Tuesday, March 13, 2012

SL GOR

John Fredrick Lange Jr. might be better known by his pen name, John Norman, who is the author of the well known Gor series that gives a backbone to the Gor subculture in Second Life. In- game zones where role playing according to the Gor philosophy, are some of the largest factions within SL. The books themselves can follow the primal instincts of man dominating over obstacles that stand in his way. As the Gor series became popular people took the books to the gaming world especially SL.

Players who enter into a Gor role playing area are welcomed into the mind of John Norman. Norman’s basic outline of his Gor series was to instill an assumed hierarchy based on talent, mainly strength of man. As man conquers the obstacles of everyday life according to Norman woman are the helpers of the male race in there everyday race to triumph over all. Woman must do whatever the man needs and create this psychological god-like role for the man. Multiple depictions of men enslaving woman are found in the Gor series and propose a gender difference between men and woman. The Gor books suggest to many readers that it is a natural way of life for a man to overrule a woman in every facet of life.

After getting a basic summary of what John Norman’s philosophy was in the Gor series I reached out to Jessica Holyoke, an experienced writer and player within SL Gorean, to get fundamental knowledge of Gor’s on SL. To my surprise Gorean’s on SL cannot be put into one certain group according to Jessica Holyoke, “…its near impossible to define as Goreans on SL are comprised of at least four different sub-groups; those who engage due to a following of RL Gorean philosophy, those who engage as a more involved form of BDSM role play, those who engage in the role play as a form of historical/tribal recreation, and those who engage in the combat recreation.” All four of these sub- groups follow the novels written by John Norman in some type of fashion with the emphasis on gender roles. It is both to my amazement that these different sub cultures can co-exist and also to Jessica’s as she states, “Amazingly, all four groups can co-exist to some extent, even if sometimes there are tensions between the four types.”

Monday, March 12, 2012

Fighting Fire with Lanterns

The online sensation known as Second Life offers beautiful landscapes where players customize their avatars and explore this vast virtual world as well as participate in a variety of activities. This grants users a place to live out their wildest, most creative fantasies or can be a place to relax, and socialize with whomever they please. Though many people would agree that this world is one giant privilege, others are compelled to abuse the system and stomp out any dream they can. With nightmares running wild, virtual crime such as vandalism, unofficial escort services, and player harassment are just a few examples of what can take place in the shadows of SL. With so much to offer, this world has so much potential for evil to takeover.One of Second Life’s well-known peacekeepers, GreenLantern Excelsior, takes matters into his own hands by shining light in the darkest, coldest corners of this massive community. Even when the naughtiest of avatars try to run, they mysteriously trip, and find themselves face down with a mouth full of rulebook. By choosing to devote his second life to preserve virtual peace, GreenLantern is a rare breed among SL residents and a role model who may be the first person to welcome you and show you around SL. Having the opportunity to interview GreenLantern gave me a taste of his role in the world and the delinquencies he has encountered in the past. "My focus is helping people... one of the best ways I know of to help people is to report the griefers who are causing them problems." How can these efforts go unappreciated? With so many ways for griefers to master their evil tactics on good players for hours on end, it is unfortunate that the inventory to retaliate is much smaller. I have learned that when you have a social society, real or virtual, that the people involved will naturally organize themselves into segregated areas. Some spaces may be more crude than others appear and tend to be filled with many self-centered and unattractive characters; just as real cities have their bad neighborhoods. "I had a guy try to sell me drugs in SL once. I just laughed at him, because I couldn't imagine how that would work... I haven't seen any underground gambling although I've heard rumors that it's still around. There are "escorts" to be found in many places. That's not illegal if it's between two consenting adults, and there's all kinds of role play that people enjoy which isn't criminal here. Vandalism happens almost every day when someone fills a sandbox with replicating cubes. I suppose the gambling and the escort services could benefit people in the real world, but I don't think the other two could."Although SL is capable of having its fair share of grim influences, it is known for offering a majority of surreal and positive experiences such as cloths shopping, dining out, attending performances, putting on a show, or simply enjoying the scenery."I know there are people who do things here that they would never dream of doing in RL. People who are afraid of going out of their homes will talk to you in SL. And imagine someone who's bedridden, who comes to SL and can FLY. I can only imagine that must be quite an experience for them." Those who lack heroic experience may refer to GreenLantern Excelsior as a vigilante, but such a negatively viewed term does not fit his battle tactics. Earning the peacekeeper badge is much more than a title; it is a lifestyle.

Ghost Entry: Jurisdiction

In today’s world, video games are released via the Internet into cyberspace every week, thus attracting stampedes of parched gamers who thirst for newer ways of electronic recreational stimulation. Fortunately, with fun for gamers comes work for lawyers. In his book Virtual Justice, lawyer Greg Lastowka says, “the Internet could be its own jurisdiction, with its own laws and courts created by its own ‘consent of the governed,’” then states, “there would be no need for “outside” law (the law of territorial sovereigns) to intervene”(80). In other words, Lastowka feels that the government should have minimal governance in cyberspace, so “the ‘law of cyberspace’ could be a new law formed by the consent of those who ‘live’ in cyberspace” (80).
Even if Lastowka’s opinion were to come into effect, past events can heavily persuade Internet users as to who should have the most power. Cybersell Inc. vs. Cybersell Inc. II was a supreme court case used to resolve copyright infringement case that took from 1994 to 1997 to conclude. Cybersell Inc. was an Arizona corporation that temporarily closed down their website for maintenance purposes. Cybersell Inc. was a different company in the making, found in Florida. While Cybersell AZ was hibernating, Cybersell FL used the Internet to retrieve Cybersell AZ’s logo as well as company name! Obviously, Arizona wanted their identity back so the issue was brought to court, but was not as quickly resolved as they had hoped.
Since cyberspace is so vast, has never-ending dimensions, and limitless boundaries, it was a struggle to find out who would even partake in the court case because it was proven that the Internet was used for promotional purposes on AZ’s part, making it even more difficult for them to win back their losses. The Law of Arizona was applied to this case because there was an absence of federal governing personal jurisdiction. As if the complications were not filling the room up fast enough, certain jurisdictions in Florida do not even exist in Arizona, thus creating even more perpendiculars between real world laws and Internet regulations.
As long as the sun is shining, there will always be thieves wandering the streets, surfing the Internet, etc… As long as there is any compensation of money involved, the government will always count cards. Somewhat skeptical at first, but now Lastowka is heading in the right direction. If a court case’s difficulty is based solely off real-world boundaries, then new tactics should be used to resolve problems (that are not brain-busters by any means) to maintain a safe community. The parallel idea of separate jurisdictions between real world and virtual world could be worth a try so the current authority can stop wasting their time fighting boundaries with boundaries.

Taylor

Taylor writes about the different types and levels of socialization within different virtual worlds. In MMORPG's, players join together as guilds or fellowships and use each other's respective roles to defeat a powerful monster. In worlds like LambdaMOO and Second Life, socialization is what drives the game. Without user interaction, there would be no point of the world. While I haven't cooperated with other users to complete quests yet, I can tell that some experiences are in place to prepare for socialization. For example, I was recently trained as a craftsman and weaponsmith. Once I start having to work with others, these new skills will be important, in case I need to build weapons to replace damaged ones. I am a little frustrated right now, at all the little quests I have been sent on. The quests where I have to kill a number of beasts such as wolves or boars are fun. But lately I have been sent to find sand, or a fishing rod. These quests are a little nerve wracking since some of these items are so hard to find and you have to run around to find a number of them. Needless to say, I am excited for some of the bigger things LOTRO has to offer. I am excited now that I have leveled up to 10, and to be able to experience the features of MUDS that we have been reading about. Working together with the kinship that we will soon create, to kill bigger monsters, is sure to be even more fun than just getting my feet under me as a beginner in a virtual world.

Sunday, March 11, 2012

Socialization in MMOG's

T.L. Taylor’s chapter out of the book Play Between Worlds: Exploring Online Game Culture we were assigned to read this week is about socialization within MMOG’s. Taylor educates us on various different levels of socialization in different games. MMOG’s such as Everquest or LOTRO uses socialization in forming for example guilds to help each other successfully and quickly progress in game play. Taylor means that these social interactions and relationships are very important in MMOG’s. In the game Second Life the social aspects of the game are what drive it and make it what it is. An even better example of a game which requires the use of socialization in order to run is probably LambdaMOO. A completely text based MMOG where the social aspect of the game, is the game. Without the social aspect and the ability to interact with other avatars/users in games like Second Life, LambdaMOO, Everquest, and LOTRO it is safe to say the games would not reach their current popularity. Also the games would become much more difficult considering you would have to play all on your own.

Taylor goes on to add though, that the social aspects of these games are not just important for in game purposes but also for the players outside the game. “One of the most notable things about games like EQ are the ways they are deeply social. While much of what we hear about gaming in the popular press evokes images of alienation and isolation, it is often grave misunderstanding of (or sometimes a willful bias against) the nature of these games” (30). What Taylor is saying is the relationships players gain in these various MMOG’s are very important to many of them and continue to be important to them in real life not just in-game. Where society has judged “gamers” of being outcasts and “socially inadequate” in real world social settings, these games end up being very important to the users in developing and maintaining a normal social life.

When it comes to my level of experience in game social interactions, specifically in LOTRO, they are slim. Considering the low level I am at though it would make more sense to comment further as I move along and gain higher levels. On the other hand the game Habbo Hotel, in which I have spent a lot of time and gained a lot of experience in, the social aspect, is what drives this game. This is a real life MMOG and just like in real life the use of social interactions is huge. You can order stuff at a restaurant, buy stuff from other users, have a party in your room, or just sit at a cafĂ© and socialize. These are all things that in real life require social interactions, just like in-game. Just as Taylor describes, socialization in games are very important to the users, I one hundred percent agree from personal experiences. Without the social aspect of these games and relationships that are formed from the games, they would not exist. There are plenty of other games out there that many people enjoy that are not MMOG’s, but are not nearly as popular as some above mentioned MMOG’s. This clearly states the point that socialization in MMOG’s is very important for their existence and for their users.

Underground Gambling

Linden Lab and the creators have always seen their world as an escape from the real world, a sort of, country of its own. Offering the same things your society offers you in the real world such as business, entertainment, social interaction, shopping, sex, gambling, and many more. However, with time and because of weak suppression upon Linden Lab’s side to prevent governance from the real world to oppose laws upon SL activity, this utopian thought of a separate world from our own has slowly diminished.
Gambling in casinos and other establishments, such as private clubs and places with play slots was a huge thing in SL until July 25, 2007. An online anti gambling law went into effect in the US banning gambling online. As an effect Linden Lab changed their policy when it comes to gambling stating: it is against SL’s policy to wager in games that rely on chance or random number generation to determine a winner, or to rely on the outcome of real-life organized sporting events; and provide a payout in Linden Dollars (L$) or any real-world currency or thing of value.This changed the face of gambling within SL shutting down many casinos and gambling establishments. For those games still allowed to be played rules were changed or revised. Revenue in currency exchange, land sales, and advertising was lost as a result. To narrow down the amount estimated, Linden Lab and its users lost several millions of dollars.
This brings up the issue of what is considered a game of skill versus a game of chance? If games of skill still exist what makes them any different from games of chance? Generally speaking games of skill that can be waged on are defined as games in which the player/players have:

A learned or developed ability
A known strategy or tactic
Physical coordination or strength
Technical expertise within a game
Knowledge of the means of accomplishing a task

Games one can bet on that require one or more of these traits to participate in, are games such as pool, darts, and certain card games like gin or rummy. Certain games can be classified as requiring both skill and chance. A good example would be Zyngo in SL. However, what defines them as legal is usually the amount of skill versus chance. In these instances, according to the UIGEA (Unlawful Internet Gambling Enforcement Act), the amount of skill required to play the game must outweigh the amount of chance involved. There are plenty of games that require skill in SL, puzzle games or War Zone – Chernobyl Code, are just two suggestions. In these games there are no wages or bets being placed though. This brings me to the point where I wonder how games such as Zyngo, Peek-a-Nudge (one armed bandit machines), and other similar games are still allowed to exist? And if they exist what is stopping poker games to still exist? So I set out to investigate if there were still any places poker was currently being played like in an underground gambling ring or similar.
After checking various websites, forums, and through investigative reporting in world I was quite unsuccessful in actually gaining an experience when it comes to underground gambling. No one was willing to lead me anywhere that specifically engaged me in the underground gambling world, even after offering them a small amount of L$ in compensation for information. The few individuals I spoke with about underground gambling definitely said it existed, one even gave the name of a destination to go to, but once I was there I realized it was a dead-end. All individuals I spoke with wished to remain anonymous as well. So the question is not if these underground gambling operations actually exist. The question is how to get into them?
Being a fairly new user of SL probably hurt my chances slightly, considering I had not yet made a very good network with individuals that could potentially further help me with my investigation. Perhaps the fact that I was an investigative reporter on the record while speaking with individuals made them conceal information from me, very speculative but maybe. So for the mean time I will have to settle with the information I got while further investigating the world of underground gambling and SL. While I pleasure my gambling needs with existing so called legitimate “games of skill” Zyngo, Skill Deal, and Hokus Pokus and gain experience in world, perhaps in time I will be led to where the real action is happening, the underground gambling.
Linden Lab® Official:Policy Regarding Wagering in Second Life, http://wiki.secondlife.com/wiki/Linden_Lab_Official:Policy_Regarding_Wagering_in_Second_Life, Games Of Chance vs. Games Of Skill, http://www.legalmatch.com/law-library/article/games-of-chance-vs-games-of-skill.html

Blodgett's model of protest and the EVE online Incarna demonstrations

Last year, when CCP games released the Incarna expansion to their popular MMORPG, EVE Online, they triggered a wave of protests unlike any the game world had previously seen.  The catalysts for the protests was CCP's decision to replace the old ship hangar interface with one where the player's avatar exited the ship and walked about the station.  This change was too graphically demanding on some user's systems, and interfered with their ability to play the game.  Exacerbating the situation was a new microtransaction model put into place by CCP, in which virtual clothes for avatars were being sold at exorbitant prices.  This played havoc with the in game currency and economy.
     The resulting protests were a unique and interesting event.  In And the Ringleaders Were Banned: An Examination of Protest in Virtual Worlds, by Bridget M. Blodgett, Blodgett classifies protests based upon their degree of virtualization, their legality, their cultural homogeneity, and the limits on participation.  The Incarna protests manifested in the form of violent in game riots.  Thousands of players swarmed two major trade hubs in the game, and proceeded to open fire on two large stations in game bearing large monuments.  The protest is interesting in two ways.  First, it was entirely legal, despite its potential to cause massive disruptions in the game.  The sheer number of players unleashing their weapons in the nodes, which were central trading hubs in the game world, caused large amounts of lag within those nodes.  At several points during the attacks, there were so many people in the zones in question, that other players trying to get in were locked out.  However, the world of EVE is one where the law is usually made by the one with the biggest guns, and in this case, everyone's guns were pointing in the same direction.  It was not a violation of the EULA for players to attack large NPC stations (though a single actor attempting to do so would accomplish little, and be in great peril besides), however, the unprecedented number of players acting in unison caused disruptions to the game's infrastructure.  As all protests occurred online, there were no real world authorities involved, and players had free reign to vent their rage in game.  Also interesting is the homogeneity and unity of purpose present amongst the players in what is otherwise considered to be one of the most merciless, dog-eat-dog MMO's in existence.  These protests forced CCP to do quite a bit of backpedalling, and to reconsider many features of the upcoming expansion.  They also serve to illustrate interesting aspects of Blodgett's models.