12,040 research outputs found

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    Letters Of Stanley E. Kerr: Volunteer Work With The Near East Relief Among Armenians in Marash, 1919-1920

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    As the central focus of my senior thesis at Oberlin College, I have chosen to edit Stanley Kerr\u27s correspondence of 1919-1920. This correspondence of nearly 300 pages is a detailed observation by a young American relief worker of the aftermath of the Armenian genocide and deportations in Allied occupied post-war Turkey. My purpose is not to provide a commentary on the correspondence. Rather, it is to reproduce the letters in their original form in order present new primary material for historians. I also envision a possible M.A. or Ph.D. thesis using this collection. Therefore, I feel that I have only begun to scratch the surface in terms of what can be learned from the archives. My presentation of the correspondence includes a paper which provides a historical background to the position of the Armenians in Turkey during World War One. I seek to explain the historical events which brought about the Armenian opposition to the government of the Ottoman Empire, as well as the reasons for which the Ottoman Turks found it necessary to systematically deport all of Turkey\u27s Armenian population and why two-thirds of the Armenians were massacred in the process. The purpose of the paper is to provide a historical background to the Armenian Question in Turkey and a setting for post World War One Marash and the situation my grandfather encountered there

    The Economy Of Cheating In Mmorpgs: A Case Study Of Innovation

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    Massive Multiplayer Online Role-Playing Games are socio-technical phenomena that are both complex technological systems and complex societies. They are also highly lucrative businesses. In this paper we present initial findings from a case study of the MMORPG TIBIA which explores the business and social relationships generated by cheating practices. We characterize the economy of cheating as a learning and innovation process and the development of cheating solutions as an answer to breakdowns and market demand

    The Cheating Assemblage in MMORPGs: Toward a sociotechnical description of cheating

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    This paper theoretically and empirically explores cheating in MMORPGs. This paper conceptualises cheating in MMORPGs as a sociotechnical practice which draws upon a non-linear assemblage of human actors and non-human artefacts, in which the practice of cheating is the result or the outcome of an assemblage. We draw upon the assemblage conceptualizations proposed in [16] and [8] and on empirical data taken from a pilot study we have conducted during the period September-November 2008 and from an ethnography we are conducting in the MMORPG Tibia (http://www.tibia.com) since January 2009. This game in particular was chosen because CipSoft, the company that develops the game, launched an anti-cheating campaign at the beginning of 2009

    "We Will Always Be One Step Ahead of Them" A Case Study on the Economy of Cheating in MMORPGs

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    Massive Multiplayer Online Role-Playing Games (MMORPGs) are a sub-sector of virtual worlds that share with other worlds the characteristics of both complex technological systems and complex societies. The success of several MMORPGs makes them a vibrant area for research from different points of view, including their economic aspects (Castronova, 2005). Our research is mainly concerned with the practice of cheating in MMORPGs and its consequences. In this paper we explore the economic dimensions of cheating in MMORPGs as they relate to the business activities of companies that offer cheating software, in particular programs called 'bots'. Specifically, we address the following question: "How do cheating practices shape economic interactions around MMORPGs?" We characterize the economy of cheating (as it is carried out by cheating companies) as an answer to breakdowns in the relationship between cheaters and cheating companies (Winograd and Flores, 1987; Akrich, 1992), which involves both learning and innovation processes. In order to answer our question we present a case study of the Tibia (http://www.tibia.com) and an ongoing anti-cheating campaign. In the conclusion of the paper we provide some general reflections on the relevance of the economy of cheating to Virtual Worlds research

    The Economy of Cheating in MMPORGs: a Case Study of Innovation

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    Massive Multiplayer Online Role-Playing Games are socio-technical phenomena that are both complex technological systems and complex societies. They are also highly lucrative businesses. In this paper we present initial findings from a case study of the MMORPG TIBIA which explores the business and social relationships generated by cheating practices. We characterize the economy of cheating as a learning and innovation process and the development of cheating solutions as an answer to breakdowns and market deman

    An experimental evaluation of a loop versus a reference design for two-channel microarrays

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    Motivation: Despite theoretical arguments that socalled "loop designs" of two-channel DNA microarray experiments are more efficient, biologists keep on using "reference designs". We describe two sets of microarray experiments with RNA from two different biological systems (TPA-stimulated mammalian cells and Streptomyces coelicor). In each case, both a loop and a reference design were performed using the same RNA preparations with the aim to study their relative efficiency. Results: The results of these experiments show that (1) the loop design attains a much higher precision than the reference design, (2) multiplicative spot effects are a large source of variability, and if they are not accounted for in the mathematical model, for example by taking log-ratios or including spot-effects, then the model will perform poorly. The first result is reinforced by a simulation study. Practical recommendations are given on how simple loop designs can be extended to more realistic experimental designs and how standard statistical methods allow the experimentalist to use and interpret the results from loop designs in practice

    Modeling of the hydrogen Lyman lines in solar flares

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    The hydrogen Lyman lines (91.2 nm < λ < 121.6 nm) are significant contributors to the radiative losses of the solar chromosphere, and they are enhanced during flares. We have shown previously that the Lyman lines observed by the Extreme Ultraviolet Variability instrument onboard the Solar Dynamics Observatory exhibit Doppler motions equivalent to speeds on the order of 30 km s−1. However, contrary to expectations, both redshifts and blueshifts were present and no dominant flow direction was observed. To understand the formation of the Lyman lines, particularly their Doppler motions, we have used the radiative hydrodynamic code, RADYN, along with the radiative transfer code, RH, to simulate the evolution of the flaring chromosphere and the response of the Lyman lines during solar flares. We find that upflows in the simulated atmospheres lead to blueshifts in the line cores, which exhibit central reversals. We then model the effects of the instrument on the profiles, using the Extreme Ultraviolet Variability Experiment (EVE) instrument's properties. What may be interpreted as downflows (redshifted emission) in the lines, after they have been convolved with the instrumental line profile, may not necessarily correspond to actual downflows. Dynamic features in the atmosphere can introduce complex features in the line profiles that will not be detected by instruments with the spectral resolution of EVE, but which leave more of a signature at the resolution of the Spectral Investigation of the Coronal Environment instrument onboard the Solar Orbiter

    Network-aware Evaluation Environment for Reputation Systems

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    Parties of reputation systems rate each other and use ratings to compute reputation scores that drive their interactions. When deciding which reputation model to deploy in a network environment, it is important to find the most suitable model and to determine its right initial configuration. This calls for an engineering approach for describing, implementing and evaluating reputation systems while taking into account specific aspects of both the reputation systems and the networked environment where they will run. We present a software tool (NEVER) for network-aware evaluation of reputation systems and their rapid prototyping through experiments performed according to user-specified parameters. To demonstrate effectiveness of NEVER, we analyse reputation models based on the beta distribution and the maximum likelihood estimation
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