps, and digital games. Among these dynamics, the creation of digital avatars is one of the most significant innovations for gambling platforms. Gambling avatars are created for online casinos and mobile gambling apps and allow gamblers to tailor how they appear to other gamblers. Avatars mediate gamblers' interactions in digital spaces and add a role-playing dimension to games of chance. Digital entertainment and gambling companies have
Virtual social worlds, such as Second Life, by gaining more and more popularity, have attracted the attention of the business media. The aim of the present article is to explore the relationship between the Second Life avatar (using the term of virtual identity) and shopping habits in Second Life focusing on consumer behaviour. Firstly, we present how virtual social worlds function and how they differ from other social media. Secondly, we will illustrate how online identity construction affects one's behavior in such environments from a business perspective. To study Second Life we used the term virtual identity which was compared to the actual person's actual self-representation. According to the literature, people tend to construct their virtual identity in a different way from the real one. Therefore, it is extremely important to study both the aspects of the everyday life and the presentation of the virtual self. We also wish to highlight the points companies should pay particular attention to in their virtual social world activities from the perspective of the psychological mechanisms that conduct people's online behaviour and thinking. Finally, we demonstrate our hypothetical model of Second Life identity construction along with its effects on consumption and its implications for the future.
The future of the evolving, collaborative communications structure will be impacted to an enormous and ever increasing degree by the merging of e-commerce and virtual worlds. Such media outlets will bring new and innovative methods by which to interact with clients and customers, as well as business to business. As these technologies continue to evolve, bringing higher definition, realism, and the power to manipulate potential customer experiences, increasing numbers of people will come to the realization that virtual worlds and similar environments are an essential part of an online communications experience. Evidence of this paradigm shift can be noted in the multitudes of brand names which also inhabit these virtual environments through countless offerings and marketing campaigns.
New Review of Hypermedia and Multimedia, 2019
Video game avatars have been understood as a key site of players’ “affective investment” in play and games. In this article, we extend this conversation to explore the avatar’s role in engaging players with gaming platforms. Through a case study of Team Fortress 2 (Valve Software, 2007) and the Steam platform, we demonstrate the avatar’s function beyond gameworlds as a tool for encouraging certain kinds of play. Team Fortress 2, we argue, is a crucial testing ground for Valve’s experiments with gaming economies via the Steam platform. By extension, we show the importance of video game avatars for encouraging affective investment in platforms more broadly, including Microsoft’s Xbox Live, PlayStation Network and even workplace dashboards.
This paper presents a set of data relating to the investigation of RMT in the virtual world (VW) and social capital associated with RMT platforms. The investigation is carried out using five main research databases: Science Direct; Emerald Insight; Springer Link; Proquest Database; and IEEE Xplore; with a total of 161 research papers. The objective of this survey study is to highlight areas of strength and weakness in current RMT research in VW and its social capital. This study also presents the basic RMT classification based on these previous studies.
Journal of Consumer Marketing, 2010
Decision Support Systems, 2009
a b s t r a c t a r t i c l e i n f o Available online xxxx
User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the purpose of the current study is to fill this gap in the literature. More specifically, we explore virtual content creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed.
Journal of the Textile Institute, 2012
For manufacturers of physical goods, conducting market tests of product prototypes to assess consumers' preferences can be costly and complex. To some extent, production and logistic processes need to be in place, not just the marketing rationale. We put forth the hypothesis that virtual worlds may be a feasible environment to conduct early market tests of product prototypes for some physical products. The rationale for this hypothesis is that such tests with virtual versions of product prototypes may be conducted with minimal overhead, based on resources from marketing and design departments, without resources from production or logistics. They could be a first filter or selection process to determine which product prototypes demonstrate better acceptance by the public, with reduced costs and complexity. An expectation is that by having simpler and less costly tests, a wider variety of product prototypes can be considered, and test number and frequency increased, supporting better information gathering. A central question in this regard is the level of similarity between the preferences of the public when presented with virtual items, in comparison with the actual physical items. To attain data about this, we carried out an exploratory study, creating a set of both virtual and physical prototype versions of a physical product: t-shirts. We then invited virtual-world users to experience the virtual t-shirts on their avatars and express their preferences. Finally, we presented users with the option to buy the physical t-shirts with their own money, at promotional cost (as a reward for participating in the virtual trial), but explicitly told them, as they held the various physical versions in their hands, that they could change their preference at no extra cost. The results identified the level of similarity and differences between buyers' preferences in these two situations, pointing to the significant potential of using a virtual world to conduct market tests to assess consumers' preferences on prototypes of physical t-shirts.
… Journal of Business Science & Applied …, 2010
Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.
This Report presents results of a virtual world (VW) survey conducted in the summer of 2012, and subsequent analysis through summer of 2014. The aim of this study was to enhance our understanding of demographics, attitudes, activities and play preferences across a variety of non-game, social virtual worlds, also referred to as metaverses. The need for this study arose out of our observation that, while multiple surveys have been conducted on these aspects of a variety of different massively multiplayer games (MMOGs), only a few single-world, topical surveys have been conducted of equivalent non-game worlds, such as Second Life and There.com. Our past qualitative and mixed-methods research in multiple virtual worlds indicated that there were significant differences in both demographics and play patterns between open-ended worlds and the more studied game-style worlds. The survey included over 800 denizens of 36 different virtual worlds – recruited via Facebook, virtual world forums and blogs, as well as inworld networks – and focused on four key areas: Demographics: including age, gender, race/ethnicity, sexual orientation, marital and family status, income and employment status, religion, region of residence, and disability. Avatar Presentation: including form, dress, role, use of alts, and cross-gender play Activities and Play Patterns: including amount and times of day spent, favorite activities, and social interactions including dating, sex, and the fluidity of relationships between virtual worlds and real life Creativity and Commerce: including creative activity, real estate ownership, virtual item transactions, virtual currency transactions, and income from virtual world activities The report also includes a comparative analysis of similar results from game-based surveys to better understand the similarities and differences between these forms of virtual worlds. We conclude with a summary of the findings, a description of a planned supplement dealing with responses to open-ended questions, and suggested topics for further research. This report covers primarily multiple-choice questions across these subject areas, and a summary of responses to open-ended questions. A subsequent supplement will be released with more detailed analysis of open responses.
2008
2007 was the year of online gaming fraud-with malicious programs that specifically target online games and virtual worlds increasing by 145% and the emergence of over 30,000 new programs aimed at stealing online game passwords. Such malware is ...