52 research outputs found

    Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds

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    International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress through ambitiously designed narratives, but have no real influence on the game, since only their characters' data, not the game environment, persists. Although earlier games supported player influence by persisting changes in the world, they relied on players' capacity to form their own stories and lacked guidance for character progression. We explore how persistence and narrative emergence let us build upon players' influence rather than restrict it. We ran four studies and found that players highly value first-time and unique events, and often externalize their experiences to the Web to collaborate and socialize, but unintentionally also disrupt some aspects of in-game play. We introduce Narrative Substrates, a theoretical framework for designing game architec-tures that represent, manage, and persist traces of player activity as unique, interactive content. To illustrate and test the theory, we developed the game We Ride and deployed it as a two-phase technology probe over one year. We identify key benefits and challenges of our approach, and argue that reification of emergent narratives offers new design opportunities for creating truly interactive games

    Reality Hackers: The Next Wave of Media Revolutionaries

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    Just as the printing press gave rise to the nation-state, emerging technologies are reshaping collective identities and challenging our understanding of what it means to be human. Should citizens have the right to be truly anonymous on-line? Should we be concerned about the fact that so many people are choosing to migrate to virtual worlds? Are injectible microscopic radio-frequency ID chips a blessing or a curse? Is the use of cognitive enhancing nootropics a human right or an unforgivable transgression? Should genomic data about human beings be hidden away with commercial patents or open-sourced like software? Should hobbyists known as biohackers be allowed to experiment with genetic engineering in their home laboratories? The time-frame for acting on such questions is relatively short, and these decisions are too important to be left up to a small handful of scientists and policymakers. If democracy is to continue as a viable alternative to technocracy, the average citizen must become more involved in these debates. To borrow a line from the computer visionary Ted Nelson, all of us can -- and must -- understand technology now. Challenging the popular stereotype of hackers as ciminal sociopaths, reality hackers uphold the basic tenets of what Steven Levy (1984) terms the hacker ethic. These core principles include a commitment to: sharing, openness, decentralization, public access to information, and the use of new technologies to make the world a better place.https://digitalcommons.trinity.edu/mono/1000/thumbnail.jp

    Updated Nucleosynthesis Constraints on Unstable Relic Particles

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    We revisit the upper limits on the abundance of unstable massive relic particles provided by the success of Big-Bang Nucleosynthesis calculations. We use the cosmic microwave background data to constrain the baryon-to-photon ratio, and incorporate an extensively updated compilation of cross sections into a new calculation of the network of reactions induced by electromagnetic showers that create and destroy the light elements deuterium, he3, he4, li6 and li7. We derive analytic approximations that complement and check the full numerical calculations. Considerations of the abundances of he4 and li6 exclude exceptional regions of parameter space that would otherwise have been permitted by deuterium alone. We illustrate our results by applying them to massive gravitinos. If they weigh ~100 GeV, their primordial abundance should have been below about 10^{-13} of the total entropy. This would imply an upper limit on the reheating temperature of a few times 10^7 GeV, which could be a potential difficulty for some models of inflation. We discuss possible ways of evading this problem.Comment: 40 pages LaTeX, 18 eps figure

    Global patterns of sex- and age-specific variation in seabird bycatch

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    Fisheries bycatch is a major threat to seabird populations, and understanding sex- and age-biases in bycatch rates is important for assessing population-level impacts. We analysed 44 studies to provide the first global assessment of seabird bycatch by sex and age, and used generalised models to investigate the effects of region and fishing method. Bycatch was highly biased by sex (65% of 123 samples) and age (92% of 114 samples), with the majority of samples skewed towards males and adults. Bycatch of adults and males was higher in subpolar regions, whereas there was a tendency for more immatures and females to be killed in subtropical waters. Fishing method influenced sex- and age-ratios only in subpolar regions. Sex- and age-biases are therefore common features of seabird bycatch in global fisheries that appear to be associated largely with differences in at-sea distributions. This unbalanced mortality influences the extent to which populations are impacted by fisheries, which is a key consideration for at-risk species. We recommend that researchers track individuals of different sex and age classes to improve knowledge of their distribution, relative overlap with vessels, and hence susceptibility to bycatch. This information should then be incorporated in ecological risk assessments of effects of fisheries on vulnerable species. Additionally, data on sex, age and provenance of bycaught birds should be collected by fisheries observers in order to identify regions and fleets where bycatch is more likely to result in population-level impacts, and to improve targeting of bycatch mitigation and monitoring of compliance

    Why Governments aren't Gods and Gods aren't Governments

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    Virtual worlds (also known as MMORPGs, MMOGs and assorted other acronyms [1]) raise awkward questions concerning how they are governed, central to which is the status of the developers of such worlds. The currently solidifying view of the legal establishment is that developers themselves are the de facto government of their respective creations, while being in turn subject to the laws of whatever real–world government asserts jurisdiction. The players of virtual worlds, however, while agreeing that real–world governments take precedence, have traditionally not considered developers to be acting as governments; rather they regard them as deities for their (virtual) reality. This paper argues that the players’ view is the better metaphor, insofar as it leads to better virtual worlds (experientially and artistically) than does the developers–as–government model
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