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Jody Smith

Virtual Games Create A Real World Market - washingtonpost.com - 0 views

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    "Kellen's auction is just one example of how increasingly popular online role-playing games have created a shadow economy in which the lines between the real world and the virtual world are getting blurred. More than 20 million people play these games worldwide, according to Edward Castronova, an economics professor at Indiana University who has written a book on the subject, and he thinks such gamers spend more than $200 million a year on virtual goods. One site, GameUSD.com, even tracks the latest value of computer-game currency against the U.S. dollar, an exchange-rate calculator for the virtual world."
Michelle A. Hoyle

Professors hold class in 'World of Warcraft' | ASU News | The State Press | Arizona Sta... - 0 views

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    "Instead of logging onto Blackboard to complete homework this spring, students in one class will enter the "World of Warcraft" and "Second Life" to study the culture of online virtual environments. "Discourses, Community, and Power in Virtual Worlds," or ENG 654, is open to students of all majors and interests. The course intends to adapt to an increasingly technological environment. "We want them to get the experience of playing together with different characters that have to take on different roles to really get an experiential sense of how complex game play is in that environment," said English professor Elisabeth Hayes, who will teach the class with law professor John McKnight. The class will meet in a physical classroom for half of its sessions and the rest will be held virtually in "World of Warcraft" and "Second Life.""
Michelle A. Hoyle

Sociologists invade World of Warcraft, see humanity's future - 0 views

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    "In their continued quest to plumb the mysterious depths of human interactions, some sociologists have stopped watching people-and started watching their avatars. And the US government is paying them to do it. While playing World of Warcraft and traipsing through Second Life might not sound like traditional academic disciplines, they are increasingly important for research into virtual communities. This burgeoning subdiscipline even has its own publication, the Journal of Virtual Worlds Research. What gets studied? Gold farming, "goon culture," griefing, entrepreneurial activity, intimacy, even "The Visual Language of Virtual BDSM Photographs in Second Life," which appeared in the most recent issue of the journal. "
Jody Smith

Leveraging virtual omniscience: mixed methodologies for studying social life in persist... - 0 views

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    "Massively multiplayer online worlds (e.g., EverQuest or SecondLife) constitute a new form of social life that is ripe for social scientific study. Inhabitants of persistent virtual environments spend on average more than twenty hours per week logged on."
Jody Smith

Making Real Money In Virtual Worlds - Forbes.com - 0 views

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    "As the popularity and sophistication of MMORPGs has skyrocketed, enterprising gamers have found ways to make real money playing them--to the point where experts say that it has become common to run across gamers who make their entire income with virtual jobs."
Jody Smith

Terra Nova: Confessions of a Virtual Intelligence Analyst - 0 views

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    "I've spent much of the last year collecting and helping to analyze data scraped from World of Warcraft as part of the largest quantitative study of virtual worlds to date."
Jody Smith

How online games teach us about economics. - By Robert Shapiro - Slate Magazine - 0 views

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    "During the past year, nearly 16,000 people have downloaded a 40-page economic analysis of EverQuest, Sony's popular online fantasy world of Norrath. "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier," by California State Fullerton economics professor Edward Castronova, is the No. 1 article in the history of the Economics Research Network, an Internet library of tens of thousands of professional journals and research papers in economics."
Michelle A. Hoyle

Cataclysm Coming: how the WoW expansion will change MMO gaming - Boing Boing - 0 views

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    "The patch impressed and excited me in a way I hadn't felt for a long time in Warcraft. For it seemed to mark the culmination of a sometimes hesitant process of refinement which--via 21 major patches, to date--has since the game launched seen it gradually homing in on a particularly potent notion of fun and player involvement. This shift has meant a move away from wasteful complexity, and towards creating as many decisions as possible that players find meaningful. In blunter terms, it's about pulling psychological levers more effectively--and pulling these for more different types of people. … Throughout the game, more is explained, and more is automated: the designers' own thinking is more clearly visible. A virtual world that six years ago felt esoteric, obtuse or just bloody-minded in places (running ten minutes in the form of a ghost in order to locate your corpse comes to mind) has become almost cosy. It no longer wants you walking for miles to locate a tiny object that can't be seen on a map, or slaying a hundred spiders to get one drop of poison. It wants you progressing, interacting, questing: knowing where the next objectives lie, and the ones after that."
barbarella noel

The Metaverse Tribune - 0 views

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    " * Virtual Worlds o Second Life o Twinity o Blue Mars o Entropia Universe o Open Sim * Internet & Technology * Gaming o XBox 360 o Playstation 3 o PC o Wii * MMO's"
Jody Smith

IBM Research | IBM Innovation | Gaming and Leadership Report - 0 views

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    "In the realm of online games, specifically massively multiplayer online role playing games (MMORPGs), leaders emerge that deftly navigate the motivational, emotional and social needs of their direct reports in a highly competitive, distributed, virtual environment. And there are many lessons to be learned."
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