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Economic Justice in Two MMORPGs

Economic Justice in Two MMORPGs PDF Author: Angela Pool Funai
Publisher:
ISBN:
Category :
Languages : en
Pages : 12

Book Description
The virtual realms of massively multiplayer online role-playing games (MMORPGs) have gained worldwide popularity in recent years. In particular, researchers have identified legitimate elements of community within these aptly called synthetic worlds. The present paper seeks to apply familiar theories of economic justice to two selected MMORPGs to discover how such frameworks are modeled in virtual worlds. We will draw from communitarian, cosmopolitan, and liberal internationalist perspectives, with special attention given to virtual currency and trade.

Economic Justice in Two MMORPGs

Economic Justice in Two MMORPGs PDF Author: Angela Pool Funai
Publisher:
ISBN:
Category :
Languages : en
Pages : 12

Book Description
The virtual realms of massively multiplayer online role-playing games (MMORPGs) have gained worldwide popularity in recent years. In particular, researchers have identified legitimate elements of community within these aptly called synthetic worlds. The present paper seeks to apply familiar theories of economic justice to two selected MMORPGs to discover how such frameworks are modeled in virtual worlds. We will draw from communitarian, cosmopolitan, and liberal internationalist perspectives, with special attention given to virtual currency and trade.

Virtual Justice

Virtual Justice PDF Author: Greg Lastowka
Publisher: Yale University Press
ISBN: 0300163169
Category : Law
Languages : en
Pages : 239

Book Description
Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law.Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.

Political Worlds of Women, Student Economy Edition

Political Worlds of Women, Student Economy Edition PDF Author: Mary Hawkesworth
Publisher: Routledge
ISBN: 0429972938
Category : Political Science
Languages : en
Pages : 305

Book Description
This book examines female engagement in both traditional and unconventional political arenas, including female sociability, salons, child-rearing and education, health, consumption, religious reform and nationalism.

Synthetic Worlds

Synthetic Worlds PDF Author: Edward Castronova
Publisher: University of Chicago Press
ISBN: 0226096319
Category : Computers
Languages : en
Pages : 346

Book Description
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Video Game Chronotopes and Social Justice

Video Game Chronotopes and Social Justice PDF Author: Mike Piero
Publisher: Springer Nature
ISBN: 3030919447
Category : Social Science
Languages : en
Pages : 299

Book Description
Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.

Law and Language

Law and Language PDF Author: Michael Freeman
Publisher: OUP Oxford
ISBN: 019165468X
Category : Law
Languages : en
Pages : 3502

Book Description
Current Legal Issues, like its sister volume Current Legal Problems (now available in journal format), is based upon an annual colloquium held at University College London. Each year leading scholars from around the world gather to discuss the relationship between law and another discipline of thought. Each colloquium examines how the external discipline is conceived in legal thought and argument, how the law is pictured in that discipline, and analyses points of controversy in the use, and abuse, of extra-legal arguments within legal theory and practice. Law and Language, the fifteenth volume in the Current Legal Issues series, offers an insight into the scholarship examining the relationship between language and the law. The issues examined in this book range from problems of interpretation and beyond this to the difficulties of legal translation, and further to non-verbal expression in a chapter tracing the use of sign language at the Old Bailey; it examines the role of language and the law in a variety of literary works, including Hamlet; and considers the interrelation between language and the law in a variety of contexts, including criminal law, contract law, family law, human rights law, and EU law.

For the Win

For the Win PDF Author: Cory Doctorow
Publisher: HarperCollins UK
ISBN: 0007291183
Category : Fiction
Languages : en
Pages : 514

Book Description
A provocative and exhilarating tale of teen rebellion against global corporations from the New York Times bestselling author of Little Brother. Not far in the future... In the twenty-first century, it's not just capital that's globalized: labour is too. Workers in special economic zones are trapped in lives of poverty with no trade unions to represent their rights. But a group of teenagers from across the world are set to fight this injustice using the most surprising of tools - their online video games. In Industrial South China Matthew and his friends labour day and night as gold-farmers, amassing virtual wealth that's sold on to rich Western players, while in the slums of Mumbai 'General Robotwallah' Mala marshalls her team of online thugs on behalf of the local gang-boss, who in turn works for the game-owners. They're all being exploited, as their friend Wei-Dong, all the way over in LA, knows, but can do little about. Until they begin to realize that their similarities outweigh their differences, and agree to work together to claim their rights to fair working conditions. Under the noses of the ruling elites in China and the rest of Asia, they fight their bosses, the owners of the games and rich speculators, outsmarting them all with their gaming skills. But soon the battle will spill over from the virtual world to the real one, leaving Mala, Matthew and even Wei-Dong fighting not just for their rights, but for their lives...

Virtual Sociocultural Convergence

Virtual Sociocultural Convergence PDF Author: William Sims Bainbridge
Publisher: Springer
ISBN: 3319330209
Category : Computers
Languages : en
Pages : 259

Book Description
This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities. The emergence of online media provides not only new methods for collecting social science data, but also contexts for developing theory and conducting education in the arts as well as technology. Notably, role-playing games and virtual worlds naturally demonstrate many classical concepts about human behaviour, in ways that encourage innovative thinking. The inspiration derives from the internationally shared values developed in a fifteen-year series of conferences on science and technology convergence. The primary methodology is focused on sending avatars, representing classical social theorists or schools of thought, into online gameworlds that harmonize with, or challenge, their fundamental ideas, including technological determinism, urban sociology, group formation, freedom versus control, class stratification, linguistic variation, functional equivalence across cultures, behavioural psychology, civilization collapse, and ethnic pluralism. Researchers and students in the social and behavioural sciences will benefit from the many diverse examples of how both qualitative and quantitative science of culture and society can be performed in online communities of many kinds, even as artists and gamers learn styles and skills they may apply in their own work and play.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Rich Man, Poor Man

Rich Man, Poor Man PDF Author: Partnership Africa Canada
Publisher: Partnership Africa Canada
ISBN:
Category : Business & Economics
Languages : en
Pages : 34

Book Description