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12. 12 Grindless Play
11. 12 Primacy
11.10 Better CS
10.15 Play Cycles
9.1 MMovie
8.31 RMT, Gift Giving...
8.27 Invitation
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8.27 Research
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8.24 Machinima
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|
|
"All that
is solid melts into digital
air" - JD & KM
The space between everyday
life and the matrix of
fiber optic fantasy land continues to crumble, creating consequences
both online and off. This web space is concerned
with documenting that change through economic and cultural analysis of
seemingly "artificial" worlds. Welcome
to Ludogrind.

December 12, 2007
Grindless Play
Replicant of A
Manifesto
The words that follow are inspired by game experts and play theorists
at the collaborative blog Terra Nova, especially Thomas Malaby,
Julian
Dibbell, Mia Consalvo, Joshua
Fairfield, Edward Castronova,
Mike
Sellers, Raph
Koster, Richard
Bartle, Dan Hunter
and Dmitri
Williams. Yet Aristotle, Plato and rather contemporary
philosophers, anthropologists and parisian thinkers are not far to be
found. Look closely and you may even find some archival legends.
Closely following the structure of Dziga Vertov’s influential theory of
refinement and rejection of romantism following the Second Russian
Revolution, an age of soviet intellectual film making and realism found
as early as 1919, “Grindless Play” seeks to espouse and encourage the
social value of play and human-computer interaction in a modern era of
relentless capitalism and mindless distraction economies. The piece
offers the distinction between gaming and play as that of work, choice,
and game goals in a fantasy community setting. While this piece may be
read as a preferential argument against the MMO genre in question, this
line of reasoning fails to consider the Kuhnian structure of scientific
revolutions and the movement from one paradigm to the next which
requires a complete abandonment of that which preceded it. The piece
concludes on a spiritual note, suggesting play’s irrevocable marriage
to the soul.
November 12, 2007
Evolutionary
Primacy
Numb3rs, artificial reality, and
playing with emergence
100,000,000 AVATARS
6 BILLION DOLLAR INDUSTRY
54 ALTERNATE REALITIES
2 TECHNOUTOPIAN VISIONARIES
How do we escape the emerging pervasiveness of virtual worlds?
While
theater appears safe (for now), television may not be the answer,
popular
culture cross over multiplying by the hour. I made a trip home this
weekend to
be greeted by the question, "You see Numb3rs on Friday?" Well,
no. I had made a temporary escape to the Barclay Theatre to see a
modern
adaptation of Guy Bolton's Anything Goes. Meanwhile, it turns out the CBS Television
series, Numb3rs
aired an episode on evolutionary algorithms and
the
present future of alternate reality gaming. I was happy to know my
brother
taped it. So late last night I fired up the DVR and will share my
response
here. Hopefully the analysis will draw you past its spoiler effect, a
playful
world that awaits beyond the psychological effects of plot.

November 10, 2007
Customer Service and Better Business
Requiem For a
Dream
How do players and developers
resolve disputes when in-world feedback loops fail? Traditionally,
professional intermediaries have provided viable alternatives, the Better Business Bureau
offering one prime example.
The purpose of the BBB
system is not to act as an advocate for businesses or consumers, but to
act as a mutually trusted intermediary to resolve disputes, to
facilitate communication, and to provide Reliability Reports on
companies. Businesses have supported the BBB for over 80 years because
an ethical, self-regulated marketplace is in everyone's best interest.
And this morning I
was again parsing through reports
on Blizzard to see what customers have had to say and was struck by
a few responses to the hacking issue which I have reposted here:
Positive:
Reviewed By: Dan
Date:
09/05/2007
I
have played computer games produced by blizzard entertainment
for the better part of 10 years. The recent posts regarding hacked
accounts are
in my opinion at the fault of the customers. My account has never been
hacked,
as I have followed the recommended procedures for keeping that
information
secure. If a customer shares their account information or visits
unreliable
websites to download game-enhancement programs they may become victim
to
spyware or hackers. The company itself provides high quality computer
games and
secure accounts provided their guidelines are followed.
Reviewed By: Josh
Date:
09/05/2007
I
have been playing wow for about 2 years now, I have not had my
account hacked like previous reviews have said. The same rules apply as
to
keeping other programs safe from hackers as well, people getting there
accounts
hacked is the user's fault not Blizzard's. As for there [sic] customer
service I have had no real problems here
either, except some times when waiting for a GM in/game to respond it
can take
a while, but its understandable everyone cannot have 100% customer
satisfaction
there is just to many people.
Over
all a great experience
Negative:
Reviewed By: bgaley
Date:
09/28/2007
I
do not even wish to give Blizzard 1 star, but this is the only choice
that this form allows for
signifying my disapproval and utter frustration regarding their
customer
service. It is beyond my ability to
describe how awful we have been treated in our association with
Blizzard.
They take months to respond via email and we have spent over 3 hours
waiting in
line and being put on hold for our simple issues. There was even one
time while
we were waiting for a customer support specialist that were cut off
completely,
hung up on. It is unfortunate that Blizzard seems to be so focused upon
money
and not so much upon customer service.
Reviewed By: aitken
Date:
08/21/2007
my
sons account was hacked. it took a total of 14 notarized
faxes of my id to have his account restored. he lost items he worked 2
years to
earn. customer service is nonexistent at blizzard. they are rude,
confrontational and arrogant. i suggest everyone find another game and
skip
blizzard products.
While the positive reviews seem to cast blame, squarely on those
failing to adhere to Blizzard's guidelines (the CS echo is profound),
the negative reviews suggest a need for unequivocal recourse in the
case of virtual identity theft. Rather than villianizing customer
misfortune, virtual worlds need reliable institutions that eliminate
the risk of fraud: customer friendly interaction, accountability, and
reliability! No matter how wary or unaccustomed the "deity" may be,
real world business demands forward progression, industry standards to
be updated to deal with the reality of crime on the synthetic frontier.
Anecdote: Stolen credit card? Call and have it replaced. Simple
solution. Stolen avatar? Too bad, buy another one!
Despite lofty claims, do forums such as the BBB offer the feedback
loops necessary to have this message heard? Or will we need to see
litigation prior to companies taking the demand seriously? Can poor
service be considered negligent when identities are at stake?

October
15, 2007
Play Cycles: What Do Gamers Want?
Collaborative
Competition
How do you please that which has no life? Game
Over, Well Not Quite! Live to win! The moon is a harsh
mistress!
Via Terra Nova
and Kotaku
comes an interesting discussion concerning subscriber retention
and the nature of playful competition: recycling losers in PvP
ecosystems such as Eve Online by redefining what it means to win the
game. But don't take my word for it, let Nate Combs
explain:
Eve-Online seems to not only
have been able to recycle its losers, it has built an ecosystem to
nurture them for another day. In its own way I think this speaks
some to the ways social systems under stress can be resilient...First
it has to a large extent (I reckon) redefined winning from the
perspective of the individual away from simple metrics.
Winning to some players is belonging to an "leet" (elite)
corporation or alliance. To others it means reveling in (e.g.)
"pirate" /trader /miner /mercenary /miner etc. subcultures.
Pirates may be poor, without a permanent home and with bad
breath. But what counts to them is a code of conduct that seems
to bind them, for example.
An imagined community at its finest! But while it seems that playful distraction
economies
rule the synthetic frontier, collaborative kinship lurk as the planets
are aligning. As a film and media scholar I must ask the question: what
role will machinima play in the mix?
Entertainment. Team work. Community. Camaraderie. Victory! All
with 50% less dying!

August 31, 2007
RMT, Gift Giving...Canada
Perceptual
Aberrations
Yesterday's SURF-IT/IM-SURE
Symposium was quite an end to what has been a tremendous summer
research experience. Big thanks go out to Stu Ross, Said Shokair, Bill
Tomlinson, Eric, Joel, Mark and all those fellow participants and
Calit2. It has also been an honor working with Peter. Luckily the
research will extend at least until the end of the fall quarter at
which time I will finally graduate. Well...off to Seattle, Canmore and
BEYOND....play?
But I leave Ludogrind readers with the question I posed on Richard
Bartle's recent post on Terra Nova Attitudes
to RMT a few minutes ago concerning RMT as gift giving and
charitable exchange.
|
RMT Gift Giving Comment
On his blog last November,
Matt Mihaly asked the question about the difference between RMT and
gift giving, both result of out of game factors, "why is [charitable
exchange] acceptable when that out-of-game factor is friendship rather
than money?" See post here. Despite fierce attempts to steer the
conversation away from the usual EULA debate, seeking to explore the
demand side of the equation: the practices of everyday gamers rather
than Chinese professionals, his bloggers repeatedly came back to the
EULA. However, it seems that by looking at "perceptions" towards RMT we
are finally starting to delve into this interesting facet and I look
forward to Dimitri's numbers (Although I believe anything too far below
30% as RMT user base will be a low estimate). How will RMT be measured
first of all? What is RMT? Does charitable exchange cease to be RMT?
The way in which the survey data is measured will be of concern. I am
refering to references above and those transcripts found over at Xfire Debate. Also see, Virtual
Gold and Real Money
(Xfire Debate Club Presents). Yet moral
perceptions of RMT is
perhaps very relevant to the question I seek to explore here.
There is a clear rift in
perception of moral capital: that resulting from the leveraging of
material capital versus social capital. But what happens when material
and social capital (across boundaries) are leveraged to gain material
capital across boundaries? How is value created in and around games has
been the fueling motivation behind my research here at UCI. It seems
there is but one life remember, and I believe there is a quite fuzzy
boundary that is not normally explored in these discussions.
A personal anecdote
might help explain. Since I have attempted to become a hardcore WoW
researcher (raiding more books than dragons), I have
found tremendously less time to "play" the game (at this point I really
rather study the footage of old SoP debates than touch the grind with a
ten foot pole). Some time back in May, I almost ceased playing
entirely, but still needed access to the game for research purposes.
Around the same time, a good friend became interested in playing, but
not paying...a dime. Simply was not affordable and the subscription
model conflicted with his sense of moral reciprocity. Very rational
thinker mind you. A graduate in fact. Nonetheless, he decided to try my
account one day, female human paladin, same PvP server. He became
addicted (not in The Wall Street Journal sense of the word, but a much
healthier fashion). As time passed he came to play more and more...and
more (no surprise here). We had started to share an account. Please
don't tell the account admin department ;) Nothing too interesting thus
yet, but as time passed he quickly leveled and became quite a
proficient farmer, enjoyed farming you might even say. At this point we
came to a time share agreement: as I worked during the day he was free
to use it during this time and after about 6pm, it would change hands,
although I generally ended up deferring that time allotment back to
him. It seems as if we are sharing a summer getaway home, an escape
from reality, maximizing gamer surplus. Efficient use of an
entertainment medium. Parlaying value? Recently I received this letter
in Wow stating: "I invested in a guy’s AH Endeavors and made 60 gold on
my investment—no work involved. Pretty cool, huh?...Thanks to your
being nice and letting me play a lot, I have accumulated a significant
amount of gold that I would like to share with you, as I find the game
more fun when I find all my items." Multiple levels of gift giving, RMT
and reciprocity taking place here. We have social (friendship) leading
to material (access to game) to social (investment in friend's AH
speculation) to social (gift for sharing the account) to material (more
gold for Lavant to buy rune cloth to quickly get Darnassus rep and
explore the land on a frost saber mount---not the most efficient game
method to reach exalted, but the most efficient given my adversity to
the grind). So I ask Terra Nova, where is the line drawn between player
run gift culture and RMT? Remember, NO FARMERS involved in this
question. Assume them away for a moment. It seems the subscription
model is a dying means of payment, at least in dollar form... |
Although comments are not yet enabled on
Ludogrind, its exciting to announce that "Ludoblog" is forthcoming upon
return from the North. Un nouveau monde vous attend!!! Collaboration
awaits...

August
27, 2007
Invitation au Voyage
Beyond Play: Artificial
Worlds and Gaming Capital
IM-SURE & SURF-IT Symposium
Mon enfant, ma soeur,
Songe à la douceur
D'aller là-bas
vivre ensemble!
Aimer à loisir,
Aimer et mourir
Au pays qui te ressemble!
Les soleils
mouillés
De ces ciels
brouillés
Pour mon esprit ont les
charmes
Si mystérieux
De tes traîtres
yeux,
Brillant à travers
leurs larmes.
Là, tout n'est
qu'ordre et beauté,
Luxe, calme et
volupté.
-Charles Baudelaire
Calit2-
This week marks the culmination of the 2007 IM-SURE
(Integrated Micro/Nano Summer Undergraduate Research Experience) and SURF-IT
(Summer Undergraduate Research in Information Technologies)
multidisciplinary collaborative research endeavors. See links here, here and
here. In
celebration, a two day symposium will held this Wednesday August 29 and
Thursday August 30 with most of the presentations occurring on
Thursday. The event is open to the public, so if you are in the area
feel free to drop by the Calit2 building at UCI. See schedule here.
Directions here.
Parking information here. I understand some
nourishment will be provided. Projects span a broad range of
scientific, telecommunication and information technologies looking to
bridge the academic/industry divide, ranging from biomedical
health care, electronics, and material and sensor technology to nomatic
gaim, motion capture, blog readers, digital media, and artificial
worlds. Ludo monde will be happy to know that Beyond Play
will take place Thursday afternoon at 4:20 PM.
Hope to see you there!

August
21, 2007
Cultural Branding: A Medium and Beyond
Blizzard Denies RMT Profitability, eBaying continues
The Spectacle steals
every experience and sells it back to us, but only symbolically, so
that we are never satisfied: via this mechanism we support the machine
of endless consumption over and over.
-Laura Marz
More than a medium is at stake, but the very fabric of
nation and cultural formation. In the wake of Blizzcon 2007,
RMT resistance continues under the guise that the sanctity of American
play is under attack by Asian trends in the MMO sphere. Sound the
alarms, across land and sea, Azerothian economies are constant prey to
"cheaters, scammers, and other wrongdoers seeking to exploit WoW for
their own illegitimate ends." A familiar mantra with an echo that
resounds loudly in recent press announcements by Frank Pearce,
dismissing microtransaction models for American "subscribership" loath
to the idea. Ludogrind readers will recall Blizzard's countercomplaint
in the case against Michael Donnelly and MDY Inc. Now, Games
Industry and Kotaku
report
that Blizzard has no plans to test the theory. No surprise here. The
Blizzard House Un-American Activities Committee has spoken. Don't come
knocking at the Account Administration Departement; Play Money is still
the enemy of the
virtual state.
Or is it?
August
16, 2007
Legalizing Machinima: "Grand Steps"
Microsoft Institutes Content Usage Rules
Thinking
Machinima? Paul Marino reports that Microsoft has taken "grand
steps" towards the legalization of machinima, instituting content
usage rules that will allow gamers to use a collection of popular
titles to make derivative works. Unfortunately, limitations abound,
prohibiting contest entry, reverse engineering, RMT, unauthorized sound
usage, and story modification. Perhaps "baby steps" is a better
description? But in an era of IP McCarthism, the smallest freedom to
play can seem quite large indeed.

August 13,
2007
Cheating:
Not So Fuzzy Boundaries?
Friday, The Wall Street Journal ran a story about Second Life (no
surprise here) and virtually
real infidelity:
cheating and addiction in cyberspace. Despite some familiar voices,
more of the same questions and answers: virtual jackass bites virtual
tramp. As the picture above suggests, at what point will the shroud of
distraction fall and social accountability exist on a micro level? How
will individuals rise to the challenge, rather than creating tragic
despair "avalanched beyond repair?" Remember these conversations: constructing
amusement, the daedalus project and the
trouble with addiction?
In other news: cheating! Scratchpad
reports on Mia Consalvo's new
book, Cheating:
Gaining Advantage in Videogames (Abe's
advice)as well as some tinker prevention techniques from Intel.
What are the implications for the advanced machinima process? And what
happens to social norms as bright-line mechanisms possibly prevent
emergent play? What room for innovation remains in the game room and
across the hall? Has the LAN truly died?
August
6,
2007
Machinimafest at Blizzcon
The Ultimate "Player" Community
Anaheim, CA- If cinema can be defined as a reflection of and
reaction
to reality, machinima can be defined as an extension of the gaming
community experience and served as an integral part of this year's
Blizzcon celebration. Ian Beckman of Uncle Tom's Cabin and
director of Azerothian Super
Villains, Guards
I & II,
and That’s
the World of Warcraft that You Play reports that Blizzcon 2007
featured an assemblage of cinematic proportions, bringing together
World of Warcraft machinimators from across the country and around the
world: Rufus Cubed,
Dead
Workers Party, Oxhorn, Stone
Falcon, Time Gnomes Rob, The
Man Who Has No Life, Myndflame,
Xfire, Slashdance,
WarcraftMovies,
Red
Sky Foundry, and Oblivious. As
with any film festival there was a contest divided by three classic
generic corpuses: comedy, drama, and action/adventure. For the official
contest winners, nominees, and screenings see WoW
Insider and The
Blue Room and for some personal favorites see the machinima section
here. But as with any film
festival, the real winner is the
film community: both spectators and audience members, gamers whose
roles are not easily defined, varying from one moment to the next in
endless oscillation between active and passive roles, demolishing the
distinction between work and play. If only partially productive from an
economic perspective, the cultural life of these intellectual
properties runs deeper than formal abstractions would normally persist.
All are consumers. All are producers. Most of all, they are gamers
seeking to protect or at the very least relying on the freedom to
tinker, defying any topdown logic of traditional media consumption. But
what does this mean for particpatory culture in an era of anti-social
contracts and the grind-- byproducts of a one-way flow of cultural
expression? For starters, film production, like gaming is at its most
enabling position when viewed as a collaborative art, and in the
broadest sense of the word collaborative possible. No zero-sum game
here. Instead we find community and secondary market value augmenting,
supporting and sustaining the primary market. The bottom line seems
not to encourage us to go outside and do productive work, but to go to
WoWModel viewer and make our own meanings.

August 2,
2007
Cultural Checks and Balances
Counterveiling Forces
Irvine, CA- If we have indeed entered an era of mechanical
repeatability, what is to be said of players’ balancing
interactions and developers’ gradual
acceptance of emergent forms of cultural play? With Blizzcon just hours
away, how do we account for the feedback loops in place to facilitate
metaversal community interests and concerns? When gnomes and orcs of
the world unite, do anti-social
contracts melt into Azerothian air? Do we see a reinstatement of
bilateral social relations? I don't fully expect to answer such
ambitious questions here: rather this post seeks to explore the process
by which value is created in and around virtual worlds by means of
economic, yet highly cultural checks and balances at the fringe of
commercial norms.
World of Warcraft remains
remarkably open-ended despite Blizzard’s
mightiest efforts to close the loop. Despite a hard stance policy
towards
hacks, mods, macros, bots, and of course real-money trade (RMT): gold
farming, item trading, and power leveling, it is Blizzard’s acceptance
of cultural commodification that allows for rich social and cultural
bonds to form between players. A great deal of addons, interfaces,
utilities
and what is quite interesting: art, song, dance, and machinima have
been incorporated as
an integral part of marketing techniques and player events at Blizzcon
2007. If games are about rules, all your bases are belong to Blizzard: FAQ. Paradox
reigns supreme: commodificaiton lives strong: Movies,
Song, Dance,
Costume,
and Art.
Encouraged RMT. $100 buys the right to contribute and access player
created content. Not to mention merchandise.
On the other cultural front: RMT proper. Yet it is perhaps surprising
to
note that Blizzard’s EULA has always allowed for the transfer of
accounts, the epitome of shared value. See EULA section
3.B. Yet there remains a fine line between
exploit and feature and Blizzard reserves the right to decide which is
which when it comes to hacks and cheats. No matter how many accounts
banned (300,000 and counting), no matter what liquidity reduction
techniques (Soulbinding, faction points, etc) or systems of
exploitation (allowing those banned to return after having bought a new
activation key and subscription) designed to impose high transaction
costs on the purchase of virtual goods and services, real-money trade
(RMT) has become a popular “anomaly” to be “assiduously avoided” and
eliminated from an otherwise “harmony of mathematical precision,” yet
balancing force nonetheless (to quote the second installment of The
Matrix). If developers represent the architect in this analogy, seeking
to balance the “remainder of an unbalanced equation”, what is to be
made of the black market for gold? Perhaps it embodies the Smith virus
having grown completely out of control. Then again, perhaps the WoW
gold industry and professional gamer sweatshops in China are more akin
to Neo or perhaps the Oracle in the ability to balance and unbalance
what would otherwise become stagnant processes of mundane repetition.
Funny how Chinese farmers carry the burden. But do they also have all
the fun? Perhaps they are Smith’s victims? Regardless of the metaphor
chosen, it is worth exploring the ways in which RMT functions to
counteract the mechanism by which developers seek to standardize the
MMO process, a process suggesting the emergence of a New Hollywood and
the mechanisms of standardization and hegemony that it entails. Could
hacks, machinima and even RMT actually be allowing for a richer gaming
experience by forcing developers to be on top of their game in
providing innovatively fresh content, service, and support, avoiding
the pitfalls of Hollywood’s Golden Era that we are just now beginning
to escape? Is truly “interactive” gaming possible?
Well, off to pick up the tickets. It is surprising to note, however,
that in the strangest and most tragic twist of fate, I will be unable
to attend, the tickets shared with a friend much more leet than I,
mourning the loss of one special grandmother at services this weekend.
No RMT here, only gift culture. Luckily, non-transferability enforced
at
the fringe does not circumvent the gift giving process. If I had only
one rez...

July 13, 2007
Games + Learning + Society
Conference
Madison, Wisconsin– How do you kill that which has no life? Sue the
developer? What about in the case of a "walled garden" such as World of
Warcraft? The past couple of days have featured the third annual Games, Learning
& Society
Conference from the beautiful, yet controversial Monona Terrace.
While the conference took great strides towards understanding the value
of play, in large part these techniques operate under the assumption of
a preexisting virtual world. But does this formalism undermine
and conceal the way capital, social, and cultural value are also
created in and around games? Thomas
Malaby has offered the idea of contrived contingency and
unpredictability whereby Games
and Bureaucracy, largely routinized and believed to be inseparable
mechanized processes, exert substantial influence on one another and
the sucess, failure and unintended consequences of a virtual world.
Malaby points to the way Linden Labs' development process transcends
traditional bureaucracy through commitment to unpredictability. But
what happens in the case of addiction? In the closing moments of
today's conference, Edward
Castronova staged a mock trial pitting WoWcrack addict Jeffery
against World of Warcraft (aka Blizzard). Anything but "Boring." Are
developers to be held liable for addictive play? The verdict: NOT
GUILTY! It seems the burden still falls on parents who are given
the utilities necessary to regulate children’s computer use. But as the
average gamer passes 33, could developers be held liable as more and
more adults of the Gamer Generation exhibit signs of WoW poisoning?
What about in the case of "Professional
Gamer" sweatshops and Julian Dibbell's
chain smoking gold farming and power leveling? Something has gotta
give! So much for play money. But that’s what happens to horde! Can the
EULA mitigate the problem? It seems the answer is no. The magic circle
is still evil as players must be held liable for their own actions. On
top of that, these types of cases look to conceal the cultural benefit
and social life of guilds on the fiberoptic frontier. The interesting
question remains, however: do we want seriously productive play? Long
live the Azerothian dream of endless wealth, power, teamwork, and
sociality? Or did that also die in the age of mechanical repeatability?

July 12, 2007
Beyond Play
Online Gaming, Blogging, and Media Economics
SURF-IT
Calit2– What does blogging and gold
farming have in common? More than meets the eye. But let the folks at
Calit2 explain:
On the surface, Blog
readers, online game economics and nanotechnology have absolutely
nothing in common. At Calit2@UCI, however, all three are hands-on
research projects conducted by students and mentors under the auspices
of SURF-IT, the institute’s summer undergraduate research program. And
all were featured topics at the program’s first seminars held last week.
Some statistics: online and
in-game advertising is expected to grow from about $100 million in 2006
to about $550 million by 2010. Forty-five percent of players in online
games engage in “forex” or real-money trade, the sale or trade of
virtual goods and services for real currency. As a matter of fact, the
gross domestic product per capita in the game “Everquest” is $2,266,
which makes it equivalent to the 77th country in the world, ahead of
China and India.
Old news for those
close to the RMT market I'm sure, but the full ramifications of Play
Money are yet to avail themselves. More stats forthcoming.
For More see: UCI SURF-IT
Seminars Encompass Diverse Subjects

July
2, 2007
Beyond Play
Artificial Worlds and Gaming Capital
SURF-IT
Calit2–
After an unexplained adventure to the forests of the North and the
coastal vineyards of San Luis Obispo, last week marked the beginning of
SURF-IT
(Summer
Undergraduate Research Fellowship in Information Technology), in
coordination with the California
Institute for Telecommunications and Information Technology
(Calit2). Interdisciplinary is the name of the game, uniting research
in electrical engineering, informatics, computer science, digital arts,
economics, film and media, East Asian culture, anthropology, and
education from across campus here at UCI. Along with six fellow
undergraduates, the next couple of months will focus on
multidisciplinary efforts and collaboration aimed to "shatter the
constraints of traditional academia." See projects here.
Now settled into Bill Tomlinson’s Animation
Lab, I am hard at work examining real-money trade
(RMT). Working closely with Peter
Krapp, the project aims to investigate the socio-cultural and
economic implications of budding secondary markets in and around
virtual worlds, massively multiplayer online role playing games
(MMORPGs) in particular, especially the extent to which players and
corporations have the right to conduct trade and commodify the fruits
of their labor. Time is the input, but what are the outputs? More time?
Inherent
in this investigation will be a discussion of the roots of gamer
capital, economic, social, and cultural. Do synthetic world economies
have such tangible monetary value due to artificial scarcity imposed by
developers? To what extent does the scarcity exist regardless, strongly
rooted in game culture and history? Where exactly does it come from?
What role does gift culture play? But most of all, what are to become
of games in the age of mechanical repeatability? What would
Walter Benjamin say? As we tumble down the rabbit hole, will the gamer
generation be stuck with addicting, time consuming games that draw a
hardline between work and play, begging us to go outside and do
productive work? Or can emergent play take us towards a world of
productive play seen in distant cultures? What holds for the future of
game culture as virtual worlds encompass a larger and larger subset of
the overall population? Thoughts forthcoming.

May 13, 2007
"Abnormal Play"
Korean
"Advancement of Game Industry Act"
Prohibition of Illegal Circulation
Terra Nova– Unggi Yoon has reported that Korean policy against
real-money trade (RMT) is expected to outlaw the sale of virtual goods
and services "produced by the illegal way of copying, adapting, hacking
or abnormal game-play in MMOGs." See here.
According to the abstract drawn from a press release issued by the
Korean Ministry of Culture & Tourism, certain RMT activities are to
be banned in accordance with the "Advancement of Game Industry Act" as
of Monday May 14, 2007. The act targets businesses "exchanging or
mediating exchanges of, and repurchasing outcomes...obtained through
playing games." It includes punishment provisions of up to five years
in prison or fines of up to 50 million won.
But what is to be classified as "abnormal play"? Yoon suggests that it
includes both identification fraud and the use of “bots” (automation
software) that "evade" Copyright protection. But to what extent
do bots infringe copyrights and to what extent does this law curtail
the first-sale doctrine? Western RMT traders hold this principle near
and dear to their hearts as it theoretically allows the second hand
trade of collectibles and other used intellectual property such as
books, DVDs and CDs, but also figurines, dolls and Star Wars
memorabilia. To what extent are virtual items digital collectibles?
The answers are coming. In the United States, MDY v. Blizzard (see
below) seems to have precedent setting implications. However, the
Korean law, as well as other attempts to squash RMT seems to ignore the
way in which value is recycled as players enter and exit these worlds.
Where in this mix are notions of player governance? For discussion
see/post here.
As simulated economies exert greater real world monetary implications,
what extent do these activities maximize benefit to the whole of the
gaming community? To what extent and for whom does gold farming and
power-leveling provide value? IGE-corporations benefit to be sure, but
what about those doctors, construction workers, delivery men,
attorneys, and professors so low on time that they would never play
without the ability to jump right into the action through the purchase
of items, gold, and characters? What size is this demographic is a good
question to be asking...

May 12, 2007
Gaming
and Real-Money Trade
Gray Market Analysis
2007 UROP
Symposium
UCI- An exhausting week to be sure, but one that saw three
presentations on RMT, cultural tools of immersion, and the future of
player governance. Inter-disciplinary was the name of the game. After
engaging conversations Wednesday and Friday with ICS, IT and film and
media students the week culminated on Saturday with the 2007
UROP Symposium
before parents, economics professors, and other interested students and
faculty. Not to mention the moderator- an overworked Dr K. The
Symposium is an annual event that allows
undergraduates the opportunity to present research findings in a
"professional" setting. Was it work or was it play? At the very least
the food was good. I have posted the abstract here
along with some other easter eggs. Parlaying value Beyond Play in the
months to come.

May 3, 2007
Parlaying Value
The card that
pays you to play.
With the announcement of the World of
Warcraft Rewards Visa redemption program (see here), Blizzard has
forged new ground in the realm of Real-Money Trade. Despite
traditional opposition to the practice, banning just under 300,000
accounts since its release in November of 2004, Blizzard has figured
out a way to extract surplus from those gamers yearning to recycle
value in one way or another. As economies of the world unite,
gamers seem to be forging significant inroads towards
productive play. Yet how mutually beneficial is this solution when
compared to player auction sites and the station exchange?

April 12, 2007
Escaping the Grind
MDY INDUSTRIES vs. BLIZZARD ENTERTAINMENT
A Primer
If Blizzard bans me, ah well, time to go
out and get another CD key and start it all over again, not like I lost
a lot of hard work.
-WowGlider customer
UPDATED 4-12-07
The EULA will again be front and center as Blizzard
and MDY have begun to square off in litigation that will seemingly have
to
address the state of play, the nature of MMORPGs, contracts, and
intellectual property. In light of recent reports by WoWInsider (1)
(2)
that Blizzard has filed countersuit against Michael Donnelly, owner and
founder of MDY Industries (maker of WoWGlider,
popular but highly controversial automation software for World of
Warcraft), I thought it would be a good opportunity to examine some of
the compelling issues surrounding this case currently underway in
Federal Court. Terranova
has also
seized the opportunity here
and Matt Mihaly here.
Donnelly asserts that
his business has in no way violated any rights owned by Blizzard who
has in fact created “an actual controversy” through accusatory “threats
and actions” (See claim).
Blizzard has responded by reasserting such allegations ranging from
tortuous interference with contracts, copyright, DMCA and trademark
infringement to“illegitimate...cheating, scamming and exploit” (See Counterclaim).
And not to mention unjust enrichment. The proposed joint mangagement
plan can be found here.
Yet
upon closer examination, it appears that neither side has been
particularly straightforward in their accusations. The legal game at
its finest. Although the following article was written before the
recent wave of litigation, it poses some interesting questions about
Blizzard's actual losses and Wowglider's usage.
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