WoW (and too it symbolizes so much in the genre) is a place that reeks of fun and playfulness on the surface, but once ensnared players are led into a deception that spells W*O*R*K. Eve-Online on the other hand is Icelandic with Calvinist overtones - yet in its straightjacket there is opportunity to find one's own way towards a demeanor of play. One represents a fall into an abyss, the other, a rise from one to redemption... I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.
Well, sort of official, anyway. And maybe more like just the corner of one eye. But as Yours Truly reports in the latest issue of Legal Affairs magazine, IRS advisers specializing in the arcane field of barter income recently offered the opinion that any trade of one virtual item for another--gold pieces for thick leather, uber drops for plat--could very well constitute a taxable, income-generating exchange according to the IRS's rules on barter. I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds.
This evening the BBC ran a 10min+ segment about MMOs and SL on Newsnight, its flagship serious news program. A part of the show was even ‘broadcast’ from within SL. For anyone that knows anything about MMOs the report was un-amazing. From a data point and media coverage point of view it was staggering.
In a vague way, it seems like the missing MMOG hero may be due in part to the drive towards overspecialization. After all, if heroes were created then realized rather than to spontaneously emerge in a circumstance, would they still be heroes? To be "out of the ordinary" requires perhaps an element of improvisation involving choice and a grace too. The roles players adopt are not discrete, but instead blend continuously over occasion. One day one may engage in trading, another in hauling, or "ratting" or guard duty, or just plain... I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds.
All those instances where the fiction of the game collides with "real" lives. The buying and selling of virtual goods for offline money. I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.
Flutie, 43, very likely played in his last regular season NFL game... was bemused by the fact that his final contribution to the NFL would be the reinvention of an extinct play.
Many of us believe that MMOGs are just beginning their real growth - that along with game worlds, there is a growing and broadening market for more social (non-men-in-tights) VWs. But I know from experience that this notion is a hard sell with investors. Apparent successes like SL help, but the shadow of WoW is long and the ghosts of TSO and There.com (both of which also touted big population figures – for a while), as well as non-monetized worlds like Coke Studios, haunt any such discussions.
There’s a general sense among many MMO/virtual world observers that the size of the market has been woefully underestimated -- almost all of us were surprised by how quickly World of Warcraft leapt to over a million subscribers for example, and I don’t believe anyone would have predicted a year ago that the game would have over five million subscribers by now. On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation.
The American Cancer Society, building off of its success with the first virtual Relay For Life in Second Life, is expanding its community presence in the virtual world in 2006. The Society has plans to purchase an Island and create a center for ACS related activities. The goal of the Virtual ACS Office is to provide the residents of SL with cancer related programs ad services including education sessions, peer support groups, advocacy activities and fund-raising opportunities. The goal is to engage the residents of SL in the same way that we would engage any community. Our proposed time-line is to have this Virtual Office constructed and running by the beginning of summer 2006 to coincide with our second annual Relay For Life.
Randal Moss of the American Cancer Society is actively interested in ideas about encouraging philanthropy within virtual worlds, and about using virtual worlds in the ACS's fundraising activities. Below the fold is the announcement about how the ACS is expanding its presence within Second Life. It's obviously a great organization and a great idea, so I recommend it to you.